Everyone loves to play games. There are many that enjoy having time to relax and unwind to play video games. There are also professional gamers; however, there are only a few professional gamers compared to the rest of the gaming community. Would you like to be a professional gamer?
In my opinion, I would say that trying to be a professional gamer is not worth it. It takes a long time to play a game and then master it. After that, there is continuous practice. Then there is just more playing, and playing, and playing. After a huge amount of game time, you may want to play another game later on. The game you are playing may get boring and you won't feel like playing it more often to get better. Another reason to not be a professional video gamer is that of the different moods and feelings. It's one thing to casually play a video game with your friend, it's usually chill and fun. It's another feeling to play a game trying to be one of the best in the world. Another way to explain it to some of you gamers is like this. In many online multiplayer games, there are two main types: casual and competitive. There is a different feeling when playing the other. In casual games, you play more open, freely exploring, and more. In competitive games, it's playing the meta (which in gaming is usually the strongest strategies currently) getting higher ranks. Pretty much trying to place in higher spots above others. It is possible to take more fun out of the game. I would say to have another type of self-sustaining job if you thought about professional gaming. It is hard to be a professional gamer and live like that. Is professional Gaming worth it? I imagine it's worth in the sense that generally you should take the chance to make money doing something you enjoy if that option is available to you. In the long term, they all still need to find a real career, because odds of them getting far as a pro gamer are pretty much near zero. Some of them could probably transition into a career with a game developing company, but that's about as good as it's going to get with a career in games.
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The week before Thanksgiving break, our class started to work on making our own board games. We were assigned to different groups. As a group of three people, we had different roles to choose from.
Our production manager worked really well with us, he typed up the rules of the game at home the day after we asked (which is sometimes hard to do with the workload of other classes). It was just a prototype but it was very helpful in making me understand the game. He also checked on both of us frequently to make sure everything was going smoothly. Our production manager made sure he answered our questions and helped with requests. As a group, when discussing with each other to improve or to connect the game we reached many agreements even through our difference in opinions and ideas. Because of this, we were able to improve the game concept that was given to us. It is important to remember that having good relations in a group, no matter the goal, is essential to completing the main objective. If there are not good relations with coworkers then that could and may get in way of the task at hand. When you work together you will feel less stressed, it will be easier to come towards an agreement and easier to collaborate. In an article called "How to Establish & Maintain Good Relationships in the Workplace," Sarita Harbour gives a few important tips about how to be the most constructive in a workplace environment. She explains each one of these main tips:
In a group...
The past week we have worked on creating a one-page GDD. "A game design document (often abbreviated GDD) is a highly descriptive living design document of the design for a video game. A GDD is created and edited by the development team and it is primarily used in the video game industry to organize efforts within a development team.(goo.gl/iMUzf2)" A GDD is quite important because it gives a whole lot of information in a nice, presentable way. When game designers want to share their ideas with game developers, they would like the game developers to read everything.
A GDD May Or May Not Have These:
A while before one-page GDDs, how game designers used to share their game ideas was through pages and pages of ideas. Who would like to read a hundred or more pages worth of one possible game idea to figure out if it is a decent game? How game designers first tried to fix this was by creating a website with links to each part. These websites were easier to update with changes but they were still hard to maintain, especially since different people would work on different parts with little communication. Plus the website still had the reoccurring problem, it was too long. Not many enjoyed sitting and checking each and every link. So the one-page GDD was created. One page with a picture and descriptions. The picture was nice but there was still another problem. A way to explain the problem is that you can't just share a front view of a house to an architect and expect them to build it. You need blueprints and three-dimensional views, and that is exactly how game designers fixed this problem. They created three-dimensional views of the house, but it wasn't wire frame so it could look appealing and the colors could help non-gaming "architects" to imagine the game idea. The one-page GDD was the perfect way to show a game idea, to more than just game developers. GDDs have improved a whole lot from before, and still, continue improving. Link to a YouTube video about Stone Librande explaining GDDs, the history of them, and a lot more all in depth: (www.youtube.com/watch?v=GXmsxYm0Mk0&t=2487s) GDDs...
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