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Diaries

Within my blog, I have separated my diaries into two categories:

Development Diaries - These posts discuss changes and alterations to my work, planning for future development and reflecting on the task at hand.

Production Diaries - These posts will discuss and evaluate my decisions when creating any final pieces of production. 

These diaries may not be uploaded within the exact order made - some of them have been developed upon throughout the project, an example being my production diaries, and therefore may appear in the 'wrong' places.  

  • Writer's pictureDan

Dividing Scripting

Before the class officially enters the production stages of the game, I decided to give the writers a head start on starting their scripts by first dividing the workload between us. By dividing the tasks this early, I hope that it will give us more time to plan/produce the script than initially intended.


First, we listed all relevant tasks that come with scripting as to not forget anything and later under produce work needed. By listing everything out, we then organised them into logical progressions/steps as to what needs to be done for each “section” of our planned game/demo, therefore each task is clear and is supported with the relevant work that needs to be completed. Whilst, doing this we discovered there were five major pieces that needed to be scripted in order for our game to be fully functioning/immersive, however these tasks varied in size and workload with some being easier than others. To combat this dilemma, we split the 5th task equally by dividing the 15 characters to five per writer – with us sticking to the characters we have previously worked with in order to produce a coherent personality and character. With the fifth task divided equally, I decided to take the introductory cutscene and menu, therefore I would have slightly more work load but would relieve the stress of the fellow writers – making them more productive/efficient in the meantime.


Overall, I think today was a much needed session as we can now focus within our individual areas and produce the necessary work in order to make our game/demo more immersive. Today also allowed us to get a head start on writing the main script needed for the game, therefore keeping track and reducing future delays.




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