Blog Hours

This page contains my dev-blog information, where I break down my weekly hours, overall highlighting what I accomplished each week.

Continue reading to see how my hours are broken down for the Preproduction Sprint.

Preproduction (January 18th, 2021 - February 7th, 2021)

Week 1:

*Jan. 18th - Monday:

*Jan. 19th - Tuesday:

*Jan. 20th - Wednesday:

*Jan. 21st - Thursday:

*Jan. 22nd - Friday:

*Jan. 23rd - Saturday:

*Jan. 24th - Sunday:

Week 2:

*Jan. 25th - Monday:

*Jan. 26th - Tuesday:

*Jan. 27th - Wednesday:

*Jan. 28th - Thursday:

*Jan. 29th - Friday:

*Jan. 30th - Saturday:

*Jan. 31st - Sunday: 3 Hours Total, for 1 Hour I attended the WolverinSoft Studio main Sunday meeting, for 1 Hour I had a one-on-one discussion with Game Design Lead Brandon, where we brainstormed about Dungeon Objectives for 1 Hour I asked for advice from WolverineSoft Studio Producer Amber Renton and Programming Lead Nigel Charleston about how to create a website, and I created this website. Skills I learned were the basics of: GitHub Creating HTML Webpages using a Template Editting HTML Webpages with Visual Studio

Week 3: 7 Total Work Hours

*Feb. 1st - Monday: N/A

*Feb. 2nd - Tuesday: 1.25 Hours Total, for 1.25 Hours I collaborated with fellow Game Designer Rob Swor to brainstorm which resulted in these documents: Enemy Design Reference Enemy Design Philosophy

*Feb. 3rd - Wednesday: 2.50 Hours Total, for 30 minutes I worked on the Dungeon Objectives document in Confluence to make a 1st Iteration draft for 30 minutes I collaborated with fellow Game Designer Conor Egan to discuss ideas about what the main player/platforming mechanics he was thinking of focusing on for each dungeon for 1.5 hours I attended a mid-week Game Design meeting where I did the following: Made suggestions on weapon Design Combined various designer ideas/suggestions for Dungeon Objectives Pitched the Enemy Philosophy document Pitched the Dungeon Objectives about these mechanics: Button-mash/button timing puzzle Basic player mechanics the 1st Dungeon should incorporate Describing the idea that the Dungeon Objective is a test for the player after learning using skills throughout the dungeon Introduced the next Dungeon main mechanics that I was thinking of at the time Pitched the Enemy Design Reference document

*Feb. 4th - Thursday: 30 Minutes Total, for 30 minutes I had a programming session with Programming Lead Nigel Charleston as I wanted help with editting my website. Some resources he showed me were resources about how to learn the following: HTML Tutorial HTML CSS HTML images He also showed me how to navigate GitHub and Visual Studio Code better

*Feb. 5th - Friday: N/A

*Feb. 6th - Saturday: 1.75 Hours total, for 1.25 hours I organized my documents and took some time to see what other departments were up to Enemy Design Reference Document To update it and make it more readable I did the following: Color-coded significant gaming keywords Added how enemy mechanics relate to and test player mechanics Added objectives of enemies (in a functional gaming sense, not a narrative sense) Enemy Philosophy Document (made small edits) Miscellaneous Looked through Enemies Pod, Design-think-tank, and Game Design servers for updates Also gave other WolverineSoft Studio servers a quick skim

*Feb. 7th - Sunday: 1 Hour total, for 1 hour I attended the weekly WolverineSoft Studio meeting At this meeting I pitched my ideas about: Enemy Design Reference Enemy Design Philosophy The Next Tasks I wanted to take I was assigned the following tasks: Standard Objective Final (1st Dungeon) HUD Design Skill Tree Interface Design Hub Shop Interface Design