Postmortem PDF File:
Postmortem Reflection
What is a game postmortem, and why is it an important part of the game design process?
The game post mortem is a reflection on the whole game making process. A reflection on how you performed in respect to the start, the middle and the end. Pre-production, production, and post production. The post mortem serves as an indicator of how well you did and what you can do better next time.
How did you organize and present your playtesting data to make it clear and easy to understand?
I used google spreadsheets that the google form auto generated in order to present my information in a digestible manner. I used graphs and bar charts to appeal visually to the reader so their brain can best comprehend the information.
How did your SWOT analysis help you better understand your game’s current state and future potential?
It was like a venn diagram that gave me a full understanding of what it's like to fail and succeed. It gave me important information that is both helpful and some information that is not so helpful because of the time left I have to make changes.
What did you learn about yourself as a designer from reflecting on your process?
I learned that I think pretty linearly in how I achieve my goals. I knew I had to follow the normal game production cycle and because of this my progress was stunted. I think we should have had more time on the production of our game. Our games were unable to experience the full potential needed to produce a product that is completely all encompassing of what our full potential is.
How did you use visuals (screenshots, charts, etc.) to support your explanation and reflection?
I didn’t use too many unnecessary images, but I did include a picture of my assets to give my reader a good idea of what my game looks like. I also gave images of my data to give the reader important information on my playtesting data.
What lessons from this project will you apply to your next game or creative project?
I will be more effective with my time because your biggest enemy and your best friend is time. It takes a balance to manage your time and use it to your advantage. With this game I was unable to use my time effectively and as a result my product lacked a fully functional interface.
Playtesting Script
Hello! Thanks for attempting to play my game!
This session is meant to help us understand how players interact with the game. We want your honest thoughts, even if there feels like there is no point to the game with the current. Your feedback will help me make this game way more enjoyable.
Here’s what I’d like you to do:
Drive around the track and try to avoid hitting objects.
Take in the scenery
While you play, please:
Understand that the POV position would not be a car, but it would be a biked
The objects would normally be moving, not stationary.
Pain causing volumes would be attached to some of the objects
Again I apologize that my game is not at the highest level I would like it to be
When you're done, I’ll ask you to fill out a survey.
Raw Plattesting data: https://docs.google.com/spreadsheets/d/1lUm6bHxUxxsxnXTcMQUxuNgR7qE3-qcDux6rHiMe36g/edit?resourcekey=&gid=377821756#gid=377821756
Reflection
What parts of the game did players enjoy the most, and why?
Players liked the environment and seeing assets like the glowing trees. Some players like the lighting and the track. Others like the car itself. I definitely spent the most time making my assets and not enough time working on the actual interface of the game.
What parts of the game did players find confusing, boring, or frustrating?
Players didn’t really understand the point of the game. Players wanted a beginning screen and an end screen to at least present the player with necessary information to participate in the game's gameplay. Players because of this didn’t understand how to interact with the aspect of the game while playing. They didn’t know what objects to interact with and had a hard time understanding what they were supposed to do.
Were there any features or mechanics that players struggled to understand or use?
Players didn’t know how to interact with the track of the game. A few players said they went around and followed the track, but they didn’t know what to do. They were confused and distracted and the point and purpose that the game was trying to provide.
Did players understand the game’s objectives and how to play? If not, what was unclear?
Players did not understand the objective of the game because there was nothing at the start of the game that told them what to do. There were no hints as to the purpose of the game and there was no information on the mechanics that they should interact with. The point of the game was unclear and because of this players were unable to enjoy the full potential of the game.
Were there any bugs or technical problems reported by multiple players?
When players fell or died they weren’t sent to an end screen that spawned them back at the start. They said that this would be quite a critical aspect that would have been necessary for the game to be successful .
Were there any new ideas or suggestions from players that you hadn’t considered before?
I had never thought of this, but someone said when they were looking over my game that I should have put the off -road part that players could “secretly” follow to somewhat shortcut the path they were supposed to be on. They said it would add more depth to the game and a potential aspect that was fun.
Game Production
What challenges did you encounter while implementing game mechanics, and how did you overcome them?
