Week 4 Dev Blog

After receiving 1/4’s feedback from faculty members, we came up with three new approaches to present to our client; not all of the ideas directly tackle the issue of gender inclusiveness and diversity, but we believe that that issue can be solved naturally by focusing on other aspects of character creators:

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Client Meeting

EA picked #2, which was based on an internal vote. Here are some key reasoning points for their decision:

  1. It would be interesting to see how the team can present different body types through UI/UX
  2. Easier to achieve in terms of uniqueness due to it being a less familiar approach compared to the other two
  3. Any game genre can adapt to this approach
  4. Approach #1 and #3 have some nuance and are narrower than #2
  5. #1 was actually considered as the most difficult approach

Week 3 Dev Blog

1/4’s

Below are some samples of the three-idea brainstorms for approach to character creators. We decided that the best way to narrow down our approach, is to have approaches that cover the three big areas of game development: art, design, and technical. Due to our team only being six people, we realized that our scope would be too big if we were to involve all three or even two of these areas.

We presented these three approaches during our 1/4’s to observe which one that the faculty were most drawn to.

Week 2 Dev Blog

First, based on questions from last week, we decided to have each team member brainstorm three ideas on interesting approaches to character customization.

Next, we landed on Tabula Rasa as our team name. It is Latin for “blank slate” which matches with our character creator revolving around freedom of self-expression and identity. Also, Justin started on the team logo design! Below are some high-level options:

Design must reflect a character creator in some way, but keep it minimal and easy to recognize

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Client Meeting

We were given many specific technical constraints regarding how EA develops, updates, and manages assets on their development side. But the most important take away from the meeting was that our target demographic was everyone due to the average age of gamers increasing overtime.