6/12 – 6/16 Weekly Work Log TEMPLATE v.2

Session Number:6
Week Number:3
Total Estimated Hours Contributed this Week: 4+
What is/was your overall goal for this week? Finish all levels of music

Work Tasks 

Date Task Description Time Spent Was / Were your choices and work Best Practices? Why? 
6/12Checked and updated old LinkedIn profile
Worked on music for levels
1 hour I plan on using my old LinkedIn profile I made last year.
Did levels 1-5.
6/13 Wrote all my recommendations for each of my teammates.1 hour Unfortunately, I wasn’t able to get to creating level music.
 6/14 Turned in recommendation feedback paper. 45 mins Spent some time working on the feedback paper and went back to figuring out a music problem.
 6/15 Wynne and I tried to fix a music problem 1 hour Couldn’t find out a solution but we tried many potential solutions. We’ll try again tomorrow.
 6/16 We worked a bit more on the music problem.
Music for levels 6-10
 1 hour We worked on the problem a bit more and Wynne has a potential plan. I decided to get back to work on the music now that we have all the levels. Now we have all the music as well.

6/5 – 6/9 Weekly Work Log TEMPLATE v.2

Session Number:6
Week Number:2
Total Estimated Hours Contributed this Week: 4+
What is/was your overall goal for this week? Have a simple beat or melody for the game song.

Work Tasks 

Date Task Description Time Spent Was / Were your choices and work Best Practices? Why? 
6/5I made a simple melody in GarageBand.1 hour The melody feels simple because it is but I don’t think our game will need something too intense. I plan on finding out a way to change instruments on the game level change.
6/6 Made a beat for the background of the song.1 hour Decided to scrap the melody, I felt it didn’t really fit the vibe of the game. I want to go for something a bit goofier I guess.
6/7 Messed around with some synth brass and bass. 45 mins Took some recommendations on using synth.
6/8 Got levels 1-4 music in. 1 hour Got a lot of music in, just needed to change it up a bit for later levels.
6/9 Added click sounds for the pause menu.
Had to go back to redo some music.
 1 hour Forgot to switch off the metronome feature in GarageBand so I have to add different versions of the file.

5/30 – 6/2 Weekly Work Log TEMPLATE v.2

Session Number:6
Week Number:1
Total Estimated Hours Contributed this Week: 3+
What is/was your overall goal for this week? My goal for this week is to experiment with GarageBand to find some potentials sounds I want to use.

Work Tasks 

Date Task Description Time Spent Was / Were your choices and work Best Practices? Why? 
5/30Created the Unity project and set up PlastSCM
Experiment with GarageBand
1 hour Yes, I’m very unfamiliar with GarageBand so it was cool to experiment a bit with the sounds and features.
5/31Experiment with GarageBand40 minutes Yes, I’m still learning GarageBand but I think I might’ve found a potential sound effect for a mouse click for buttons and stuff.
 6/1Watched a video on audio for Unity
Added click sound effect for game
 1 hour I got my first sound effect into the game, it’s a very simple mouse click. However, I need to find out how to continue sound transitions over scenes.
 6/2 Checked in a working click sound. 30 minutes Continued where I left off yesterday. Found out how to keep audio playing over scenes.
    

Mar.14-May.10 Weekly Work Log: Session 5

Session Number 5
Week Number 2
Total Estimated Hours Contributed this Week: 2-3 hours
What was your overall goal for this week? Brewing Panel for game

Work Tasks : 3/27 – 3/21

Date Task Description Time Spent Was this a Best Practice? 
3/27/23Move around certain UI elements for better organization.20 minutes Yes, makes everything easily accessible and overall, just look better.
3/28/23 Create a screen for brewing potions.30 minutes Yes, we now have the layout for brewing.
 3/29/23 Research how to make an inventory 30 minutes Kind of, I’m still unsure which method I want to use,
 3/30/23 Create scripts for the inventory system 40 minutes Yes, I’m starting the long process of writing dozens of scripts.
 3/31/23 Fixed broken prefab for game
Continue making scripts for the inventory system
 15 minutes
30 minutes
 Yes, Plastic SCM had a merge error that broke one of our canvas prefabs. It took a while to fix but we got it back through an old save.
Session Number 5
Week Number 3
Total Estimated Hours Contributed this Week: 
What was your overall goal for this week? Item Inventory Scripts

