Friday, August 21, 2015

Journey into making games at UAT-Postmortem


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Seminar in Game production- Postmortem

I think this class was interesting it started with us making video pitches to the team members that we wanted to help. I send my 2 videos pitches to 2 different teams than the one I eventually end up working for. The first week was frustrating because I really did not want to work for that team. I didn’t like the game concept, the game art or the story setting. But I have been here before in my life and you do what you have to do.

I think the course should be called Seminar in Game marketing since that is what I mostly did for the team. I think the course should allow the students that have a product or game like me, to work, create and market their own game or product. If the student doesn’t have a game or product then they can assist the school’s team that need assistant with their projects.

I think the course required an outrageous amount of hours for a 3 credit class-20 hours per week for 7.5 weeks. I think that is a little too much even for a graduate course. In most colleges or universities, a student generally receives credit hours based on the number of "contact hours" per week in class, for one term; more well known as Semester Credit Hours (SCH). A contact hour includes any class time meetings plus outside time needed for the student to complete the work. However, SCH is about 15-16 contact hours per semester per credit hour, regardless of the duration of the course and depending on the state or jurisdiction. So for a 3 credit courses we are talking about 45-48 hours (SCH) per semester for most colleges and universities. We did about 160+ hours for this course. I have done more than that when I did my student teaching but that was for a 12 credit class and 8 week duration. As you can see I think the amount of hours we had to put in for 3 credits, just doesn’t make any sense. I am glad this class in the summer since this class became my part time job.

I think if the goal of the class is to give you an understanding of game production perhaps it should focus more on that but I had other classes already that did that, perhaps the production roles should be more like when you do student teaching, you start as an observer and then eventually you take the reins of the class while the teacher observes and gives you constructive criticism. I think that model could be more productive here than the current one. The books we read covered the role of the producer but I really did not get to experience it, since my role was more like a Social Media Manager than anything else.

I have plenty of experience producing PPTs, videos, flash animations, I have plenty of Photoshop image creation and manipulation experience, some game animation and HTML5 and CSS web page creation knowledge but I never got to do any of that for this team. I could have created many things but instead I became the Twitter Manager. I created a page to promote the game but they didn’t like it or wanted to use it. They created their own page and sat unused for a couple of weeks. I successfully ran it for 7 weeks (from 0 impressions to 11.2K impressions, 0 profile visits to 502 profile visits, 0 tweets to 82 tweets, and from 0 to 163 followers) but they didn’t like it. They created their own page and it sat idled for 3 weeks, no tweets, no followers, not much going there. I asked them to let me help with it but it took about a week or more to actually get access and I finally got it about 3 weeks ago. I grab that baby and with the little bit of knowledge I recently acquired about social media, the page has grown to 0 impressions to 21k impressions, 0 profile visits to 932 profile visits, 0 tweets to 186 tweets, and 0 followers to 276 followers at last counts. The page is thriving and continues to grow each day.

At the start of the course I had no experience promoting anything using any type of social media. I have never use Facebook, Twitter, Instagram, Tumblr, Pinterest, etc. to promote anything. Also I never used any analytics or had any knowledge on how to use them effectively. I can say that after this class now I have a pretty good understanding of what are the analytics for all the social medias and how to use them. Connecting with Kim Garst, Kevan Lee and few others has been a very valuable resource when it comes to learning about this arena. They have shown me so much and they have provided me with some many resources, eBooks, PDFs, links to social media blogs, weekly social media marketing tips newsletters and emails full of golden social media nuggets.

I am glad that I ended up working with this team because I see how unprepared the teams I wanted to work were. I was frustrated at the beginning since not much was happening here. I can really empathize with the role of the producer at this point even though I was not a producer. It is hard to oversee all the aspects of the game production but in this case is even harder since the people doing the work are doing for a class, grade, technically for free or because they have assigned to it. No passion, no love, and no care for the product they are making. I would say that is definitely a recipe for disaster but Ben has done a great job. I would say a little slow for my managing style but he is progressing at slow pace towards the goal he has set. If you visit the links provided above you can see the latest from the team and send us a Tweet, like us on Facebook, and participate in our Indiegogo game campaign.

Thank your reading about this Journey into what is like to make games at UAT.

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