David Doc. Rogers

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A Level Design II Post Mortem

Posted by David Doc. Rogers on June 3, 2012
Posted in: Game Development. Tagged: Full Sail, Post Mortem, Ruin_ed, Team Cloud, UDK. Leave a Comment

Team Cloud – Level Design II – Ruin_ed – May 26, 2012

Team Cloud was organized to form a portfolio quality level using the March 2012 version of UDK. The team spent four weeks working together to design Ruin_ed. For those wondering why we chose this name it’s a play on Counter-Strike de_maps. Since this is a student project _ed represents education. So there is some thought behind it. Our first week was spent getting to know each other and start planning for our Alpha milestone. Week 2 we began to build in UDK and create a playable prototype of what we were trying to achieve. In week 3 we expanded on our prototype and started to create the type of setting and mood we wanted to show off in our design. By week 4 we were polishing the level adding lights and sound. As well as completing the terrain and other assets that may not have been included in earlier builds.

What Went Right

1. Team Cloud was a solid group.

                We were fortunate enough to be paired up with a pretty solid group of students. Every member played an important role in the success and completion of this level design. We all seemed to get along rather quickly and enjoyed working with each other.

2. Every milestone was met on time.

Meeting milestones was never a concern. All work was completed or near completion in enough time to allow for proper testing, rebuilding, cook, and package times. All requirements for each milestone were also met. Huge improvements were made each week to the level’s design and encounters.

Early Beta Version. As the designer of this castle I found it be very dull.

Gold Release: I went through a massive overhaul taking inspiration from HBO’s Game of Thrones/A Song of Ice and Fire.

3. Combat gameplay.

                I was pretty concerned with combat gameplay in the beginning of our project. I wasn’t sure if anyone on our team was capable of doing a good enough job to provide the player a challenge. Fortunately Team Cloud had Rashad Burnett take the charge in setting up our combat system. He did an excellent job at getting them to work, removing their errors, and any other weird bug that occurred during the development of this level. These pawns gave me a challenge even when I had them set to novice so I think we accomplished adding a good bit of friction.

4. There weren’t as many errors as expected.

                Working on a project this large in an online setting worried me. I was very concerned with how we would all work on one level and how we would prevent each other from stepping on each other’s toes. Luckily UDK has the option to stream levels. With the combination of Dropbox and UDK’s streaming levels we were able to work in layers and prevent any serious issues from occurring.

What Went Wrong

1. Poor planning and organization to start development.

Unfortunately, I feel our team had very poor planning and organization from the start. We thought we had a plan but what we really had was just a bunch of gibberish with no real goal. If we had spent more time planning we could have done so much more. I think Ruin_ed is a decent piece of work, but if we had planned more I know much more could have been achieved and we wouldn’t have wasted so much time wondering what to do next. If we had planned better we all would have been on the same page more frequent and I would have felt less inclined what to tell other members what to do at times to help assist in the design process.

2. More streamed levels could have been used.

Due to members overstepping boundaries, roles, and authority a serious error occurred the day we were supposed to ship. This mistake could have been prevented if we used streamed levels for the player path, lights, and the castle. It was an honest mistake but it resulted in some unfortunate mistakes that were unable to be corrected in time for release.

3. Lightmass Volume was not used properly.

It wasn’t until very recently that I learned you can use more than one lightmass volume. I was told using more than one cause’s problems with UV overlapping. As the team lead I take full responsibility in this issue. Having three or four lightmass volumes throughout the player’s path would have optimized the level greatly as well as sped up the rebuild time for lightmass. Production Build took six hours to complete.

Using such a large Lightmass Volume we did not achieve the proper optimization.

Every door way is lit with 32 lights.

Hundreds of lights were used throughout the level.

4. Rules, roles, and authority were loosely followed, almost forgotten.

As mentioned earlier, a team member overstepped their bounds on the day of release and as a result it cost the project greatly. The rules, roles, and the powers of authority should have been more dually noted. This problem could have been prevented through regular reminders in team meetings.

