This post will dive into the learning outcomes, analysing what each of them are asking of me and then showing instances of these learning outcomes in my Semester 2 work:
| Learning Outcomes | Explanation + Example |
| A1 how to creatively integrate and employ a range of research approaches and technologies to realise your ideas | Show that you used research, references, experimentation, and technology creatively to develop your game ideas. Cutscene research Village scene research |
| A2 industry processes, roles, and methods of games development and design thinking | Demonstrate understanding of how the games industry works, including development pipelines, team roles, workflows, and design methods. Utilizing greyboxing Utilizing version control |
| A3 how to promote a game to a public audience through social media and online | Show that you can market and present your game professionally through social media, websites, trailers, devlogs, or public showcases. Social Media + Marketing |
| B1 generate outcomes independently or collaboratively | Successfully create a finished outcome either independently or as part of a team. Generating animations collaboratively Generating 2D assets collaborativcely |
| B2 apply methods of enquiry and reflection to critically evaluate your ideas | Reflect on your work critically by analysing what worked, what didn’t, and how your ideas developed over time. Playtest reflection Playtest reflection Ability unlock evaluation |
| B3 challenge the technical boundaries of your discipline | Push your technical skills beyond basic requirements by attempting ambitious systems, mechanics, visuals, or workflows. Using Unity’s timeline to create an in-game animation Creating controller-supported UI menus + customizable keybinds Developing parallax using an orthographic camera |
| B4 show independent judgments and self-critique in the selection of materials, tools, techniques and processes | Make clear and justified decisions about the tools, software, techniques, and processes you chose to use. Justifying and analysing the use of a singleton |
| B5 question, review and evaluate personal strengths within industry roles and practices | Evaluate your own strengths, weaknesses, and role within a professional games development context. Sprint 1 reflection Sprint 2 reflection Sprint 3 reflection Sprint 4 reflection Final reflection |
| C1 where appropriate demonstrate interpersonal skills and the ability to work collaboratively | Demonstrate teamwork, communication, and collaboration skills where relevant. Collaborating on player animations Collaborating on 2D assets Collaborating on comic-style cutscene animations |
| C2 manage your time effectively as an independent learner | Show good organisation, planning, deadlines, and self-management throughout the project. Separating development into sprints: 1, 2, 3, 4 & 5 Using a Gantt Chart |
| C3 demonstrate innovation in the application of knowledge to practice | Apply your knowledge creatively and innovatively to solve problems or create unique features. Using singletons Developing customizable keybinds |
| D1 undertake and evaluate user testing of games prototypes | Conduct playtesting/user testing and evaluate the feedback to improve the game. Sprint 1 playtest Sprint 2 playtest Sprint 4 playtest |
| D2 design and develop games products and methodologies appropriate to the contemporary games industry | Create a game product and development process that matches modern industry standards and practices. Developing and using tilesets Using singletons Developing more accessible player inputs Using version control |
The examples provided aren’t the only instances of meeting these learning outcomes, just specific occurrences I wanted to highlight.

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