I had a really hard time with integrating my ideas into the blueprint editor. It was hard becasue I don't have very much expericne with this editor. I really wish I had gotten more help from Oliver and other people who knew what they were doing.
How does your game’s art style and sound design contribute to the overall player experience? Do they align with your Art & Sound Document?
I don't have any sound in my game, but I do have a very good asset board that contributes to a very good envoriment. I really like the overall look of my game and different players have said how much they like the way it looks.
If you had more time to improve your game, what changes or additions would you make, and why?
I would add more game interfaces because the player doesn't really know what they need to accomplish in the game. I wish I could have finsihed the spline path and create more pain causing volumes.
Below is my Game Trailer:
Asset Creation
This model will be used as a vehicle far the bikers to run into. This one will be used to house the most obnoxious drivers.
These buildings will be used in one of the sectors in the city. They have a bit of a depressed feel. They will contrast very nicely with the more playful assets. Some of my other buildings will be more playful.
This model will be used as a vehicle far the bikers to run into. This one will be used to house the the nicer drivers
Here are the 5 other cars that will be utilized in my game. They are all different inorder to add a nice vareity effect in my carttonish playful atmosphere. The trees that you see in the background of the above image will be used throughout the game.
The process of getting assets was very difficult for me because for one I didn't know what I wanted and I also had a hard time finding the right websites that had assets. Also, when I found the assets I wanted I had the hardest time taking them and putting them into the Unreal game engine. It was easy to make the two assets that were vehicles. It was difficult to change the color of the different parts of the vehicles and convert it into the Unreal game engine. Most of my assets, like I have said above, have a playful feel to them. They are all different colors and in general contribute to a more happy environment. Assets are very important because without them you can’t have a game that looks good and games need tangible objects.
Whitebox Level
How did you convert your original level plan to a whitebox environment?
I converted my original plan to the white box level by taking my vision and putting it in a controlled road/city landscape. I definitely wanted to do a more rural setting as one of my levels, but I can see my environment created with more ease if I make a city landscape.
How did you determine scale for the environment and objects in it?
I determine the scale based on the size of the car. We all have an understanding of the proportions of objects based on the relative size of cars. The road is roughly the size of a normal road, but it is a little bit bigger.
What was the most difficult part of whiteboxing the level out?
I spent the most time trying to figure out how to make the road spline work. The road spline could have allowed me to create my own distinct road shape. It was really difficult to get the car to follow along the roads, so I abandoned it for the whitebox and I will add it in later as one of my assets.
How does the process of whiteboxing relate to the skills you already developed in the Unreal game engine?
Whiteboxing my level took advantage of my skills with node modification and level landscaping. I also utilized the addition of bigger boxes and assets using the cube grid system.
LEVEL DESIGN DOCUMENT
What steps did you take to ensure the LDD aligns with the overall game design document?
When making my LDD, I had my GDD open so that I could reference it. The LDD is pretty much a motification of the GDD. It is a bigger representation of the basic outline that I had originaly created.
Why is it important to create an LDD when making a game?
It is important to make a LDD becasue it outlines what your project would be. Often people just want to get right into a project, but the process of building a project will be so much easier when you have a plan. Thats the case with a lot of things in life.
How did you create and include relevant graphics in your LDD?
The LDD itself has a nice gradient to it. The 3 maps I created are ones that I drew on standard paper. The graphics are quite simple, but they accomplish the goal that is set out for them. I also included a graphic that represents dusk and the time of day to depict how I want the lighting to be presented throuhgout the game.
GAME DESIGN DOCUMENT
What decisions did you make to ensure your GDD was easy to understand?
I chose to break up my different talking point in to boxes. I ensured people would understand what I was talking about in my GDD by adding headers I added a title, my name, and some pictures.
Which sections do you feel are the most important for a team of designers?
I would definitely say the game mechanics and procedure is the most important thing for a team of designers. They need to know how players will interact with a game.
What was the hardest part about writing your GDD? The hardest part about writing my GDD was actually figuring out how the game is going to work. It is challenging to invasions a game when you are not entirely sure how the game will work.
PBM Brainstorming Concepts