Work Tasks 4/11 – 4/14

Date Task Description Time Spent Was this a Best Practice? 
4/10Watch Dapper Dino’s video50 minutesYes, his series on this mechanic is pretty big so gotta try to run through them.
4/11 Write scripts from the first video50 minutes Yes, these first few scripts are very important for the inventory to work.
 4/12 Watch Dapper Dino’s part 240 minutes Yes, he’s writing more scripts for stuff like a hot bar and the drag mechanic.
 4/13 Write scripts from the second video
Start 3rd part
 50 minutes Yes, we need these scripts to be able to drag and click items in the inventory.
 4/14 Start writing scripts from the third video
Work on interaction UI
 50 minutes I would say yes but I think I should have worked on the interaction UI way before.
Session Number 5
Week Number 4
Total Estimated Hours Contributed this Week: 3+ hours
What was your overall goal for this week? Finish the interaction UI and go back to the inventory

Work Tasks 4/17 – 4/22

Date Task Description Time Spent Was this a Best Practice? 
4/17Watched this Interaction Tutorial30 mins
 Yes, I had to take a slight detour to help the team with something so I had to figure out how to do it with this video.
4/18 Rewrite scripts for interaction
Make the UI for it
50 mins Yes, we have a pretty decent interaction pop-up now.
 4/19 Watch Dapper Dino’s part 4 40 mins Yes, I got back on track to make the inventory system.
 4/20 Write scripts according to the video 50 mins Yes, he does some updates on previous scripts and he starts actually creating the menus in Unity.
 4/21 Implement the interfaces 50 mins Yes, this is usually really simple, but I was having problems with the implementation built into Visual Studio, so I had to do it all manually.
Session Number 5
Week Number 5
Total Estimated Hours Contributed this Week: 3+
What was your overall goal for this week? Write the rest of the scripts of the item system

Work Tasks 4/24 – 4/28

Date Task Description Time Spent Was this a Best Practice? 
4/24Fix compiling errors and rewrite some scripts50 mins
 Yes, I was able to get rid of a lot of errors that breaks the game
4/25Create namespaces for scripts
Write custom event scripts
10 mins

40 mins
 Yes, namespaces make organizing scripts better
Custom events allow you to do more with scripts in the future if you wanted to
 4/26Absent No, because I didn’t get any work done
 4/27 Finished the item system scripts50 mins Yes, now I can start working on the actual inventory panel
 4/28 Work on the credits menu 50 mins Yes, it was requested by Leduc since we won’t have slides anymore

5/1 – 5/5 Weekly Work Log TEMPLATE v.2

Session Number:#5
Week Number:#6
Total Estimated Hours Contributed this Week: 2+
What is/was your overall goal for this week? Create the inventory and brewing panels

Work Tasks 

Date Task Description Time Spent Was / Were your choices and work Best Practices? Why? 
5/1I created the general look of the inventory panel and item slots50 mins Yes, now I can begin to implement the drag-and-clicking part of the inventory.
5/2 Assigned a button for the inventory and started on the brewing menu50 mins The inventory completely works which is great now the only thing we really would want is the brewing panel.
5/3 Created brewing menu40 mins The brewing menu can now be opened the player can see a bit more and make different potions.
 5/4  Rewrite interact code for brewing
Added new potion
50 mins The brewing menu can be opened and closed instead of just staying open.
Added a green potion as a second option. (still need to give green potion a separate value and cost)
 5/5 Absent 0 No

5/8 – 5/12 Weekly Work Log TEMPLATE v.2

Session Number:# 5
Week Number:# 7
Total Estimated Hours Contributed this Week: # 1+
What is/was your overall goal for this week? Put in finishing changes.

Work Tasks 

Date Task Description Time Spent Was / Were your choices and work Best Practices? Why? 
5/8Tried fixing potion problem50 mins Unfortunately, I wasn’t able to get anywhere.
5/9 absent0 No
 5/10 absent0 No
 5/11 absent No
 5/12 Added my evidence to the credits page and caught up on some work. 50 mins Yes, I’m not that behind anymore.

Personal Comments (Optional) 

Are there any other comments you would like to include? If so, please enter them here: 

Production Project Session 5

The Division – NY” by RodrixAP

SUMMARY

Role

UI Designer

I was responsible for making the interfaces and devices that gave the player information. I also made some of the menus needed for a game like the main menu or pause menu.

Intention (SMART Goal)

By May 10, as UI Designer, I will have evidence of creating UI for interactions of objects and items by following the Unity Interaction System tutorial for Session 5.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Masayoshi Sutoh

Sutoh has worked on the UI design for the Persona games and other games from Atlus.

His specific works are below.

https://www.imdb.com/name/nm2813707/

An interview with him is below.

Interview

Training Source(s)

0:00 – What is UI?

