Game 3 Reflection – Chi Yan Chau

Student name: Chi Yan Chau

Student number: N9316311

  1. How you have approached learning new things and/or finding new information during the semester?

I have learned or found many new things during the semester, no matter from cycle one to cycle three. I am personally a game designer as I am studying game design as my major, many of the animations techniques and coding techniques are learnt through the tutorial provided by the units, but mostly I learned the techniques from online tutorial videos because many of the things covered in the tutorial videos are only basics so I will need to explore more in order to do more fancy effects in the prototype. Searching through official unity tutorial is indeed an essential for me to found more techniques that I have never ever learned. Overall, I learned new things through either provided tutorial videos or online resources from official unity and some coding forums which provides useful solutions to specific problems.

2. What additional, non-technical skills you’ve developed during the semester?

In addition, I have indeed develop technical skills during the semester. Throughout the semester, I have worked with two other groupmates in collaborating in three games, we need to have good communications in order to know who is responsible to work on specific work, as well as we might have concerns and questions about every activities we did in every cycle, asking each other advices are indeed another communication skills within group tasks. On the other hand, working individually is also an important skills I have developed, as a result time and schedule management is very important, especially for me, I had multiples of due dates of assignment around the submission date of this unit, I will need to distribute evenly of my working schedule, so that I will have enough time to work on IGB100 and other units as well.

3.  The most effective strategies you used for managing individual and team activities?

I found that the most effective strategies I used for managing individual and team activities are that we will have the compulsory “meeting” every Monday at the workshop session, it is important to let each other know what exactly we are doing in every individual task. As well as, having shared google drive and a facebook group chat is a lot convenience for sharing work with each other, sometimes should a group member contributes or share an idea, this method will be a more convenience method for sharing his thoughts.

4.  The ethical responsibilities associated with working in a team-based environment?

During every cycle, we have divided each group member in working within specific tasks. There are 5 activities throughout every cycle, in terms of fair work practices, we have also contributed with original contents to those activities, in those activities we have brainstormed ideas by ourself, so that I think we have pretty fair work practices. In terms of responsibility, we maintain every member doing 2 different tasks in every cycles, and it was going smooth and clean in every cycles, we do not really found problems in distributing equal workload. Thirdly, in terms of honesty, I believe that we have doing our works honesty, for myself, I believe I have correctly use free assets in the unity asset store and correctly cite those sources, I do not think there is deception throughout cycles. Last but not least, in terms of reasonableness, during the workshop, I believe I should have contributed much in terms of communicating, I am not a well-speaker, I often contribute my content through facebook chatting but rather than in workshop, I will need to improve my communication skills in the future.


Playtest report – Game 3

Student name: Chi Yan Chau

Student number: N9316311

Participant demographics


For the playtesting, I have invited 3 people, 2 from the studio and 1 who is tend to be our studio’s target audience (i.e. Bob). All testers have experiences of playing game with keyboard or with computer. This was done as to retrieve feedback from the studio as well as some feedbacks from what we intended the target audience to be. This playtest last for within 10 minutes, and that testers played the game without any remind from me. Before the test begins, I have asked each of the participants about their gaming preferences and background so to know more about background of participants. After the playtest, I also have interview few questions for them about their feelings and feedbacks for the prototype. I discovered that 2 of them enjoy MMORPG and 1 of them especially will play RPG style game.


Discussion findings


After the playtesting session, as different participants have different gaming styles. I have integrated their feedbacks about the prototype in the following table after a short discussion and interview with them, and asking them to give points to each question. This is also an evidence of data collection from the survey from them(1 is lowest while 5 is highest).



Questions Player 1 Player 2 Player 3 (Target audience) Average
Was the game fun to play? 2 2 2 2
Are the characters in game are enjoyable to look at? 3 4 4 3.67


Is the game world enjoyable to look at? 4 3 4 3.67


Would you be interested to play again if the game comes out as a final produce? 3 3 5 3.67


Was the enemy AI too difficult? 1 2 1 1.33


The game sound effects were enjoyable to listen? 2 2 1 1.67


From the above table, it reflects few perspective of the gameplay experiences to player, including game balancing, character and scenery design, but most importantly the entertainment value of the prototype. The above table provides practical feedback for improving the prototype. According to the above table, the following were found for the need of improvement. The most important which is the lowest rating of each approach is that the enemy AI found too simple and mono to player, it only received a 1.33 average points, this reflect the enemy AI only do simple attack pattern and behaviours. Secondly, the game sound effects also were not enjoyable to listen as the second lowest average points of 1.67, the prototype does not include any soundtracks as well as only few types of sound effects were included in the game. These are the main issues engaged in the prototype.


Discussion findings and recommendations



Problem Encountered Descriptions Recommendations
Enemy AI AI was too simple and only provides single pattern which player could easily detect their pattern and eliminate fastly so that the entertainment value drops Creating multiple patterns of enemy pathing, some may perform a ranged attack after a melee attack and some advance enemy can chase player in a longer distances with more powerful damage.
Enemy outlook Enemy has only one type of outlook which also make the playtesters not that entertained. Creating multiple enemy types, in aggregate from the above issue, different types of enemies could provide different pattern of attacking and pathing. Some would be more harmful than others. On the other hand, creating a boss fight could also lead to a more diverse gameplay experience.
Sound effect The game does not have attractive sound effect and most importantly the game does not have any soundtracks in it. Creating more types of sound effect and create ambient sound effects is also important, player could feel more immersed in the game while the game includes more of the suitable sounds.
Game Objective The game objective seems too simple and straight-forward to player Providing more complex game objective or game world to the player, for instance create a game objective that the player must escape a particular area within a time limit in a maze, this can be challenging but also entertaining to player.


