Learning Outcomes & Application

Here is a table of the learning outcomes and where I believe I have hit them

Proof of outcome
A1how to creatively integrate and employ a range of research approaches and technologies to realise your ideas;Mood boards for each island.
Polynesian research
Brainstorming overgrown island ideas.
Comic shots research
A2industry processes, roles, and methods of games development and design thinking;Asset pipeline section.
Sprint planning.
Prioritising difficult assets early.
Workflow reflections.
Production plans.
A3how to promote a game to a public audience through social media and online.Instagram promotion.
Linked in posts.
Stickers.
Trailer.
Promotional artwork.
B1generate outcomes independently or collaboratively;Character concepts + turnaround.
Tile sets.
Particle effects.
UI design.
Decorative assets.
B2
apply methods of enquiry and reflection to critically evaluate your ideas;
Mushroom redesigns.
Housing refining after EJ’s feedback.
Background blur testing.
UI experimentation.
Tile set corrections.
Refining old assets for cohesion.
B3challenge the technical boundaries of your discipline;Tile alignment issues.
9-slice UI learning.
Adapting assets for collisions and platforming.
Fixing readability problems.
Adjusting particle composition.
B4show independent judgments and self-critique in the selection of materials, tools, techniques and processes;EVERY sprint has a reflection.
Mini reflections after most tasks.
playtesting reflections.
Evaluating Insta vs LinkedIn
B5question, review and evaluate personal strengths within industry roles and practices.Reflecting on my initial anxiety with animation.
Managing scope constraints.
Adapting assets after testing.
Improving speed over time.
C1where appropriate demonstrate interpersonal skills and the ability to work collaboratively;Discord screenshots are found throughout the entirety of this portfolio.
Communicating ideas through sketches.
C2manage your time effectively as an independent learner;Meeting deadlines.
Prioritising assets.
Responding to scope limitations.
Adapting workload.
C3demonstrate innovation in the application of knowledge to practice.Work is separated in sprints for this website.
Tasks are separated by headers and separators for clarity.
D1undertake and evaluate user testing of games prototypes;Playtests,
Responding to feedback.
Observing players test the game and their reactions.
Asset implementation for testing.
D2design and develop games products and methodologies appropriate to the contemporary games industry.Understanding collisions and readability.
Asset implementation.
Sprite sheets.
Tile sets.

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