1:20 – Benefit of HUD

1:35 – Gauges

2:48 – Previews

5:13 – UX

6:12 – Visual Hierarchy

7:06 – Three Reads

9:30 – Minimaps

11:20 – Readability and Understanding

13:45 – Conclusion

Timestamps:

00:00 – Intro

00:54 – Getting Set Up

01:09 – Creating an interactor component

08:27 – Creating an interaction interface

10:40 – Setting up interactable mono-behaviors

17:03 – Checking player for a key

20:55 – Setting up interaction UI

24:57 – Billboarding the UI to face the camera

28:16 – Coding the prompt UI script

33:17 – Outro

Project Timeline

Weekly Work Log

Proposed Budget

$7700 upfront, $15 per month for each person.

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Itch

Skills Commentary

Credits Page on the Game’s Itch page

Evidence of Team Planning and Decisions

Trello

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I encountered some problems with the scripts in the videos I was watching, a lot of them needed updates or were something we didn’t need in our game. I had to cut some stuff out and rewrite the code to fit what we wanted to do.

Ways of Working (Communication & Collaboration)

Our team worked well together. We were also communicative through stuff like Discord.

Tools for Working (Info & Media Literacy)

I mainly used online tutorials to find out how to do what I wanted to do for the game. I could also get opinions from my teammates.

Ways of Living in the World (Life & Career)

Skills like critical thinking, communication, and researching are all very useful in the world of work and will be required for most jobs.

Reactions to the Final Version

“The main menu feels choppy and barebones, it could use some updates.”

“The main gameplay feels barebones, try working on the actual gameplay.”

– Hunter

Self-Evaluation of Final Version

I think the team did a decent job of managing their time. We were able to keep track of and update Trello and the burndown chart every day. If I was gone, someone would take over as Scrum Master and update everything which was great. Everyone was able to contribute at least one important piece to the game.

Grammar and Spelling

Grammarly

Editor

Spencer

Production Project Session 4

SUMMARY

The Division – NY” by RodrixAP

Role

UI/Heads Up Designer

Intention (SMART Goal)

By March 1, as a UI/Heads Up Display Designer, I will have evidence of adding an inventory for the player, by following Drag and drop in Unity UI for Session 4.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Masayoshi Sutoh

Sutoh has worked on the UI design for the Persona games and other games from Atlus.

His specific works below.

https://www.imdb.com/name/nm2813707/

An interview with him below.

Interview

Training Source(s)

0:00 – What is UI?

1:20 – Benefit of HUD

1:35 – Gauges

2:48 – Previews

5:13 – UX

6:12 – Visual Hierarchy

7:06 – Three Reads

9:30 – Minimaps

11:20 – Readability and Understanding

13:45 – Conclusion

Project Timeline

January:

30 – Improve Old UI (5)

February:

1 – Player HUD (8)

6 – Inventory (8)

13 – Items (8)

20 – Crafting System (?)

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Itch

Skills Commentary

Slideshow

Evidence of Team Planning and Decisions

https://trello.com/b/IkvX2xly/game-5th-team-6-session-4-work

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I showed critical thinking by managing my work time. I used Trello to create checklists or very specific tasks. Then I would determine which tasks I should work on first based on their importance to the game. I also had to take into account whether or not some parts of the tasks were dependent on the work that my teammates were doing and move the order of tasks around.

Ways of Working (Communication & Collaboration)

Well, I would say our team is pretty communicative, we make use of LeDuc’s methods like stand-up meetings and Trello. We also can communicate through discord and during work time.

Tools for Working (Info & Media Literacy)

There’s a lot of useful information and forums where I can find help, like Youtube. I also have access to my teammate’s knowledge.

Ways of Living in the World (Life & Career)

Skills like critical thinking, communication, and researching are all very useful in the world of work and will be required for most jobs.

Reactions to the Final Version

“It’s good to see that the game had a Pause Menu”

– Hunter

Self-Evaluation of Final Version

Honestly, I think I could have definitely done more to contribute to the game. I didn’t get to do a lot of things I wanted to get done. Overall, I still think our game was pretty cool, and it was the only 3D game in our class.

Grammar and Spelling

Grammarly

Editor

Wynne

Game Analysis Worksheet: Dying Light

Summary

Dying Light is a 2015 survival horror video game developed by Techland.

