June 12th Weekly Work Log v.2

Session Number:6
Week Number:2
Total Estimated Hours Contributed this Week: 5 hrs
What is/was your overall goal for this week? Get late work done.

Work Tasks 

Date Task Description Time SpentWas / Were your choices and work Best Practices? Why? 
6/12Make Linked In Profile.1 hr. Yes, it is due on Wednesday.
6/13 Finish Linked In Profile.1 hr.  Yes, it is due on Wednesday.
 6/14 Linked in last touches. 1 hr. Yes, some things needed to be more professional.
 6/15Recommendation writing.  1 hr. Yes, it is due by the end of today.
6/16  Other class work. 1 hr. Yes, I have a presentation I have to make for 3rd period, due today.

Personal Comments (Optional) 

Remember reflecting on your own choices and work can help you improve both. Are there any other comments you would like to include for your own reflection? If so, please enter them here: 

June 5th Weekly Work Log v.2

Session Number:6
Week Number:1
Total Estimated Hours Contributed this Week: 
What is/was your overall goal for this week? Make a beat in GarageBand

Work Tasks 

Date Task Description Time SpentWas / Were your choices and work Best Practices? Why? 
6/5Get accustomed to Garage band.1 hr.Yes, I need to know where things are to make a beat efficiently.
6/6Choosing garage band instruments.1 hr.Yes, I need to know what type of beat im going to make.
6/7Make drum beat.30 min..Yes, the beat sets the tone for the track.
6/8Finish drum beat.1 hr.Yes, the beat sets the tone for the track.
 6/9 Finish drum beat. 1 hr. Yes, I needed to finish it from yesterday.

Personal Comments (Optional) 

Remember reflecting on your own choices and work can help you improve both. Are there any other comments you would like to include for your own reflection? If so, please enter them here: 

May 30th Weekly Work Log v.2

Session Number:6
Week Number:1
Total Estimated Hours Contributed this Week: 2
What is/was your overall goal for this week? To make a beat.

Work Tasks 

Date Task Description Time SpentWas / Were your choices and work Best Practices? Why? 
5/30Find instruments for beat.1 hr. Yes, I need this for tomorrow.
5/31 Finish finding instruments for beat.1 hr. Yes, again I need this before I can do anything else.
 6/1 Finish Beat.1 hr.  Yes, I finished the beat and now I am a little better at making music.
 6/2 Finishing touches. 30 min. Yes, needed some setting modifications.
    

Personal Comments (Optional) 

Remember reflecting on your own choices and work can help you improve both. Are there any other comments you would like to include for your own reflection? If so, please enter them here: 

Colorless 12 Breach | Production Project

SUMMARY

Role

UI/Heads Up Display/Writer

Intention (SMART Goal)

By May 10, as UI/Menus, I will have evidence of making decent menus by following Brackeys Tutorials for Session 5.

PRE-PRODUCTION – INQUIRY

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

https://www.youtube.com/@Brackeys

Brackeys is a channel where Brackeys gives tutorials on different things in Unity. This ranges from programming tutorials to multiplayer fps tutorials.

Training Source(s)

Creating UI: 0:24

Creating Options Menu: 6:17

Programming Button: 8:17

Project Timeline

Until, 31 March.

Proposed Budget

1 nm

Evidence of Team Planning and Decisions

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Skills Commentary

POST-PRODUCTION – REFLECTION

21st Century Skills

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

I used critical thinking skills to find out how to write scripts I didn’t know how to write.

Ways of Working (Communication & Collaboration)

I communicated with my team to get sound and art into the game.

Tools for Working (Info & Media Literacy)

I used the internet to learn programming stuff and figure out problems I may have had.

Ways of Living in the World (Life & Career)

I worked on the scripts I couldn’t finish, at home.

Reactions to the Final Version

“Good systems, just too basic.” – unnamed

Self-Evaluation of Final Version

The game wasn’t finished hence the lack of gameplay features, sound, and the unfinished textures. Though it still was a great start from my perspective.

Grammar and Spelling

Built in computer spellcheck.

Editor

syncere.

