Agent Susan - Indie Game

Iterations:

Given the limited 5 day timeline, assets and code had to be created quickly. We were able to work on the game asynchronously online to maximize our productivity based on our own schedules. This meant that place-holder assets were sometimes needed so that we could program certain parts of the game without the final art in place. For example, the character sprites and animations took the longest to design and illustrate so the image below was the basic sprite I drew so that our code still had an object to reference and target and the game could still be playable throughout the process. We could have used a blank box, but we found that a sprite that more closely represented the end-goal helped us to strengthen the composition of the scene and tone of the game

The game also required a lot of iteration for many of the visual assets. I believe that the best way to improve any design is to start with something that might not be ‘perfect’, but good enough to get the process started and to collect feedback. I found this mentality is also a core principal in game development through game play testing and constant feedback.

The gallery below shows more examples of how the visual assets developed as we designed and worked on the game.

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