Week 1


week 2
My preparation for the EGX trip has shown me two games I wish to look Into. firstly, Eldest Souls. A top down view RPG game with a retro/pixel-art style. The game looks interesting as I have always liked RPGs and the pixelated art style looks cool. If possible, I will ask the developers questions about the game. The second game, GRIP, is a fast paced driving game with a heavy focus on combat and mobility. Its website talks about its intense action, interesting battle pickups, exotic scenery, and more. What piqued my interest about this game was how it reminded me of Novadrome, an old 360 game released in 2006 which, gameplay wise, was quite similar. I feel as if GRIP will be like Novadrome, but completely overhauled in terms of graphics, gameplay, quality, etc. If possible, I will ask the developers if they had influence from Novadrome.
At 2pm, I will check out the state of VR in 2018 developer session. VR has always been an interest to me, as I have always wanted a VR headset and also to play VR games. I hope to learn about possible future games and the direction VR is heading in.
This was the presentation me and my group made about David Jaffe. I also included the responses from my peers. I feel like the presentation gave facts about David Jaffe decently well, and it wasn't too awkward or disappointing. However, from the responses, the presentation could of benefited well from more interactivity. This could of been done in the form of a quiz in order to test the audiences memory, or fun little mini games throughout the presentation. overall, I think me and my group did fairly well, considering it was still our first week working together.
week 3
The indie games sector is a section of games developed by small companies or small individual groups of people, and don’t receive any kind of funding from a publisher. Examples of some indie games include Super Meat Boy, Fez, Cave Story, Braid, Etc. AAA games are the opposite, and are created by a larger company/multiple teams of people with a large budget and are funded by large publishers such as EA. There are benefits that come from working in this sector, such as having freedom over the design, mechanics, and any other aspects of the game. Also, you don’t get put under any pressure from publishers creating a deadline. However, there are also drawbacks to this sector. Creating a game using a small team, or individually depending on circumstances, is considerably stressful over a long period of time and can have some strong effects on the mental state of those working on it. These problems often come from the absence of funding from a publisher, meaning all funding for the game comes from the team itself. Also, because of the size of the team making the game, its final product can take many years to create. For example, FEZ was developed for 5 years before its release in 2012. Early on in these 5 years, the original programmer of the team, Shawn McGrath, left due to ‘creative differences’ between him and the Phil Fish, the other leading member of the team. After this split, Phil worked on the game in his spare time. Because of this, the game was in development for 5 years. Indie games are a popular section of the games industry, as they introduce new and unique concepts or mechanics into the gaming industry, as well as distinguishable and original aesthetics. Once again, FEZ is a good example to show these positives. In FEZ, you play the game as a 2D platformer, however, it is set in a 3D world. In the game, you gain the ability to rotate between four 2D views of the 3D world, these 2D views being around a cube-like space. FEZ is the first game to utilise and explore the possibilities of unique mechanics like this, and because of this, rose in popularity very quickly. Furthermore, indie games also act as a means of letting smaller, lesser known groups or individuals enter the gaming industry at their own pace, and with freedom over what they make and how they make it. But once again, because of this, these groups or individuals can become stressed due to the difficulty in finishing the game or funding it. Over all, I believe that the indie games sector has nearly endless potential in the games industry, and that despite the discouraging negatives that may come with being a part of it, the positives can out-weigh them. Where ever that be due to the financial benefit of selling the games, or the achievement you feel after finishing the games development and finally delivering it to the world.
week 4
GRIP Turned out to be exactly as I thought, except better. The game runs on the Unreal Engine 4 and is visually stunning, and the gameplay looks smooth and responsive and very high quality for a game made by a relatively small team.
Eldest souls proved to be an interesting game, as the games mechanics seem to rely on a fairly common system, however, the developers put their own small twists on things. I did not get to directly interview the developer who was present, but I did compile some information from a friend who did as well as some I found online. For example, the game features a talent tree which allows for different styles of play for each time you play the game, and uses a boss to teach the character basic combat. Also, what I found interesting, is that Eldest Souls is in fact a remake of the game Titan Souls, which is visually similar albeit lower in visual quality (as it is older).
I only got to attend the VR developer session briefly towards the end due to being distracted by more games on the other side of the building, but I learned that various developers of VR games and the VR gear itself are making good improvements to the games and the hardware, with upgrades being made to improve the quality of the Oculus rift.
week 5
Valve has a flat business structure, meaning the employees don't report to anyone in particular. Because of this, everyone works on their own own projects. Every employee, because of this, has wheels on their furniture. This is so if their are colleagues that an employee wants to work with, but they are a floor higher, they can simply transfer their workplace into an elevator and move it to them. This sort of business structure gives employees freedom to work on the projects they want to work on, allowing their creativity to truly shine. However, because of this freedom, many projects within valve can take years to complete due to the fact that there are effectively a plethora of different groups of people working on different things. This can be seen as inefficient to most, however, it is common practice to focus on quality over quantity. Valve, however, considers both of these aspects. By using a flat business structure, Valve creates many different unique projects that are developed my many different groups of talented people. In my opinion, this business structure is very effective at what it aims to do, and I believe it has done so very well for the duration that Valve have used this method.

This is how the hierarchy is spread out at Blitz Games. there is a clear sense of order, with different employees giving orders to other employees. This tree is obviously very organised and thus presents a clear idea of the roles of different employees throughout the company
week 6
Full time employments. This type is a permanent position within a business, and is the most common method of employing people. There isn't a minimum amount of working hours, but the average is around 35 hours weekly.
Part time employments. Like the full time employment, part time employees have a permanent position within a business, but they have less working hours than that of a full time employment. They will typically have a more flexible schedule than a full time employee.
Zero hour contracts. An employee under a zero hour contract only provide working hours when requested by the employer, and thus so, don have a permanent position within a business
week 7

The jobs that most interest me out of these five are the two sound based roles. This is because I have always been massively interested in all things to do with audio. I love the effects it has on people, the emotions it invokes and even more so, its purposes in the gaming industry. I, personally, believe I fit most of the needs for securing a job in sound design. I have a powerful music program that I frequently explore sounds with and actively make music with, and I enjoy seeing how I can use various seemingly normal or boring sounds to make unique and interesting effects
week 9
The three jobs I've chosen from above in order to research are:
Sound Designer Audio Programmer Level Designer

Week 10
Live streaming games is a currently very popular trend in the industry, and involves playing a game and recording it live, for people to watch online. Twitch is the company people think about when they hear 'live streaming' due to the company making live streaming easy, accessible, and even profitable. Companies also utilise streaming for things such as advertisements, a good example being Digital Extremes and their weekly Livestreams where they show off soon to come features and weapons for their game 'Warframe'
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Virtual reality is a more recent trend in the gaming industry, gaining a lot of traction due to how new and interesting the concept is. Leading models include the Oculus Rift and the HTC Vive. Thousands of these devices have been sold in a considerably short time, clearly marking them as a worthwhile investment for companies in the gaming industry.
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When Valve released Steam, a lot of pressure was put on consoles to compete with Steam and its extremely well made system. Steam allowed any developer to publish and sell their games without the need of a publisher, whereas console developers needed a publisher to sell the game to the consoles creators in order to make any sort of monetary gain. Xbox 360 had the Indie Program which functioned well, however, it wasn't present on the present gen Xbox One for a long period of time (3+ years)
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Alpha access games have become popular in the industry as developers get to use the general public as their testers for the game, receiving constant feedback about their game. By doing this, the developers release new content for the game over time, effectively releasing the game before its finished and building it up over time. The players get to witness the production of the game and get to influence the games production over time, meaning the end game is the best it can be when its released.