
As you can see I have not only designed my levels out on paper, but I have also make a working mechanical demo of the game itself. This took a lot of effort with a lot of help from coding experts on Youtube and the Unity Forum (very helpful sites when doing projects). Once I was able to build this demo the first thing I did was make the level provided. Not only was there no possible winning outcome, the player couldn’t move more than three times before coming into contact with an enemy. In order to fix this I had to get rid of one of the triangular enemies, which allowed me to win the game (and will allow other players to win it too).
Reflection:
This Brief taught me a lot of things. One of the main things it taught me was not to follow every single instruction like a trained animal, but to have my own thoughts and ideas. If a senior designer had given me that brief and found out I had done it and not changed the design of the level, only to find out there was no way of winning the level, it wouldn’t be his fault but it would be mine for not realising sooner. Therefore, I have learnt that in order to progress and further extend my knowledge of Game Design, I must first learn to trust myself and be more confident in myself to change aspects of the design if it is wrong, even if the task has been given to me by the highest member of the team. Furthermore, this brief can definitely be crowned the hardest one out of the three in the aspect of building a demo. Even though the brief itself (design a pack of ten levels) does not seem that hard, building and creating this game is, without a doubt, the toughest bit of mechanics I have ever dealt with. On the other hand, if I do not attempt these types of demos and creating these games, I would not expect to learn how to do them. Thus, this brief has taught me a lot, and even though I might not have enjoyed it as much as the other two, I certainly feel as if it’s furthered my knowledge in this field.