06-16-2016 08:42 PM
Part I: The Struggle is Real. What Diversity Actually Looks Like.
Ayyyyyye. Alright I haven't really wanted to write this blog because I'm visiting my family which means...
These situations, the complications of my life, always make me think about what "diversity" really means. Marginalized faces come in different shapes and shades but also with the real, tangible effects of marginalization; how do you accommodate that? I'm not sure. Hmph...
Part II: Lessons Learned and Flexible Design Strategies.
Travel aside, this week has been frustrating. I felt like I spent an inordinate amount of time on technical things, research and dead ends. It happens, hopefully someone can learn from my errors.
My initial goal was to go forth making this game about privilege where players navigate a neighborhood as several different characters to reveal how the world changes in response to the bodies they inhabit. I thought I would go ahead and mock things up as much as I could and worry about optimization later. So I spent a lot of time looking into blendshape animation, creating textures and polygon management until a couple of issues came up:
Oh man, I am SO glad I actually took the time to put a build up on the Gear instead of waiting to the last minute or after I'd built an entire scene up. As soon as I saw it in the environment I realized it just looked boring visually. I highly suggest folks look at their project in the Gear and do so often - what looks okay on screen just may not work in the headset.
I also came to the realization that as simple as my game is, I'm being too rigid in my process. At the end of the day I'm going for a particular emotional response and not a particular composition. Last week I came up with a GDD and an Asset List and started to build the game in a linear way. I don't feel like my efforts were particularly fruitful so I'm going to switch gears.
For now, I've switched to a more modular design process. I'm going to make various components and see what I've got to work with at the end of the week, letting my game and experience emerge from parts. Since I'm away from my desktop for two weeks, I'll be writing small scripts with little nuggets of functionality that I can mix and match. I don't know if this is the "right way" to approach game design, but I'm hoping a more flexible process will prevent me from getting stuck on design issues for too long.
Who knows what the hell I'm making though? Emergent design! Woo and/or yikes!
06-17-2016 09:51 AM