When You Don't See Eye to Eye

When You Don't See Eye to Eye

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When you take a bunch of people that are passionate and highly creative, and then have them work together on a project, it’s inevitable that conflicts are going to arise. People can come up with a slew of ideas for a project, but things always get messy when people disagree on what course of action is best. Given how our major involves a lot of group work, it’s important that you understand how to deal with these conflicts because you will run into them.

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How to Make a Game Accessible

How to Make a Game Accessible

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People tend to be intimidated by the idea of making something accessible.  It’s usually not that people don’t see the value in being able to make something accessible to a wider audience, in fact most of the time I see IGM students working on a project they’ll make an effort to point out those areas where they could make their project more accessible.  Usually the reason they don’t pursue those features is because they’re worried it will take too much time and put them behind on the project.  I have a bit of experience with it at this point, and while it’s not always easy, it’s very possibl

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Balancing a Game

Balancing a Game

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How do you define game balance?  I feel like most students I’ve talked to and developers in general agree on what it means to balance a game, but a lot of gamers tend to go by a different definition.  Many will claim that balancing a game means making the game fair for all players.  This definition is weak-- you can still balance a single player game.  The next one I hear is making sure all player options are equally effective.  This definition doesn’t work either, because some players are inherently going to be better with one option than another.  People who are first learning the term ga

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What it Takes to be a Producer

What it Takes to be a Producer

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Leadership in interactive media development and game development comes in many forms. Most teams have lead programmers or lead designers that head the programming and design teams. These are normally highly experienced programmers and designers that have years in industry or special programming knowledge that is extremely pertinent to the project. Though each of these positions are extremely important, there is a position that outranks them that can make or break any team, Producer.

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Be the Rubber Duck

Be the Rubber Duck

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There is a common problem solving technique in programming, called “Rubber Duck Debugging”. This technique is used when a programmer is stuck on a problem with their program, and their usual approach to debugging is not yielding results. Once this point has been reached, the programmer will explain out loud to a rubber duck what their problem is. Just the sheer act of verbally explaining your problem helps to categorize your problem and serve to give you a better understanding of what exactly you’re trying to tackle.

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