Interviews With the Team: Josh: Design Lead

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 spoke to Josh about his feelings about Magefest, how it was to work on a project for a year, and his general thoughts and feelings on the game.

Describe Magefest in your own words.

Josh: Magefest is 2 to 4 player party game, the goal being to defeat your fellow Bobs in battle to win a ticket to Magefest! Its gameplay revolves around throwing elemental attacks on to platforms, giving those platforms the good or bad effect you desire. Elements can be combined too, via throwing different combinations of elements one at a time onto the platform. It's a fast paced, hectic game. Perfect for parties or some quick fun with friends.

You've been with the group since the beginning. How has the project changed since then? What are some things that got left behind?

Josh: The project has focused a lot in a great way. We had a ton of idea for elements and combos but we honed in on three and polished them to death. We left behind a fourth stage and more ambitious stage mechanics like other platforms but I'm happier with this semester's approach.

What are your thoughts on the rest of the team (in general)?

Josh: I'm seriously so happy with how our group turned out. We've all been professional and kind to each other, so I have no complaints on that end. Work-ethic wise everyone's been really good too. You know what they say, you can choose your friends but you can't choose your group members; so I'm glad I got good ones!

You are a game designer for the group, can you explain what that has entailed?

Josh: Right now I'm more of a flex role, but I've worked with all the group members on figuring out solutions to various problems we've had along the way; like how we'd go about implementing a mechanic. On the design side I've play tested levels to see how they feel whilst adding my changes and suggestions.

How do you feel about the game; has it been progressing well?

Josh: Very well, yes! The group having 6 members along with good organization of assigned tasks (thanks Ryan!) means things are coming along very smoothly. We should have something we're very proud of by the time the games showcase roles around.

Have there been any issues with the project, or anything that you worked on that didn't work as planned?

Josh: Mainly just the Git-Hub really through no one's fault. We're new to the program and workflow, and the free limits is what (no pun intended) limited us. Once that was sorted it was smooth sailing again.

What have you worked on personally that you're proudest of in the game?

Josh: My proudest achievement is definitely the main menu. I composed work from all the others together with my own involvement, such as fixing up the font alignment, adding gradients and different colors on different actions with the buttons, and coding and hooking them up so they all functioned . I also programmed the logo fade and company logo fade in scenes before the main menu.

Was there anything else that you wanted to bring up?

Josh: No not really. I'm glad the development has gone so well and hope I get to work with this good a team out in the real world!

I'd like to thank Josh for his 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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