I’m currently working on producing a prototype that is in the running for the thesis game. Six other games are being made and the professors will choose the top two for our thesis project. You can follow it at Shade’s blog.
Archive for the ‘Prototypes’ Category
I am currently producing our newest and final prototype, ImPulse, which is being designed for a new haptic device developed by one of the U’s professors. We are developing prototypes that showcase the technology. You can follow the blog at Project Impulse.
It’s only a few weeks left til the end of the semester, and I cannot wait!
I have completely forgotten to update this blog in ages. Things have been good- we’re currently finishing up our third prototype and begin our new and final one for the semester next week. It’s been a good semester – just gotta keep up with the end of semester readings and assignments. I’ve enjoyed it, but I’m definitely looking forward to the break and opportunity to play all those games that’ve come out this past month!
This past week was spent focusing on the first sprint of Bomb Busters which you can see on its respective blog. I’d say that the project is coming along- my engineers are quick and able to program the art assets as they come in.
This week I’ll be presenting in Game Design on Warren Robinett’s Adventure and on game systems (states of being, not consoles) from Tracey Fullerton’s book. I’m looking forward to a chance at teaching my peers and having this project be done soon. 🙂
Last but not least, I’ll be going to Alaska this Thursday for fall break! I’m way pumped. I’ll be working on homework over the break, but from my favorite Alaska coffee shop, Kaladi Brothers!
Whoo, it’s been awhile since I last updated the blog. Whoops!
Currently, this MGS Cohort is working for the Mechanical Engineering Freshman class in developing a game that teaches physics concepts. The game that I’m working on is Bomb Buster which is a working title. Follow that link to the production blog.
I’m also happy to report that this time as scrum master, I am using a sticky note method for myself and my team to track our progress and translating the data into a google doc. So far it’s working and it feels far better and easier than on the last prototype.
What was before an unmanageable mess for myself has turned into something much more simple and easy for me and my team:

The data involving the burndown charts isn’t accurate but rather filler. The charts are to demonstrate how I’ll approach my burndown charts now. I’ll also post my high-tech sticky notes later in a gallery. 😉
Also in other news, I’ve ordered myself this book, Beginning C++ Through Game Programing, to start learning the basics of programming after so many designer interviews I read mention the importance of learning to program. It can only help me, right?
I’ve worked on Hazmat Harry’s prototype for a few hours today. I added the menu, as well as more player character animations and sound to the game. I made a youtube promo video, which is embedded at the end of the post.
Lots of reading got done this week, but still more for the rest of this weekend and some production charts! Ack. It never ends, but that’s alright.
This past week saw me completing many readings, as well as continuing work on the Hazmat Harry production with my team. We’ve got a large amount of the NPC and background assets done, and we are focusing on making sure the things are working so that we have a playable game for next week. It’s coming up so soon!
A big challenge for me in this process has been learning how to utilize excel efficiently in creating spreadsheets, sprint charts, and burndown charts. Luckily, the other producers in the program have been helpful in assisting me as they can.
More activity from Hazmat Harry!
Posted: August 31, 2011 in MGS, PrototypesTags: Hazmat Harry, Production
Have you checked out the Hazmat Harry production diary yet?
If not, make like a checker board and check it!