P4 & M3 & D2
P4 Carrying out the production role of a game designer
Core mechanic diagram
This a core mechanic diagram I created within illustrator for our groups game design document to show the different layers of mechanics that I had designed for the game from the core mechanic to the narrative of the game.
M3 proficiently carry out role and contribute to other tasks within the process
This is a screenshot of the gank chart our group used to log all the work we were working on during certain lessons. This chart shows that throughout the process of creating the game I was constantly working on something consistently and working on a task that was essential for the drive and creation of the game. Later in the gank chart it is seen that I also worked on programming after I felt that my tasks as a game designer were complete. The scripts I created were not originally meant to be implemented but I came across a script that would give the exact gravity element I envisioned and designed for the game so I began creating and modifying it.

D2 effectively carry out a production role, significant to the running of the production, additional work within different role
During the production stage I made the decision to build a new project within Unity that centred around the new gravity script I had created as the other project swayed off from the original designs and elements that were planned. All previous movements scripts were now obsolete so I began creating more scripts and delving into the role of programmer creating and adjusting several scripts that became the main backbone of the game and its mechanics such as the attractor script which added mass to every object creating a force between each other which was basically the gravity element I originally designed. I created an addtorque and addforce script as the old player controller script would not work with mass meaning it would not work as designed or intended with my attractor script.
Evidence of me creating the scripts used within the game and the scripts themselves
Core mechanic diagram
This a core mechanic diagram I created within illustrator for our groups game design document to show the different layers of mechanics that I had designed for the game from the core mechanic to the narrative of the game.
These are more documents that I created on the design values of the game. These documents were created within the early stages of concept and when going into production some of the designs and elements planned in this document were not used or altered in some way because it was either too advanced for the skill level we were at and the time frame we had or that I felt it did not work well within the game.
Within my role of designer I also had to sort the soundtrack and other sounds within the game. I sourced all my sounds from https://freesound.org/browse/tags/sound-effects/ although not all the sounds were used within the game because of timing and script issues some were used for the rocket within the game as well as a sci-fi swoosh that was used as an effect within the soundtrack. The soundtrack also includes some voice over of me mumbling and distorted within Adobe Audition to sound like Tim is mumbling. The main part of the soundtrack was used from a non copyright music channel on YouTube.
M3 proficiently carry out role and contribute to other tasks within the process
This is a screenshot of the gank chart our group used to log all the work we were working on during certain lessons. This chart shows that throughout the process of creating the game I was constantly working on something consistently and working on a task that was essential for the drive and creation of the game. Later in the gank chart it is seen that I also worked on programming after I felt that my tasks as a game designer were complete. The scripts I created were not originally meant to be implemented but I came across a script that would give the exact gravity element I envisioned and designed for the game so I began creating and modifying it.
Gank chart
Script
Evidence of creating script
D2 effectively carry out a production role, significant to the running of the production, additional work within different role
During the production stage I made the decision to build a new project within Unity that centred around the new gravity script I had created as the other project swayed off from the original designs and elements that were planned. All previous movements scripts were now obsolete so I began creating more scripts and delving into the role of programmer creating and adjusting several scripts that became the main backbone of the game and its mechanics such as the attractor script which added mass to every object creating a force between each other which was basically the gravity element I originally designed. I created an addtorque and addforce script as the old player controller script would not work with mass meaning it would not work as designed or intended with my attractor script.
Evidence of me creating the scripts used within the game and the scripts themselves



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