Project 1
— GDS212 —
— GDS212 —
Table of contents
Incomplete Prototypes
Prototype 1 wasn't able to be completed as I didn't have time for it due to me also having a video editing project with a deadline on the side, and I wasn't able to properly handle my time between the two projects.
Prototype 2 wasn't able to be completed as I wasn't able to get around to doing it. I kept putting off the prototype and getting distracted with other stuff, as well as failing to properly handle my time between this prototype and the main project, and in the end I wasn't able to provide a finished product.
Complete Prototypes
Prototype #3
Ensemble Australia Tour 20XX
Augmented Reality Game
Mitchel Smith (Lead, Equipment Manager)
Siyuan Shen (Developer, UI Artist)
George Ling (Artist, Audio Manager)
Prototype #4
Market Mayhem
Indie Game Dev Tycoon and Table Top Game
Mitchel Smith
Ronan Gray
James Ryan
George Ling
Ensemble Australia Tour 20XX
Summary: Ensemble Australia Tour 20XX is a transmedia augmented reality game revolving around a fictional rock band named Ensemble who is running a marketing campaign for their upcoming musical tour in Australia. Ensemble has always been a band that strays from the norm, from a select few albums they've produced to the kinds of tours they've been on, and this extends to their ticket buying process for customers. Instead of simply clicking a link and inputting their credit card details, players must go through Ensemble's Augmented Reality Game and use their brains to put clues together and solve their puzzle to get on the list for their Australia Tour in 20XX.
Mitchel Smith (Lead, Equipment Manager)
Siyuan Shen (Developer, UI Artist)
George Ling (Artist, Audio Manager)
Image: The final marketing poster for our ARG game.
Image: Touchable poster in its final configuration for Showcase.
Image: What the Help Tapes look like in their final states, complete with improvised labels.
Proficiency: This trimester, specifically in Prototype 3, I took up the leader role for my group. This was my first time doing so both in a group of more than at least two and in a group that is serious on getting a project done.
I wasn't the most confident when we first started working on Prototype 3 as I hadn't had the most experience with a leader role, but I found that over the time my group worked together, I started to pick up on some things like how to explain something to someone who doesn't understand it entirely (I'm still not the best at it but I'm making a slow improvement through this leadership role), how to balance workload between team members as well as designating tasks to certain days as to not overwork or provide too little tasks to team members, etc.
Process: As per my role as a project leader for Prototype 3, I tried to improve workflow and the production of the project by creating a project schedule, where tasks were delegated to specific days throughout the project duration instead of as soon as possible, so the team wasn't overworked and would become burnt out. It also allowed time for members of the team to communicate about specific parts of the project that we were working on at that specific point in time.
On the topic of communication, during my project I also learnt about the most important skill you can have as a game developer, which is listening. Jesse Schell (2014, pp. 5-7) talks in their book The Art of Game Design about listening deeply into what is being told to you and fully understanding it, as well as the five types of listening for a game developer, the two most relevant for me being 'team' and 'game.' This helped me to be able to better understand what my team was saying to me, like for example when George came back to me with his designs that were vastly different than what was requested, that told me that he was probably more of a visual learner and that it would be better for me to actually show the corrections instead of just telling him them.
Person: This project required a lot of communication between each other, especially for tasks such as the poster design that had other tasks depend on it, which we managed to keep satisfactory communication with, but I feel that there was not enough communication in some areas.
For example, I found that me and Siyuan would discuss things about George's work and workflow, but we didn't get George involved in the conversation, and although I realise that it's not just my fault as I realise Siyuan also had the issue of only coming to me about George's problems, I also take responsibility for not calling George into these conversations. Once I became aware of this, though, I made sure George became involved in these conversations so no information is kept from him.
Appraisal: Firstly, in regards to how successful this project was as a whole, I'm not very happy with it. The trimester started off rocky as I failed to complete Prototype 1 and 2, which I really wish I had done. I'm happy with the fact that I did manage to catch back on by Prototype 3 and really get into it, but I really wish I had of done that from Prototype 1 instead of failing two prototypes.
In regards to the specific prototypes, I'm very happy with the way Prototype 3 turned out. I think Siyuan and George did some good work, although it felt like Siyuan tried to take over leadership in some aspects such as with directing George, which felt a bit disruptive because he was prone to get some details wrong, as I found. I was especially happy with the result of the final iteration of Prototype 3 for Student Showcase as that had every component of the game in working order, and it aligned very well with my expectations, such as with the poster—while the buttons weren't the best, for a prototype version of the game, the poster turned out great.
Challenges: The first challenge I found was trying to juggle the first prototype with my video editing project with a deadline. Because I was already spending a lot of my time around the start of the trimester on this video editing project that I was being paid by a third party to produce, I wasn't able to spend time working on Prototype 1 and therefore missed it. Prototype 2 wasn't much better, I had finished the video editing project a bit after the project time commenced, but as I was focused on Project 2 work, I also failed to get that Prototype out. The lessons I learnt from those missed prototypes are to make sure personal projects aren't ongoing during the trimester and delegate tasks to days so time can be managed better.
Image: The final iteration of the poster, fully wired and ready to touch.
For Prototype 3, the challenges I faced there were from my leadership role. I wasn't very confident in being a leader at first, but I soon got the hang of it. I found challenges when seeing that members of the team weren't producing work correctly, such as with George producing webpage designs that weren't in line with what I described, but as said in the mid-project reflection, I overcame this by visually showing George the corrections I wanted. The lesson I learnt here was to take the time to properly evaluate issues to make the best decision.
For Prototype 4, the main challenge was getting around to actually doing it and not leaving it until the last day. I also had some challenges when being the dungeon master for playtesting as I was also reading and trying to understand the rules while we were going through the game, but I did manage to get through it without wasting a whole lot of time. The lesson here is DON'T LEAVE STUFF UNTIL THE LAST DAY!
Image: One of the two images of corrections I gave to George to visually show him the corrections I wanted.
Future Goals: I have some ideas for how I can improve my skills for future projects. For what I can do next project, around the end of the trimester I was already trialing with having a list of tasks to do on a sticky note, but I believe that I can make this better by delegating tasks to each week so that I can have a bit better direction with what to do. To assist this, I could also trial a weekly criteria for my learning journal, such as with my devlog (if applicable) and putting research into my LJ, as I know that I had a lot of issues with keeping on top of that this trimester.
I will also make sure that for the next project, if I take on a leader role, I'll try my best to better delegate tasks so that they're more evenly spread out across the team, and also better explain what I'm expecting members of the team to produce. I do think steps I took to organise things such as setting up project schedules was a good way to go about things, so I will most likely repeat that next project.
Schell, J. The Art of Game Design: A Book of Lenses, Second Edition (2nd ed.). A K Peters/CRC Press. https://doi.org/10.1201/b17723