I'm back >:) The Task at Hand With Week 1 of Studio 3 complete, brief has been received and I'm left to design my own controller for specific use of a game that I also design. The controller needs to be unconventional, not your typical handheld controller modified slightly but something that is weird and... Continue Reading →
World Building to Invoke an Untold Story
Here I'll talk about the Importance of level design and world building in order to make the player feel like they are somewhere else and to make them also feel like staying in the world to explore it more and gain further meaning about why they are there. For Joust! It was about creating a medieval... Continue Reading →
Joust! Post-Mortem
"Joust!" has now been released on itch.io so go check it out! In this post I'll be giving an overall rundown on the project, notable milestones, things learned and what I can do to make development easier on myself and my teammates in future projects. The Development The start had to be the toughest part of... Continue Reading →
Using Unity Analytics to Improve Your Game Balance!
Unity Analytics is a great tool provided by unity to account holders to track certain data in order to improve your game. This is a cool method to allow you to see what people are doing in your game that you might not necessarily be able to see while watching them play your game. For... Continue Reading →
Project & Team Managing for Game Development
Oh boy, okay this topic may sound boring, but damn is it important. No there is no way around doing a project well without doing proper project management. Hell, even if you do proper project management, the project may still be a failure and that's a conclusion I feel I've come closest to with my... Continue Reading →
Designing Inputs and Feedback for Joust!
I'll begin this by now mentioning the game now has a title "Joust!", no more "Project Joust" as a working title. Now onto the topic for discussion. Designing the controls for joust is something very new to me as this is the first VR project I've ever done. Not only that, I've barely had the... Continue Reading →
A Students Take on Developing for Oculus Rift.
The Project So over the past few weeks I've begun development on a new game. In elevator pitch format: I'm making a VR medieval jousting game for the Oculus Rift with stat tracking in order to analyse your opponent before attempting to duel them. Initially developed as a single player game, it has the means... Continue Reading →
House of Heavens – Post Mortem
My art game House of Heavens required us to draw inspiration from an art piece that we experienced in person. I went to brisbanes Gallery of Modern Art and drew inspiration for a game from art work named House of Heavens. When I went in to choose an artwork, I believe I got really lucky... Continue Reading →
House of Heavens – The Artwork
Introduction This will be a quick insight into the sculpture I chose to base my game design on for my second project for the trimester. Here we will look at the sculpture itself, the artist and breakdown the meaning, why I chose it to create a short experience about it and how I intend to... Continue Reading →