Hi, I’m William Rountree and my entry won the
competition to design the Glasgow 2014 Digital Game.
I first heard about the competition around the start of the
semester at University and it didn’t take long to convince myself
to give it a go. After I got started, I realised that it was going
to take a lot longer to complete than I originally thought, mainly
because I decided I wanted to present it really well with a PDF
made entirely in Photoshop. It was totally worth it in the end
though.
When I was brainstorming about what kind of game to design, I
knew it had to be simple and appeal to people of all ages. I
decided to cut out the gaps between sports where nothing was
happening, so that the player was always doing something.
During the development of the game, I took feedback very
seriously. Each time I finished a draft, I sent it to several of my
friends and housemates to read over it and give me any feedback,
positive or negative. I’ve found that a fresh set of eyes (or ears)
will find flaws with your design much faster that you ever could
alone. Feedback is an incredible tool that you can use to perfect
your design if you are willing to put in some extra work in order
to get it.
After I had decided the document was finally finished, I noticed
that mouse control was the preferred method. This wasn’t good news
for me as I had come up with a control scheme for a keyboard. I
devised a new control scheme that used only the mouse then went
through the document with military precision and changed everything
that even slightly mentioned a keyboard to mouse related game
play.
When I went through my design with the guys at 4J Studios to
nail down the fine details of the game, we made the decision pretty
early on to go for keyboard control. Changing the document at the
last minute only to have it changed back again was however a
decision made for the benefit of the game and after playing an
early build (early version of the game) I could easily understand
that it wouldn’t be the easiest game to play with the mouse.
This is something I believe you will need to get used to if you
want to work in the games industry, you may work on something only
to see it dropped or changed. Talking ideas over with other people
seems to be the best way to uncover their flaws and even come up
with an even better idea. This was the case with 4J when we
discussed the design, and went over everything to figure out what
would work and more importantly what parts of the design needed to
be changed. Several other ideas from my concept, mainly aesthetic
features, had to go because of the visual style we went for, which
wasn’t a huge loss.
When I actually finished the design I joked with my friends
saying “I’d better win!” after spending so long working on it. Then
one day while I was doing some group work on a university project,
my phone rang and it was a call telling me I’d won the competition.
The first thing I said was “AWESOME!”
The next few months got really interesting at 4J. I worked on
the design of the game, which involved sitting around a meeting
room table with three other guys and discussing everything about
it. It took a while but it was fantastic to see how an actual
development team went about nailing a concept. The rest of my
visits only really involved my seeing the progress made, trying the
latest build and to give my feedback on how it was coming along, it
was amazing to see my design develop from a simple idea all the way
to a professionally developed title.
To wrap things up I’ll say that I’m stupidly pleased that I
somehow managed to win. The experience with the folks at 4J and how
this should look on my CV is more valuable to me. I’m one step
closer to becoming a designer in the games industry.