Sunday, 4 October 2009


  1. Similar to my reply to Stuart, I think more group projects are always a great idea during the course, because as James and Rachel say, cohesion and understanding of everyone elses specialities and deadlines is vital in the industry itself.

    It might be hard to find such specialised teams in first year, but in second year and onward, I know my own BA class had an urge to get their heads together and create something from the combination of our abilities. But despite some initial planning, there wasn't time to do it alongside our actual projects.

    As a final point, it can feel limiting to a designer to enforce reality at every stage of the project. What I do is be as creative and outlandish as I want at first, but then you always have to keep in mind later how you are going to reign in those lofty abstract pipe dreams into cold hard mechanics the programmers can undertsand. GDD's are helpful in teaching this, and although the course is a great oppurtunity to come up with grand ideas only big budget companies could ever make, some people need to realise that the MMORTS where you can play any unit and visit a dozen planets each thrice the size of a dozen GTA games, just is not feasible. You have to come down to earth sometime, tragically!

  2. I think Rachel made a very good point. I feel the course needs more of a reality check, we need to have more people from the industry come in and talk to us about what life is like on the other side.

    I also don't know why they stopped us working with the programmers in the 2nd year, I think that would have been a great oppertunity to create something very exciting.

  3. We decided to work with the Unreal Tournament Editor so that we had a consistent engine that students can use and work with at any time. This enables students to learn about fundamental mechanics and triggers within a game and to think about level plans without having to rely on a progammer to do it for them.