5. Some team members may have lost enthusiasm for the project towards the end.

I feel that in the final week a couple of our team members really lost interest in the project. Either because they felt the project was done or because they felt there was nothing left for them to do. Whatever the case may have been I was really hoping that in the final week we’d really come together as a team and bond and “game jam.” We never seemed to find a rhythm together. I know that our schedules are greatly different but there was never a time when I felt that the gang was all there. I didn’t feel the passion I felt from myself from others. As a result, I kind of felt like the team really dropped the ball on what could have been the best week in the entire development process. I enjoyed staying up late and putting in long hours.

Nice overview of the map, would have liked to have seen SM_distantland/trees in this cinematic scene.

Conclusion:

I’ve enjoyed the time I and the rest of the team have put into this project. I wish we could have spent more time working on it and making it better. However, I believe if we had spent more time planning and preparing we could have achieved all of our goals and added more pop to the rest of the level. I would have spent more time going over simple guidelines with the rest of the group to prevent some of the errors we had. I would also encourage them to try and boost their morale and continue to have passion for the project at hand. The biggest lesson I learned from this is to spend more time planning and outlining at the beginning of development. It will save time and can even reward you with extra time to meet other features or design choices.

The standalone level installer is available here https://dl.dropbox.com/u/11348542/TeamCloud_W4_Gold.zip

If you have any questions, comments, or would like contact information for the other team members please contact me at docrogers at fullsail dot edu.

Thank You To All My Backers

Posted by David Doc. Rogers on November 11, 2011
Posted in: Events, G3. Tagged: Extra Life, G3, Microsoft. Leave a Comment

I am proud to announce that I raised $200 for the local Children’s Hospital Miracle Network, I think that is the right name. I want to thank my friends, family, and strangers who donated for such a wonderful cause. Next year I plan on raising over $1,000 and will be more aggressive in attracting donators. – Possible prizes to the highest donators!

Help Me Raise Money For G3

Posted by David Doc. Rogers on September 13, 2011
Posted in: Events, G3, Games. Tagged: charity event, Extra Life, G3, gaming, gears of war, Microsoft, miracle network, network hospitals. Leave a Comment

On October 1st, Extra Life, and Microsoft Xbox 360 have teamed up for G3. Gaming and Giving for Good. This is a 24 hour event that begins at 8 am October 1st, and ends at 8 am October 2nd. Anyone can take part to help raise money for their local Children’s Miracle Network Hospitals.

I have signed up as a participant to support Wolfson Children’s Hospital in Jacksonville, Florida. My goal is to raise $800 during the 24 hour event and I cannot reach this goal without the support of you and others.

You can give as much money as you would like, but it would be nice to have some supporters give $5 per hour played during the 24 hour event. No breaks of any kind will be counted towards actual play hours and Raptr.com’s services will help keep accurate track of time played. My game of choice will be the newly released Gears of War 3. So I hope that some fellow Gears Heads stumble upon this good charity event.

Your donation is tax-deductible and all proceeds go towards helping children. Together we can help hundreds of young children who need medical help.

For more information on the Extra Life G3 event please go to my G3 Participant’s Page.

Your consideration and donations are greatly appreciated.

Thank You,

-David “Doc.” Rogers

XBLA Summer of Arcade Kicks Off With Bastion

Posted by David Doc. Rogers on August 8, 2011
Posted in: Games, Reviews. Tagged: Bastion, Summer of Arcade, XBLA. Leave a Comment

Bastion
Developer: Supergiant Games
Xbox Live’s Summer of Arcade kicked off with the colorful world of Bastion. This action-rpg is nothing new to any seasoned gamer. To this reviewer, it felt like a rebirth of a lost era in gaming – the 2D era. If you were a fan of the original legends of Zelda then you will instantly fall in love with the world of Bastion

The game
As wonderful as Bastion is it lacks some depth. It’s like feeling full after eating a lot of Chinese food, and then forty-five minutes later you want more. This reviewer wants more of the world of Bastion. I would like to see this game’s design experience a revival at the triple-A level. The possibility in the world of Bastion is endless and as open-ended as the story is – the player is only limited by their imagination.

The best feature in Bastion is the narration of the player’s action. Even though Bastion may feel like every other hack-n-slash style of game it’s the way it makes you feel that’s different. The narrator doesn’t tell the story he describes the player’s actions in a dynamic way. As you smash things and blow off steam or wander around and take your time, the narrator will give the player the feeling of dictating the story.

