Contracting parties should carefully consider the potential situations where an assignment would be desired or required, and should carefully draft the clause to address issues of transferability. Below is an overview of some of the key issues that should be considered when drafting an assignment provision for commercial and technology agreements.
Brainstorming was a large part of the process Individualassignment draft that Individualassignment draft alone had several phases where ideas shifted shape many times over and prototypes were created and thrown aside.
A large part of this report will thus accordingly be devoted to that process along with a briefer coverage of the technical implementation, where I had a delightful immersion in a technology new to me, opening up doors to new paths to explore.
With darlings set aside rather than killed, as I would like to see them, the group settled on a concept to follow through and the development of a deliverable product proceeded without hiccups, consisting mostly of the linear completion of tasks we commonly agreed upon and prioritized.
The outcome is a fairly polished game offering a rather basic gameplay, though with a few twists, that may appeal to a broad audience of casual players.
The development environment and division of roles Before the process began, a Game Development course announcement of the requirement to use exclusively the Unity game engine within all groups, came as a surprise. Even though I am aware of that Unity is the most commonly used engine by game studios, at least around the Copenhagen area, I had not been in a hurry to become acquainted with that environment.
One reason is that I do not specifically aim for a job within the game industry. Another reason is that the games, or interactive experiences, that I have ideas and ambitions for, might not fit well within the framework of any given game engine, where I would rather like to use my background as a web developer and an enthusiast for the possibilities of the Internet.
Even though this was an initial surprise, I was easily convinced of the benefits this requirement would give, where all team members were most likely to be familiar with the Unity game engine and so would have a level playing field, giving experience with one of the most commonly used tools and spoken languages in the field of game development.
In a previous Game Design course I lead the team into developing a custom server side solution and a client app, where no game engine was used whatsoever, utilising my forte as a web developer, where admittedly other team members may have had a hard time getting up to the same speed I had with the technology .
Even though the project from that course may be considered a success, the choice of technology may not have been fair to everyone. When it came to dividing roles within the group, I was open to working on tasks other than programming.
Taking on those roles would have been a welcome break from programming, even though that is still my main passion, but it turned out to be logical that I took on the role of one of two programmers, as there lie my strongest skills and experience.
Still, I had no previous experience with the Unity game engine and it required some effort to come to grips with that tool. Before doing anything else, I went through all the official Unity tutorials to gain a footing in that environment and in the process I came to appreciate the possibilities this tool has to offer, in terms of being able to quickly realise visually interactive designs and to reach a multitude of platforms with ease.
By now I have started new projects using Unity and can foresee using it in the future. The student groups were assigned a limited amount of Unity Pro licenses, valid for the duration of the semester, and we utilized them for among other things to communicate with a Unity Asset Server that we set up on a cloud computing instance .
It gave the development process a more integrated feel to have source control management within the development environment, though we probably would have done just fine using for example a Git repository and an external tool .
The three licenses our group was assigned went to the two programmers and our game designer and graphics artist. A fourth license for our 3D modeler would have been nice, so everyone could have communicated within Unity through the Asset Server, but we solved that with the less fancy, ad hoc manner of delivering 3D models through our private Facebook group.
We discussed adhering to dogmas such as having no scoring system, no narrative or textual explanations but rather only visual cues, and we even considered exhibiting permadeath as a game characteristic . Though we are interested in mobile touch devices as platforms for games, we did not want to exclude other platforms either and so kept the choice open until rather late in the process.
Even though we have now settled on the Android and iOS mobile platforms, the game actually works reasonably well also with mouse input in a desktop environment, which we indeed use for development and initial testing iterations.
We toyed with the idea of being able to fly a lighthouse like this, exploring and discovering the environment, collecting objects that might count towards completing a goal. One concept had the player surrounded by seven platforms, one of which is populated by a lighthouse that can be entered and flown towards flashing lights on distant shores, going through swarms of obstacles and energy units finding that those distant lights are other lighthouses that can be brought back to one of the home bases.
Each of the distant lighthouses flashed one of the seven colours of the rainbow and when all of them had been collected to their bases, their combined lights would form a white boulder or beam of light that would lead to the next level .
Several other concepts were based on that lighthouse photo, involving among other things guiding ships, rising and falling sea levels, and even going through different environments on each level, like underwater, through forests and space. The elements Those concepts based on the lighthouse may not have been tangible enough and too abstract to grasp, and we received the encouragement to simplify and focus our ideas.
Subsequently the idea sprung up to base a game on the classical elements of fire, earth, water and air. That lead to the concept of fixing planets ruined by their inhabitants by applying the missing elements to them.CIS Week 5 Final Draft.
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