Sunday, February 12, 2012

Packaging Design: the Experience of Treasuring our Favorite Games

Writing about this topic might seem rather unusual, especially with digital distribution on the rise. But considering how most game developers, myself included, share the dream of creating games that players absolutely treasure, I feel as though flawed packaging design is getting in the way of this dream.

For example, I own plenty of games that I absolutely love, but whenever I go play some of these games, the casings that house them almost always leave me disappointed in a way. Not only is it a shame that the packaging doesn't live up to the quality of the experience as I remember it, but it almost makes me feel silly for having had such high regards for the game.

While I know that game casings are primarily designed for minimizing the cost of manufacturing and distribution, I believe developers are underestimating the impact that their packaging can have on a player's experience. Much in the same way that listening to a game's soundtrack can bring back fond memories of one's experiences with a game, a well designed casing can keep a player's love and respect for a game alive long after they've stopped playing it.

Sunday, January 15, 2012

Project Aeon, and How I spent my Holiday Break


It's been a month since my last blog post, so today I'm going to write about what I've been doing since then. Even though I've been on break from classes for the past month, I've been incredibly busy working on a Flash game called Aeon. I first introduced this project in my History of the Interguild series, and given that this is a blog about game development, it's odd that I haven't written more about the game that I'm currently developing.

Most of this game's production has been incredibly slow, inefficient, and just plain horrible. But recently, I managed to turn this project around while making more progress in just one month than I would have made in a full year otherwise. In this post, I'll explain the major challenges that have held this game back for so long and how I drastically improved my time management and productivity skills.

Wednesday, December 14, 2011

Course Analysis: MIS496A


The class that this blog was originally created for has ended! This was one of the best classes that I've taken at this University so far. Thanks to my tendency to morph class assignments into interesting personal projects, here are some of the things that this class has allowed me to do:
  1. Start a gaming blog!
  2. Make some cool QR-code posters for my club.
  3. Get the idea for how to run our club's awesome Facebook group.
  4. Get an internship with Riverman Media for next semester.
  5. Make my first seriously-designed level.
  6. Design an impressive infographic resume.
Of course, none of these things are what made this class so great. After all, I wasn't the only student who loved this class. So in this post, I'm going to analyze this past semester and figure out why exactly we found this class so enjoyable.

Tuesday, December 6, 2011

Nine GameDev-Related Things to do During your Holiday Break


I just finished writing a lengthy blog post on my club's website on how to productively spend one's holiday break. An article with that much effort put into it would normally be posted on this blog, because on the club website I usually only post short summaries of what we've been up to, which no one really reads. And so I'm tempted to describe this latest article as a guest post on my own side blog.

The reason why I decided to post this article there as opposed to here was because it's very specifically written to my members. When I asked some of them during our last meeting what they were planning to do during the break, I was shocked to find out how little they seemed to value the free time they'll have starting next week.

Or maybe I'm just weird. After years of struggling to find the time to work on the Interguild, I seemed to have developed some strong mental barriers against wasteful time spending. But that's not to say that I have good time management skills. It just means that I procrastinate by finding something else to work on. For instance, today probably would've been better spent writing my 10-page final paper for my MIS class, rather than writing a 10-page blog post for my club.

Saturday, December 3, 2011

Level Postmortem: MIS496A HW5


Postmortems are traditionally reserved for critiquing the development processes of entire games, but it shouldn't be too far of a stretch to apply the same kind of analysis to a single level.

Introduction

This level was made for a homework assignment for the class that this blog was originally created for. The project was really open; all we had to do was create "something" that would highlight what we've been learning in class. Some people made videos, others made skits, and one group went as far as to make a advertisement campaign with the goal of getting more students to sign up for the class next semester.

Naturally, I decided to make a level, and the game I chose to make it in was Canvas Rider, an HTML5 remake of the popular Flash game Free Rider 2. The level is currently uploaded to the Interguild. To play it, copy the code in the textbox, visit the game page, paste the code into the textbox under the game, and click load.

Saturday, November 5, 2011

How to Think Like a Designer: Applying Graphic Design to Game Design


I made the above posters a few weeks ago as part of a class project where we had to initiate a QR code advertisement campaign, which I naturally dedicated to my Game Developers Club.

Making these posters was surprisingly nostalgic. It reminded me of the three years that I spent learning graphic design in high school. My school offered four years worth of graphic design electives, all of which were taught by the same teacher. Because I transferred into the school during my sophomore year, I only had time to take the course for three years.

That class taught me one of the most important and universal skills that I've ever learned: how to think like a designer. Not only has this applied directly to making websites, but it has also helped me improve at public speaking, cinematography, writing, and of course, game design.

In this post, I'll be analyzing how this class was able to teach me this valuable skill so that you too can start thinking like a designer.

Friday, October 21, 2011

History of the Interguild, Part 3: Finding the Right Home


At last, we've reached the final installment of this series. In Part One, we saw how the Interguild community was formed by players who fell in love with the game Hannah and the Pirate Caves (HATPC), and in Part Two we saw how TNT, the creators/owners of the game, nearly destroyed this community through their repeated neglect and mismanagement of HATPC.

In this post we'll look at the story behind the various websites that have housed our community throughout the years, how they've affected the course and identity of the Interguild, and how we found our ultimate home in interguild.org.

This was a very difficult post to write. The major challenge was in figuring out how to properly organize these ideas together into a coherent article without confusing you with various jumps in chronology. It was because of this design dilemma that I finished this post so late, along with the fact that school is getting very busy lately. At one point, I tried staying up until 5am one Saturday night to see if I could finish this, and I still didn't finish. But now the wait is over...