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.
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.
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