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E-Jay Tripoli

A documentation of my work for Year 2 – Studying Games Design and Art at the University of Southampton

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  • Lament
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      • Procedural Room Generation
        • PRG – Pt 1
        • PRG – Pt 2
        • PRG – Pt 3
        • PRG – Pt 4
        • PRG – Pt 5
      • Dungeon
        • Stalagmites
        • Pitfalls
        • Health Potion
        • Dungeon Bug Fixing
      • Player
        • Player – Pt 1
        • Player – Pt 2
        • Player – Pt 3
        • Player – Pt 4
        • Player – Pt 5
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        • Start Menu – Pt 1
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        • Skill Tree – Pt 2
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        • Skill Tree – Pt 4
        • Skill Tree – Pt 5
        • Skill Tree – Pt 6
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Understanding Learning Outcomes

Posted on May 12, 2025May 14, 2025 by et4g23

This portfolio will be assessed using numerous Learning Outcomes, which I will look further into in this post in order to address them properly. Furthmore, I will give provide instances (and links) to times I have accomplished each Learning Outcome; However, these are not the only instances of me completing the Learning Outcomes – as they are present throughout the entirety of this portfolio – they are just ones I wanted to point out.

Analysing the Learning Outcomes:

Here, I will be looking at each Learning Outcome, and analysing them one-by-one. Writing out what they mean and how they will effect what I need to do throughout development:

A – Knowledge and Understanding

  1. How to identify a teamwork role and the characteristics of its practical application
    • .
  2. Experimental methods to advance your discipline-specific ideas
    • Trying out new or non-standard approaches to solve problems, test concepts, or improve processes in your discipline
  3. Knowledge gained from a range of sources and contexts to advance your team project
    • .

B – Subject Specific Practical Skills

  1. Test and advance your ideas in a practical and critical context appropriate to your discipline
    • Actively experiment with ideas in a development setting
    • Critically reflect on the success and limitations of those ideas
    • Reflect on how they effect to myrole as a technical designer/programmer.
  2. Confidently use a range of technical skills to realise your Vertical Slice
    • Demonstrate technical competence and versatility in creating a polished, playable portion of Lament

C – Subject Specific Intellectual and Research Skills

  1. Select appropriate tools in order to support the development of a “Vertical Slice”
    • Demonstrate good judgment in choosing and using the right technical tools (software, systems, workflows, or Unity features etc.)
  2. Interpret an idea or motivating concept into a self-designed team project
    • Take an overarching concept or theme from Lament’s GDD and design and plan a development process that turns this idea into a functional feature
  3. Evaluate your teamwork role in relation to its professional contexts
    • Reflect critically on my role within the team:
      • How I performed as a Technical Designer
      • How do Technical Designers functions in the professional games industry.
  4. Analyse and produce your practical work through sustained engagement and critical awareness of your ideas
    • Show a consistent effort in development over time
    • Reflection and analyse my design choices, iterations, and results

D – Transferable and Generic Skills

  1. Develop and manage your contribution to a sustained team project
    • Demonstrate actively developed work that contributes meaningfully to the group project
    • Demonstrate that I have managed my role responsibly over time, showing organisation, competence, and collaboration throughout the project
  2. Articulate and summarise your critical reflection of the project
    • Evaluate my experience of the project
      • Looking at what went well, what didn’t, why, and what I learned
  3. Effectively utilise academic resources and apply appropriate methodologies to your practise
    • Use academic resources to inform my work
    • Apply methodologies during my development

Accomplishing the Learning Outcomes:

Now that I have analysed and explained clearly what is expected of me throughout this project, I must be able to show instances where I have learnt from and accomplished these Learning Outcomes.

A – Knowledge and Understanding

  1. How to identify a teamwork role and the characteristics of its practical application
    • Completed in the ‘Understanding my role’ Research Post.
  2. Experimental methods to advance your discipline-specific ideas
    • Used unfamiliar systems in unity, such as:
      • Cinemachine for the Camera Systems in various scenes (HUD, Gateway, Dungeon)
      • Canvas (Foundational UI Elemtent) for the Skill Tree and Start Menu
      • Scriptable Objects for the Skill Tree
  3. Knowledge gained from a range of sources and contexts to advance your team project
    • Gained knowledge from academic resources, Unity documentation, GDC Talks, Podcasts, Lament’s GDD,

B – Subject Specific Practical Skills

  1. Test and advance your ideas in a practical and critical context appropriate to your discipline
    • Tested a different coding approach (appropriate to my discipline as Technical Designer) to bug fixing the Procedural Room Generation,
      • Asking if this was the most efficient method? What worked? What didn’t? Why?
    • Tested the Skill Tree system to see if the player could spend Terra Shards, then advanced it to effect the player character; then advanced it even further to carry player effects to other scenes; then advanced it once more to save the Skill Tree’s progress save even if you leave the scene
      • Evaluating how scalable of a method this Skill Tree system was throughout development
    • Tested Ayse’s first iteration of player movement and combat to see how it feels, then advanced it by changing the attack to have only 4 directions and prevent the player from moving
      • Evaluating how this change served the design goals of the game and discussing/playtesting with other groupmates
    • Had numerous playtests, with third party perspectives on the game to provide us a non-biased and fresh insight into the development of the game
      • Developed new camera systems, fixed previously unfound bugs and added quality of life changes due to this feedback
  2. Confidently use a range of technical skills to realise your Vertical Slice
    • Gameplay programming skills
      • Player combat, movement and interaction
      • Skill Tree system
      • Procedural Room Generation system
    • UI Development skills
      • Developing the Main Menu
    • Scene management skills
      • Main Menu button functionality
      • Gateway scenes transitions
    • Animation integration
      • Implementing variables to be used in Unity’s Animator and blend trees
        • Player
        • Enemies
    • Event driven systems
      • Used within the SkillManager, SkillTreeManager, SkillSlot and SkillSO C# scripts

C – Subject Specific Intellectual and Research Skills

  1. Select appropriate tools in order to support the development of a “Vertical Slice”
    • Using Unity game engine
    • Using Cinemachine for camera control in various scenes (Depression gate scene, Dungeon scene)
    • Using ScriptableObjects for managing and storing data for the Skill Tree
      • In each of these posts, I explain what tool I have used and why
  2. Interpret an idea or motivating concept into a self-designed team project
    • I took the motivating concept of “growth, resilience and introspection” (explained in Lament’s GDD) and turned it into a game experience. I designed the Skill Tree system to incentivise the player to return from the dungeons in order to spend Terra Shards to become stronger.
      • Incentivising players to buy other skills before unlocking the Boss Key
      • Reduced player’s starting health from 5 to 3 to allow them to increase their max HP to grow stronger
  3. Evaluate your teamwork role in relation to its professional contexts
    • Researching Technical Designers in industry
    • Comparing my responsibilities to theirs
    • Evaluating my performance as a Technical Designer and comparing it to the industry
  4. Analyse and produce your practical work through sustained engagement and critical awareness of your ideas
    • Analysed and produced prototypes of various practical systems
      • Dungeon (Procedural Room Generation)
      • Tree of Sorrow (Skill tree system)
      • Player movement, combat systems
    • Produced regular iterations of systems over the entire course of development to allow for analysis and improvement
      • Created early versions, garnered feedback from self/peer/others’ analysis then those polished systems
    • Understood the purpose of my programming
      • Considered alternative solutions, while justifying the choices I made
        • Went through different methods of bug fixing the procedural room generation
      • Implemented feedback from prototypes

D – Transferable and Generic Skills

  1. Develop and manage your contribution to a sustained team project
    • Built functional systems, developed mechanics that were outlined in Lament’s GDD
      • Procedurally generated dungeon
      • Tree of Sorrow skill tree
    • Grown and polished these systems and mechanics over the course of the entire project
    • Managed these contributions using Version control (GitHub) and a Work management tool (Trello)
  2. Articulate and summarise your critical reflection of the project
    • Reflected on the project as whole after development of Lament was complete
  3. Effectively utilise academic resources and apply appropriate methodologies to your practise
    • Justified my decisions throughout development, using academic resources
      • Justified my use of ScriptableObjects using Unity Documentation
      • Justified my use of Cinemachine for the camera system
    • Justified my responsibilities as a Technical Designer using academic resources
    • Utilised the “Agile” pipeline methodology

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