Linkedin Recommendation for Terra, K.

Sam G. is one in a million. He has been an outstanding resource to my game design class. He has an incredible pool of knowledge to pull from, and has a deep understanding of many concepts within a game. He can easily befriend new teammates, and approaching him with a question is never uncomfortable. Sam will make any team better with his presence.

Stretch Goal for May 2020

Role

Coder

SMART Goal

By May 29 as part of the Coding team, I will have completed many of these tutorials to be able to gain a deeper knowledge and applied understanding of the concepts for my 2d game.

Why

I have tried making a little game on my own and I’ve ran into many issues, and although I’ve gotten over them, I figure it will help me in the long run to be able to think back to what I learn from these tutorials.

How

I will achieve my goal by watching as many of these videos as possible to gain the most out of them

When

I will work on it when I have the time, which is lots of it, and I’ve become very invested in this.

Resources

I will follow these tutorials to expand on my knowledge and apply it to the game.

Milestones

Each time I complete one video is an achievement.

Heroines / Heroes

Mister Taft Creates, the creator of this series, is really inspiring to me but how he goes about it.

Documentation

Stretch Goal for April 2020

Role

Coder

SMART Goal

By April 30, as part of the Coding team, I will have completed the Solo Learn C# course to be able to get the certificate for April’s Stretch Goal.

Why

I want to achieve this because after working in Unity on my own and being the only one to make the code, I realized it was not that scary at all and it really grabbed my interest. Learning the basics will help me grow from there, using my book knowledge to apply it in-game.

How

I will reach my stretch goal by working through the Solo Learn C# Course.

When

I will finish 1 category a day during school hours (7am-2pm)

Resources

I will use the Solo Learn module for C#, which teaches me different components of the coding language and how they work together.

Milestones

Each day I will have completed one of the categories (such as Basic Concepts and Methods), and within those I will be working on each of the sections, about 9 per category.

Heroines / Heroes

Maybe this is on a lower scale, but Enrique from my class. He always knows how to fix things and can do it right off the top of his head and i’d really love to be at that level, even if it’s simple things.

 

Documentation

Session 6 Production Project

Summary

UI Specialist

By March 18th as part of my production team, I will have completed PAUSE MENU in Unity to be able to create a functioning pause menu for session 6.

PRE-PRODUCTION – INQUIRY

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

Planet Coaster

Anisa Sanusi on UI/UX design, why a beautifully presented CV matters and the importance of seeking different perspectives

 

Training Source(s)

0:34 Canvas render mode

0:42 F to focus on the game object

1:01 Removing the edges of a button

2:05 Adding shadows to text

2:47 Changing color of buttons animation

3:56 Scripting the pause menu by ESC button

7:13 Adding effects in other scripts while the game is paused

7:43 Scripting each button

10:06 Unpausing the game when moving to the menu

10:29 Animating the pause menu transition

Project Timeline

  1. Set up base UI for pause menu
  2. Create animations for each button
  3. Add script to pause the game and bring into the scene the pause menu
  4. Add scripting for each button function
  5. Add script for unpausing the game when moving to the menu
  6. Add animation for pause menu coming into the scene
  7. Create the basic UI for a game over screen using previous knowledge.
  8. Research how to bring the screen in based on an if statement
  9. Create the script for summoning the game over screen
  10. Research how to reset a scene by the press of a button

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

 

POST-PRODUCTION – REFLECTION

21st Century Skills

 

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

 

Ways of Working (Communication & Collaboration)

 

Tools for Working (Info & Media Literacy)

 

Ways of Living in the World (Life & Career)

 

Reactions to the Final Version

 

Self-Evaluation of Final Version

 

What I Learned and Problems I Solved

 

Grammar and Spelling

 

Editor

 

Session 5 Production Project

Summary

UI Specialist

S – Create a functioning menu, credits, and death screen in collaboration with my team after finishing my session requirements by the end of this cycle

M – By working on each of these individually, I will be able to finish one at a time and finally finishing with the death screen by applying it to on collision.

A – Although I do not have the skills required to create the conditions to transition to death screen, I can look up videos on how to change scenes on collision with an object. This goal is worth the effort because I will learn new skills and create a way for the player to actually fail the game, creating an obstacle the player must avoid to keep playing.

R – By creating a menu, the player will be able to easily navigate through the credits of the game and the game itself. The credits will allow the player to view the contributions of each developer. The death screen will create an instance in which the player may lose the game, creating a goal to avoid a collision and remove all enemies.

T – The deadline is by the end of the session, but it may be done before then.

PRE-PRODUCTION – INQUIRY

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

Designing for Emotion by Aarron Walter

InVision’s Aarron Walter on design culture

Aarron Walter is the Vice President of Design Education at InVision. He has taught design at colleges in the US and Europe for nearly a decade and has spoken all over the world. His message is clear: there are endless amounts of people to hire that can all get the same job done, but what we must focus on is the people themselves, “hire people, not skills.” When creating a product, the team must know how it will feel to use it, and in this, we find people who are best linked to sharing how something feels or how it may feel to other people. There can be many designs that work, so then we must focus on which one feels the best. When working with people you get along with well, you’re more likely to open up and share your thoughts, creating a breeding ground for ideas.

