Game Development 2

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This session was given to the small group of students at University of Strathclyde participating in the after-hours Game Development program. It covers different roles within the industry and a number of different aspects of the kinds of teams you will need in order to make a game.

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  • Game Development 2

    1. 1. GameDev 2Our Role in Development
    2. 2. Who’s Your Favourite Dev?2
    3. 3. Who’s Your Favourite Dev?3
    4. 4. Who’s Your Favourite Dev?4
    5. 5. Who’s Your Favourite Dev?5
    6. 6. Reality Check6
    7. 7. Reality Check7
    8. 8. Reality Check • 99.9% of the industry are unloved, uncelebrated and under appreciated.7
    9. 9. Reality Check • 99.9% of the industry are unloved, uncelebrated and under appreciated. • Geek equivalent of Hollywood in this respect.7
    10. 10. Reality Check • 99.9% of the industry are unloved, uncelebrated and under appreciated. • Geek equivalent of Hollywood in this respect. • Welcome aboard!7
    11. 11. What is GameDev?8
    12. 12. What is GameDev? • We talked last session about how we could think about games differently in order to better define what we wanted to make.8
    13. 13. What is GameDev? • We talked last session about how we could think about games differently in order to better define what we wanted to make. • This session, we’re going to do the same for the development process8
    14. 14. GameDev Myths9
    15. 15. GameDev Myths • With few exceptions, game development is not a one-man process.9
    16. 16. GameDev Myths • With few exceptions, game development is not a one-man process. • Ideas are the easy part, executing them is much harder.9
    17. 17. GameDev Myths • With few exceptions, game development is not a one-man process. • Ideas are the easy part, executing them is much harder. • Nobody starts out as Will Wright.You have to work your way up to the top.9
    18. 18. GameDev Teams10
    19. 19. GameDev Teams • Games are made by teams.10
    20. 20. GameDev Teams • Games are made by teams. • Different sizes of team create different types of game10
    21. 21. GameDev Teams • Games are made by teams. • Different sizes of team create different types of game • Small teams might work on iOS games10
    22. 22. GameDev Teams • Games are made by teams. • Different sizes of team create different types of game • Small teams might work on iOS games • You won’t make a AAA blockbuster without some serious manpower to make it happen10
    23. 23. GameDev Teams • Games are made by teams. • Different sizes of team create different types of game • Small teams might work on iOS games • You won’t make a AAA blockbuster without some serious manpower to make it happen • A team has to be made of different types of people10
    24. 24. GameDev Teams11
    25. 25. GameDev Teams • Broadly there are five primary classes for Game Developers11
    26. 26. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers11
    27. 27. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers ‣ Designers11
    28. 28. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers ‣ Designers ‣ Developers11
    29. 29. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers ‣ Designers ‣ Developers ‣ Artists11
    30. 30. GameDev Teams • Broadly there are five primary classes for Game Developers ‣ Producers ‣ Designers ‣ Developers ‣ Artists ‣ Quality Assurance11
    31. 31. Developers12
    32. 32. Developers • The people who make the game happen12
    33. 33. Developers • The people who make the game happen • These are the guys who need to be able to code everything that is going to take place12
    34. 34. Developers • The people who make the game happen • These are the guys who need to be able to code everything that is going to take place • Often forget that Game Development is bigger than Game Developers12
    35. 35. Advanced Developers13
    36. 36. Advanced Developers • Lots of specialisation options for developers13
    37. 37. Advanced Developers • Lots of specialisation options for developers ‣ AI, Graphics, Networking, Gameplay, Audio13
    38. 38. Advanced Developers • Lots of specialisation options for developers ‣ AI, Graphics, Networking, Gameplay, Audio • Also a range of non-obvious specialisation13
    39. 39. Advanced Developers • Lots of specialisation options for developers ‣ AI, Graphics, Networking, Gameplay, Audio • Also a range of non-obvious specialisation ‣ E.g. Tools developer13
    40. 40. Designers14
    41. 41. Designers • Designers are broadly the people who specify how the game is played.14
    42. 42. Designers • Designers are broadly the people who specify how the game is played. • Tend to deal more in concepts than nuts and bolts of implementation14
    43. 43. Designers • Designers are broadly the people who specify how the game is played. • Tend to deal more in concepts than nuts and bolts of implementation • Designers are often not tied to a specific medium14
    44. 44. Designers • Designers are broadly the people who specify how the game is played. • Tend to deal more in concepts than nuts and bolts of implementation • Designers are often not tied to a specific medium ‣ A good game designer can create a board game or a computer game14
    45. 45. Advanced Designer Classes15
    46. 46. Advanced Designer Classes • Many different specialist options for designers15
    47. 47. Advanced Designer Classes • Many different specialist options for designers ‣ Interface Designer, Narrative Designer, Level Designer, Combat Designer etc.15
    48. 48. Artists16
