VG boundaries 4

Collaborating on Game Development

One of my favorite parts of this class, hands down, was the first-hand experience with game development that we had through our Twine and interface projects. It wasn’t until this class that I really began to think about the process that goes behind creating a game, and was pleasantly surprised to realize that it is very easy to create your own game through programs like Twine and Stencyl. However, working under a deadline and with a group of people creates a very different environment for the workload. In working with a group of people on these projects, the process behind the game development became focused on distributing the workload based on each person’s skills or interests, allowing for a more effective game development.


In order to divide the work, my groups focused on what majors each person in our group were, as well as what skills they had that could be contributed to creating the game. This was the most practical way of going about it, as we were able to work at a much faster pace by splitting up each task based on how familiar each person was with a certain task required for the game. This was also a good way of bonding with one another, as we learned who was skilled in what and the interests that they had both in and outside of class. In this case, I used my experience as an English major to write the story and alternative endings for my group’s Twine project. Consequently, this project came much more easily to me than if I had been assigned to do another task such as code. However, working in a group still required more compromising and communication in terms of the overall “vision” for the assignments. In many ways, group work made it more difficult to restrict the kind of ideas that we wanted to implement into our games, believing that we could make our game more intricate because we were able to split up the work. In the case of the interface project, we seemed to be biting off more than we could chew as we were brainstorming for what kind of game we wanted. In many ways, this kind of group work can be the best method for game development, as it gives the group the ability to hone in on particular features of the game and perfect those features. However, it is important to consider the communication among the group that helps to create a game that implements each person’s skills and ideas in the most productive way possible. But in short… yay, teamwork!

2 comments on “Collaborating on Game Development

  1. kassidy179
    May 13, 2018

    Hi sawwbee!

    I had a lot of the same experiences in my own Twine and Interface project groups; we also split up roles based on everyone’s strengths and interests, but did indeed have some difficulties when compromising on the overall ideas for the projects and communicating these ideas to each other. Although there were some hardships and bumps along the way, I was really happy with the end results of both projects and learned a lot about teamwork in the process. The group work in this class actually hasn’t been bad, and in fact it’s been one of the only classes I’ve had where group collaborations have been relatively smooth and efficient. I think part of it has to do with our class being so large, and all of us want to show that we are making contributions and expressing our ideas to the class through our projects, especially because we were working under deadlines. Creating our projects in a group also meant we could create decent games we were proud of without putting all the stress on any one person. To quote your words, “Yay, teamwork!”


  2. River_Scallop
    May 13, 2018

    When working in my project groups, I found myself thinking about a quote from Audre Lorde’s “Uses of the Erotic: The Erotic as Power.” She asks the reader, “how often do we truly love our work even at it’s most difficult?”
    As someone with no experience with video games before taking this class, and no computer science background, I found myself pleasantly satisfied with the long hours I spent with my groups trying to perfect our projects, although it was some of the most difficult work I’ve done this semester.


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s


This entry was posted on May 12, 2018 by in Our Projects, Post and tagged , , , .

RSS VG Boundaries 1

  • Growing Up in an Internet World (Madrigal) May 14, 2018
    Alexis Madrigal talks a lot about how the saying “you had to be there” applies especially so in this age of the internet, and how future historians may not even understand our internet and the way that we interact with it. This made me think a lot about my relationship with the internet in general,…
  • Fears of Being Represented May 13, 2018
    In this class I have been challenged to analyze the way games like Undertale and Stanley Parable give players “choices” that may not actually be choices and the way games like Assassin’s’ Creed are able to represent minorities and how that representation can be either good or bad. I think the question of representation is…

RSS VG Boundaries 2

  • Flaws in Tomb Raider IOS May 14, 2018
    I had known Tomb Raider since Angelina Jolie’s movie. I did not know that there existed a mobile game for this action movie, so I was excited to see what the game would present. Having played it, I was very disappointed. It seemed as though the controls were not made with this game in mind. […]
  • Engaging in CYOA May 14, 2018
    My experience with the Choose Your Own Adventure novel was relatively pleasant. I chose Journey Under the Sea because I had recently read a Korean book about survival on sea, and the idea of expedition under the sea intrigued me. In my first read through the book, I decided to stay true to myself, as […]

RSS VG Boundaries 3

  • How Text Enhances A Game’s Mechanic May 15, 2018
    Brunt Matches is visual novel game with a choose your own adventure style story and a concrete poetry style interface. The game consists of a screen with a concrete poem. You can click on the green words which will end the
  • A Comparative Analysis between Films and Games May 15, 2018
    quinn797 argues that Run Lola Run is like a save point in a video game. In the movie, Lola “respawns” three times and the situation changes each time. This is similar to how a save point in a video game

RSS VG Boundaries 5

  • Digital Ghosts May 13, 2018
    This post was inspired by Exam 4’s “Future Historians Probably Won’t Understand the Internet” and “Game After” readings. Both of these readings suggest that decay is the price we pay for digital media’s convenience and fast-changing nature. Nevertheless, people are constantly trying to preserve aspects of our digital lives, whether through games or Twitter a […]
  • It’s Crunch Time May 13, 2018
    There’s a term in the video game industry that has haunted game developers and quality assurance workers for over a decade: Crunch. This article posted by The Guardian elucidates the term and investigates how its presence within the video game industry has changed throughout the years. But what is crunch? Unless you are familiar with the […]

RSS VG Boundaries 6

  • Why we wish life was a game May 14, 2018
      homo economicus was a term first coined by John Stuart Mill, the influential utilitarian theorist and 17th century economist. Since its injection into the discourse of politics and economy, homo economicus has been a central characteristic of both neoliberal economic theories, as well as a heuristic tool by those infatuated by hegemonic thinking into belie […]
  • Is this good representation or just pandering? May 13, 2018
    I will be focusing on a game I love and enjoy, Overwatch. Overwatch has been lauded for having a very diverse set of characters and bringing representation into the field of triple A games. Despite their efforts, however, it certainly doesn’t mean that there isn’t room for improvement. I will briefly talk about three characters... Continue Reading →

RSS VG Boundaries 7

  • Closing Thoughts on Course May 13, 2018
    Over the course of the semester, we have explored a plethora of topics related to games and how they affect many different facets of our lives: from politics, to identity, to experience, etc. We even learned how to make games utilizing distinct platforms for game creation. Overall, this course challenged me to think about games in a new light. Despite being […]
  • Video games and Politics May 13, 2018
    How can video games be used in politics? What is the relationship between games and elections? Campaigning has grown increasingly mediatized, but little attention is given to the role of video games in both politics and elections. Games and their platforms are undoubtedly affected by politics. In our class, we got the chance to play Killbox that touched on t […]

RSS VG Boundaries 8

  • Seamlessness: The Human and the System May 15, 2018
    Throughout the class, we’ve talked multiple times about the idea of seamlessness and seamlessness in a technological society. In making something seamless, one must thereby conceal the mechanisms and make invisible or obscure the full workings and modes of the …
  • Defining Games Pt. 3: What Can Be Learned From Game Definitions? May 14, 2018
    In my previous two blog posts on defining games, I wrote first on the topic of why people define games, and then on the topic of why people (academics in particular) trying to define games is ultimately very problematic. While I would argue that we should abandon the hopeless task of trying to create game definitions to be used in academic discourse, I feel […]
%d bloggers like this: