Using a third party tool that converted polygons into text, I wrote the entire stadium structures using text in a 3-dimensional graphical form. I then ported it back into the game and tested it out by selecting the stadium, and try to view it from the different in-game camera angles.  While the process was extremely tedious and involved a lot of back and forth trial and error, I believe this helped train my imaginative mind to visualise things way before they were being executed.
wordpad2.png
 Over the next few months, I would constantly release screenshots of the work-in-progress and posted them on online forums to garner the feedback and response. Being just 15 then, I later on realise that this was customer development at its rawest form. Many people in the community contributed their feedback, some gave more reference photos of the actual stadium while others could not wait for it to be released.  Almost 8 months later of juggling school and game design work, I finally released the game patch to the soccer-gaming community. Within a few hours, it was downloaded more than 9,000 times  —  not bad in a period where there was no Facebook or social media to accelerate the spread.
 It was very well received and was one of the most popular game patches that year and I was eventually voted the 'Best Stadium Maker' of the year award by the online community. Later on, my work was also represented to EA Sports Canada, the original makers of FIFA.  At a very young age then, it taught me the massive impact of how one person can change the lives of many others in an online world, where geographical boundaries are broken and when we are united in a common interest or goal.
  Yes, this was sketched during a Mathematics class in high school (I'd probably wanted to go home and work on my computer than being in class). The different colors represented the different textures the polygons should extract from.
prev / next