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GD 235 Game Team Development

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    A Few Big Assignments

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    • Profile picture
    Oct 04, 2016
    | No strong feelings either way.

    Not too easy. Not too difficult.

    Course Overview:

    Game Team Development is all about putting together a team of designers, artists, and programmers in order to create an original, compelling video game, all in 8 weeks time with only about 6 hours of class time per week. The instruction was light-to-nonexistent, but the experience was worth it, because you learn in a hands-on way how to work as a team, communicate, and put out a great product. However, I do have reservations about not being given a clear framework for team development. We tended to only do weekly stand-ups (standing in a circle and saying what we've accomplished over the past week and keeping each other on track), and there was no theory. Some people may like this, but there was a lack of "meat" in this class. It was all project-oriented.

    Course highlights:

    I gained a perspective on what a programmer does and how he or she must communicate (primarily) with artists. Artists like to make something cool and just give you the image or model file and expect you to work your magic. As a programmer, this can be frustrating, as you need things to be consistently formatted and all the i's dotted and the t's crossed, otherwise an animation will look ugly or you have to clean up the work yourself, which can be a pain. I learned that the programmer must set standards for the artists and designers (and in this case, we were all designers) and communicate effectively with the team.

    Hours per week:

    12+ hours

    Advice for students:

    I would advise sticking with your passion. Don't try to jump into a coder role when you know you're an artist. Branching out is best left for other, more introductory Game Development courses. Once you're in Team Game Development, you should know your role. Definitely block out time outside of class to work your craft, and if you're a coder (programmer) - fix bugs as they come up, don't just let them pile up. If you're an artist, try to think "consistency." Overall, you get out what you put in, so put in.

    • Summer 2016
    • Paul Johann
    • Yes
    • Background Knowledge Expected A Few Big Assignments Group Projects

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