Latest News
spacer View All spacer
 
November 8, 2009
 
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
 
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations [6]
 
Game Boy, The Ball Admitted To National Toy Hall Of Fame
spacer
Latest Features
spacer View All spacer
 
November 8, 2009
 
arrow On Bringing Modern Warfare 2 To Life [3]
 
arrow Games Demystified: Dissidia Final Fantasy [1]
 
arrow Building Social Success: Zynga's Perspective [4]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 8, 2009
 
ESD Publishers Boycott Valve’s Steam Service. Seriously? [1]
 
Interaction in Games [1]
 
Space of Possibility and Pacing in Casual Game Design - A PopCap Case Study [3]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 8, 2009
 
Visual Concepts
Senior Online Engineer
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
FarSight Studios
Software Engineer
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Network Programmer
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
News

  Student Postmortem: Bloomfield College’s Rage of the Elements
by Jill Duffy
0 comments
Share RSS
 
 
January 6, 2009
 
Student Postmortem: Bloomfield College’s  Rage of the Elements
Advertisement
Lori Cerchio and four of her peers at Bloomfield College spent one academic year creating Rage of Elements, a 2D side-scrolling action game. Even though the game was scoped modestly for a year-long project, the team still ended up cutting a good deal of planned content. In a postmortem posted on sister site GameCareerGuide, Cerchio explains what went right and what went wrong while developing the game.

“In order to finish the game on time, we had to make many production-time changes,” writes Cerchio, “which is the euphemistic ways of saying we had to cut stuff. What went right is that we kept our main objectives clear when making cuts, a primary one being to keep the quality bar high."

"For example, we had originally planned three more bosses and two more locations that were cut from the game, but it was more important to us to make three levels that were totally polished than five that would be sub-par. It was more important for us to develop one final boss that we are excited to show off than to have four bosses that we’re embarrassed to show.”

The team ended up with a game they could be proud to show -- and did at a year-end student showcase on their New Jersey campus. They also created a making-of video about their process, which they also displayed.

In the postmortem, Cerchio explains why they shot the DVD: “Originally, we were going to put a dream cinematic in the beginning of the game to help move the storyline, but it got replaced by the behind-the-scenes video because it was quicker and easier to do. The dream sequence would have required a lot of 3D work and art time taken away from the game, which we weren’t willing to sacrifice.”

Although Bloomfield College is not as well-known as some other, well advertised game development schools, it has a decent reputation and maintains a strong relationship with several professional game developers in the tri-state area.

In another student postmortem published in September 2008, Jason Chin discussed the relationship between Bloomfield and Kaos Studios/THQ, as well as Creo Ludus Entertainment, a newer start-up that taps into the local student talent.

To read the postmortem of Rage of the Elements, visit GameCareerGuide.com, where you can also find detailed information about other universities and colleges that offer game-related programs.
 
   
 
Comments

none
 
Comment:
 


Submit Comment