Here is a table of the learning outcomes and where I believe I have hit them
| Proof of outcome | ||
| A1 | how 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 |
| A2 | industry processes, roles, and methods of games development and design thinking; | Asset pipeline section. Sprint planning. Prioritising difficult assets early. Workflow reflections. Production plans. |
| A3 | how to promote a game to a public audience through social media and online. | Instagram promotion. Linked in posts. Stickers. Trailer. Promotional artwork. |
| B1 | generate 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. |
| B3 | challenge 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. |
| B4 | show 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 |
| B5 | question, 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. |
| C1 | where appropriate demonstrate interpersonal skills and the ability to work collaboratively; | Discord screenshots are found throughout the entirety of this portfolio. Communicating ideas through sketches. |
| C2 | manage your time effectively as an independent learner; | Meeting deadlines. Prioritising assets. Responding to scope limitations. Adapting workload. |
| C3 | demonstrate 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. |
| D1 | undertake and evaluate user testing of games prototypes; | Playtests, Responding to feedback. Observing players test the game and their reactions. Asset implementation for testing. |
| D2 | design and develop games products and methodologies appropriate to the contemporary games industry. | Understanding collisions and readability. Asset implementation. Sprite sheets. Tile sets. |
Leave a Reply