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The Presentations

In my Game-A-Week class, we are supposed to do presentations halfway through the course and then one at the end. And because I prepared and wrote them down before hand as a speech, I thought it would be nice to have a record of them online.


In-Between Presentation

Good evening,
Like my peers before me, I would like to share my own experience with Game-A-Week. The Beginning was highlighted mainly by a strong feeling of diffidence in myself, which came from a place of ignorance of my capacities.
Making a game is a process, and for me, that process begins with careful consideration of my abilities measured against my ambitions. This is especially true when the process has to befit such a tight schedule.

After we receive our theme for the week and I come up with a concept, I will then immediately break it down to its core gameplay logic. This sheds light on the compatibility of the two elements and the feasibility of the project as a whole.
I invest the first couple of days repeating this process until I find a compatible and feasible pair. I will then immediately start implementing that core logic in unity while simultaneously working on the visual design and style of the game in Affinity Photo or Designer.
I will then spend the “second phase” doing all the additional programming as well as creating and implementing finalised assets which are based on and occasionally taken directly from the initial visual concept. After that, it is a race against the clock to polish the game as much as the time allows for. To get it to a stage where I feel comfortable enough to present it. This is the most intense but also the most exciting phase of development. Because this is where it goes from ‘a game’ to ‘my game’.

– – – Breathe – – –

Sounds intense right? and it is, but also incredibly rewarding. And within the process it never allows you to question yourself. Instead, it takes from you the best that you can give.
After going through this process five times now, the one thing I have consistently aimed for is to have each project be a uniquely individual experience. And for some bizarre reason, they have collectively formed a perfect reflection of my childhood.
For the second half of our course, I have decided to be bolder, not in ambition but in style. Time and time again, I find myself rejecting concepts and ideas that fail to align with my perceived persona which is not an honest representation of who I am.
For the people who are not in Game-A-Week, I recommend you try it, even for just a couple of weeks. It will test your perseverance and possibly improve it. It is one of the fastest ways to gain game dev experience. And if you are in a creative block it could get you out of it.
If nothing else, one thing surely gained from my experience thus far, is that it has helped me convert part of that diffidence into confidence, and for that I am grateful.

I now have a process that enables me to rapidly realise my ideas, not to mention the technical knowledge gained especially in terms of programming and visual scripting. And the fact that it was all achieved in a handful of weeks is incredible to me.

The most crucial thing, not just in matters of game development but life in general, is our willingness to listen. As human beings, we are trapped inside our minds, but our ability to listen is our greatest superpower. It allows us to look at the same things but with a different perspective.
With that said, I have also learned to listen to myself. We no longer live in a world where there’s a roomful of cheerleaders going “you did it, that was awesome”, no. In an ambitious and competitive world, expectations are high. When you do one thing right, it only highlights the ten things you could have done better.

So, you have to be your own cheerleader.

Thank you,
Samartha Ingle


Final Presentation

Now that we have completed the course, I have learned that playing all parts is good for learning. But the problem with that is, I am left with blurred definitions and a weakened conviction. Moving forward, I would like to focus more on working towards a specific skill set.

A few months ago, during the in-between presentations, I proclaimed that the world is a horrible place where no one ever appreciates anything that you do and you have to appreciate yourself. But bear in mind that those words were written by a man in the middle of a very intense course. And now that we have crossed this particular finish line, I would like to reiterate.
Although, I still stand with the second part of that statement, the first part not so much. And here is the reason why I changed my mind.

I believe in positive reinforcement.
When someone tells me that I am good, it only makes me try even harder to be the best. And I thought that I would have to be the one to do it myself, but that is not entirely true.
Between all the criticisms, big and small, beneath all the layers of friendly competition, and at times insecurities; I felt genuine admiration. And I know this for a fact because it is the same admiration I feel for each one of you.
I felt it in every simple nod of the head, in every smile on your face, and every time you told me you liked my game without making eye contact. I felt it in all of those moments.

If you take a look at my list of all the things that inspire me the most, you guys, collectively, are at the top of that list.
I was wrong.
Back then I failed to realise that we were all rooting for each other all along. And I for one will continue to do so for years to come.

The world might still be a horrible place, but at least we are not alone.

Thank you,
Samartha Ingle

Collaborative Weeks

I decided to group all the collaborative weeks as one homogenous experience. Because although the projects I worked on by my own were individual unique experiences, the same is not true for my experiences working with my peers. On some extend all of them followed the same patterns of detached interest, communication issues and a failure to consistently collaborate through no fault of either party but the nature of the process itself.

I did find myself procrastinating the most during these projects, and I am sure that my peers when asked will attest to this fact. Especially Ousama who was very vocal about his disappointment in my disengaged attitude. I find myself for the very first time at a loss for words. I definitely realise that I have a long way to go, in learning to work with other people and in teams. And rest assured I am actively working on it. Although I live most of my life in a sate of delusion walking the streets pretending to be someone more adept and confident that I really am. I also hold in high regard my ability to realise my flaws, accept them and work in any way possible to improve on them.

Click Date
Baby Nightmares

With that said I would also like to point out that almost each one of these collaborative experiences was also the most fun and stress free time I had throughout the course mainly because of the distribution of work and tasks. I had an especially inspiring experience with Susanna and Ousama, and it gives me hope that there is still hope for me.

Game A Week – X

Ah… the end. After nine long weeks of active game development we are finally there. It was a gruesome experience at times but was always highlighted with feelings of pride and accomplishment after the fact. Even if they came from my weird, insignificant games that probably mean nothing to anyone who is not me.

[ For Professor Csongor : I already mentioned in detail my experience with the course module during the milestone presentation and so I would avoid repeating it here. ]

The theme for the last week of the course was un-ironically ‘Destroy’. We were probably supposed to use it in a more literal sense. By that I mean in a literal sense in terms of mechanics. But I have often used the themes that were vague enough in a more imaginative and figurative way. And this being the very last week I decided to go with that in an attempt to solidify my personal style one last time. For some time during the course I had a game mechanics idea rattling around in the old noggin. And I managed to not only achieve to implement it but also quite successfully managed to connect it with the theme in an imaginative way. The idea was basically a chain production where you convert raw materials into a finished product but in a twist you do this in a puzzle way.

No revelations occurred this week apart from one. I realised that after weeks of practicing making games using a visual scripting tool I have become adequately proficient in it. Something that I have always struggled with is my limitations of technical understanding of programming to successfully manifest my game ideas into a functioning game. Using Bolt visual scripting has to some extent removed that limitation. When it comes to making small games like these, I no longer have to rely on google searches and YouTube tutorials. I am capable of turning my game ideas into functioning games almost on my own. And I am incredibly grateful and proud of that fact.