{"id":100,"date":"2026-10-29T02:38:35","date_gmt":"2026-10-29T02:38:35","guid":{"rendered":"https:\/\/sites.wsagames.com\/yz5e24\/?page_id=100"},"modified":"2026-10-29T21:23:05","modified_gmt":"2026-10-29T21:23:05","slug":"personal-development-plan","status":"publish","type":"page","link":"https:\/\/sites.wsagames.com\/yz5e24\/personal-development-plan\/","title":{"rendered":"Personal Development Plan"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Starting point<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>In my summer plan, I wanted to organise my evidence better and explain why I changed a design. <\/li>\n\n\n\n<li>I usually find it easier to revise work once someone points out a problem. I have not always recorded the reason for a change, so I want to keep that beside the work.<\/li>\n\n\n\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/Development-Plan-Yuyang-Zhang.docx\">Download my summer development plan (Word)<\/a><\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">My Week 1 plan<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>My aim was to develop a plan and write it down. I planned to come up with three different game ideas, then try a simple demo for one of them.<\/li>\n\n\n\n<li>I listed my computer and Bilibili tutorials for Unity and Blender as tools and resources. My question for Ross was which development direction he would recommend.<\/li>\n\n\n\n<li>The sheet records what I intended to do at the start. I&#8217;ve recorded the ideas and prototypes as weekly documents.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week1-personal-development-plan.jpg\"><img decoding=\"async\" src=\"https:\/\/sites.wsagames.com\/yz5e24\/wp-content\/uploads\/sites\/102\/2026\/10\/week1-personal-development-plan.jpg\" alt=\"Handwritten Week 1 development plan by Echo Zhang, with goals, steps, tools and a question for Ross.\" \/><\/a><figcaption class=\"wp-element-caption\">My original Week 1 plan. <\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">What I want to improve<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Evidence: keep sketches, screenshots and feedback beside the decision they helped me make. Before a deadline, map the work to the current module outcomes.<\/li>\n\n\n\n<li>Research: explain which part of a reference I used, how I adapted it and what happened in my prototype.<\/li>\n\n\n\n<li>Planning: set a small aim before a practical session, save what I made and write down the next action. Bring questions to a tutor while there is still time to act on the answer.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Development across weeks 1\u20136<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/2026\/09\/27\/week-1-emotion-playable-situations-and-game-ideas\/\">Week 1<\/a>: I used emotion maps and playable situations to generate three ideas. The peer comments showed that naming an influence did not explain what made my own idea interesting.<\/li>\n\n\n\n<li>Tools: paper, sticky notes, PowerPoint and Nodenoggin. I needed to explain the player\u2019s goal and main actions more clearly.<\/li>\n\n\n\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/2026\/10\/03\/week-2-fps-concept-and-peer-feedback\/\">Week 2<\/a>: I wrote the FPS design intention and compared it with the peer comments. I needed a clearer world and a reason to choose this game over another shooter.<\/li>\n\n\n\n<li>I wanted to work out how movement and upgrades would make the player feel powerful.<\/li>\n\n\n\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/2026\/10\/09\/week-3-fps-prototype-and-peer-feedback\/\">Week 3<\/a>: I developed the FPS prototype in Unity and C#. The feedback asked for a clearer hook and two more prototypes. Prism Relay explored painted routes; Beat Foundry explored timing rewards.<\/li>\n\n\n\n<li>I used Nintendo\u2019s Splatoon guidance and the Hi-Fi RUSH developer discussion to connect reference research to rules I could build.<\/li>\n\n\n\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/2026\/10\/14\/week-4-fps-design-direction-and-a-hide-and-seek-sketch\/\">Week 4<\/a>: I made a direction board for the world, tone and visual style. Writing the loop and pillars helped me decide which features belonged in Rift Runner.<\/li>\n\n\n\n<li>I needed to show those aims in an encounter someone could play.<\/li>\n\n\n\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/2026\/10\/16\/week-5-testing-rift-runners-rhythm-and-hud\/\">Week 5<\/a>: Mason, Alice, Shirley and Maggie tried the game. Their comments showed problems with instructions, opening difficulty, rewards and finding the next area.<\/li>\n\n\n\n<li>I used their comments to prioritise teaching and readability before adding more content.<\/li>\n\n\n\n<li><a href=\"https:\/\/sites.wsagames.com\/yz5e24\/2026\/10\/27\/week-6-pitch-evaluation-and-developing-rift-runner\/\">Week 6<\/a>: I reviewed nine pitch evaluations and revised the PowerPoint presentation. I used gameplay examples to explain the rhythm rules and recorded how the playtest comments affected later changes.<\/li>\n\n\n\n<li>The lower score for gameplay supporting the pillars reminded me to show an action and its result in the pitch.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Tools and learning resources<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Unity and C#: building scenes, movement, combat and HUD behaviour.<\/li>\n\n\n\n<li>WordPress and Nodenoggin: keeping feedback and development records together.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.nintendo.com\/en-gb\/News\/2022\/September\/The-fresh-Inkling-s-guide-to-all-things-Splatoon-2263870.html\">Nintendo\u2019s Splatoon beginner guide<\/a> informed the painted-ground experiment.