March 27-31 Weekly Work Log

Session Number 5
Week Number 3
Total Estimated Hours Contributed this Week: 5
What was your overall goal for this week? 5

Work Tasks 

Date Task Description Time Spent Was this a Best Practice? 
3/27Started background for shop menu, burn down chart, made rough draft for shop menu50min /
3/28 Added words and detail to shop menu40min /
3/29 Finished shop background menu and details 45min /
3/30 Made the level background 2D and added gross details and made the background more detailed 40min /
3/31 Finished pre production, updated tracking sheet, started designing level up screen. 45 min /

Personal Comments (Optional) 

Are there any other comments you would like to include? If so, please enter them here: I faced many struggles this week.

Production Project Session 5

SUMMARY

Banksy Stencil – Rats with weapons” by ju5ti is licensed under CC BY-SA 2.0.

Role

Level Designer

Intention (SMART Goal)

By May 10, as Level Designer, I will have evidence of making detailed map by following How to level Design for Session 5.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Notes

Experience with StarCraft

How he got into game designing

Players, people who play the game

Experience with Warcraft 3

A good storyline

Re-Doing

Game Designing

Hearthstone lessons learned

Training Source(s)

Notes

White box level

Grid

Texture

Model downloads

Color accurate models

Timescale

Project Timeline

May 30th Finished map – exported from pixel art and given to team members

Evidence of Team Planning and Decisions

Trello Board

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Our Game Itch Page Play it!

In the credits page you will find evidence of level, Ui design and more!

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

During this session, I improved problem solving skills with my team. We have come into many problems and we have created many problems but solved them with collaboration within the team.

Ways of Working (Communication & Collaboration)

Everyday within the session I showed up on time and collaborated with my group mates everyday.

Tools for Working (Info & Media Literacy)

This session the materials I used are Mac, Unity, Pixel Art, Blender, and Itch.

Ways of Living in the World (Life & Career)

I have learned more ways to communicate to team members.

Reactions to the Final Version

Hunter-The Music isnt too overwhelming and fitting

Hunter-The game will be good once the bugs are done because we have a good base.

Self-Evaluation of Final Version

The final version of the game was unfinished as the combat system was undoable with the amount of bugs, issues, and problems along the way.

Grammar and Spelling

Grammarly Extension

Editor

Liam Skinner

March 20-25th Weekly Work Log

Session Number 5
Week Number 2
Total Estimated Hours Contributed this Week: 5
What was your overall goal for this week? 5

Work Tasks 

Date Task Description Time Spent Was this a Best Practice? 
3/20adding sewer system and textures to the sewer map.45-50minutes 
3/21 Leduc meeting, fibonaci numbers, trello update.40ish minutes 
 3/22 adding gross things to map, spills, cans, trash, small details. 35ish minutes 
 3/23 Rendering map, exporting into unity 40ish minutes 
 3/24 working on pre production blog post, finishing weekly log, working on project tracking sheet. Whole class period 

Personal Comments (Optional) 

Are there any other comments you would like to include? If so, please enter them here: 

Production Project Session 4

SUMMARY

Role

Level Artist

Intention (SMART Goal)

By March 1, as a level artist, I will have evidence of making detailed and fitting to our game backgrounds and artwork by following 5 Steps To Gorgeous Game Art for Session 4.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Simple Mechanics

Cities

Expanding

Things to keep in mind

Sequence

Training Source(s)

Color

Shapes

Sound Effects

Game Feel

Organized Intention

Depth

Project Timeline

Make background art

Make a theme for the game

Make menu Buttons (Look & Function)

Make walls

Make level art collisions

Evidence of Team Planning and Decisions

Our Trello board

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

The John Elton Game

This is our game for session 4 game design

Skills Commentary

Slide Show

This was our slideshow for session 4 game design

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem-Solving)

During this session, I developed problem-solving skills during the time I was making the map suitable for the theme we are using. I created cool map features that have some relation to John Elton and his music.

Ways of Working (Communication & Collaboration)

Every day during session 4, I communicated with my team members to solve problems and develop creative ideas.

Tools for Working (Info & Media Literacy)

During this session, I used Unity, PixelArt, Trello, Mac, Team members, and Mr. Leduc.

Ways of Living in the World (Life & Career)

I developed team communications skills and solved problems by myself and by seeking help from an authority.

Reactions to the Final Version

-Bullet size could be bigger.

-Skeletons blend with the background

-More detail and shape to the boss

-Pixel art limits the game

-Text font limits creativity

Reactions are from Lin and Nelly

Self-Evaluation of Final Version

The game missed features we wanted to add in this session and parts of the game felt rushed. We wanted to implement turrets, and boss animations but it never got done.

Grammar and Spelling

Grammarly

Editor

Liam Skinner

Game Analysis: Among Us

Summary

I chose Among us because it is a simple video game that has many features in it. Among us is a multiplayer action packed game that I have many hours on.

