Game Jam Collab- Evaluation
Well. This has been
dramatic.
Other than the graphic design collaboration, which I adored, taking on more of a leadership role, leveraging peoples skills and talents and keeping the project on track. Despite preferring 2D, I applied my 3D skills to the project and learned much more about modelling, which meshed very well with the work of the graphic designers, it was a highly positive experience in comparison to the longer collaboration in Games Art.
Other than the graphic design collaboration, which I adored, taking on more of a leadership role, leveraging peoples skills and talents and keeping the project on track. Despite preferring 2D, I applied my 3D skills to the project and learned much more about modelling, which meshed very well with the work of the graphic designers, it was a highly positive experience in comparison to the longer collaboration in Games Art.
I was overjoyed to be
working with two very close friends for this project, myself and miffy weren’t
going to work together as we didn’t want to maim each other, but for repulsion
of any other team, we decided we respected each other enough to do this and do
it well, and we have. Ian however. We have personal history with Ian, myself
more than the others, and it took much persuasion on Miff’s part for me to grow
up. I decided that it would be a great experience, something I could grow from.
And I’d say I have, as to not put too much of a schoolyard-spin on it, working
with my “worst enemy” was far more doable than I thought. I have nerves of
steel. After this project, I have absolutely no fear of working with anyone
else, because the things I had to get over and eal with have been immense, and
for this, I’m proud.
Far too much time was spent on concept art when we could have been working on production, but with many key roles that Ian himself wanted to do, like animation keyframes and assets that quite simply, he didn’t do. We spent an age designing our character and the mask as we all had very contrasting ideas, and settling on something with difficult, but we didn’t need to spend the time we did on stuff that was so miniscule, it should have been stuff directly going into the game such as assets and animations. Voice clips shouldn’t have really been explored until the mechanic was implemented, despite how innovative it was of us to decide to utilised 3DS capabilities with the lack of a sound room.
Only myself and Miffy had
any real nodding experience, but theres nothing I can do that Miffy can’t do
quicker or more efficiently, but I still wish she had time to do the work she
truly wanted to do: the promotional art. Many corners have had to be cut and our
game is very different from what we originally had planned, if we had Ian using
his actually very impressive talents throughout, with a large work ethic that
matched the rest of the team, we would have been a force to be reckoned with.
Sadly this was a fantasy. As much as I dislike him, his work would have been a
massive asset to us, if he bothered to join in. Quite frankly, our game would
be much better if we refused him and turned him away as everyone else had. But
truly, I’m glad we didn’t.
Not only have a learned
more about painting from working with my talented friends, but on a massive
personal level, working with Ian was cathartic despite everything. There really
are worse things. I’m proud of us , I know my painting skills still have a long
way to come yet, but I feel this was all most beneficial, and playing with
animation was a lot of fun and something I’d like to continue in my own time.