Even Vincent van Gogh needed a canvas to paint on, so we too needed restrictions and boundaries to create our game within. You could say that “too many cooks spoiled the Histera broth.” The problem with borderless freedom however is scope creep and vagueness. Everyone’s own view of what an entertaining feature would be was added. Before the design team was formed, the game design was oversaturated with ideas. Sadly, that means we tend to get too attached to our so-called precious darlings. “For all of us, creating a game comes from a personal passion for gaming. This was a great task where a design team could create clarity by making some much needed decisions.” Even when speaking with my peers from different areas, several different and at times even conflicting views were put forward, but remained fragmentary. Sometimes the ideas were only discussed and agreed upon in person without any written corroboration or consensus. Because of this, numerous ideas where ambiguously described. Artists approached the game through their art-focused lens, developers through theirs. “The original vision for Histera was formed by a smaller team, which consisted of mainly artists and developers who doubled as designers during these early stages. Luckily, I joined the freshly formed design team containing the talented level designers Jan Zhang and Daniël Seton who already did tremendous work within the project.” “After gathering the information needed to completely understand the inner workings of the project, I concluded there was still a lot of work to be done to create a backbone for the game to be built upon. This way I could fully grasp the initial idea behind the game with all its features and flavors.” ![]() – If you’re interested in those first decisions, check out our other devlogs!- As I was not present for the first steps of the design process, the first thing I needed to do was scour through the Game Design Document created by members of the art and programming team. “The first decisions were made long before I joined the StickyLock team. While It hasn’t been long since I’ve started working here it sure has been interesting!” ![]() I started working on this project half a year ago ago when I joined StickyLock. ![]() “Hi, I am Mounim, and I am a game designer at StickyLock Games, currently working on Histera.
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