Interviews With the Team: Jess: 2D Artist
Hey guys, Adam here again from Angry Ghost Games. Development of Magefest is coming into its final week, and no new features are being added. I took the time to interview the other members of the team as I prepare the final overview of the finished game.
I chatted to Jess about her thoughts on the game, how it felt joining a project in progress and her personal insight into the creation of Magefest.
Describe Magefest in your own words.
Jess: Magefest is a party game that takes you back to the days of on the couch gaming with friends (which I believe we need more of NOW). It brings a different perspective to the normal “fight/battle” games of its type. You get to plan and work with the environment to get ahead, and it makes it a little harder to just spam with like a lot of the others.
You joined the dev team part way through development, how have you adapted to working with the team? Do you feel like you got to make an impact on the game?
Jess: I was very worried coming into the game halfway; as mainly a 2D concept artist I was concerned that there wouldn’t be anything that I would be able to help with. Luckily there were a few different little things that hadn’t be finalized or tested that I was able to help and work on. I would like to think I had a little impact, but really even if I didn’t I was just happy to work with people that were excited about the project and worked so well as a team.
What are your thoughts on the rest of the team (in general)?
Jess: I’m very glad I got to work with everyone on the team, they are all so hard working and happy to help with any problems or questions that I had. 10/10 would work again.
You are an artist for the group, can you explain what that has entailed?
Jess: As a 2D artist for this project, I spent most of my time working on concepts for menus, GUI and character colors. Working to try and create something that will work with the rest of the project, and the art and concept that were already apart of the project before I joined.
How do you feel about the game; has it been progressing well?
Jess: I Love it! I think it had turned out amazingly, everyone has worked so hard from the coding, the 2D/3D work and the sound. I can’t wait to see people reactions when playing it.
Have there been any issues with the project, or anything that you worked on that didn't work as planned?
Jess: The only real issues I had through the project was when completing some animations for Bob. There were some errors with a certain curve on the rig that I had made, this meant it had some animation errors when exporting from Maya into Unity and became unusable. However, with the help of the rest of the team, some of that animation was able to be saved and we were able to include it in the final game.
What have you worked on personally that you're proudest of in the game?
Jess: I would have to say my 2D concepts and final menu/winning images; but I would also have to say I am proud of some of the animations I did, even if they didn’t end up in game. I hadn’t animated in well over a year and was happy with most of what I created, well except for the one with the error that is!
Was there anything else that you wanted to bring up?
Jess: I would jut like the thank everyone that I worked with on this little project. I had a great time and it was very fun to work with some new people I hadn’t worked with before.
I'd like to thank Jess for her time with the interview. Please check out the interviews with the other members of the team which should also be available now.
Later this week I'll be showcasing the game in its finished state. Other than bug-fixing the game is pretty much complete at this point.
Thanks for reading guys!
I chatted to Jess about her thoughts on the game, how it felt joining a project in progress and her personal insight into the creation of Magefest.
Describe Magefest in your own words.
Jess: Magefest is a party game that takes you back to the days of on the couch gaming with friends (which I believe we need more of NOW). It brings a different perspective to the normal “fight/battle” games of its type. You get to plan and work with the environment to get ahead, and it makes it a little harder to just spam with like a lot of the others.
You joined the dev team part way through development, how have you adapted to working with the team? Do you feel like you got to make an impact on the game?
Jess: I was very worried coming into the game halfway; as mainly a 2D concept artist I was concerned that there wouldn’t be anything that I would be able to help with. Luckily there were a few different little things that hadn’t be finalized or tested that I was able to help and work on. I would like to think I had a little impact, but really even if I didn’t I was just happy to work with people that were excited about the project and worked so well as a team.
What are your thoughts on the rest of the team (in general)?
Jess: I’m very glad I got to work with everyone on the team, they are all so hard working and happy to help with any problems or questions that I had. 10/10 would work again.
You are an artist for the group, can you explain what that has entailed?
Jess: As a 2D artist for this project, I spent most of my time working on concepts for menus, GUI and character colors. Working to try and create something that will work with the rest of the project, and the art and concept that were already apart of the project before I joined.
How do you feel about the game; has it been progressing well?
Jess: I Love it! I think it had turned out amazingly, everyone has worked so hard from the coding, the 2D/3D work and the sound. I can’t wait to see people reactions when playing it.
Have there been any issues with the project, or anything that you worked on that didn't work as planned?
Jess: The only real issues I had through the project was when completing some animations for Bob. There were some errors with a certain curve on the rig that I had made, this meant it had some animation errors when exporting from Maya into Unity and became unusable. However, with the help of the rest of the team, some of that animation was able to be saved and we were able to include it in the final game.
What have you worked on personally that you're proudest of in the game?
Jess: I would have to say my 2D concepts and final menu/winning images; but I would also have to say I am proud of some of the animations I did, even if they didn’t end up in game. I hadn’t animated in well over a year and was happy with most of what I created, well except for the one with the error that is!
Was there anything else that you wanted to bring up?
Jess: I would jut like the thank everyone that I worked with on this little project. I had a great time and it was very fun to work with some new people I hadn’t worked with before.
I'd like to thank Jess for her time with the interview. Please check out the interviews with the other members of the team which should also be available now.
Later this week I'll be showcasing the game in its finished state. Other than bug-fixing the game is pretty much complete at this point.
Thanks for reading guys!
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