Devlog 4


Since I ended up being pretty busy thanks for finals, a lot of my work these past weeks were just making adjustments to the already existing systems and fixing some bugs. I also played around with sound design using knowledge I learnt in our sound design class, and I think it ended up adding to the game nicely.

In post-production, I've been doing a lot of reflection on our process and the original system we built. As the lead game designer, I ended up being pretty familiarized with how the systems were intended to interact with each other. However, as time went on and I got to see my work in action, I started to realize what did and didn't work, and better ways I could've executed my original design intent. Reflection like that helps improve the game for future updates, but also helps me hone my game design skills for future projects. After the semester, I do want to add to the game in quality of life updates and minor changes to fully refine the experience. I already have a small list in my head of things we could improve on and adjust.

I learnt a lot from this project in general. I haven't been a lead game designer for a game before,  so the experience was very new but helpful. Additionally, my fellow team members did excellent work on the game and were very helpful when it came to planning, implementation, and management. This project made me feel strongly that good management and team communication is an important foundation to a successful game project.

Comments

Log in with itch.io to leave a comment.

Your ability to adjust and contribute even during busy times shows dedication, and your focus on sound design likely added a unique layer to the game. Reflecting on the project's process and outcomes highlights your growth as a lead designer and underscores the value of teamwork and communication in game development. "No Days Off" seems to be not just a project, but a stepping stone in your evolving game design journey.

It's nice to come away from the project with new knowledge. It is also nice to hear that you had a plan to begin with, even if it didn't follow through completely. The game I saw was very impressive, and I'm glad to know that development was an experience that you'll be taking forwards.

Taking time out of your busy schedule to work as the lead game designer for a game is really quite a difficult task. Designers need to have good time management skills and the ability to adjust their thoughts. As a designer myself, I understand this situation. And your final presentation shows that you did overcome the difficulties. It's great to see that your game ended up with such a high level of completion. I really love it.