Week 3 (1/27 – 1/31)
Week 3 was harsh
We had 3 Rough Pitches and 1 Final Pitch this week. With an enormous time constraint and because it was our first time pitching, we were not exactly sure what the outcome was going to be.
On Monday, we pitched to our advisor and showed a rough idea of our direction and aim for Friday. Receiving critical feedback, we attempted in solving the issues right after. Fortunately or unfortunately we entered a dead zone that we could not leave. I am proud to say that we were able to find out the WORST meeting we could possibly have, where we were all exhausted and tired at the end of the day. We as a team will do our best to stay out of that field throughout this semester.
Using the week to research and create the presentation, on Friday we pitched our 3 ideas to EA, and we received unexpected critiques. Essentially we wanted to pitch an idea where we would develop a game that was creative enough to make us excited. However, we learned a valuable lesson of different perspectives, audiences, and importance of client views. Although the end product of the pitch was not expected, I was very happy with how our pitch went.
CHALLENGES:
Unfortunately we were not able to hit what EA was expecting from us. Fortunately we now know what they are not looking for and have clear views of specific directions we can take. Although we have encountered a small bump on our road, Fenix, is still united and staying strong.
NEXT WEEK:
We will create a more set schedule using Scrum methodology planning out the entire week on Monday to tackle the Friday presentation more efficiently. Our tech side will start creating a more detailed prototype to get a better understanding of the controls and tools we will be playing with. Artist will finish in creating the required branding, such as poster, logo, halfsheet, website, alongside references and any pictures that will have our designer to visualize the game.