Monday, 15 October 2012

Pitch Feedback

In general I thought my pitch session went quite well, though the overall feedback was that I am perhaps trying to do too much in my given time frame - Applying to both honours and extra projects like the Samsung Challenge and the Epic Games Competition. It was felt that I should choose to do only one of the two extra projects, however I am unsure which to choose, or even if I can still somehow find the time to manage all 3 at no cost to my honours project. I still feel these would be very useful to me, but I can understand how the time management may be an issue.

In terms of Honours my research and project ideas were fairly well received, however I believe there was a little confusion as to the exact nature of my creative project. This was probably partly due to getting nervous during presentations, but more so I feel Fraser and I should meet soon for a more in-depth discussion about what each of us is doing, and what we want our final outcome for the project to be. I think when I tried to describe the environment as mysterious, it came across more like i was wanting to make a puzzle game, which is not my aim.

I was told that I had done a good level of research so far, but that I should look to narrow my areas of focus further, and define my aims and objectives more clearly. While i agree with this, I got the impression Iain and Ryan thought my list of current and future research topics was a list of things I want to write about, rather than a list of areas I have been looking into in order to ascertain which areas to focus on. Again I feel this was maybe partly a miscommunication on my part, though a more minor one at least.

Ryan thought it would be good to focus more on Indie games like Dear Esther than the triple-A games I mentioned before about possibly looking at, as these will be more along the lines of what i can feasibly achieve. While this is true I think there is still a lot I can learn from the bigger games, perhaps I can do one of each.

They were concerned slightly by the number of skill gaps I said I wished to address, mainly the big ones such as learning to sculpt in mudbox, which i feel is fair enough, as it is a large undertaking.

In the end like I feared, I did not manage to get the god-rays media test to render out, but they were sympathetic to software issues and felt I was still in a good position in terms of my idea development. I still dont know what the problem with it is, and worry that i might just need to scrap this particular test and try it again in UDK instead. This is probably a more fitting choice anyway, as the final lighting will be done in the engine.

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