Designer Blog - Sprint 1
Hello everyone! My name is Tyla Chadwick, and I am the designer for our game Alchemic Crafter, a construction exploration game where you, as the player, get to decorate the workshop of your dreams. Our team consists of twelve members. We are all computer animation and game development students at California State University - chico.
In our game, you play as a witch who freshly graduated from the academy. The academy recognizes you for your efforts, and they provide you with a workshop of your very own. However, the shop isn't what you expect, and there is much work to be done. But you're in luck! There are recipes to be gathered and materials to collect to make the shop of your dreams.
Now that you know the general idea, we can go into the progress of this sprint. For this sprint, the focus of my work was to revise the game design document for my teammates, meet with my producer to discuss the aesthetics of the game and create the user interface wireframes for our programmers and concept artists.
I had minimal adjustments that needed to be made to the game design document. I had a decent amount of assets put together for the modelers to be able to get started on during kickoff. The main thing I revised was what was achievable for the game and what would be stretch goals. I communicated with our lead programmer, Matthew Mills, and through communicating with him, I learned the ins and outs of certain mechanics so that I know the estimated time needed per program. I had to alter some of my wanted features in the game to stretch goals, which was to be expected.
I did end up adding a couple more assets to the asset list, seeing as some of our modelers have more efficient workflows than we had initially accounted for. A total of five more assets were added to the document, and I will increase the number as needed. I do not want to broaden the scope of the game too far since we only have one semester to complete it.
My next task was to allocate time to working with my producer, Anna Chen, to show her the aesthetic I was going for the game design. We talked together about a couple of the assets made, and in no time, she was on her own doing a wonderful job approving assets as they fit the aesthetic. Her knowing the desired outcome for the models keeps everything fluent in the game aesthetics and keeps our workflow achievable without nitpicking.
While I had a little bit of time before my next task, I went ahead and put together a clean PowerPoint template that we can use for each sprint that gives the details of our team's progress and shows premade categories for our slides. I wanted to make this ahead of time to keep both the producer's and my time efficient.
The last thing done this week was I completed the UI wireframes. I also took time to learn InDesign for creating the layout, as opposed to using Illustrator. I found that I was able to accurately place things much easier using the program without it being so tedious. Once completed, I handed them off to our programmers as well as our concept artist. The wireframes should keep the workflow consistent for those teammates. Shown below is a couple of my favorite wireframes I did.
Get Alchemic Crafter
Alchemic Crafter
Makin' Potions and Crafting Items
Status | In development |
Author | CAGD |
Genre | Simulation |
Tags | Casual, construction-management, Crafting, First-Person, Magic |
More posts
- Producer Blog - PostmortemMay 16, 2024
- Designer Blog - Final PostMay 13, 2024
- Designer Blog - Sprint 5Apr 17, 2024
- Producer Blog - Sprint 5Apr 16, 2024
- Producer Blog - Sprint 4Apr 04, 2024
- Designer Blog - Sprint 4Apr 01, 2024
- Producer Blog - Sprint 3Mar 12, 2024
- Designer Blog - Sprint 3Mar 12, 2024
- Designer Blog - Sprint 2Feb 28, 2024
- Producer Blog - Sprint 2Feb 27, 2024
Leave a comment
Log in with itch.io to leave a comment.