Remote Shepherd is the capstone project for Long Shot Games, a group of five graduate students in RIT's Game Design and Development masters program. The game allows the player to step into the shoes of a group of vigilantes who have decided to put their skills gained as Marine Scout Snipers to use in cleaning their city of criminal organizations. This blog will track both the ongoing design and development of the project.

Saturday, March 26, 2011

Repurpose Not Rebuild

As a follow up to my earlier post about scraping our designed levels and building a new one it is important to mention that for the mission redesign we first designed the mission situation and then placed that situation into an environment. This let us build a gameplay experience that would be fun and engaging for our player, which was why we scrapped the first missions in the first place. It also allowed us to make the environment be something that we could use as much of the art assets we had gotten for our art team as we could. As well as keeping old art assets and making the game more fun it was equally important that we redesign the narrative. Mainly because at the time we were unsure how many artists we still had on our art team and Dan and myself would not be able to make enough of the assets we needed. It was also important because all the art we had worked well and there was no need to scrap any of it.

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