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.