Game Play Analysis

Formal ElementsTop down, arcade.
The BasicsAmong us makes you do tasks with players while an “Imposter” is trying to not get caught kill everyone
Name of the gameAmong us
The platformMobile, PC, console.
Time played (should be at least 30 minutes)+1hr
If you could work on this game (change it), what would you change and why?Making the game first person because that would be so immersive.
Players10-15
How many players are supported?5+
Does it need to be an exact number?NO
How does this affect play?More players make the game more challenging for the Imposter but easier for crewmates.
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.MMO
Objectives/GoalsKill people either, Complete simple tasks.
What are the players trying to do?Survive while completing tasks.
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Chase/Race/Escape
Rules/MechanicsThe game has this vision thing where you cant see from your characters view acting like light and shadows.
– you cant die
– complete tasks
-vote people out
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.Start completing tasks
Vote people out, don’t die
Either the imposter’s win or the crew mates.
ControlsNOTES
What controls are used?Thumb stick, WASD
Was there a clear introductory tutorial?——
Were they easy to understand or did you find yourself spamming the controller?Easy Understanding
Resources & Resource ManagementNOTES
What kinds of resources do players control?Lights, electricity, comms, how many people die…
How are they maintained during play?If players don’t fix coms or electricity things stop working.
What is their role?Crew mate, Imposter
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)Emergency meetings, lights, comms.
Game StateNOTES
How much information in the game state is visible to the player?The game tells you your role, And your tasks.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?Players start by talking in the lobby then starts their tasks.
How does play flow from one action to another?Meetings when someone dies or when a player presses the button.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Direct conflict
Theme & NarrativeNOTES
Does it have an actual story structure?No
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?Theres no storyline
Does it have emotional impacts?Yes, mental breakdowns
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?
What is the gameplay like?
Is it effective?
Are there any points where the design choices break down?
Design CritiqueNOTES
Why did the designer make these particular choices?The game is an astronaut game making it look like a child’s game.
Why this set of resources?
What if they made different decisions?
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?Ip will be stealed
What about sound?Pretty good.
Can you spot any technical shortcuts?—-
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:You might be the imposter so start killing.
What challenges do you face, and how do you overcome them?Running from the imposter!!!
Is the game fair?People may leave so no.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?Infinite
What is the intended audience?Grown Mature Men ages 30-40 (e for everyone)
What is the core, the one thing you do over and over, and is it fun?Talk. If on mobile it can be annoying but it is an important part of the game.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

Production Project Session 3

SUMMARY

computer” by ph0rk is licensed under CC BY-SA 2.0.

Role

Level Artist

Intention (SMART Goal)

By Jan. 13, as a level Artist, I will have evidence of Generating Dynamically At least one component of my levels by following This Tutorial for session 3.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Notes

Previous Experience

The backstory on level designing

The journey of creating levels

Inspiring level design

Importance of narrative context

The best parts of creating levels

Training Source(s)

Notes

Things to consider when designing

Rough Draft

Before Designing

Emotions and the feel of the game

Side intentions

Guiding the player

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Itch Game Page

Skills Commentary

Slideshow Link

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

During session 3 I created an original level from the ground up.

Ways of Working (Communication & Collaboration)

During this session I regularly communicated with my team to help solve problems.

Tools for Working (Info & Media Literacy)

The tools I used are Mac, Pixel art, and Unity.

Ways of Living in the World (Life & Career)

In this session, I learned great communication skills.

Reactions to the Final Version

During our presentation, we got valuable information from Jessica, the viewer. Jessica told us “The volume at the beginning was loud, the death screen looks nice, and I couldn’t tell it was a dinosaur game.” Another thing she told us was that we were chatting during the presentation.

Self-Evaluation of Final Version

I feel that the final version of our game was still bad. The game sounds were not tuned for how loud they would be. The dinosaur was supposed to be a crocodile but we didn’t input it in Unity. We only had a death screen and not one for a win screen. There was no start screen for options or credits on the game.

What I learned

I learned that some of our teammates do not like working consistently.

Grammar and Spelling

Grammarly INC.

Editor

Robert William Simons Jr.

Production Project Session 1&2

SUMMARY

code crunching” by rmolina is licensed under CC BY-ND 2.0.

Role

Level Designer

Intention (SMART Goal)

By October 14th, as part of team 4 as a level designer, I will have evidence of making the GDD look professional by following Scott LeDuc’s Tutorial for session 1

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Notes

Floor Height & Textures

Wall & Door Textures

Texture Alignment

Lighting

Accessible Outside World

Secret Areas/Rooms

Flowing 3D Space

Recognizable Landmarks

Training Source(s)

Notes

Png Players

Learning Unity

Layers

Characters

Collisions

Character Graphics

Parallax

Fake Parallax

Parallax Background

Camera

Spine 2D

Skeleton Data

Animator Controller

Sounds

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Game Itch Page

The game itch page.

Skills Commentary

Slideshow

This slideshow shows what I’ve done for my SMART Goal for this session.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I created some good concepts and ideas for our game. I collaborated well with my team and made sure we got some things done. Did the artwork for our game and collaborated in Unity group.

Ways of Working (Communication & Collaboration)

I was part of the unity teams and I emailed some team members some artwork and information on the status of the game. Overall I think I did well on the collaboration part.

Tools for Working (Info & Media Literacy)

I used “Pixel art” for the artwork. Unity’s plastic SCM was not functioning correctly on my computer. We still made the things I did work.

Ways of Living in the World (Life & Career)

I developed good collaboration skills within my team. Also, I learned how Unity and other platforms work.

Reactions to the Final Version

Bennett said: “What happens when you die?”

A: We don’t have a death screen

Eben said: “The music is a banger.”

Michelle said how professional we did the presentation.

Overall, I think we did an excellent job.

Self-Evaluation of Final Version

I felt that I could have contributed more to my team if Unity’s plastic SCM was working properly. Overall I think I put the effort into the game, including the intro, and the game. During the production process all of our team mates contributed to the game in many ways. Having big plans for our game, we couldn’t get it all in due to our time limit. For the most part, we got the MVP in the game.

Grammar and Spelling

Grammarly

Editor

Liam