Cycle 3 – Reflection – Dylan Van Beek

Throughout the semester I applied existing knowledge in unity, games design and programming and combined it with research into new areas of games design that I had not yet explored.  This allowed for me to expand upon my current knowledge in some areas, as well as learn completely new elements in others.  With any gaps in my knowledge, for example, in scene swapping, I could look at the learning resources provided throughout the semester.  If there was a problem with a specific coding or level design question I could contact my colleges and they would generally be able to help me out, otherwise I would use the vast resources of the internet to fill in the void in my knowledge.

In addition to the technical skills gained through individual research and group collaboration there was also the element of being able to work in a likeminded team, who each had their own goals and ideas that they could bring to the table, but then I designed a game that had my own spin on it, or utilise their ideas into my own game.  However, with others ideas being brought to the table there sometimes became a debate of ideologies, and made me question my own ideas in a reasonable manner, and I’m sure it allowed the other group members to do the same.  It also allowed for new connections to be made, and with good communication we stayed on top of workloads and knew where everyone was at most of the time.

During the semester, there were strategies that seemed to work, and others that didn’t in managing communication.  The main mode of communications was Facebook Messaging that enabled us to discuss ideas out of class, arrange meeting times and share concepts or express any issues we were having.  All group members had a quick response time which allowed everyone to know it’s a reliable source of communication.   Also, with previous teams, the level of communication hasn’t been as good, however, the team cohesion allowed everyone to feel part of it and their opinions mattered.  The team also didn’t just shut down ideas, but could discuss and reasonably conclude and resolve any matter which would arise.  For example, in Cycle 2, debates sparked about the topic on which we should focus on for our overriding theme and feel of the game.  Also, each of us had our own past experiences with game design subjects which was all able to be brought to the table. Debates were overcome because we had mutual respect for other member’s ideas, and each of us made us all question our own ideas and opinions.   Furthermore, most activities were completed in the workshop, and uploaded later that week for remaining group members to review and comment on.

Furthermore, each of our responsibilities were delegated with reasonableness and we completed activates on time, most of the time, and if there was ever an issue we could just communicate online to resolve any problems.  These problems may include technical problems with our game, or studio work queries that may have been overlooked in the workshops.


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