A considerable amount of work goes into developing a game. Artists paint beautiful worlds, writers craft elaborate stories, and programmers construct complex game mechanics, but none of these by themselves make a game ‘good’. All of those things will contribute to a game’s overall quality, but above all else, you’ll need to create a good gameplay loop.
Last semester, I had the opportunity to take a brand new special topics class here at UAT. The class was, as the title suggests, about designing and building a new game every single week. It was an amazing experience, and I wanted to talk a little bit about the class and my experience in this rapid prototyping class as well as the lessons I learned.
Just the other weekend, I hopped into my 7th UAT hosted Game Jam with a group of friends and for 48 hours straight, we developed a game from scratch. The theme of this jam was Halloween, so the games we made were all in some way related to our favorite spooky holiday! A lot of very unique games were created during this jam, so instead of just talking about mine, I wanted to dive into a few of the other teams’ individual experiences and ask them how the jam went for them.
UAT is all about challenges. From our project-based curriculum to our 48 game challenges, students are tested. And the freshmen are not excused from this. Orientation is a great time to meet new people but is also where our Provost, Dave Bolman, announces for the first challenge as a UAT student. The Provost Challenge. A theme is announced and students are tasked with making something around that theme. Working in predetermined groups, students have 10 days to come up with an idea and create a prototype. The possibilities are endless! A game, product, film, or whatever else they can come up with is open for consideration. At the end of the challenge, the teams present in front of a group of professors. With much deliberation, a winner is announced. And this semester has been no different.
A very recent controversy in the gaming industry is games “journalists” demanding certain games have an easy mode so that they don't have to experience a game how its meant to be played. Instead, they just want to blaze through it to meet their deadlines and be first to write their reviews. The game that sparked this was none other than Sekiro: Shadows Die Twice.
Designing video games can be a difficult challenge. You may need to plan out exactly what the player will do while figuring out how to challenge them and keep them interested. You’ll need to design puzzles, enemies or other obstacles to keep the game fresh. Some designers spend hours just ensuring that the enemies will behave in the expected way to provide a consistent player experience. All of this time and effort results in a game where every aspect feels very intentionally planned out and meticulously designed, which can be a very good thing. But what if you could just let your game design itself? Rather than design every single thing in your game, let the systems take over and play themselves, making way for emergent gameplay.
Since the last post was a deep analysis on the entire “super” element in fantasy and science fiction, I think it would be something rather beneficial to any of you potential writers, roleplayers or character creators in general to provide to you a very special list. This post is going to be my personal tips when it comes to making super-powered characters, regardless of genre. I gave an example of a character of mine at the end of the last post, but I think it would be awesome to go through the process of creating one with you guys step by step. Without further ado, let’s begin.
Don’t you just love it when something looks pretty? When there is a cool image that just pops out and catches your eye? So do most gamers. In fact, with the latest advancements in the game industry, aesthetics have been a major focal point when attracting new audiences. No doubt that this strategy of showing off pretty aesthetics at conferences is an excellent form of promotion for the game, so long as they show those aesthetics in action. In this discussion, I’m going to go over what aesthetics offer the overall game and how important aesthetics are as a whole.
Hey, what’s up? My name is Jordan Leong, the newest Student Ambassador here at UAT. This is currently my third semester and I am pursuing a Bachelor in Game Design degree. A few fun facts about me is that I am addicted to character creation, both in video games and on paper. There’s just something about creating people or creatures that just show off how creative you are or even show how deep in thought you can get. So obviously, I’m naturally imaginative, spewing out ideas left and right. This trait makes me really talkative, so keeping a conversation is not hard. Other than that, I’m another geek who fits in with everyone else here, talking about games and anime.