Pre-Production Problem

  • Most bad games are caused by bad preproduction, and not planning
  • Can save a studio money
  • It’s easy but very affective
  • problem finding enough preproduction time
  • There is never a game where you can fit everything you want. though preproduction can help
  • Time management is essential
  • Companies are split, some are working on preproduction, the others are working on another actual project.
  • Do things like: Is the game gonna be 2d or 3d, whats the game about, etc etc. – Plan everything before you actually make the game.

Terrain Sculpting


Every Story is The Same

The steps a character takes in any story:

1. A character is in a zone of comfort.

2.They want something

3. They enter an unfamiliar situation

4. Adapt to it

5. Get what they wanted

6. Pay a heavy price for it

7.Then return to their familiar situation

8. Having changed

Steps one, two, and eight is the characters comfort zone, the place where the character is back in their normal life. Four, five and six is the characters journey through an unfamiliar world and needing to adapt and change to it. Three is the start of the characters new journey, while seven is the character leaving that world and returning back to their normal world but still different from the original.


The Particle System



I watched only one video about the particle system in unity, though this one was long and gave a lot of information. The video talked a lot about the how to use particles and what you can do with them. Explaining things like how to change the size of the particles and the speed the particle go. The video also did a little explaining how to add more particles to Unity from the Unity asset store, though I would have liked a little more information on how to create your own particles.


Critical Thinking Assignment

“Not only do we tend to think about the world according to what we want to see and what we need to see, we tend to think in terms of what we expect to see.”

I agree with this statement, people never seem to see things openly enough. It’s always what we want to see or expect to see. It just makes it that much harder to recover from the information we weren’t expecting, because we never prepared for it. You need to create more then one solution to a problem if you want to succeed and you need to expect everything. You may live your entire live believing something, something apart of you. Only for it to be torn out because you didn’t expect or prepare for the unexpected.

Game Objects



Coordinate system

Perspective to orthographic

Global/world local

Idea of a game object

Create and empty 

Things that do stuff?

Mesh filter, box collider mesh renderer

other objects, sphere plane




Collider options

Universal lighting 

Transform and tranformations 

Order of operations 




Contemporary Game Assignment

1. Provide a detailed overview of the object of the game.

This is kind of a turn based game, you pick a move to do then the other person picks a move to do. Your main goal is to survive as long as possible through upgrading your gear, weapons, and lvl up. You do this by raising money through tournaments and duals in which you fight someone else basically to the death. Once you die though, you have to restart your entire game, make a new character and try and get farther than you did before.

2. List 3 or more things you like about the game. Why?

  • I find the combat system fun, the turn based system is nice.
  • I like the rpg feel, upgrading everything over time and getting stronger and better at the game is fun.
  • I really like the idea of tournaments, this is one of my favorite parts.

3. List 3 or more things you do not like about the game. Why?

  • I don’t like the pressure of having to restart everything if I lose a battle, and if you do lose when you make it far you just wanna rage quite.
  • The art style is boring and plain.
  • I wish there were more areas to explore, if there are I haven’t found them yet.
  • Some games can take a very long time.

List 3 or more reasons why you think the game you are reviewing is successful.

  • It is a fun game, the combat is fun.
  • The rpg aspect of the game
  • There are a lot of ways to make different characters, with many different skills and lvls to mess with.
  • The tournament part of the game

MDA Framework and Genre

MDA Framework

Mechanics, Dynamics, and Aesthetics:

M – Are the rules and systems that create the play we experience, so the math used to make shooting work in an FPS game.

D – Dynamics are the actual experience you’ll play

A – Aesthetics are the underlying emotive reasons we go to that game, for the challenge or the fantasy of being a marine etc.

Eight Type of Aesthetics:

  1. Sensation (Game as sense-pleasure): Player experiences something completely unfamiliar.
  2. Fantasy (Game as make-believe): Imaginary world.
  3. Narrative (Game as drama): A story that drives the player to keep coming back
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  6. Discovery (Game as uncharted territory): Urge to explore game world.
  7. Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

MDA Framework at Wikipedia

Making Your First Game Advice

scope – Don’t bite off more than you can chew, for your first game start small. Don’t go into building your first game with an idea. Just mess around with it and see where it goes. start small and keep simple.  

Don’t start a project you think will take longer then three months to make, and don’t worry about how pretty it looks, just make sure it is functional. Set mile stones, helps you become more productive, keep the mile stones small. Make sure games are functional first, work on polish last. Always use your resources! Force people to play your game, this is so you can learn where you can improve next time.

Viable minimum – the smallest amount of work that still allows you to test the basics of the game, to learn if you should continue building on to that game and expand onto it.