    49. 49. Artists • As Computer Scientists its easy to overlook the contribution of artists.16
    50. 50. Artists • As Computer Scientists its easy to overlook the contribution of artists. ‣ After all, what’s important is how A and B interact not what they look like?16
    51. 51. Artists • As Computer Scientists its easy to overlook the contribution of artists. ‣ After all, what’s important is how A and B interact not what they look like? • So much of the game is displayed visually to the player that art16
    52. 52. Artists • As Computer Scientists its easy to overlook the contribution of artists. ‣ After all, what’s important is how A and B interact not what they look like? • So much of the game is displayed visually to the player that art • Artists set the tone for your game16
    53. 53. Artists • As Computer Scientists its easy to overlook the contribution of artists. ‣ After all, what’s important is how A and B interact not what they look like? • So much of the game is displayed visually to the player that art • Artists set the tone for your game • Good (or stylistic) art can make or break a game16
    54. 54. Advanced Artists17
    55. 55. Advanced Artists • Many many different types of artist might be required to work on a project17
    56. 56. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists17
    57. 57. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists17
    58. 58. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists ‣ 3D Modeller17
    59. 59. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists ‣ 3D Modeller ‣ Animator17
    60. 60. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists ‣ 3D Modeller ‣ Animator ‣ Audio (not strictly art but related)17
    61. 61. Advanced Artists • Many many different types of artist might be required to work on a project ‣ Concept artists ‣ Texture artists ‣ 3D Modeller ‣ Animator ‣ Audio (not strictly art but related) • Very different skills required for each of these.17
    62. 62. “Programmer Art”18
    63. 63. “Programmer Art” • Programmer Art is a special type of art created by programmers18
    64. 64. “Programmer Art” • Programmer Art is a special type of art created by programmers • Generally it is used as a placeholder so that the programmer can move things around and test code18
    65. 65. “Programmer Art” • Programmer Art is a special type of art created by programmers • Generally it is used as a placeholder so that the programmer can move things around and test code • Do NOT get attached to placeholder art you made18
    66. 66. QA Testers19
    67. 67. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable19
    68. 68. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop19
    69. 69. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop ‣ Finding issues and reporting them19
    70. 70. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop ‣ Finding issues and reporting them ‣ Retesting when a fix is applied19
    71. 71. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop ‣ Finding issues and reporting them ‣ Retesting when a fix is applied • Testing is a really really soul destroying gig19
    72. 72. QA Testers • When you have a game that is playable, it’s time to bring in the testers to see if it actually is playable • Testers will be playing the game non-stop ‣ Finding issues and reporting them ‣ Retesting when a fix is applied • Testing is a really really soul destroying gig ‣ http://trenchescomic.com/19
    73. 73. Bug-hunting vs Focus Testing20
    74. 74. Bug-hunting vs Focus Testing • You can test to try to work all the kinks out of a game.20
    75. 75. Bug-hunting vs Focus Testing • You can test to try to work all the kinks out of a game. ‣ Try odd things, ensure it doesn’t break under certain conditions etc20
    76. 76. Bug-hunting vs Focus Testing • You can test to try to work all the kinks out of a game. ‣ Try odd things, ensure it doesn’t break under certain conditions etc • You can can also test to try to get the balance right and make sure people perceive the game the way that you do.20
    77. 77. Bug-hunting vs Focus Testing • You can test to try to work all the kinks out of a game. ‣ Try odd things, ensure it doesn’t break under certain conditions etc • You can can also test to try to get the balance right and make sure people perceive the game the way that you do. ‣ Easy on a months/years long project to lose objectivity20
    78. 78. QA as a Break-In Gig21
    79. 79. QA as a Break-In Gig • QA is often seen as a great place to start21
    80. 80. QA as a Break-In Gig • QA is often seen as a great place to start • Once you’re working for the company, you’ll get promoted to a position on the development team21
    81. 81. QA as a Break-In Gig • QA is often seen as a great place to start • Once you’re working for the company, you’ll get promoted to a position on the development team ‣ .....right?21
    82. 82. QA as a Break-In Gig • QA is often seen as a great place to start • Once you’re working for the company, you’ll get promoted to a position on the development team ‣ .....right? • It’s not unheard of, but it’s by no means guaranteed21
    83. 83. Producer22
    84. 84. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas22
    85. 85. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team22
    86. 86. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team • Think of Producers as a combination of22
    87. 87. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team • Think of Producers as a combination of ‣ Manager22
    88. 88. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team • Think of Producers as a combination of ‣ Manager ‣ Fixer22
