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
- How to identify a teamwork role and the characteristics of its practical application
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- 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
- Trying out new or non-standard approaches to solve problems, test concepts, or improve processes in your discipline
- Knowledge gained from a range of sources and contexts to advance your team project
- .
B – Subject Specific Practical Skills
- 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.
- 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
- 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.)
- 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
- 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.
- Reflect critically on my role within the team:
- 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
- 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
- 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
- Evaluate my experience of the project
- 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
- How to identify a teamwork role and the characteristics of its practical application
- Completed in the ‘Understanding my role’ Research Post.
- Completed in the ‘Understanding my role’ Research Post.
- 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
- Used unfamiliar systems in unity, such as:
- 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
- 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?
- 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
- 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
- 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
- Developed new camera systems, fixed previously unfound bugs and added quality of life changes due to this feedback
- Tested a different coding approach (appropriate to my discipline as Technical Designer) to bug fixing the Procedural Room Generation,
- Confidently use a range of technical skills to realise your Vertical Slice
- Gameplay programming skills
- UI Development skills
- Scene management skills
- Animation integration
- Event driven systems
- Used within the SkillManager, SkillTreeManager, SkillSlot and SkillSO C# scripts
C – Subject Specific Intellectual and Research Skills
- 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
- In each of these posts, I explain what tool I have used and why
- 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
- 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.
- Evaluate your teamwork role in relation to its professional contexts
- 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
- Implemented feedback from prototypes
- Analysed and produced prototypes of various practical systems
D – Transferable and Generic Skills
- 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)
- Built functional systems, developed mechanics that were outlined in Lament’s GDD
- Articulate and summarise your critical reflection of the project
- Reflected on the project as whole after development of Lament was complete
- Effectively utilise academic resources and apply appropriate methodologies to your practise
- Justified my decisions throughout development, using academic resources
- Justified my responsibilities as a Technical Designer using academic resources
- Utilised the “Agile” pipeline methodology