PPJ #9: Gregory
Gregory Back, PPJ #9 (August 29, 2024)
3 things that went right:
Spriting for Arty was a good experience. I was able to just sit down and let my pen work.
Formatting was very simple; sending a set of PNGs was very simple compared to exporting in a different format
Communicating with other members of the team was simple and regular.
3 things that went wrong:
Playtesting was rarely a good experience. I found myself having to defend design decisions very frequently, and not one of my playtesters walked away with a wholly positive experience. This is largely my own fault for taking these things personally, I'm not meant to host guests, I'm meant to gather data.
While I am proud of my spriting, the creative direction in regards to Arty could have been a lot better. I feel that my work sticks out from the rest of the fight.
I wanted to add another feature to Arty, an anti-materiel rifle, but it was never cleared. I could have probably drawn it anyway if it wasn't for other timing problems.
Lessons Learned: Your name being on a flawed project is not a death sentence, nor is it anything to lament. Part of game design is making mistakes. Sometimes, you should just keep your head down and work; when a team has ideas, guys, it's not a good idea to shove yourself into their work. While it's important to know when to distance yourself from a given part of a project, you can't let the project down in the process.