A series of blogs recording my progress on Last Light, a team-based horror game.
Last Light blogs
Fixing Levels (and Restrictions involved) (2/15/16)
I didn’t write a blog last week due to my work schedule being very erratic, working on bits and pieces of things before being assigned to making an entire level in the past three days. The tasks before that were good to learn some best-practice principles, but I just wish that what I was assigned…
Read more Fixing Levels (and Restrictions involved) (2/15/16)
Onboarding and Present Problems (1/22/16)
After the odd way my senior project last semester ended, I was looking forward to starting on something new. Given my fascination with horror games (and especially because of an article I wrote on them last semester), I was promptly picked up by a senior team that decided to continue, as they were working on…
Improving the Antagonist (1/29/16)
After laying out a couple of the issues the design of Last Light was facing last week, a design meeting was held between myself, Chris, the team’s lead designer, and Scott, who was also brought on board this semester. As the first order of business, Scott and I brought up very similar concerns about the current…
Montreal Joue (3/1/16)
It’s been a while since I’ve posted a blog, but my team and I have still been trying to get into a normal rhythm since heading to Montreal Joue to show our then-current build of Last Light. I’ll talk about the lead up to and the impact of going to Montreal in my next blog…
Re-Fixing Levels, and Talking to the Artists (3/22/16)
Despite the strong positives and negatives of Montreal Joue, the next week of production work had reminded me of all the communication issues we were still facing. Over the course of looking at my re-design for Level 1, I started realizing some very obvious problems with it that I had neglected in my superfluous crunch.…
Read more Re-Fixing Levels, and Talking to the Artists (3/22/16)