GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
YAGER Development
Senior Game Systems Designer (f/m)
 
RealTime Immersive, Inc.
Animation Software Engineer
 
Havok
Havok- 3D Software Engineers (Relocate to Europe)
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
spacer
Blogs

  Balancing Creativity and Reality ?
by Jonathan Jennings on 08/11/10 12:39:00 am
Post A Comment Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

Want to write your own blog post on Gamasutra? It's easy! Click here to get started. Your post could be featured on Gamasutra's home page, right alongside our award-winning articles and news stories.
 

hello everyone my name is jonathan jennings and i am a gamer/ game programmer/ aspiring game-designer....yes that is a lot of dashes .

As of now i am putting together my second gaming projct for my portfolio and my first cmpletely stand-alone project. as of now i plan to do everything concerning this particular game myself( except music design that's my weakspot)

 

I am both excited about this project and confused. I finally feel that on a technical level I can produce wit  my game-design tools what i envision in my mind. With that said i have managed to hit a wall. What happens when i can do virtually anything i desire but doing everythinjg i desire could potentially cause my game to be a poorly organized mess that essentially breaks down to a poor colelction of minigames and literary references ?

 

The fact my game-design idea is very flexible doesn't help much at all. Any tips would be appreciated but  even as  I type this my slightly more logical side is peaking out. the fact that this game is supposed to be a demonstration kind of says it all. i could focus on ,making my game mindblowingly awesome with a few  medioce implemented methods or i could focus on the crucial elements and make sure everything is fleshed out so while my game may be less astounding on a visual level it will be much better on a technical level...yeah...i guess that's the key.

 

but let's not go nuts now who says my game can't be nuts and well-implemented at the same time :)

 

thanks for reading !

 
 
Comments


none
 
Comment:
 




 
UBM Tech