To really understand what is asked of me for this module, I asked ChatGPT to break down the Module Profile into digestible, more plain English and to break down the Learning Outcomes into actionable tasks that I can document in this blogsite.



This is what ChatGPT had to say after analysing the Module Profile and Learning Outcomes:
Analysis of Module Overview and Aims



Analysis of Learning Outcomes




Meeting the Learning Outcomes
Throughout this semester, I will be returning to this post to reference posts where I have met the learning outcomes, to ensure that I don’t miss out on anything. These posts may not be the only instances where I have met each learning outcome, but I will reference at least one post for each learning outcome:
A – Knowledge and Understanding
A1 – Contemporary contexts and issues in the theory and practice of games design and art
- Contemporary Issues in Games
- Understanding our responsibilities as game designers
- Polynesian Culture Research
A2 – How to creatively integrate and employ a range of research approaches and technologies to realise your ideas
A3 – Industry processes, roles, and methods of games development and design thinking
A4 – A research informed approach to games design and art practice
A5 – Social, environmental and ethical dimensions of games design and art
A6 – How to apply commercial and professional skills to a range of contexts
B – Cognitive and Creative Skills
B1 – Generate, ideas, concepts and proposals independently or collaboratively
- Initial Research
- Independent Idea Generation
- Star Game Prototype 1
- Independent Idea Generation
- Further Ideation
- Collaborative Idea Generation
B2 – Apply methods of enquiry and reflection to critically evaluate your ideas
- Formative Feedback
- Presenting our Research
- Star Navigation Prototype
- The First prototype informed the second one -> Added Vertical movement
B3 – Challenge the conceptual and technical boundaries of your discipline
- Star Navigation Prototype
- Turned Star navigation into a 2D game mechanic
- Star Game Prototype 2
- Created a 2D grappling hook, inspired by Polynesian Mythology (Maui’s fish hook, he uses to lasso etc.)
B4 – Show independent judgments and self-critique in the selection of ideas, materials, tools, techniques and processes
- Formative Feedback
- Altering difficulty of the game for the sake of players because of playtesting
- Level Design Research
- Altering how I design levels for the sake of how I want the game to be played
B5 – Inform your practice through reflection on relevant theories
- Understanding Platformer Movement
- Researching the theory behind platformer games
- Star Game Prototype 2
- Applying said theory
B6 – Question, review and evaluate personal strengths within industry roles and practices
C – Communication and Organisation
C1 – Communicate and present ideas in a variety of oral, written, technological and visual format
- Presenting our Research
- Presentation format
- Understanding my role
- Concise table format
- Star Navigation Prototype
- Recorded walkthrough of prototype
- Formative Feedback
- Playable and play-tested prototype
C2 – Identify and draw upon a wide range of sources to inform and challenge your thinking
- Understanding Platformer Movement
- Research from published indie-dev
- Contemporary issues in Games
- Research from existing games
- Teamwork and Workflow
- Direct input from industry professional [Jade Carter]
- Character Design Research
- YouTube documentary research from indie dev
C3 – Employ digital literacies to support your learning
- Teamwork and Workflow
- Using and justifying:
- Trello, a digital project management, task tracking and workflow organisation tool
- Miro, a visual communication, ideation and collaborative thinking tool
- Using and justifying:
- Star Navigation Prototype
- Using Unity Game Engine to create a playable prototype
C4 – Manage your time effectively as an independent learner
- Teamwork and Workflow
- Using Trello, a digital project management, task tracking and workflow organisation tool
- John Hansard Gallery
- Completing a presentation by a deadline to present at John Hansard Gallery
C5 – Demonstrate innovation in the application of knowledge to practice
- Star Navigation Prototype
- Turning research of a 3D ancient practice into a 2D game mechanic/feature
D – Practise and Experimentation
D1 – Undertake and evaluate user testing of games prototypes
- Formative Feedback
- Have others playtest my prototype, and take notes about what they say:
- What went well
- What could be improved
- Other nuances
- Have others playtest my prototype, and take notes about what they say:
- Level Design Research
- Test my own Levels to analyse and evaluate them
D2 – Develop innovation through practical intelligence and experimentation
- Formative Feedback
- Learning from my own failures
- Understanding Platformer Movement + Star Game Prototype 2
- Took trial and error to adjust the values for my own platformer prototype

Leave a Reply