Training Source(s)

0:30 Resizing UI, setting anchor, & offset

0:55 Adding elements

1:45 Effect of Vertical layout – orders UI elements within the given space

3:05 Resizing elements within Vertical Layout

3:15 Layout Element details

4:25 Creating a canvas withing a canvas to create both horizontal and vertical layouts

0:35 Setting button transitions to animation

0:42 Generating the Animation

1:15 Change color of a button based on state

2:02 Testing the button

2:38 Setting a button to non-interactable

Project Timeline

  1. Add a Vertical Layout element to our UI Canvas on Main Menu
  2. Resize Canvas to fitted area
  3. Create animation folder
  4. Create animations under automatic for each back button and credits
  5. Set each animations hovering color to a shade darker
  6. Set each animation on click state to a decreased size and lighter shade
  7. Read Salen + Zimmerman Unit 2: Section 17 (p. 202 – full section)
  8. Create a text box in the credits and fill it with what information is known to the player and to the game code but not the player
  9. Read Salen + Zimmerman Unit 2: Section 18, p. 218 – End of Section
  10. Create a second text box in the same credits and fill it with positive or negative feedback systems found within the game

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

POST-PRODUCTION – REFLECTION

21st Century Skills

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

I demonstrated innovation by improving the way I displayed different UI screens. Having previously used buttons to switch between different scenes with the UI we needed, I then switched to using the same scene and having each button deactivate its parent empty object and activating the parent of whichever screen the button indicated.

Ways of Working (Communication & Collaboration)

I demonstrated communication by informing my teammates whenever I ran into an issue and worked with them to solve it. I also reached out to them to make sure those who did not have access to the Unity project had emailed me what they had created so I could put it in the game.

Tools for Working (Info & Media Literacy)

I used information by researching why the UI buttons I had animated to shrink to a 0.95 scale when hovered over would loop the animation and not hold the state. With the knowledge I had gained from my research, I managed to solve the issue without consulting any of my teammates.

Ways of Living in the World (Life & Career)

I developed life and career skills by learning that sometimes people do not take the initiative in sharing their work, and you will have to ask them if they have what they needed to be done. I also learned that people around me often know more or differently than I do and it’s important to collaborate on simple things, in case someone knows better.

Reactions to the Final Version

“Animated UI present to make the game more satisfying – nice reason, has a personal reason that speaks to the emotion” – Jessica.

This means Jessica saw the appeal to the emotion and agrees that it has a positive effect on the game. Providing feedback to the player increases the interactivity and involvement, leaving the player engaged and satisfied.

“Good use of activations” – Sam G.

After sharing that I had changed from switching scenes to enabling and disabling parent empty objects which represented different scenes, the advisor noted this optimization. The build has fewer scenes that have to be exported both making it faster to export and lowering the size of the game.

Self-Evaluation of Final Version

Simple – I kept the UI simple by leaving the shape as a simple rectangle with a basic color pallet and using only one animation: shrinking each button to a 0.95 scale on hover. This gave the player feedback on what they were doing to keep them more involved and focussed while not adding more to distract.

Unexpected – We have our background set to a light blue, which is different from the default and the buttons have a unique font that grabs the player’s attention and sets the mood for the game.

Credible – We worked with Sam G. to learn and solve different issues and used our previous knowledge to set up the game, both with UI and the game itself. Using our research we developed new skills and gained new knowledge to use in the future.

Emotional – The buttons animation of shrinking on hover creates a feedback source to the player which appeals to their satisfaction, as mentioned by Jessica under Reactions to Final Version.

What I Learned and Problems I Solved

One thing I learned in this session was to, rather than use each button to switch scenes, each one disables and re-enables a set parent of the screen it represents. I also learned to animate UI buttons through the animation tab, shrinking the size of the button on hover. I worked with the look of UI by changing the color and trying out different transition options. I also worked with Sam G. on getting the buttons to not change size/color after being clicked. Another problem I solved was the buttons not holding their state when being hovered over.

I’ve learned to connect with my teammates as by doing this, I both learned how to enable and disable different UI parents and made sure I got everyone’s creations into the game, such as art and sound.

I’ve found that often you will have to reach out to the people you work with because they’ll forget to give you what you needed. It helps keep everyone on track and on focus.

Grammar and Spelling

The grammar tool in use to revise this post is Grammarly.

Editor

Bowen W.

(The Vending Machine) Production Project 4

Summary

For this cycle as the UI specialist, my goal was to first create the credits menu and any working UI needed to navigate through menus. I succeeded in this and moved onto randomly generating the spirals, which I did not finish.

21st Century Skills

I showed initiative during this session by actively seeking out advice from my team members and those around me. As a result, I was able to decide on the arrangement of buttons which benefited our artist the most, creating a clean and smooth look.

I showed flexibility during this session by finding an easier way to create an animated button, which we ended up doing by placing the sprite behind the transparent button, rather than finding a whole new way.

I showed creativity during this session by creating the animated play button by placing the sprite behind a transparent button, creating the illusion of the sprite being tied to the button.

