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GamificationDevlog02IsaacCollier

After doing research, I have since pitched my project idea for the class. As mentioned last week, the pitch was about a co-op 3D third person splitscreen puzzler game, where the players are robots with tools based on geo-engineering strategies like CDR and SRM. These tools will let them handle small scale weather disasters like tornadoes and smog, which need to be used in sync to proceed. The game would combine aspects of Pikmin and Luigi's Mansion, with the tools functioning similarily to Luigi's vacuum, and the level having a sandbox freeform layout like Pikmin. The goal of this game was to emphasize technology and co-operation as the solution to the climate problem.

Pitching was stressful, discussing anything creative with peers puts more out there than I often do. I think it is important to go fast and be short and to the point when presenting, but I think I can overdo the speed sometimes as there wasn't as much feedback for the pitch as compared to others. I think I need to work on finding a balance between going fast and to the point and allowing some points time to exist in the brains of the group I present to. After coming together with teams, we have a different environmentally themed idea to work on, and I believe I could use some of the research I did to assist with the unfolding and creation of this new game with my team.

Overall, presenting wasn't as bad as I was worried about and has taught me a bit about presenting and pacing. Even though we're not working on my idea, I'm excited to continue working on a closely related topic with my team.

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