About Me
Greetings to all of you! My name is Gary Criswell, though those who truly know me call me by Leo. I’m originally from Kentucky, but have been all over the country even before I was in the NAVY for eight years.
I graduated with my Bachelor's degree in game development in August and am now pursuing a Master’s degree in Game Design with a hope to focus – No, a determination to focus in the Indie Development side of things.
I am a father of 3 wonderful children, 6 fur babies, and a husband to my fantastic wife (seen in the picture on the left) of 14 years (15 this year, come November).
I currently own a game studio that was made with my friends made here at Full Sail
with full intentions on making it into a success. Make sure to keep an eye out for our debut, Midnight Forge Studios!
Intention Statement : I Will Succeed
This journey that I have embarked on will transcend the 12 months of this degree. I will continue to grow and learn as a game designer, developer, and as a person. The skills I learn here will be the foundation of my future.
Design techniques, communication skills, and leadership abilities will be the tools I use to build my future. Distractions will be dismissed, and I will focus on what matters most.
I have much in front of me that I want to accomplish, and with the help of my mentors, peers, and family, I will succeed.
Along with my friends, we have made it through the trials and courses of our Bachelor's degree, and now we are ready to take on the world of game development. We have a studio, a plan, and the drive to make it happen.
We continue to make ourselves better, and we will not stop until we reach our goals. We are pursuing our Master's degrees to further our knowledge and skills, and we will use that to make our studio a success.
We are at the beginning of something great, and I am excited to see where this journey takes us. We will succeed.
I want to help others succeed as well. I want to be a mentor, a guide, and a friend to those who are on the same path as me. I want to share my knowledge and experience with others, and help them achieve their goals.
I want to grow my business to the point where I can give others the opportunity to succeed as well. I want to create a community of like-minded individuals who are passionate about game development and who want to make a difference in the world.
This will be our ultimate goal, and I will not stop until we reach it.
Together, everyone will succeed.
Leaf Cutter: A Post Mortem
Introduction
Leaf Cutter follows the adventures of Antonia, the main character of the game as she makes her way through dangerous enemy bug territories in order to gather resources to help protect her home nest. It has elements of a roguelite extraction game loop that brings excitement and risk versus reward when choosing whether to delve deeper into an enemy nest, or to take what you have and leave.
The game itself is being developed in Unreal Engine 5.7, utilizing tools such as Blender, Maya, and ZBrush to produce art for the game. Visual studio code, along with visual scripting in engine have both been used to ensure that the game can run as smoothly as possible.
This month has been a test in leadership, skillsets, but most importantly, communication. There are a lot of smart and creative individuals on this team, and if the stars align just right, this game could be something worth remembering.
Successes and Pros
In just this short month, this game has seen great success in the progression of its systems, enemy mechanics, UI/UX features, and audio. It has gotten a nice solid base to work from and we have iterated quickly to find what does and doesn't work. Ideas flow freely among the team, and this can come with a lot of good meshing and melding of ideas. With the amount of man power that the project has, and the skillsets that have been put to use, the project has come from placeholders to high fidelity in record speeds. With the low scope and high skill of the individuals working on it, it can be something that is not only playable, but scalable on a developmental and narrative level to ensure more content could be added in the future.
Challenges and Cons
If I were to put it in a phrase, I would say that the biggest con of this month was a lack of attention to detail. And this goes from the very top to the bottom. The lack of direction of a Game Design Document (GDD) makes it difficult to look for "truth" when trying to come up with systems and mechanics. And with the free flowing of ideas, it can come with a lot of great meshing moments, but just as often it will lead to a difference in ideals and creative mindsets which can cause friction when someone feels their ideas are not good enough or won't be implemented.
There had been multiple times where work was overwritten on others because someone could not follow the clearly referenced out directions on how to work with the revision control. It was an expectation that those not only within the Masters Degree program, but those that have been in projects before as students in either a Bachelor or otherwise, to have had some introduction to revision control. This was not the case. We had to spend hours teaching, and reteaching individuals on how to push or pull, only to have to remind them when someone messed it up.
To make matters worse, there was descent amongst the ranks after a couple of weeks, in which an individual after being asked for work, lashed out with threats of both academic and physical nature. This caused a ripple effect throughout the team, but ultimately it seemed to have gotten resolved.
Reflections and Conclusion
The game is good. The team has a really good skillset amongst us. And I think with those combined with the scope and timeframe we have we can produce something that can be truly amazing. I have already made leaps and bounds in my ability to create AI that feel intuitive and challenging while ensuring to put the player first in all regards. It is interesting to watch the team interact and see the dynamics of everything as more of a background player rather than a leader. It also feels nice to live on my island of AI and not have to worry about the other systems in which they interact. I simply need to make interesting enemies and everyone else does the rest. It is actually quite refreshing, and can see why some people could be swayed to the AAA direction by the sense of ownership of a system. The game has a ways to go, but I think it is a great testament to what we can do as a group.