LISA: The Painful is an RPG that manages to include plenty of crude humor, art, and language while having moral dilemmas and a narrative that you will continue to think about long after playing the game. The crudeness of the game however, is very fitting and done well. The post-apocalyptic setting makes sense with this, along with the, at times disturbing, soundtrack. The pixelated sprites are of low quality, but in a way that fits, and feels correct when you are playing. The soundtrack is odd, eerie, and yet again feels fitting with the game. The gameplay is turn-based, but the most important aspect of it, in my opinion, is the affect battles may have on you or your crewmates depending on your decisions. Character interaction and the decisions the player is forced to make is part of what makes LISA stick with the player so well. In LISA your choices matter, and the developers made sure to make those choices difficult, and I mean that in the best way possible. The technicality of the game is rather simple, as it was developed from RPG Maker, but the game overall is a very unique experience and demonstrates the character and individuality that is so important for indie games. In Summary:
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In this past unit we learned about the many careers in the game industry. When you think about how much goes into creating a game, it's no surprise that the industry has a very wide variety of jobs from sound designers to artists to programmers. For most people in this course, I think our end goal would obviously be game designer, but you have to work your way up. That is, unless you dive head first into game design as an indie creator, with your own small team. When working for big companies there are many different teams of people working together to create a game. Like a machine, each team is important. Sound designers and artists bring feeling to the game, programmers (obviously) make the game and make it run smoothly. Multi-tasking is also a possibility and can even be beneficial when working on a game as an independent developer. Being multi-faceted and having people on your team who are as well, can make communication easier by keeping the number of people on your team down, however it's also important to keep in mind that the less people working on your team the longer your game may take to produce. If you want to work in the game industry and are already artistically inclined, it's probably a good idea to broaden your horizons and while polishing up your artistic abilities perhaps take up coding on the side (programmers are extremely valuable for obvious reasons). Doing this will make you an important asset for your team, for example, if you are running behind on the coding for your game, but have the majority of your art assets ready to go, you can switch over to help out with the code. Along with this, it's important to work on your "soft skills" (teamwork and communication are key) and to make connections in the industry.
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About meI am a Senior at DSA and currently taking the Advanced Game Art and Design course. I enjoy playing video games and drawing in my free time. The opinions expressed within this blog are my own, and do not reflect that of Durham School of the Arts of Durham Public Schools Archives
May 2022
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