<\/li>\n\n\n\n<li><a href=\"https:\/\/news.xbox.com\/en-us\/2023\/10\/04\/hi-fi-rush-exclusive-oral-history\/\">Hi-Fi RUSH developer oral history<\/a> helped me think about immediate controls and timing rewards.<\/li>\n<\/ul>\n\n\n\n<h2 id=\"unity-tutorials\" class=\"wp-block-heading\">Tutorials watched<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>I watched the following 6 tutorials. They cover movement, combat feedback and rhythm, with notes below on how each topic relates to my prototypes.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">First-person movement and shooting<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/www.bilibili.com\/video\/BV1n1421D7uV\/\">\u81ea\u5b66 Unity \u6e38\u620f\u5f00\u53d1\uff1a\u6700\u7b80\u5355\u7b2c\u4e00\u4eba\u79f0\u5c04\u51fb\u6e38\u620f<\/a> (\u674e\u6587\u660a). The FPS section covers movement, mouse rotation, jumping and bullets. Later lessons cover muzzle effects, firing frequency and enemy states. These are useful topics for reviewing the opening fight in Rift Runner.<\/li>\n\n\n\n<li>I would focus on the shooting-frequency and enemy-state lessons when looking at Alice\u2019s feedback about enemies attacking too often. I need to understand which values control the pressure in an encounter.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.bilibili.com\/video\/BV1DK411r7To\/\">\u659c\u5761\u79fb\u52a8\u3001\u51b2\u523a\u548c\u8e72\u4f0f<\/a> (Dave \/ GameDevelopment, Bilibili mirror by \u52ff\u6749). This covers slope movement, sprinting and crouching. It gives me a reference for movement across the raised paths in my arenas.<\/li>\n\n\n\n<li>I would compare how the controller handles slopes and changes between movement states. The aim is to keep movement predictable while the player is also aiming and listening for the beat.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">HUD and hit feedback<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/www.bilibili.com\/video\/BV1rU4y1V79C\/\">\u6a2a\u7248\u5377\u8f74\u5c04\u51fb\u6e38\u620f Ep.12\uff1a\u89d2\u8272\u8840\u6761<\/a> (\u963f\u4e25Dev). This lesson covers player and enemy health bars, including a HUD health display. The example is a 2D shooter, but the connection between health values and the display is relevant to my FPS.<\/li>\n\n\n\n<li>This relates to the Week 5 comments about scattered information. I would use it to review how health changes are communicated, while keeping my own HUD layout.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.bilibili.com\/video\/BV1io4y1m7FH\/\">\u5236\u4f5c\u4e00\u4e2a\u7b80\u5355\u7684\u547d\u4e2d\u7279\u6548\uff1aUnity \u7c92\u5b50\u7cfb\u7edf\u5165\u95e8<\/a> (\u963f\u4e25Dev). The lesson introduces a simple hit effect using particles. This is relevant to Alice\u2019s request for clearer hit feedback.<\/li>\n\n\n\n<li>I want an effect that helps the player recognise a hit without covering the target or beat guide. I would start with a small effect and compare it with the feedback already on screen.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Rhythm and repeated effects<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/www.bilibili.com\/video\/BV14T4y197bW\/\">Unity 2021\uff1aUnity \u81ea\u5e26\u5bf9\u8c61\u6c60<\/a> (\u963f\u4e25Dev). This covers the built-in ObjectPool API and a reusable pool through a gem-spawning example. It is relevant to repeatedly spawning bullets and short-lived effects in my prototypes.<\/li>\n\n\n\n<li>I would look at how objects are returned to the pool and reset before reuse. <\/li>\n\n\n\n<li><a href=\"https:\/\/www.bilibili.com\/video\/BV1sB4y1E7Bf\/\">\u4ece\u96f6\u5f00\u59cb\uff1a\u97f3\u6e38\u7bc7 \u7b2c\u4e00\u671f<\/a> (\u6708\u306e\u821e\u88d4). This is an introductory rhythm-game development record with some teaching content. It offers a smaller rhythm-game example to compare with Beat Foundry.<\/li>\n\n\n\n<li>For my project, the useful question is how clearly a player can connect an input with a timing result. I would compare that feedback with Beat Foundry\u2019s beat guide and Rift Runner\u2019s on-beat rewards.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">My next actions<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Keep each session focused on one question, such as whether a new player understands the beat reward.<\/li>\n\n\n\n<li>Record the feedback, the change I chose and the reason for it together.<\/li>\n\n\n\n<li>Continue improving the opening instructions and make important rewards easier to notice.<\/li>\n\n\n\n<li>Keep a weekly record of practical work, resources used and questions for Ross. Add session notes when they happen.<\/li>\n\n\n\n<li>Leave time before submission to select evidence, proofread captions and organise the final files.<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Starting point My Week 1 plan What I want to improve Development across weeks 1\u20136 Tools and learning resources Tutorials watched First-person movement and shooting HUD and hit feedback Rhythm and repeated effects My next actions<\/p>\n","protected":false},"author":82,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-100","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/pages\/100","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/users\/82"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/comments?post=100"}],"version-history":[{"count":12,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/pages\/100\/revisions"}],"predecessor-version":[{"id":147,"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/pages\/100\/revisions\/147"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/yz5e24\/wp-json\/wp\/v2\/media?parent=100"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}