Pitching a Game - Devlog 2
The members of my team each brought very unique concepts for us to pick from. After initial pitches, we spent some time looking at comparables between each idea to see if we could find similarities to work from, even if it meant developing a new idea in the process. It was important for us to establish a premise that each member could relate to and feel passionate about to some degree - creating an investment that could help encourage and motivate us throughout the project - while still making sure we fulfil our intentions of making a game that properly focuses on an important topic.
While developing my concept themed around first aid, I imagined having it as a point-and-click genre would help it seem feasible, but the lack of specificity came up as a concern. There are a wide range of possible First-Aid related outcomes that could be simulated, and deciding what to include and how is something that needs to be considered. I left it relatively up in the air during my pitch as to not restrict the development process, but too much "freedom" can lead to more development work.
We eventually found commonality in topics covering safety online, and found that two premises could be merged to create what was essentially one pitch with slightly modified gameplay elements. The premise itself does not include a piece from every member's idea, but that's okay! It's not required to have a bit of everyone from the start in order to create an invested team, and forcing too many different ideas would likely only cause further complications. Instead, as we develop specifics, we will strive to gather input between each member equally.
Our roles have been distributed based on interest, and with a small team, everyone is covering at least two different areas of work. The only role that has been left to one person is the production manager - myself. I chose this role simply to aid my team in streamlining the workflow, but it remains vital to me that each member feels equally important and respected in their views and input regarding the project. Our hierarchy is solely in place to help everyone understand who to go to when help is needed, and who gets the final say in a decision that needs to be made, should such an event arise.
As a result, our team was able to seelect a premise based on the greatest commonality between members, and a working order was established with a principal of ensuring everyone has a say in the final product. I'm looking forward to seeing where our efforts take us!
Get Algo's Marketing Company
Algo's Marketing Company
Status | Released |
Authors | EthanMicallef, Grace Yang |
Genre | Simulation |
More posts
- Post-Production - Spring 2024 - Dev Log 4Apr 09, 2024
- Spring Production - Winter 2024 - Dev Log 3Mar 26, 2024
- Production - Winter 2024 - Dev Log 2Feb 20, 2024
- Pre-Production - Winter 2024 - Dev Log 1Jan 16, 2024
- Preparing for Next Semester - Devlog 3Nov 21, 2023
- Conducting Research for First Aid Gamification - Devlog 1Sep 19, 2023
Comments
Log in with itch.io to leave a comment.
Hey Ethan it seems like you have a good grasp on what you wanted to pitch as in terms of your game and how you want to structure your team to make a successful project moving forward. I think having at least two people with overarching rolls is a very good thing when it comes to building your project as it allows creatives to have a partner to discuss issues or creative differences or you know brainstorming sessions are a lot more effective with that