In the opening moments of Bastion you find yourself as a boy waking up on a floating slab of colorful tiles. As the kid approaches the exit the path raises from the abyss beneath him. “He don’t stop to wonder why,” the narrator says as the kid charges through; having faith the path will appear before him.

Soon the kid finds his hammer where he can begin to smash enemies and obstacles in his path. As the kid travels around the world of Bastion he will discover weapons, potions, artifacts, idols, and fragments of the old world. The depth and substance of Bastion as a whole is made up for by its armory of weapons and the ability to customize load outs and special abilities. The combat system of Bastion is simple and easy to learn quickly. The kid has the ability of “invoking the gods” through idols, and now the player can make Bastion as challenging as they want. With the depth of the combat system and the many tiers of weapon upgrades the idea of invoking a few gods becomes more inviting, and offers up rewards for the player.

The kid’s main goal is to travel throughout different parts of the world, and find fragments of the old world to restore the Bastion. An event called the calamity happened and has destroyed Bastion leaving the kid as the only known survivor. Giving the kid plenty of opportunities to explore and level up. As the kid moves on weapon training ground areas will appear for the kid to test his abilities. Succeeding will award the kid with special rewards.

Art
After the narrator the best feature in Bastion is the art and the design of the game. The colorful tiles that raise themselves from the nothingness below are colorful and mosaic like. The colors of structures, enemies, and other characters are vibrant and have a water paint look. There are very few games that still take on this art style and design. As a result, the art style of Bastion makes it truly a unique game experience.

Overall
Overall Bastion is truly a breathtaking experience if you allow yourself to become lost in its world. I would really like to see more from Supergiant Games in support of Bastion. It’s just absolutely amazing. Not many know, but a team of just seven people created Bastion. If you love games you should support these seven people because I want to see more from these guys and this game.

It’s a shame that Xbox Live Arcade only limits their arcade games to 12 achievements and 200 gamerscore. I feel like Bastion is one of those types of games that could have so many rewards for doing certain things in the game. Considering XBLA games have seen a steady increase in price, the 1200 MSP, $14.99, titles should allow for at least 18 achievements and 500 gamerscore.

Bastion released on Xbox Live Arcade on July 20, if you haven’t already I highly recommend picking up this title. For $15 this game offers hours of rewarding gameplay. Your support could give Supergiant Games reason enough to serve us a second helping of Bastion content in the future.

Rating: 9 out of 10

BioShock Infinite’s Creative Director Ken Levine Looks to Max Out “Player RAM”

Posted by David Doc. Rogers on April 11, 2011
Posted in: Game Development, Games, Previews. Tagged: BioShock Infinite, Irrational Games, Ken Levine. Leave a Comment

Ken Levine, Creative Director at Irrational Games, wants to fill up your brain with as much information as possible but without making you feel overloaded. As a writer and designer myself we’re always looking for new ways to have the gamer interact with the characters and environment that encompasses them. In BioShock Infinite, Ken Levine, aims to make gamers feel a connection to the story’s plot that hasn’t been felt before. Storytelling in games has evolved for years and now as we start to see games become a legitimate medium in storytelling the users will benefit from a more rich and engaging experience.

Telling a story in a game is not like reading a work of fiction. A game’s story is told through the mechanics and progression through the levels. Pieces of the story are unfolded through interactions with the environment and interactions with characters within the world. Many designers today want to try to empower the gamer and make them feel something. Whether that feeling is inspiration, love for the damsel in distress, or hatred for the villain, more and more of these emotions are starting to show up in games today.

“How do you not tell the gamer you’re falling in love with this person, or you’re getting into a relationship with this person, how do you make the gamer feel that way?” – Ken Levine

In this interview by GT.TV at PAX East Ken Levine discusses how he goes about his writing and design methods, and the questions he asks himself to bring a unique and empowering experience to the gamer. Instead of telling you everything enjoy this eight-minute interview and hear for yourself how Ken Levine wants to immerse you into this universe.

Check out the interview provided by GameTrailers.com

I tried to embed the video but WordPress (at least the free version) does not support the code GameTrailers.com uses to embed videos.

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