Working on a team effectively requires a few things, as I've
experienced last night. So the situation last night was that me and my
cohort were talking about a jellyfish animation that she was making for
our game. I pointed out a few things that was concerning to me because I
wanted the jellyfish to move more closely to a real jelly, using videos
on youtube as reference points (I'm talking about aurelia aurita btw). A couple of my suggestions were taken but everything else was rejected because of animation theory.
So
in the end I did make a couple of changes, but not everything was
changed. Looking back at it, a few important lessons were brought out of
that.
Trust each other's talent - I'm
not an animator, but I wanted the movement to look like the real thing. I
know less about animation that my partner does, but I can watch things
and point things out, which is what I was doing for our jellyfish
animation. I had to trust my animator's judgement and expertise in the
animation over my own because she's more knowledgeable in the area than I
am. I want it to look more realistic with the movements, but they go
against animation principles.
Learn from each other -
She told me that it would be easier if I knew more about animation,
which made me realize that it will be important for me to know it in the
future. I told her that she would need to teach me along the way that
way I have a better understanding of it for future reference, which will
make future projects smoother and higher in quality.
You can't always get your way -
Making games is a collaborative process. Everyone will influence the
whole through whatever part they are working on. If one person got their
way, not only will the project not be as good or as refined, but not
everyone's work will show through. The talents and ideas of other people
will not be injected into the game, which will produce a more creative
piece in the end.
Discuss before working -
This is exremely important because this is what keeps everyone on the
same page working towards the same goal. This will save time and money
during development, and it will keep everyone focused. This will involve
working out the nitty gritty details as well as understanding how those
details will affect or fit into the overall experience.
In
the end, it is important to collaborate and share and use everyone's
ideas. I'm not saying every idea has to be used, but peer reviewing and
refining, or even suggesting ideas that fit better into the bigger
picture, can improve team morale and create something better in the end.
This goes for most, if not, all, creative fields.
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