ATMAWEAPON'S PROFILE
Atmaweapon
179
I grew up nerdy and alone. It was awesome.
I can still remember staying up at night, controller in hand, my face illuminated by the pale glow of my tiny TV set. The games I played growing up were more than just a way to pass the time. I remember the stories, the characters, the music. Later I would make friends over common interests. We would bond over old titles like these because they made us feel something.
That's what I want to do... If one person stays up late, their face painted with that familiar light, and they feel something now like I felt something then... I'll know I made something worthwhile.
I can still remember staying up at night, controller in hand, my face illuminated by the pale glow of my tiny TV set. The games I played growing up were more than just a way to pass the time. I remember the stories, the characters, the music. Later I would make friends over common interests. We would bond over old titles like these because they made us feel something.
That's what I want to do... If one person stays up late, their face painted with that familiar light, and they feel something now like I felt something then... I'll know I made something worthwhile.
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Extra Credit: Are you a good Designer?
I found the video to be fantastic.
Here is why:
First off, the video reminds us that the term "designer" is often thrown about casually as a term for a sort of God of a particular game. What mean is this; I consider myself an amateur game designer. However, I do not work in a team. This is because I have a very distinct view and idea of what I want my games to be. And so, I am the god of my game, so to speak. Not only do I design it... I also produce it, deal with the programming, the audio, the writing, etc, etc. Were I to begin a career as a video game designer, I would not do all of these things. There is a reason that the credits at the end of a game or movie have so many names.
Next, after being reminded of this, I realized that I am a lone person. Unique. My idea for what I feel would be fantastic may be hated by another. This, I must accept. And as someone who, as the video so eloquently described, translates and delivers experiences from myself to my audience, I must be careful to make what I convey understandable to an audience and not just myself or people like me. This, after all, was my original intent when I realized it was my dream to make video games. I remember the time spent, emotions felt, and lessons learned as I played through well-made games. Games that gripped us with story, character development, and fun mechanics.
The video reminded me of my purpose as a designer.
It also made me more aware of the deadline I set for myself and that I would, in the end, have to cut the fat on some of my ideas to make sure the game was actually good rather than boring or long-winded.
Here is why:
First off, the video reminds us that the term "designer" is often thrown about casually as a term for a sort of God of a particular game. What mean is this; I consider myself an amateur game designer. However, I do not work in a team. This is because I have a very distinct view and idea of what I want my games to be. And so, I am the god of my game, so to speak. Not only do I design it... I also produce it, deal with the programming, the audio, the writing, etc, etc. Were I to begin a career as a video game designer, I would not do all of these things. There is a reason that the credits at the end of a game or movie have so many names.
Next, after being reminded of this, I realized that I am a lone person. Unique. My idea for what I feel would be fantastic may be hated by another. This, I must accept. And as someone who, as the video so eloquently described, translates and delivers experiences from myself to my audience, I must be careful to make what I convey understandable to an audience and not just myself or people like me. This, after all, was my original intent when I realized it was my dream to make video games. I remember the time spent, emotions felt, and lessons learned as I played through well-made games. Games that gripped us with story, character development, and fun mechanics.
The video reminded me of my purpose as a designer.
It also made me more aware of the deadline I set for myself and that I would, in the end, have to cut the fat on some of my ideas to make sure the game was actually good rather than boring or long-winded.
The Weapon arrives! ^_^
The Weapon arrives! ^_^
The Weapon arrives! ^_^
Hey, by the way folks, I have two questions:
1. What's the little "m" under my avatar with the number beside it?
and 2. How do I contribute to the site? Write reviews/articles? Post resources? What's a good way to be a good member?
1. What's the little "m" under my avatar with the number beside it?
and 2. How do I contribute to the site? Write reviews/articles? Post resources? What's a good way to be a good member?
The Weapon arrives! ^_^
Got that Alpha Phase Demo up.
Critiques, thoughts, bug/glitch reports welcomed and appreciated.
http://www.mediafire.com/?784s77yjpqkvyf2
Critiques, thoughts, bug/glitch reports welcomed and appreciated.
http://www.mediafire.com/?784s77yjpqkvyf2
Neverspring Chronicles: Phoenix Down
Neverspring Chronicles: Phoenix Down
Wow, you remember that? Yes, Charas Project was the first place I posted anything about Durance of Magic. This is the second place. I like it here better.
Criticism is always well received as long as I can get something out of it.
Criticism is always well received as long as I can get something out of it.
Neverspring Chronicles: Phoenix Down
44494_1391570113378_1355893012_30949625_2096884_n.jpg
Awesome! That font fix works!
I had an old .exe patching thing that was supposed to do it but it would never work. Now my font is actually readable, ha!
I had an old .exe patching thing that was supposed to do it but it would never work. Now my font is actually readable, ha!