Post-Production


Post-production, seriously, who invited that guy? It's like, "Hey, let's put a lid on this party just when it's getting good!" Working on this game has been an absolute riot, like a rollercoaster ride of excitement and surprises. But you know what? If we had the chance, and maybe a few more buddies to join in, I'd totally keep polishing this game. I mean, it's nowhere near what we thought it would be back when we were dreaming it up last semester. It's like we threw some ingredients together and ended up with a gourmet dish! But hey, why stop there? With a bigger crew, we could turn this game into a full-on feast! Let's sprinkle in some more magic, add a pinch of pizzazz, and see where this wild ride takes us! Who needs an endpoint when you've got a game this fun to tinker with? It's like the ultimate never-ending story, but with cooler graphics and fewer dragons... well, maybe. So, here's to post-production – the unexpected pit stop on our journey to gaming greatness!

Can you tell that was all ChatGPT? It's truly how I feel though, let it be known. 

But to reflect on the last crunch moments of production, some things I've learned to consider is how every art polish feature would mean an extra step of work for our programmer because of the way our production method has been set up. In future projects I will definitely try to implement art into the game myself. We will definitely pay more attention to communicating code and commenting everything in a manner that is understandable for other roles to work in the editor. Here are some silly little bits of polish:

ImageImagefor locked and unlocked levels

ImageImagemore products!

Image—to be the cursor!

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