I showed communication during this session by collaborating and discussing with my teammates both about my own work and theirs, resulting in the smoother frames for the buttons and better scaling on the exported game version. 

The Game Creation

Reactions to Final Version

– Sick/Absent –

Evaluation of Final Version

 

What I Learned and Problems I Solved

While working on my session requirements, one of them being to create a functional animated button, I came into some difficulties. Once I bound the animated sprite to the button, the animation stopped playing. To fix this problem, I separated them, made the button entirely translucent and set its order layer to above the sprite. The sprite then played in the same place the button was, creating the illusion they were working together.

Linkedin Recommendation for Bowen, W.

It’s rare to find someone like Bowen. Bowen worked as my team’s sound designer for the past few months, perfectly supplying everything we requested on time. Bowens’ ability to stay on time and communicate with ease greatly raised our effectiveness. Bowen is always there to both ease the mood and keep everyone on task. Every team needs someone like Bowen to reach its maximum potential.

(The Vending Machine) Production Project 3

Summary

For this cycle as the artist, my goal was to make working animations and the art that goes along with them. I created several different panels of spiraling animation for the slots when they light up, and I learned how to split sprite sheets. While doing this, I helped my teammates with topics they were struggling with and lead them in the right direction.

21st Century Skills

I showed initiative during this session by actively seeking out advice from my team members and those around me. As a result, I was able to receive different perspectives on my art and their impact on the game.

I showed flexibility during this session by adapting the art to our new and improved view of the game and how it should function. Once we decided on our more preferred look and feel, I changed my colour pallet to more fit the mood.

I showed creativity during this session by creating the art that will fit the game and using different techniques to create proper shading. This lead to the smooth spiral animation we will be seeing in the game hopefully next session.

I showed communication during this session by collaborating and discussing how each aspect of the overall feel would come into play. I learned to use the UI that I was helping my teammate with, which will be helpful in future sessions.

The Game Creation

Cannot include the animation

Reactions to Final Version

Aden recommended I make the spirals overall shape thinner. For this, I believe that because the sprite was so zoomed in as it itself is not very large, he may have thought it took up more space than it does in the game. We plan on keeping the spiral the shape it is because we don’t want to make the small things overly detailed and distract the players attention.

The advisory member who worked with me didn’t notice the sprite in the game, as at the time it was not in the game, but it was in the slideshow. I take this as to get the animation working inside of the game itself, especially now that we won’t be using slideshows.

Evaluation of Final Version

“It’s very well made” – Bowen

I believe this is in response to the feel and transition of the colours, including its blending and animation.

“It looks good” – Enrique

This is also most likely in response to the animation and colour pallet, coming from someone who does amazing art, this is greatly appreciated.

“I appreciate the amount of effort put into it” – Jack

This is in response to the time it takes to make each pannel and to blend them properly. This process is a highly time consuming cycle which includes make little tweaks to each pannel.

What I Learned and Problems I Solved

Within this cycle, I learned a lot about colour theory and how to make proper shading in animations. Once the art was created, I also focussed on how to get the animation within the game working, and I learned how to split sprite sheets. I’m still unsure about the details, but I know the general process, which includes some code, depending on how you want it activated and work in the Animator and Animation tabs, along with all of the components involved.

One problem I solved was while helping my teammate to resize the UI Canvas. While it was a simple solution, it took some reading through to figure out how exactly to scale it down to the size of the camera as it starts much larger when first created. I learned that you can change the grid it snaps to to camera and set the camera as the main camera, which will be very helpful in future sessions when I’m working on UI in different scenes. I also learned how to set sorting layers to show the UI above all else.

(The Vending Machine) Production Project

Summary

Our goal for this session was to set up a baseline of the game, including barriers & the chosen places you can move to. We got movement working & created barriers for the game, along with added textures & progress on our knowledge of audio.

21st Century Skills

I showed initiative during this session by actively seeking out advice from my team members and those around me.

I showed flexibility during this session by changing the game and our ideas of sound and process when our ideas improved.

I showed creativity during this session by creating the sound to fit the game, along with ideas on how to make the effects, including the recourses we will need to make them.

I showed communication during this session by collaborating with my teammates, explaining changes to absent members, and providing ideas to the team.

The Game Creation

Game Capture 2

Reactions to the Final Version

“We look forward to seeing the sound implemented into the game. The chip idea was very creative.” – The Committee (As there has not been audio implemented into the game yet, they can see where it would be and how it would impact the game, and they found the chip idea funny.)

“I liked your game and I liked how the bag of chips was Airs.” – Jessica  (She liked the creative idea of the Airs, a pun on Lays and how full of air they are)

Evaluation of Final Version

S –

U –

C –

C –

E –

S –

What I Learned and Problems I Solved

 

Final – Semester 2 Reccomendation

It’s rare to come across someone with the dedication and attention to detail as Sam. Sam has been an excellent producer for my game design team for this entire school year. Sam’s ability to stay on task and communicate with others is outstanding. The term producer seems intimidating, but that is far from her personality. She’s able to help everyone stay on task while keeping everyone in a good mood. To be working with Sam on your team is one of the best things that can happen to you.