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Joel Beardshaw and Meghan Matthews

5th December 2022

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Unfortunately, due to health reasons, Meghan is unable to come to the talk. However, Joel filled in that role for her and he talked about her role within the industry, and how she got into the company with her portfolio and experience.

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Joel (Lead Game Designer) and Meghan (Junior Game Designer) are game designers from Ustwo Games who came to talk about their experience from where they started to where they are now, and talking about the current making of the game Desta.

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Production Phases

He talked about the phases that the studio went through when they first develop a game:

1. Concepting

2. Prototyping

3. Pre-production

4. Production

5. Post-Launch Support

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Concepting is the brainstorming, where the whole team gathers and jots down ideas. That is through 'Miro', an online whiteboard, and paper with sticky notes. There are different techniques that they use when it comes to concepting:

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   - Crazy 8s: On a big sheet of paper, write 8 things foe each topic within 8 minutes. People can then add stars to the ones which are the most important. It also gives space for everyone to speak.

   - Grid (Cool to Super Cool, Not too risky to very risky) - Peers can place each idea into a Grid to show what ideas should have more priority. There is no such things as bad ideas but cool ones. Others can then put post-it notes to share their excitements or concerns for those ideas.  On Miro, anyone can add to the grid at any time if they found a idea worth note taking. 

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Prototyping is when they have a good idea of what the game is going to be, but not yet what the Gameplay should be/ what are the game mechanics. They normally use Unity with Pro-builder to quickly build prototypes that they can play around with, or do it on paper (Note that there are some game which does not use this form of prototyping). They would typically build more than one prototype to showcase each mechanic/ levels, making sure that they are completely satisfied with the rules and having answers for any solution. 

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Pre-production is working out how to do those things. This will be fleshing out the previous prototypes they made by changing, removing or adding elements. This will also include visuals of the game (colour palette, environments, assets), narrative, and more coding. Note that some are more/ less important than others for other games.

 

Production is the most amount of time the studio will be putting the work in. Now they now how the game works, what the visuals are, and what the story is. They will now refine the game, which includes:

- Finer detail to art/ models/ assets. 

- Creating worlds with characters/ NPCs

- Fixing potential bugs, polishing up code

- Testing - Making sure that certain things work as intended. Having peers testing it to see what needs to be changed.

 

Finally, Post-Launch Support. After completing the process of making the game and launching it to sales, there other things still need looking at, such as bug fixes (that others encountered that you have not yet), having more DLCs, looking at reviews from players and improving gameplay in the next patches.

Review

Since I already had talks from other people before this one, it was much appreciated to hear some of the advice being brought up to light again (such as portfolio) so that I know that there are general requirements for getting into the gaming industry, rather than each individual studio/ companies having different requirements and expectations.

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Knowing about the process from Ustwo studio is also valuable to know, since they have released mobile games, such as Monument Valley, which received multiple awards and becoming well known within the mobile gaming communities.

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Learning the process of games development of a gaming industry allowed me to apply what the studio went through into my own development, especially through the first few phases. I will plan to use Miro in upcoming projects for brainstorming so that it is much easier to share to others and provide feedback from each others ideas. 

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