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

Post-Project Reflection

Posted on May 12, 2025 by et4g23

Now that development for the project is largely complete, I must reflect back on the project as a whole as one of the assessment learning outcomes.

This project began with everyone receiving a certain role, which we had to figure out ourselves what we were responsible for. Then officially starting on the project by creating a plan for the “Vertical Slice” of Lament. However, this project challenged me at the start by having to step outside of my assigned role of Technical Designer and take on the responsibilities of Lead Programmer as well, as our Mechanics Designer was uncomfortable writing C# script and largely using unity in general.

The most challenging parts of the project for me was developing and programming the procedurally generated dungeon system and the skill tree system. There were many bugs and issues with both throughout development. But, I was able to get them both to comfortable places in development – both with full functionality and very uncommon minor bugs by the end of the project. However, one ‘failure’ throughout the project was constantly time-management; we were far too ambitious with what we believed was possible during certain time-frames. Shown by us having to cut out the boss fight by the end of the project.

In terms of teamwork and communication, I felt I strongly communicated well – providing useful insight and opinion, constantly justifying myself. Furthermore, I believe I was able to help other teammates with code, Unity and design in general; with aspects of game design I was more comfortable with than others. However, for a large majority of the project, some of my teammates’ lack of work and initiative forced me to take the majority of the workload for the entire project. Which is something I should have communicated better. All in all, through this I gained a deeper understanding of how Technical Design is not just the representation of personal skill, but also the skill of getting different teammates and disciplines to fulfil their responsibilities.

This group project taught me that when working with a team, especially in the future and in the industry, that teamwork and communication are key. Whether it comes to meeting deadlines, design decisions etc. if everyone in the team is co-operating and open to do work and learn; it will make everyone’s jobs easier.

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