Game Play Analysis

Formal Elements
The Basics
Name of the gameDying Light
The platformLinux PlayStation 4 Windows
Xbox One macOS Nintendo Switch PlayStation 5 Xbox Series X/S
Time played (should be at least 30 minutes)Around 20 hours
If you could work on this game (change it), what would you change and why?I wouldn’t change a lot. Maybe fix a few glitches.
PlayersNOTES
How many players are supported?1-4 players
Does it need to be an exact number?At least 1 player
How does this affect play?Being able to play alongside friends makes the game more fun.
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.Multiplayer PvE
Objectives/GoalsNOTES
What are the players trying to do?Get through the story.
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).The game involves many different objectives like chase/race/escape and also solving puzzles.
Rules/MechanicsWeapon durability
Climbing/parkour
Upgrading
Elemental damage
Day and night (where night is much more dangerous)
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.Progression of Play
ControlsNOTES
What controls are used?Depends on the platform but it’s your standard movement in a 3D environment and attack controls.
Was there a clear introductory tutorial?Yes, the game provides a prologue-like system at the start.
Were they easy to understand or did you find yourself spamming the controller?They were somewhat easy.
Resources & Resource ManagementNOTES
What kinds of resources do players control?In-game materials
Weapons
Tools
How are they maintained during play?You can use materials to craft tools or you can upgrade tools and weapons.
What is their role?They play a big role because they are essential to progressing the game without having a hard time.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?Your health, stamina, resources, and objectives.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.Total information
SequencingNOTES
In what order do players take their actions?After the story is introduced you mainly just stay on that path while learning the mechanics and using them to further progress.
How does play flow from one action to another?Having more access to upgrades and weapons/tools makes you more versatile in combat and parkour.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.Real-time
Player InteractionPlayers can interact with one another and enemies or NPCs.
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Direct conflict
Theme & NarrativeNOTES
Does it have an actual story structure?Yes
Is it based on a historical event (or similar)?No, it’s realistic fiction.
Does the theme or narrative help you know how to play?Yes
Does it have emotional impacts?Yes
Also, look for en media res (does it start in the middle of the game)?Kind of, you go into the game knowing the apocalypse has already started.
The Elements in MotionNOTES
How do the different elements interact?Makes the game flow better since the parkour is already great.
What is the gameplay like?Usually a lot of climbing and a variety of ways to kill zombies.
Is it effective?Yes
Are there any points where the design choices break down?Well, a lot of the NPCs and enemies are reused, but I’m not surprised the map is pretty big.
Design CritiqueNOTES
Why did the designer make these particular choices?I think it made it easier to just reuse skins.
Why this set of resources?It gives the apocalyptic feeling of managing resources.
What if they made different decisions?It may make the game worse but who knows.
Does the design break down at any point?Again, when they reuse material.
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes, it’s raggedy but the game itself is taken place in a less-developed country.
Did you find any bugs or glitches?Yes, there are duplication glitches and exp glitches.
What about sound?The sounds made it more like a horror game.
Can you spot any technical shortcuts?The glitches I mentioned could make the game easier.
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:You should keep in mind the time of day. Nighttime is ten times harder than daytime so I would be careful at night. I would say avoid nighttime, but the challenge can be really fun, especially with friends.
What challenges do you face, and how do you overcome them?You are introduced to different types of zombies throughout the game so you’ll need to learn how to fight differently.
Is the game fair?Yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?You can replay it as many times as you want but I think it would get boring each time you replay it like most games.
What is the intended audience?Probably 13 and old.
What is the core, the one thing you do over and over, and is it fun?Killing zombies. The ragdoll and gore make it really satisfying. Not to mention the dozens of ways you can kill them.

Production Project Session 3

SUMMARY

Asian Night - Pixel Art Wallpaper
Asian Night – Pixel Art Wallpaper” by RodrixAP is licensed under CC BY 2.0.

Role

UI/Heads-Up Display

I made things like the Start Menu and overall UI stuff like texts, fonts, colors, and panels.

Intention (SMART Goal)

By Jan. 13, as a UI designer, I will have evidence of creating a user interface that provides information to the player, by following Making UI That Looks Good for session 3.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Louis Auger

Has worked on games like Mass Effect: Andromeda, Deus Ex, Assassin’s Creed II, and Marvel Guardians of the Galaxy which shows his creativity and genius through the UI in these games.

Training Source(s)

  1. In only 12 years the game industry has transformed (2)
  2. UI elements help make a game worth playing (3)
  3. Some common UI components help navigate, find information, and accomplish goals (4)
  4. Two concepts vital to game design, narrative and the fourth wall (4)
  5. The narrative is the story the game tells (4)
  6. The fourth wall is the imaginary barrier between the player and the space in the games take place in (4)
  7. The narrative and the fourth wall provide two questions, “Does the component exist in the game story?” and “Does the component exist in the game space?” (4)
  8. Four classes, non-diegetic, diegetic, spatial, and meta (4)
  9. “Classifying video game UI components isn’t always cut and dry. A life meter may be diegetic in one game but non-diegetic in another.” (14)
  10. “Depending on a game’s narrative and its players’ relationship to the fourth wall, components may blur the line between classes. Likewise, an infinite range of visual styles and configurations can be applied to components according to a game’s art direction.” (14)
Game UI

Project Timeline

Storyboard

Pitch

Planning

List tasks

Fibonacci number the tasks in Trello

Organize Trello/Choos tasks for Scrum

Start production

Update Trello

Update Burndown Chart

Update versions

The due date is Jan. 15 so finish by the 15th

Proposed Budget

$7700 upfront, $15 per month for each person.