3/24/23 Session 5 Weekly Work Log

Session Number 5
Week Number 7
Total Estimated Hours Contributed this Week: 4
What was your overall goal for this week? Complete a menu.

Work Tasks 

Date Task Description Time Spent Was this a Best Practice? 
3/24Make Menu1 hr. Yes.
4/13Make Gameplay functions3 hrs. Yes.
    
    
    

Personal Comments

I worked on making gameplay features including MVP of our game, so far there should be a bit more to add.

Production Project Session 4

SUMMARY

Role

Writer / Menu / Producer

Intention (SMART Goal)

By March 1, as a Writer / Menu / Producer, I will have evidence of well made menus by following Construct 3 basic menu for Session 4.

PRE-PRODUCTION – INQUIRY

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

Hidetaka Miyazaki

Training Source(s)

Construct 3 basic menu

Project Timeline

  1. Work on Post & Tracking Sheet
  2. Decide on Game
  3. Work on making MVP
  4. Post MVP to Itch
  5. Add ideas to Trello
  6. Organize by Fibonacci Numbers
  7. Add Features to Game
  8. Publish final version

Proposed Budget

8 seconds.

Evidence of Team Planning and Decisions

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

https://chsgamedesign.itch.io/period-1-team-1

Skills Commentary

https://docs.google.com/presentation/d/1_vD4Y9CFxHceFkP8TngVqZwbGEC-AT6xfrTEEEYiLfc/edit#slide=id.g1176dcbe26d_0_0

POST-PRODUCTION – REFLECTION

21st Century Skills

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

I used the games I play as examples for the features I wanted to add.

Ways of Working (Communication & Collaboration)

I worked with my team to make sure the programming worked with the art and sound.

Tools for Working (Info & Media Literacy)

I used this blog & trello to write about what I did with the project.

Ways of Living in the World (Life & Career)

I worked on the game and brainstormed new ideas outside of class.

Reactions to the Final Version

Brian – The game was bad, but then again it is a work of progress and I’m excigted to see whats to come.

Self-Evaluation of Final Version

I think that we could have improved on the graphics and audio, and hopefully we can have a better working product in the next session.

Grammar and Spelling

I used spellcheck and had my paper proof-read.

Editor

Syncere H.

Game Analysis Worksheet: TEMPLATE

Summary

  • IN ONE TO TWO SENTENCES, DESCRIBE WHAT GAME YOU ANALYZED FOR THIS PROJECT AND WHY YOU CHOSE IT
  • DELETE ALL OF MR. LE DUC’s ALL UPPERCASE INSTRUCTIONS ABOVE

Game Play Analysis

Formal Elements
The BasicsREMINDER: PLACE YOUR RESPONSES IN THIS COLUMN (DELETE THIS MESSAGE BEFORE YOU WRITE)
Name of the game
The platform
Time played (should be at least 30 minutes)
If you could work on this game (change it), what would you change and why?
PlayersNOTES
How many players are supported?
Does it need to be an exact number?
How does this affect play?
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.
Objectives/GoalsNOTES
What are the players trying to do?
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).
Rules/Mechanics
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.
ControlsNOTES
What controls are used?
Was there a clear introductory tutorial?
Were they easy to understand or did you find yourself spamming the controller?
Resources & Resource ManagementNOTES
What kinds of resources do players control?
How are they maintained during play?
What is their role?
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)
Game StateNOTES
How much information in the game state is visible to the player?
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?
How does play flow from one action to another?
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.
Theme & NarrativeNOTES
Does it have an actual story structure?
Is it based on a historical event (or similar)?
Does the theme or narrative help you know how to play?
Does it have emotional impacts?
Also, look for en media res (does it start in the middle of the game)?
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?
Why this set of resources?
What if they made different decisions?
Does the design break down at any point?
Graphics & SoundNOTES
Does the game art pair well with the mechanics?
Did you find any bugs or glitches?
What about sound?
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:
What challenges do you face, and how do you overcome them?
Is the game fair?
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?
What is the intended audience?
What is the core, the one thing you do over and over, and is it fun?

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

Resources

Books

Mr. Le Duc’s Game Analysis Resources