Tuesday, 9 December 2014

"A" Job well done!

We did it! The presentation went great. We all presented our respective sections very well and the feedback was fantastic. I really feel that this is a game that could do very well in the market if it was to be produced and with an A grade for our presentation I think we have done a great job of presenting it as such. I am so proud of the guys for their work and I am sure it will continue as we look to polish the GDD and fill out our peer review forms before finally submitting.

I am so glad that I got to work with Jonathon and Robert again as I feel we work very well as a team and I hope we can continue to work together.

Tuesday, 2 December 2014

Week 11

After getting to grips with photoshop and the best way to get the most out of it especially when using a tablet monitor I have created the rogue and I could not be happier. He was created using an image size of 9000 x 9000 pixels so you better believe the detail on him is top notch. The presentation is complete and ready to go and we are all really excited to do it. We think we have a very professional presentation and a great product so we really hope that we do well and I can safely say the team deserves to because we have worked our tails off to make this as good as we can and coming from three programmers I feel we have done a great job.

Tuesday, 25 November 2014

Week 10

I get more and more impressed every week with this team. Today we have discussed just how well we are doing and how this could really quite easily be a viable option as a real game that would make a big splash in the gaming world. The mage is finally complete and I am so pleased with her. The majority of the paperwork is complete which is great and the powerpoint is coming along nicely.

Tuesday, 18 November 2014

Week 9

The great work continues! Robert and Jonathon have been working like mad men researching and writing. I have been having a blast writing character bio's and I have started work on the Mage's concept art but it is taking me much more time due to switching to photoshop finally.

Tuesday, 11 November 2014

Week 8 (DAT BEARD BRAID)

Dat beard braid though! This week sees the completion of our first piece of concept art, the barbarian. While he is no masterpiece he took a long time to do and has held me back a bit more than I would have liked from the paperwork, however I feel I am still ahead of schedule. The rest of the team have been working away like mad and I am really impressed with the work they have been doing.

Tuesday, 4 November 2014

Week 7

Progress is coming along nicely and I feel like I could not have better team mates than I do as we are working so well together. We have this week began discussing the games new characters and also the upgrades to the returning characters. This week I will also begin preparing to create the concept art for the players by researching similar looking characters and practising drawing techniques as I am not exactly picasso.

Tuesday, 28 October 2014

Week 6

Today we spent a long period of time deciding how the story would carry on from Call of Fruity. This was a great experience as we were all working really well together chipping in ideas and feeding off each other. I feel we have came up with a fantastic plan for the story. We have also started looking in to researching other games that use similar styles to the game we are planning on making to get as many ideas as possible.

Tuesday, 21 October 2014

Week 5

Today we finalised what was required in each part of the GDD, making sure that we have as much as possible for each part. We have included little notes under each heading to describe what needs to be included. We are really starting to operate like a well oiled machine.

Tuesday, 14 October 2014

Week 4 (Ok so I gave up on trying to be quirky)

Today came the task of beginning the real work. All the fun and games are over, we have had our laughs and jokes but now we need to buckle down and get started on the Game Design Document. We all know what part we are playing so it became a real team effort to figure out what would need to go into each part of the document. We took inspiration from both previous GDD's we have produced and ones shown to us in lectures. With this information we feel we are able to put together a very in-depth document.

Tuesday, 7 October 2014

3rd Rock (Blog) From the Sun (Beginning... Ok it wasn't the best blog name but it is hard alright!)

Today saw us split the responsibilities and roles for both the pitch and design document. We decided that I would take lead on the gameplay side of things with character designs and gameplay mechanics etc. Jonathon would take lead on the technical side with things like hardware and software needed to make and run the game on each platform etc. Robert would take lead on the financial side of things finding out how much everything would cost the potential investor etc.

Tuesday, 30 September 2014

The Rock Keeps on Rolling!

After a lengthy discussion about what game we would make we decided that it would be best if we created a sequel to our very well received game "Call of Fruity". We then took time to discuss and write down all of our ideas. Some ideas were fantastic, others, not so much but we wrote them all down anyway as you never know what you might come up with later that could incorporate parts of that initial not so spectacular idea. I think I can safely say the creative juices are flowing and the Jagged Rock is rolling and I don't think it has much chance of stopping!

Tuesday, 23 September 2014

Finally… the Rock has come back!

Time to get the band back together, or 3 quarters of it at least.

 In 2012 as part of a college graded unit we were required to get in to groups to design and create a game. Along with Jonathon Cumming, Robert Keegan and Calum Petrie (who has now left education for the big bad world of full-time employment) the team of Jagged Rock Studios was born. Now as the first semester of 2nd year Game Technology begins we are once again required to form a group, this time to focus on the creation of a game design document with a pitch at the end. As there were six of us in our group of friends and the maximum group size being 4 we were forced to split in to two teams of 3 with the timeless names in a hat method  being used to determine who was in what group. As if by pure fate the three names which came out of the hat for the first team were Jonathon Cumming, Robert Keegan and myself, so with respect to Calum Petrie we decided to drop the “Studios” from the name and thus “Jagged Rock” was reborn.

We will now take on the task of creating an industry standard game design document over the next 11 weeks before pitching the game to a mock group of potential investors. We have decided that in order to make sure we are reaching as high a quality of work as possible we will split the document in to 3 parts with each person taking lead responsibility on their part, with fairly regular discussions about the content of these parts with the rest of the group. When it comes to preparing for the pitch we have decided that we will have meetings at Jonathon's house to practice and time the pitch to ensure we make use of the 15 minutes that we are being allowed for the pitch.