6 years ago, I came across a game called Cube World. For some reason, I was unable to buy it (At that time, I believe that the shop had just been DDOS'd), but I had seen a few things about it, and instantly fell in love. It was a procedurally-generated RPG, with bare-bones towns, dungeons, and a fleshed-out combat and class system, all set in a nice-looking voxel artstyle. I look back at it now and realize it was nothing special, but back then, I was dying to get it. However, I had no money, and the shop was down- and the next time I checked, it had been taken down for good, or so people thought at that time.
Six years passed. I never really forgot about Cube World entirely. Every few months to a year, I would look at the developer's twitter and see that he had posted one or two screenshots of the game a month or two earlier. This continued for 6 years, and I eventually forgot about it entirely- that is, until a week or two ago, the developer, Wollay, had announced a full release, with a whole suite of new features- and soon. I was instantly pulled back in, and I eagerly await the full release. The game's in a closed beta right now, but we should apparently expect the release to be late September/early October... Until then, I guess I'll have to keep waiting.
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From start to finish, Celeste is a joy to play.
The game is a difficult, but fun, platformer, following the adventures of a little girl who is trying to climb a mountain- a thinly veiled metaphor for the game's story. Along the way, you meet a variety of characters, encounter a number of varied and creative mechanics, and quite literally confront your inner demons. The game has a cute, retro aesthetic, reminiscent of older games, but with revamped animations and particle effects- but don't let it's good looks fool you. The game itself is one of the hardest platformers I've ever played- yet one of the best. The game presents a unique mechanic per level- be it bouncy clouds, traffic light blocks that sling you forward, or even a feather that allows you to fly. From my understanding, this is a pretty common tactic in most platformers, but where Celeste shines is when it ramps up the challenge slowly, but steadily, until, at the end of the level, you're in this lightning fast gauntlet of challenges that have built up over the course of the level. Each level culminates in this spectacle of massively challenging jumps and dashes, each more challenging than the last, until you finally finish the level, heart pounding in your chest. It's an amazing feeling. A few more things to note: The game's music and sound are superb, really helping to set in the mood and immersion. The controls are tight, with a focus on mid-air movement, which really sets this apart from many other titles. Another thing I liked, though didn't use, was the game's assist mode. It makes the game infinitely easier if you find a particular level too hard. Overall, I cannot find much wrong with this game. If you enjoy difficult games, or even just fun, tight platformers, Celeste is a must-have for you. 10/10 Recently in DDA II, we've been creating resumes and revamping our portfolios in an assignment where we apply for a job in the game design field. Part of this was creating some new pieces of art, showcasing our skills relevant to the career we applied for. I came to realize how important portfolios are when applying for a job, especially on in the game design field.
Some things that I changed is that I added an archived works page, to hold all my old pieces of art. It'll help show how I've advanced and grown throughout my high school career, and I think that it's a neat addition. In my research for this post, I came along some great tips for making a professional portfolio- things like only only including professional-level art that you want people to see, cutting away distractions, and making navigation clear and easy are what comes to mind first. I believe that my portfolio looks good, and works well as it is, but it's helpful to keep these tips in mind for the future. I've recently been getting into making art pieces more often, and of a higher quality. I've upped my standards, and while I still don't think I'm a great artist, I've definitely improved. I think that sketching and conceptualization of characters is my biggest strength so far, and I think that'll be a useful skill for this portfolio. All in all, a good portfolio has high-quality, relevant artwork, is easy to use and navigate, and should be simplistic, cutting away useless excess from the overall design. Summary - I have been creating a resume and cover letter for a class assignment - I have been working on revamping my portfolio with new art Sources “Is Your Online Art Portfolio Lacking? Get Advice, Inspiration from 7 Professionals.” Game Industry Career Guide, www.gameindustrycareerguide.com/building-artist-portfolio-site/. “Your Game Portfolio Is Your Greatest Asset.” GamesIndustry.biz, www.gamesindustry.biz/articles/2014-04-30-your-game-portfolio-is-your-greatest-asset. New York Film Academy. “How To Create A Game Design Portfolio That Stands Out.” Student Resources, 30 May 2018, www.nyfa.edu/student-resources/how-to-create-a-game-design-portfolio-that-stands-out/. |
AuthorHi! I'm Thomas MacDougall, a sophomore at DSA. Here you can check out my thoughts and recent activities. Please note that the views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools. Archives
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