    89. 89. Producer • Producer is a bit of a nebulous term that encapsulates a lot of ideas • Producers are not necessarily team managers, but they do manage the team • Think of Producers as a combination of ‣ Manager ‣ Fixer ‣ Mum22
    90. 90. Corporate Roles23
    91. 91. Corporate Roles • Lots of ancillary roles as part of a business that aren’t strictly part of gamedev but support it23
    92. 92. Corporate Roles • Lots of ancillary roles as part of a business that aren’t strictly part of gamedev but support it ‣ Not just accounting/payroll - marketing, community management etc.23
    93. 93. Corporate Roles • Lots of ancillary roles as part of a business that aren’t strictly part of gamedev but support it ‣ Not just accounting/payroll - marketing, community management etc. • Within a large corporate environment you don’t need to be so aware of these23
    94. 94. Corporate Roles • Lots of ancillary roles as part of a business that aren’t strictly part of gamedev but support it ‣ Not just accounting/payroll - marketing, community management etc. • Within a large corporate environment you don’t need to be so aware of these ‣ Smaller teams will have to fill them from the gamedevs23
    95. 95. Multiclassing24
    96. 96. Multiclassing • It’s totally valid to be a multi-class gamedev24
    97. 97. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already24
    98. 98. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge24
    99. 99. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge • Often helps for you to have some experience in multiple areas24
    100. 100. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge • Often helps for you to have some experience in multiple areas ‣ Helps you understand the problems others will face24
    101. 101. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge • Often helps for you to have some experience in multiple areas ‣ Helps you understand the problems others will face ‣ How best to structure your own work to make life easy24
    102. 102. Multiclassing • It’s totally valid to be a multi-class gamedev • Some specific terms exist for this already ‣ Technical Artist - Artist with programming knowledge • Often helps for you to have some experience in multiple areas ‣ Helps you understand the problems others will face ‣ How best to structure your own work to make life easy • Particularly true for Producers and corporate roles24
    103. 103. Me25
    104. 104. Me • My background is in scientific AI25
    105. 105. Me • My background is in scientific AI • Transitioned to games in the past few years25
    106. 106. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects25
    107. 107. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer25
    108. 108. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer ‣ Robot Overlord Games - All roles25
    109. 109. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer ‣ Robot Overlord Games - All roles • I often find myself in a Production-esque role25
    110. 110. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer ‣ Robot Overlord Games - All roles • I often find myself in a Production-esque role ‣ Such as now, facilitating you guys25
    111. 111. Me • My background is in scientific AI • Transitioned to games in the past few years • Right now I’m working on several projects ‣ Bubble - AI and Gameplay Programmer ‣ Robot Overlord Games - All roles • I often find myself in a Production-esque role ‣ Such as now, facilitating you guys • Class - Programmer/Producer (hint of Design)25
    112. 112. Will Wright26
    113. 113. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city26
    114. 114. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City26
    115. 115. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City ‣ Intended as something that would appeal to urban planners, not expected to be a smash hit26
    116. 116. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City ‣ Intended as something that would appeal to urban planners, not expected to be a smash hit • Each game draws inspiration from science and life26
    117. 117. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City ‣ Intended as something that would appeal to urban planners, not expected to be a smash hit • Each game draws inspiration from science and life ‣ “The world is incredibly compelling, if presented the right way”26
    118. 118. Will Wright • First game (Raid on Bungeling Bay, 1984) contained a relatively accurate (for the time) simulation of a city • Level editor for that became the basis for Sim City ‣ Intended as something that would appeal to urban planners, not expected to be a smash hit • Each game draws inspiration from science and life ‣ “The world is incredibly compelling, if presented the right way” • Class - Designer (Producer/Programmer)26
    119. 119. Peter Molyneux27
    120. 120. Peter Molyneux • First game bombed (Entrepreneur, 1984)27
    121. 121. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd27
    122. 122. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas27
    123. 123. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS27
    124. 124. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS • Went on to invent the God genre27
    125. 125. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS • Went on to invent the God genre • Credited as a programmer one time since 199427
    126. 126. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS • Went on to invent the God genre • Credited as a programmer one time since 1994 ‣ Black and White, 200127