Activity 1: Player Experience Goals – Game 3

Clear texts that describe the studio’s three initial ideas for the game player experience goals


  • In terms of PX goals, we want to create a side scroller game that provides a feel of sadness that has some sort of story element which telling a tragedy of the protagonist.


  • To create a feel of betrayal in the game that player will be betrayed by a character and get a chance to choose what that character deserves eventually.


  • Player will face different obstacles throughout the game and that reflexes and speeds will be the key elements in proceeding the game.


Clear text that outlines two favourite game ideas.


  • The first favourite game idea will be the player acts as one of the alien that being betrayed by his allies alien so that throughout the game he will be beating human and his former allies as to revenge the betrayal, this will be encapsulating a big concept that the game world could be starting or already in a space battle war between human and alien and feeling of betrayal.


  • The second one is a more traditional themed game idea, the player acts as one of the warrior who own supernatural power in a middle Ages game world, in the game world there are gods from myth and that these gods are actually destroying human as to take advantage of the world, player will need to defeat all the gods as to revenge what they did to people and how Gods betray normal people. This will be encapsulating a big concept that the game world could be very epic that there are battles and wars between a human and those what we called – gods.


Clear text that describes the studio’s final PX goal for mini-game 3


  • To create a fast-paced gameplay experience of testing player’s reflexes and speed and also brings a feel of mixed feeling in it and that are the feeling of being betrayed and to revenge


The reasoning behind the decision


  • The first game is being designed as it is a pretty suitable game idea for the target audience we chose- Bob, as his favorite game has Starcraft so that in our game, we also include some alien and space battle element, a sci-fi or space themed game can relate to him.
  • The second game is being designed as it is also another suitable game idea for Bob, he is also interested in play Warcraft which has some sort of hero-themed element with magic power so that in our second game idea, we also include a hero themed character with special power owned to defend the world.


A list of the type of PX our team are tapping into


  • We are tapping into an emotional attribute which focuses in sadness as to give a negative feeling to player that the he is being betrayed.
  • On the other hand, we also are tapping into physical attribute which focuses in speed, agility and reflexes as the game will have multiple of obstacles and enemies that require player to dodge and counter so to proceed further.


A description of why PX of this nature is important

  • In the alien idea, those two PX are important as the basic game background story is created based on the PX of sadness and anger, creating negative emotion will lead to a negative behaviours which is in this case the vengeance of his own allies as well as beating up other species (i.e. human). On the other hand, we also want to create a fast-paced gameplay that everything seem lethal to the player but he must go further to his revenge of betrayal and beating all the obstacles so that a PX with speed, reflexes and agility is important
  • In the warrior idea, those two PX are important as the background story mentioned about a post-apocalypse settings in fighting gods, a sadness and negative emotion will be built in the atmosphere and to revenge what the gods have done. On the other hand, we will create a reflexes and agility gameplay experience even player is equipped with special power, attacks from gods are too dangerous to human body, as a result building up fast-paced experience is also important in this case.

Game 2 Reflection – Chi Yan Chau

Student name: Chi Yan Chau

Student number: N9316311

  1. What did you learn about professional development by going through the design process?

By going through the design process, I realized that a digital game could not be built within a very short time, a fully playable digital game could only be made with countless revisions. From brainstorming a game idea or concept, sketch a draft idea in paper, then to prototype a playable stages, as well as discussing concepts and ideas with group mates, they may have different ideas which can implement a better game, accepting their ideas are also an important part in the design process. Even ideas are important, skills and techniques are also essential for building games, therefore I realized that being equipped with coding skill is an essential part in going through a game design process.

2. What did you learn about the other majors in the degree by working in mixed teams?

By working in mixed teams, we have different skills set in creating a game. In my teams, I am majoring in game design and two of the group mates are majoring in programming. We would then be able to share different skills. As a result, I have always learned something new about coding in every weeks, even the tutorial videos talked a lot about how to create different scripts, for example, how a scripts work in managing health and utility tools, how a scripts work in controlling certain characters movement, I have really learned a lot in creating scripts. On the other hand, communicating within the team and searching online for solution are both very important tools in learning about the other majors in the degree, especially by working in a team with students who study other majors.

3. What did you implement in your own individual work that you found the most satisfying?

I found the most satisfying work in creating the prototype is to create an alternate scripts rather than just copying what the scripts write in those tutorial videos, for example those videos only provide a very basic scripts for making a basic first person shooting experience, alternating the scripts would make it more advanced and useful in my prototype. For example, I would want not only one type of enemy having damage to one type of characters, but two types of enemy having damage to two types of characters. Also it does not have any pre-modelled rubber ducky available in the asset store, I rather use a horse mask model to create a similar gameplay mechanics which also made me satisfying.

4.  Do you think that there are any ethical issues attached to designing a First Person Experience inspired by recent events?

I think that an ethical issue really depend on what inspiration the game designer has in recent events. For example, in our case, we created a ducky protecting FPS experience with destroyable civilians in the game concept, this has made a low-degree of ethical issues attached in the game, as that player could have go rage shooting in the game that kill everybody in the game, which this is pretty serious if it has occurred in real life. One of the most obvious ethical issue in FPS experience is that one of the mission in Call of Duty: Modern Warefare 2, the controllable characters pretend to be terrorist and arrived in an airport and start shooting at innocent people. This has made a serious ethical issues around the world at that time.