I have tried to hit every single one of the LO’s throughout this project, as documented below: A1 how to creatively integrate and employ a range of research approaches and technologies to realise your ideas. Use of an array of software for practical game development.
I have tried to hit every single one of the LO’s throughout this project, as documented below:
| A1 | how to creatively integrate and employ a range of research approaches and technologies to realise your ideas; | Rigging process from a range of perspectives to find what worked best for the mesh. Level design research on how to best design the puzzle and layout UV Texturing, the difference between industry standard and personal fastest. |
| A2 | industry processes, roles, and methods of games development and design thinking; | Production planning. Workflow reflections. Role delegation. |
| A3 | how to promote a game to a public audience through social media and online. | Tiktok promotion. YouTube trailer. LinkedIn Post. |
| B1 | generate outcomes independently or collaboratively; | Initial level and puzzle design. |
| B2 | apply methods of enquiry and reflection to critically evaluate your ideas; | Implementing ideas that would help players discover mechanics. |
| B3 | challenge the technical boundaries of your discipline; | Advanced rigging performed to match the level of detail required in the game |
| B4 | show independent judgments and self-critique in the selection of materials, tools, techniques and processes; | Large self reflection piece at the end of the game productiuon along with smaller analyitcal pieces after most sections |
| B5 | question, review and evaluate personal strengths within industry roles and practices. | Managing scope Reflections on quality of work, benefits and negatives of this quality |
| C1 | where appropriate demonstrate interpersonal skills and the ability to work collaboratively; | |
| C2 | manage your time effectively as an independent learner; | Production planning Re-scoping after failures and setbacks. |
| C3 | demonstrate innovation in the application of knowledge to practice. | Rigging, 3D modelling and texturing |
| D1 | undertake and evaluate user testing of games prototypes; | Evaluation and notes of playtest responses, and using this information to inform next steps. |
| D2 | design and develop games products and methodologies appropriate to the contemporary games industry. | Understanding how to become more efficiant. |
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