Monday, May 18, 2015

Maker Faire Reflection Post

1). Maker Faire was just as I had imagined, a unique, exciting event that i'd have lots of fun at. Our showcase was similar to what I had envisioned it to be- a table full of laptops ready to play Adrastus. The fact that people actually came and checked out the game was a major success. I don't think I would do anything different!

2). I didn't find any other showcases to be particularly inspiring, though I was fascinated with the tesla coil music booth.

3). One thing I distinctly noticed was that no one would be willing to pay for the game. 

4). I would definitely like to see more of the narrative incorporated into the story, from the brief glimpses of the game that I saw, I didn't see too much of that. Graphics too, the AI guards need to look like actual humans, not red humanoid monsters. Also, maybe tone down the difficulty and or incorporate guides/hints into the gameplay. Having tried the game a few times, its almost impossible to win. Also adjust the colosseum colors to something more realistic.

Documentation:

 
   

Wednesday, May 13, 2015

Maker Faire Showcase Design

Displaying IMG_2820.JPG
Gallery Design

  1. For my showcase design, I envisioned us having a single, narrow table where we can set up two laptops with the game installed, along with the tri-fold Sasha and Diana were working on. If we have any additional space, we could add surveys  between the computers along with a banner along the side of the table for decoration.
  2. In the beginning I primarily worked on the narrative team and helped make most of the script.Once the script was finished, however, I took the time to design a t-shirt that we could all wear during Maker Faire.
  3. Overall I think we succeeded in our goals, we showed a surprising amount of teamwork and cooperation throughout this project.
  4. I wish we had gone with a different, more easier concept, instead of a first person perspective game (*cough* visual novel *cough*)
  5. I think my greatest achievements were the script and the t-shirt design. I did the best that I could do with the script given the concept, and i'm overall very pleased with how the t-shirts look. 


Friday, April 17, 2015

Maker Faire Reflection

This week I primarily went over the critiques and suggestions for the script and finished up editing, completing the final draft of the script. After that, I began shadowing people from the engineering team and assisted when necessary with the narrative transition. 

Monday, March 23, 2015

Maker Faire Roles



I would like to apply for a narrative position in the Maker Faire game design team. I feel I am best suited towards this role because I genuinely enjoy writing and, I have been told by my peers that I write well. I have a lot of experience from writing from over the years, and understand how write dialogue, design characters, plot, and etc. 


Dimensioning Standards




1). Size dimensions describe the size of each geometric feature, while location dimensions show the location of each geometric feature within an object or view 
2). Datum dimensions are where a single reference point is used for all dimensions in a single direction, while chain dimensions are where each point is measured to the next. Datum dimensions result in smaller dimensional deviation in manufactured parts. 
3) With a dimension drawing, you can visually convey it, while through a written description you can verbally covey it. A dimension drawing is usually more accurate.

Friday, March 6, 2015

Reflection Interview #2

The interview with Jessica Pauley was very informative and helpful. SpaceX seems like a really interesting place to work, especially when they're doing so many cool projects. It does seem like a lot of hard work and long hours, but given what they're doing, that's expected. Overall, I can agree with the fact that if SpaceX were to be any ice cream flavor, it would be pistachio, though i'm not sure why it would be considered frozen yogurt.

Thursday, March 5, 2015

Maker Faire Game Research

Fire Emblem Awakening box art.png

Fire Emblem Awakening is a turn based tactical role playing game where you play as the head Tactician of Prince Chrom's army, and must lead them to victory. The game was first announced at a Nintendo's 3DS press conference during the 2011 Tokyo Game Show. A free demo was released to the 3DS eShop on January and March for North America and Europe respectively. It developed by Intelligent Systems, and due to the series declining sales, was meant to be the last game in the series if it didn't sell at least 250,000 copies. In the end, it exceeded sale expectations and sold 242,600 copies in the first week alone. This game is intriguing to me, due to having personally played the game, along with having;
  • challenging gameplay
  • an array of customization features
  • a unique cast of characters
  • a compelling storyline
  • an amazing soundtrack