During my portfolio reviews this year, one common point of feedback I found myself giving artists was that their pieces didn’t tell a story. I wanted to elaborate a bit in the Twitterverse, please feel free to add your POV #GameDev (1/n)
Generally, when you begin to think of the story behind your piece, it will begin to inform the choices you make during it’s production. The creativity behind the history of why something exists ca easily play into the technical benefits (2/n)
Beyond just making a knight character, and focusing on the construction of armor. Where does it come from? Have they been in battle? Is it a standard issue, or personalized? Etc. This can help give construction details to the armor itself (3/n)
You’ve all heard stories about crunch being bad because of burnout, diminishing returns on productivity, mental and physical health, and it being a ‘management problem.’ But one issue I would like to mention, which doesn’t get brought up often IS….
Crunch doesn’t solve the actual problem. Crunch is a short term solution for a long term problem that is backed by all of those bad habits mentioned above. So, while you can get pressured into working overtime to finish a task that was never planned for, and it’ll get done…