Media Arts Thesis: Testing and Staring at the End

To start off, I want to say that I don't know how many more of these I will be doing. At this point, I'm collecting final feedback and polishing, but the truth of the matter is that, even if I were not to do any work myself, I would have something to show at least. Still, I want to present the best possible version of my project, so I continue to take feedback and let my project develop, even if its only in the details.

On Friday the 14th, I had what will probably the guiding playtest of my final phase of production, where I brought my game into Evan's IML 295 class and had the entire class play. I can say with no exaggeration that this was exactly the playtest I needed, both from a critical perspective and an affirmative one. In regards to criticism, I got a lot of great concrete bits of feedback to incorporate in my game: my fonts might need a touch up, my text could be more readable, my pacing could be finessed, etc. Funny enough, this feedback ended up being pretty affirmative; the fact that the feedback was pointed and specific spoke to the clarity of my design goals and the fact that I have working systems that make it easy to see how it could be improved. Furthermore, during the playtests, I saw players laughing during moments of levity and actually putting themselves out there for the debate portion. Thus, I know that my base game is good; I just need to make it polished and presentable on a professional level. After this playtest, I know I can do that.


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