Tutorial 13th Jan. Live Blog

13 01 2009

Gantt charts are discussed.
The module guide offers what happens week on week.

The problem can change as you develop. get out of the mind set of “the problem solver”

Build the concept. What is the part of the project I need to understand the most? – – devise practice tests and produce work, reflect on it through the journal.

Postgrad – Preparing you to present your ideas to others. the understanding is the more untanglibe and important. tho get there though, you need to starts producing

Produce a high level gantt chart. Be as detailed as possible.

Know the timepaths  Add mile stones. Self set deadlines.

reflect at milestones. between milestones just work, produce practice.

Gantt:

Go deeper in time scales. use milestones based on the moduleguide timescale.
(6 months till  MA deadline)

2 week test:

  • Discover proof of concept standards name? – what is the name of the container, what are the things that would be in there? all pitch work for games?
  • Produce style sheets for the pigeon king, based on finalised twots. Accounting for function and gameplay and art direction.

(If “x” “y” and “z” are this characters functions, then this is how he could look.)
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Practice is discussed as a chain of problems, making one thing, leading to another.

Aims for end of week.

Produce a gannt chart showing what I’ll do. make it detailed.

Aims for fortnight.

Produce character sheets for a pigeon king

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Group Tutorial 10/11/08

16 11 2008

The first of my Group tutorials for the year with 4 peers and my supervisor; Simon Perkins.

The theme of the first tutorial was very much a meet and greet, with a heavy emphasis on informing each other and Simon of our project proposals, what we’ve done in the past and where we want to be.

The discussion of my project covered;

– The Practicality of working in the games industry, A balance of skills vs ideas.

– What practice outcomes could show the strengths of adaptable ideas generation yet highlight skills?

– Episodic Gaming, a method of game development with smaller development cycles, allowing for rapid change and adjustment. Is this something I should look at?

– “Mod” development. How working with a group of people to create a Modification for an existing game is important for the CV. Also it works with a known quantity to develop something new.

– Pilot project should be a proof of concept experiment.

Reacting to all this discussion, I feel that whilst pragmatism is important (i.e. the ability to adapt, etc) I may have covered a lot of this over a 3 year BA hons in GD.

It’s important for me personally to expand my skills base. I could have all the ideas in the world, but without the library of technical skills with which to realise them, and exhibit them to others I don’t really see what the point is.

It’s a tough balance.