Skip to content

E-Jay Tripoli

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

Menu
  • Lament
    • Development
      • 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
      • UI/HUD
        • Start Menu – Pt 1
        • General UI
        • Skill Tree – Pt 1
        • Skill Tree – Pt 2
        • Skill Tree – Pt 3
        • Skill Tree – Pt 4
        • Skill Tree – Pt 5
        • Skill Tree – Pt 6
      • Enemies
        • Whispers – Pt 1
        • Whispers – Pt 2
        • Wrought – Pt 1
        • Wrought – Pt 2
        • Boss
      • Scenes
        • Tutorial
        • Hub
        • Depression Gate
        • Gateway Scenes
    • Logs
      • Initial Plan
      • Teamwork
        • GitHub
        • Discord
      • Weekly Logs
        • User Analysis
        • Accessibility
        • Testing
        • Marketing
        • Formative Feedback
      • Playtests
        • Playtest 1
        • Playtest 2
        • Playtest 3
      • Showcase Event
      • Post-Project Reflection
    • Research
      • Understanding Learning Outcomes
      • Understanding my role
      • Researching Tools
      • Researching Pipelines
      • GDD Breakdown
      • Researching Procedural Generation
      • Existing Games
  • Arcadia GDD
    • Weekly Logs
      • Week 1 – What is a GDD?
      • Week 2 – Game Worlds
      • Week 3 – Concept Art
      • Week 4 – Character Design
      • Week 5 – Narratives
      • Week 6 – Gameplay and Game Systems
      • Week 7 – Feedback week
      • Week 8 – Audio
    • Research
      • Analysing Existing Games
      • Genre Research
      • Research into Psychological Abuse
      • Character Research/Moodboards
      • Environment/Map Research
      • Researching Medieval Knights
      • Researching Enemies
      • UI Research
    • Ideation & Development
      • Initial Development
        • The Essential Experience
        • Initial Game Ideas
        • Choosing a Game Genre
        • Choosing the Game’s Title
      • Game Play
        • Gameplay Loops
        • Mechanics/Tech
      • Story/Narrative
        • Twine
        • Summary of Narrative and Story
      • Game Art
    • GDD
      • Game Overview
      • Game’s Vision
        • Game Pillars
        • Project Focuses
      • Gameplay
        • Mechanics
        • Skills
        • Enemy Behaviour
      • Story & Narrative
        • Twine Prototype
        • Story
        • Narrative
      • Character & NPC Profiles
      • Map/ Level Design
      • UI & HUD
        • Creating the logo
      • Prototype/ Proof of Concept
      • Sound
      • Target Audience
      • Controls & Platform Specs
Menu

Understanding my role

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

A major part of this project is being able to understand and reflect real roles in industry, knowing what my responsibilities are and the responsibilities of real industry professionals with the same role is essential for that.

Technical Designer

When our teams were announced and shown to us, I found out that I was the team’s Technical Designer. In terms of the project overall, Sophie told me that my role was the one who would be communicating with the “higher-ups” the most (Being the course-leaders Vanissa and Sophie). However in terms of the group, it meant that I would be the one who would mostly communicate with everyone – merging different ideas and processes between the design side (Aysa and Josh) and the art side (Xane and Riya).

Technical Designers in Industry

However, in order to this I needed to know what responsibilities and tasks I had to deal with myself. A perfect way to do this was to research what they were for real industry professionals who were Technical Designers.
From researching Technical Designers, I found that their main responsibilities were:

Industry Responsibility
Translating design into systems
Prototyping mechanics
Tool and workflow support
System scalability
Interdisciplinary collaboration
Documentation

How does this translate to my role?

After using academic resources to research the responsibilities of a Technical Designer, it is key to evaluate them and understand how they should apply to me in this project. Furthermore, I will provide links to posts that showcase how I have understood and fulfilled my role:

Industry ResponsibilityTranslation to my role
Translating design into systemsTaking Lament’s GDD and implementing mechanics in Unity
Prototyping mechanicsTesting core mechanics (e.g. movement, combat, Tree of Sorrow)
Tool and workflow supportCreating robust systems in Unity for my teammates
System scalabilityStructuring code for maintainability and reuse across scenes and features
Interdisciplinary collaborationCommunicating with my groups designers and artists to ensure everything works well together
DocumentationWebsite developer logs and explaining systems and code that I wrote

How have I fulfilled these responsibilities?

Industry ResponsibilityWhat I’ve done
Translating design into systemsDeveloped a Procedural Room Generation System
Created a fully-functional Skill Tree
Developed various enemy types
Developed a Player movement and combat
[All of which were heavily influenced by the GDD or with informed decisions from researching existing games]
Prototyping mechanicsConstantly tested Player movement and combat feel
[Which resulted in an entire redo of the player’s attack]
Tested prototypes of the skill tree step-by-step
Tool and workflow supportFor the Procedural Room Generation, I created arrays of rooms that could spawn in the dungeon in a ‘RoomTemplates’ script, which our level designer could simply drag and drop in new rooms that they had designed.
Created animator bools and floats that Xane used to implement enemy animations and player animations
System scalabilityFor the Procedural Room Generation, I created arrays of rooms that could spawn in the dungeon in a ‘RoomTemplates’ script, which could be infinitely scaled with the development of new room prefabs.
The Skill Tree uses SkillSO scriptable objects that I used to quickly and efficiently scale the Tree of Sorrow
Interdisciplinary collaborationExplaining to our Mechanics Designer about how animations would translate and be used in Unity
When explaining that we should redo the player entirely, I brought up how the old player had 8 attack directions. While we had 4 attack animations
DocumentationThe Development section of this website documents all of the scripts and systems I made and explains them fully

Evaluating my performance

As I am writing this as the project comes to an end, It is an essential part of the Learning Outcomes that I am able to evaluate my teamwork role in its professional context:

  • Did I adapt to the needs of the team in a way that reflect professional practise?
    • I was able to give advice on, and then eventually take on the role of designing and programming the mechanics of the player when our Mechanics Designer, Ayse, felt that they were stuck and not making progress [Example, Example]
  • Did I take initiative or leadership where needed?
    • I was able to make informed decisions about the design of certain aspects of the game and communicate that to my groupmates [Design and functionality of the Tree of Sorrow]
  • What skills did I develop that professionals in this role also use?
    • I was able to communicate effectively between the design-team and art-team to ensure that both disciplines worked well technically [Explaining to our Mechanics Designer about how animations would translate and be used in Unity, Reducing the number of attacks to lighten work load on our character artist/animator]

Resources used in this research

Hitmarker. (2023). Technical Design Jobs in the Video Game Industry: The Ultimate Quick Guide. [online] Available at: https://hitmarker.net/technical-design-jobs-in-the-video-game-industry-the-ultimate-quick-guide
[Accessed 21 Mar 2025]

DigiPen. (2021). DigiPen Game Design Disciplines, Explained: Technical Design. [online] Available at: https://www.digipen.edu/showcase/news/digipen-game-design-disciplines-explained-technical-design [Accessed 21 Mar 2025].

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

©2025 E-Jay Tripoli | Built using WordPress and Responsive Blogily theme by Superb