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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
    • 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
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Lament

Here I’m going to be documenting everything about my second project of year 2, where I am taking on the role of the Technical Designer. For this Project my team and I will be brining to life the roguelite adventure game “Lament” by Anna Bonadio.

As the Technical Designer, it is my job to “lead” the project, communicating effectively with my groupmates and ensuring that art and programming side of the project mesh well. However, as the person with the most experience and knowledge with programming and Unity in general, I will also be taking upon the role of primary programmer, while delegating some programming tasks to our mechanics designer with detailed explanations of what to do and how they could do it.

The Project Brief

“This module represents the next step in the development of the Games Design module. You will take forward one of the Game Design Documents (GDD) from the previous module to create a “Vertical Slice” from said GDD and, during the semester, work within a team, to realise its development.

  • Take an in-depth approach to understanding and translating a GDD into production and utilise methods to realise in-depth research and professional team work methodologies, to create the related assets dependant on your role within the team.
  • Weekly Sprints will take place to inform team progress. The teams for each “Vertical Slice” will be set up in the form of a small indie game operation.
  • Your own role will determine the specific nature of your work, be that translating mechanic ideas into code, or concept art into working 2d or 3d game assets.”
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