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论述从失误中吸取教训的5个步骤

涉足游戏设计项目的我们需要面临缓慢的学习过程。我将分享我们在校园电子游戏设计俱乐部(VGDC)授课时所犯过错,希望其他开发团队能够避免这些失误。

mistake from learnforeverblog.blogspot.com

mistake from learnforeverblog.blogspot.com

步骤1:客观评价自己的技能和兴趣

这听起来很简单,但出乎意料的是,很多人都常常谎称自己擅长什么。我发现很多人都喜欢夸大自己的技能。幸运的是,本学期的VGDC不存在此问题。高年级的学生都知道,初次见面时,我们会花很多时间向低年级学生传授基本技能。

步骤2:设定切实目标和期限

着手新项目时,我们很容易让不切实际的理想凌驾于现实之上。你坚信自己能够在2礼拜里推敲出游戏构思,然后在1个半月里完成整个作品。3个月后,你和你的团队成员将傻傻互看彼此,感叹:“时间过得真快”,你们多么希望自己能在最后3个月呈现出作品。

步骤3:寻找愿意担任制作人角色的人员,督促你们完成工作

若你的目标不是赚钱,你不过是个业余爱好者,那么你很容易就会搁置自己的项目。也就是说,若你的团队成员有许多事情要分心,他们很容易就会将视线从任务上转开。很多次,我和VGDC其他高管都催促团队年轻成员在深夜赶任务。

步骤4:保持同其他团队成员的沟通

我们面临的一个问题是,我们中有4个人负责进行高级决策,其他人则东奔西跑,做自己想做的事情。虽然我们这些高层人员会讨论如何组织游戏代码,但对于年轻成员所做的事情,我们一无所知。“美工”或“编码”内容外,我们向来对于他们想做的事情都不感兴趣,我们从未给予他们明确工作目标。我们给他们说明指南,告诉他们到旁边做自己想做的事情,我们这些大人很忙。

步骤5:选择能够愉快共处的伙伴

我觉得我们之所以会忽略VGDC年轻成员的原因是,和他们共事真的很烦人。我发现他们之所以惹人厌是因为我们试图忽略他们。若有人坦诚告诉你他们不知道自己该做什么,坐在那里,表情无助,你定不会怒气冲冲地质问他们为什么一直观看在线视频。我想如果我们能够在整个团队中创建更密切的联系,定能够让团队成员维持长久合作关系。

我们很容易回首往事,然后感叹:“要是我们没有这么做多好啊”。记住关键是不要在未来重复自己所犯下的错误,真正认识到的错误的所在,若它们再次浮出水面,采取措施制止。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

How You Can Learn From Our Mistakes

Game design is very new field of study here at Bradley University. This May will be the first year that anyone from here will be graduating with a specific degree in game design. As such, those of us who have anything formal to do with the game design program have a huge learning curve we get to try and deal with. Most of our practices are adopted from online sources/references. Outside of the classroom setting, such as in the schools Video Game Design Club, we’re forced to struggle along even more since we’re effectively acting as the foundations of the gamedev community here on campus. “But Rob”, I’m sure you’re saying by now, “what’s your point?” My point is, there are a lot of ways you can fail and I want to help you avoid our mistakes.

Step 1: Get an honest assessment of everyone’s skills and interests

This one seems like a no-brainer, but I bet you’d be surprised how many people lie about what they’re good at. I’ve noticed that people have this tendency to puff up what they’re skills are to make it seem like they’re better/more qualified than they really are. Thankfully this wasn’t a problem this semester in the Video Game Design Club (VGDC). Those of us who are upperclassmen knew at the first meeting that we were going to be spending a lot of time teaching underclassmen basic skillsets as there were about 15 of them and 6 of us.

Step 2: Set realistic goals and deadlines

When starting on a new project, it’s easy to let starry eyed idealism override reality. In the back of your mind you honestly believe that you can knock out the proof of concept out in two weeks and have the full game finished in a month and a half. Three months later you and your team are staring stupidly at each other and remarking how “time sure flew by” and how you wish you had something to show for the last three months.

Step 3: Find someone willing to act as a producer and keep you on task

When you’re not trying to make money and are little more than a hobbyist, it’s easy to get a little off task every once in awhile. That being said, when half your team has the attention span of a 5 year old who just drank a two liter of Coke it’s real easy to get a lot off task. There were more than a few times that myself and the other senior members of VGDC were ready to strangle the younger members at the end of the night.

Step 4: Keep in constant communication with the rest of your team

One of the problems that we created for ourselves was that there were 4 of us making all the high level decisions and we let everyone else more or less run around and do whatever they pleased. While us higher ups were debating on how we should organize our game’s code, the younger members were doing God only knows what. Never once did we really take an interest in what they wanted to do beyond “art” or “coding” and we never provided them with any firm direction of what they should be working on. We threw tutorials at them and told them to go have fun in the corner, the grownups were busy.

Step 5: Work with people you enjoy being around

I honestly think that part of the reason we began to ignore the younger members of the VGDC was because there were times when they were being an outright pain in the ass to work with. Now, I’d be willing to bet that part of the reason they were being pains in the ass was because we started to ignore them. When someone honestly doesn’t know what they’re supposed to be doing, you can’t get too mad when they sit there with a dumb look on their face when you ask why all they’re doing is watching meme videos on the internet. I think that if we had spent more time building a better rapport amongst the entire group, it would’ve gone a long way.

At the end of the day, it’s easy to look back and say, “If only I had done this”. The key is to not repeat your mistakes in the future, and actually recognize and act upon them if they start to resurface.(Source:altdevblogaday


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