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Itch

Skills Commentary

Slideshow

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem-Solving)

I guess I showed critical thinking by efficiently managing my work time. With the help of Trello, I was able to create checklists for each individual part of a task. Then I would determine which parts I should work on first to finish the task the quickest and the best way to finish it. I also had to take into account whether or not some parts of the tasks were dependent on the work that my teammates were doing and move the order of tasks around.

Ways of Working (Communication & Collaboration)

Well, I would say our team is pretty communicative, we make use of LeDuc’s methods like stand-up meetings and Trello. We also can communicate through discord and during work time.

Tools for Working (Info & Media Literacy)

There’s a lot of useful information and forums where I can find help. I also have access to my teammate’s knowledge.

Ways of Living in the World (Life & Career)

I would say everything I’ve talked about can become good life skills for this industry and most industries. Like the ways of thinking or working, and tools for working all have an important role in future life skills.

Reactions to the Final Version

“I like that the player has the option to change the sensitivity.” – Nellie

Self-Evaluation of Final Version

I think our game has had huge improvements since the last session. We weren’t even able to show it off which was a major error. This time we were able to show what we weren’t able to before and more. Though far from finished I think the game plays really well so far and looks really good.

Grammar and Spelling

Grammarly

Editor

Spencer

Production Project Session 2

SUMMARY

Waterfalls - Pixel Art Wallpaper
Waterfalls – Pixel Art Wallpaper” by RodrixAP is licensed under CC BY 2.0.

Role

UI/Heads-Up Display

I made things like the Start Menu and overall UI stuff like texts, fonts, colors, and panels.

Intention (SMART Goal)

By October 14th, as part of Team 5, as the UI/Heads Up display designer, I will have evidence of creating a game logic Flowchart for our game and put it in the team Dundoc. By reading the “Rules of Play” book, I will be able to identify different types of game information and piece it together to have the Flowchart make sense for Session 2.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Louis Auger

Has worked on games like Mass Effect: Andromeda, Deus Ex, Assassin’s Creed II, and Marvel Guardians of the Galaxy.

Training Source(s)

Level Up: A Guide to Game UI 

  1. In only 12 years the game industry has transformed (2)
  2. UI elements help make a game worth playing (3)
  3. Some common UI components help navigate, find information, and accomplish goals (4)
  4. Two concepts vital to game design, narrative and the fourth wall (4)
  5. The narrative is the story the game tells (4)
  6. The fourth wall is the imaginary barrier between the player and the space in the games take place in (4)
  7. The narrative and the fourth wall provide two questions, “Does the component exist in the game story?” and “Does the component exist in the game space?” (4)
  8. Four classes, non-diegetic, diegetic, spatial, and meta (4)
  9. “Classifying video game UI components isn’t always cut and dry. A life meter may be diegetic in one game but non-diegetic in another.” (14)
  10. “Depending on a game’s narrative and its players’ relationship to the fourth wall, components may blur the line between classes. Likewise, an infinite range of visual styles and configurations can be applied to components according to a game’s art direction.” (14)
Game UI

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Itch

Skills Commentary

Slideshow

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

We had some problems at the start of making this game like when the project was impossible to compile because of an issue with the version of Unity we were using. We were able to fix that with LeDuc’s help and continued working. We had some scripting errors but we figured out alternatives to use to make it work.

Ways of Working (Communication & Collaboration)

Since the first session our team we have been getting better at communicating and working with one another. I think we’re getting more comfortable with working on a game together.

Tools for Working (Info & Media Literacy)

I used a lot of resources online like videos and online forums. This provided help from people who were experienced with what I was working with.

Ways of Living in the World (Life & Career)

These skills are important because problem-solving, communication, and media literacy are crucial for most jobs in the working industry.

Reactions to the Final Version

“I commend you for trying 3D” – Hunter

Self-Evaluation of Final Version

Well, we weren’t able to present the game but I think the prototype we had was pretty cool. He had a 3D plane where the player can move and shoot an enemy with bullets. Hopefully, we’ll be able to continue working on it and get feedback next session.

Grammar and Spelling

Grammarly

Editor

Connor