    127. 127. Peter Molyneux • First game bombed (Entrepreneur, 1984) • Left the industry to set up Taurus Impex Ltd • By chance Commodore offered him free Amigas ‣ Actually thought they were dealing with TORUS • Went on to invent the God genre • Credited as a programmer one time since 1994 ‣ Black and White, 2001 • Class - Designer/Programmer27
    128. 128. The Dark Side28
    129. 129. The Role of the Publisher29
    130. 130. The Role of the Publisher • 10 years ago, publishers filled an important and necessary role29
    131. 131. The Role of the Publisher • 10 years ago, publishers filled an important and necessary role ‣ Getting your product out to people29
    132. 132. The Role of the Publisher • 10 years ago, publishers filled an important and necessary role ‣ Getting your product out to people • Essentially Publishers are investors and business partners29
    133. 133. The Role of the Publisher • 10 years ago, publishers filled an important and necessary role ‣ Getting your product out to people • Essentially Publishers are investors and business partners ‣ You’re selling the promise of sales in the future for investment upfront and access to publisher resources like marketing29
    134. 134. Self-Publishing30
    135. 135. Self-Publishing • In the current climate, self-publishing is plausible30
    136. 136. Self-Publishing • In the current climate, self-publishing is plausible • Mobile marketplaces, XBLIG and Steam make it easy to distribute to target audience30
    137. 137. Self-Publishing • In the current climate, self-publishing is plausible • Mobile marketplaces, XBLIG and Steam make it easy to distribute to target audience ‣ Still require the middle-men, but much less invasive30
    138. 138. Self-Publishing • In the current climate, self-publishing is plausible • Mobile marketplaces, XBLIG and Steam make it easy to distribute to target audience ‣ Still require the middle-men, but much less invasive • Minecraft proved it’s still possible to distribute without middle-men, just a website30
    139. 139. Self-Publishing • In the current climate, self-publishing is plausible • Mobile marketplaces, XBLIG and Steam make it easy to distribute to target audience ‣ Still require the middle-men, but much less invasive • Minecraft proved it’s still possible to distribute without middle-men, just a website ‣ Probably the exception not the rule30
    140. 140. Funding31
    141. 141. Funding • If you’re self-publishing you lose upfront investment31
    142. 142. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game?31
    143. 143. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort?31
    144. 144. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available31
    145. 145. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available ‣ Crowdsourced funding e.g. Doublefine Adventure31
    146. 146. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available ‣ Crowdsourced funding e.g. Doublefine Adventure - Need reputation or something to generate confidence31
    147. 147. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available ‣ Crowdsourced funding e.g. Doublefine Adventure - Need reputation or something to generate confidence ‣ Paid beta e.g. Minecraft31
    148. 148. Funding • If you’re self-publishing you lose upfront investment • Can you support development of the game? ‣ Do you need to, or is it just a part-time effort? • New options becoming available ‣ Crowdsourced funding e.g. Doublefine Adventure - Need reputation or something to generate confidence ‣ Paid beta e.g. Minecraft - Confidence still an issue31
    149. 149. Summary (Today)32
    150. 150. Summary (Today) • Today we’ve talked more about where you as an individual fit into the development process32
    151. 151. Summary (Today) • Today we’ve talked more about where you as an individual fit into the development process • We’ve discussed the kinds of roles that you will end up working with and what they bring to the table32
    152. 152. Summary (Today) • Today we’ve talked more about where you as an individual fit into the development process • We’ve discussed the kinds of roles that you will end up working with and what they bring to the table • Talked about blending roles, mixing skillsets to create “multiclass” Game Developers32
    153. 153. Summary (Today) • Today we’ve talked more about where you as an individual fit into the development process • We’ve discussed the kinds of roles that you will end up working with and what they bring to the table • Talked about blending roles, mixing skillsets to create “multiclass” Game Developers • Touched briefly on the role of publishers32
    154. 154. Summary (So Far)33
    155. 155. Summary (So Far) • We now can talk about what kinds of games we are going to be making33
    156. 156. Summary (So Far) • We now can talk about what kinds of games we are going to be making • We can also talk about what kinds of roles we’d like to take on33
    157. 157. Summary (So Far) • We now can talk about what kinds of games we are going to be making • We can also talk about what kinds of roles we’d like to take on • We’re better equipped to start thinking about making games and dealing with the issues that will come up33
    158. 158. Admin34
    159. 159. Admin • No meeting for at least 2 weeks due to GDC34
    160. 160. Admin • No meeting for at least 2 weeks due to GDC • Provisionally, next meeting 19th March34
    161. 161. Admin • No meeting for at least 2 weeks due to GDC • Provisionally, next meeting 19th March • Hopefully that one will finally be hands-on!34

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