The speaker who visited this time is a producer with extensive experience in independent game development. For me, his presentation was the most helpful of all the talks we’ve had so far, especially since becoming an indie game developer is one of the career paths I’m considering for the future.
For me, there are two main points from this lecture that were the most significant and thought-provoking.
To begin with, there are two points that I believe can be presented together: first, the ability to create a rich experience using minimal content; and second, the idea that tools can serve not only as a means of execution but also as a source of creative inspiration.
This point prompted a great deal of reflection on my part. On one hand, I’ve often tended to set my sights on creating games modeled after large-scale or high-selling titles. However, this inevitably entails learning a wide array of tools and features—a process where it’s difficult to see tangible results in the short term. This often leads to intense frustration, eventually causing me to give up. The idea presented here, however, offered a new perspective: I could start with much smaller-scale projects. This approach not only provides a sense of achievement but also makes it easier to stay committed in the long run. This will be the direction of my graduation project; I will start by trying to create my game in a small but rich style.
Another very important point is that game design should not be the work of a single person.
In the early stages of a project, I often prefer to thoroughly understand a complete game concept before seeking feedback from others. However, this often leads to me changing directions before finalizing the content, or realizing that my ideas are unsuitable after considering everything. For me, sharing the game concept with everyone for discussion and collaboration, followed by final selection, is a much more worthwhile approach to explore.
For this graduation project, I plan to combine my design concepts with those of my other team members to see if we can collaborate to create an even better project.
Note:
Create rich experiences using smaller pieces of content
Game design is not determined by a single person.
Do not require everyone to use the same communication style.
Indicate your level of certainty when expressing an opinion.
Allow yourself not to know the answer.
Do not wait until the game is finished to begin testing.