Realizing my biggest weakness


In the last post, we talked about the origin of the game and how it ties back to my childhood. Now, the problem comes - how do I pitch this game idea to anyone, or more importantly, to potential teammates so the game can come alive?

I have always noticed that I lack confidence in communicating ideas across, mainly because ideas are always worth a good laugh before the execution phase. In fact, I am confident in executing ideas. But, executing ideas will only take me that far, completing ideas is the goal, especially in the game development industry. Hence, a team is inevitable.

Realizing my biggest weakness, I started drawing several scenes of the game and pitched them to potential teammates. Of course, with my drawings, some commented that the game will not go too far, which translates into “That is one hell of a bad drawing. Is that a wall?”. I was convinced as I know exactly how bad those drawings were. However, on the flip side, I was surprised they got the idea, probably not accepted, but definitely received. Many would ask questions regarding the story when I told them by words. I quickly realized that in my situation, painting a visual idea works much better, to a certain extent, than telling by words, no pun intended.

The whole point of this story is not to draw a comparison between bad and good drawings but the effort of crafting out the idea to ensure the receiving end is able to understand takes the step further into the right direction. Would you like to see some of my earliest drawings of the game scenes and tell me that definitely is a wall? Let me know! 

Get Twelve Floors

Buy Now$12.00 USD or more

Leave a comment

Log in with itch.io to leave a comment.