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DT

02. Digital Technologies - Assignment

The "Digital Technologies" unit was part of my first semester at Bournemouth University.

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This unit was a basic computer science course that taught us the fundamentals of programming, how computers themselves functioned, as well as how they are used.

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The assignment involved creating a small 2D game using the "Construct 2" engine and had a focus on technical ability. We were also required to submit a short report that detailed 5 unique features that were notable.

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I developed a short Metroid-Inspired game with a small open world, player upgrades, enemies with basic AI, and a final boss fight. You played as an anonymous space ranger who was instructed with defeating the rogue robot "SM45HR" before escaping the planet.

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Players had the freedom to explore for health upgrades, new gadgets and abilities, and had a simple saving system so players could continue from where they left off.

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I scored a 91% grade, resulting in scoring a 1st overall for this unit.

Background: Helion, 2D Metroidvania, Jack Creasy

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GMF

03. game modelling fundamentals - Assignment

The "Game Modelling Fundamentals" unit was part of my first semester at Bournemouth University.

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This unit was a course on the basics of modelling a game-ready asset, and included teachings on different maps that could be applied to the model.

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The assignment involved creating a high-poly, game-ready model of either a tank from the 1940s or a car from the 1950s.

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I used Maya to create a model of a Porsche 356 Speedster, which included a fully-modelled interior, and tyres.

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I scored a 67% grade for the artifact itself, resulting in scoring a 1st overall for this unit.

Background: Porsche 356 Speedster

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LDP

04. level design principals - Assignment

The "Level Design Principals" unit was part of my second semester at Bournemouth University.

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This unit was a course on the fundamentals of level design, in terms of appropriate placement of paths, props, and interactable elements like enemies or items in order to craft a smooth and enjoyable player experience.

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The assignment involved creating a level design document with a unique top-down map designed by each student. Said maps needed to be labelled and have clear notes of elevation and item placement.

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For my project, I designed the opening tutorial for an open world game, inspired by "The Legend of Zelda - Breath of the Wild". In addition, a section of the open world in question was designed with item, enemy, boss, and point of interest locations and layouts placed on top of the map itself.

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I scored an 85% grade for the document itself, resulting in scoring a 1st overall for this unit when combined with the exam result of 93%.

Background: Open World Level Design Map

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ID

05. interface design - Assignment

The "Interface Design" unit was part of my third semester at Bournemouth University.

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This unit was a course on how to design engaging and usable interfaces for games. This included methods on making them readable, their placements on the screen, and accounting for user error.

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The assignment involved building a simple arcade-styled game in Unity 2019. This game would need to be programmed from scratch with completed functionality following the provided brief; and would need a custom UI designed and implemented as well.

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I adapted the brief into a top-down dungeon-crawling adventure game with multiple playable characters, and a time limit.

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I scored an 89% grade for the assignment itself, resulting in scoring a 1st overall for this unit.

Background: Interface Design Project

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MFA

06. Modelling for Animation - Assignment

The "Interface Design" unit was part of my third semester at Bournemouth University.

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This unit was focused on the principals of creating a game-ready character model; that could be efficiently rigged, animated and textured by another artist.

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The assignment involved creating a high-detailed model of a stylised character of our choice. They could either be pre-existing or of our own design.

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In order to test myself on accuracy; I chose Luigi from the Super Mario series. I created a model of him with eyelids, the inside of a mouth, as well as all his clothes.

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I scored an 84% grade for the assignment itself, resulting in scoring a 1st overall for this unit.

Background: Luigi Model Reference Sheet

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GSP

07. Game studio project - Assignment

The "Game Studio Project" unit was part of my fourth semester at Bournemouth University.

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This unit was focused on forming a group of 2-10 other students and working on a full game project over the course of 4 months. There was no teaching during this environment, with the exception of single, 2-hour tutorial sessions each week. These were reserved for "team meetings".

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For our product, we created a 3D Action Adventure game with a stylized, child-friendly aesthetic. You were a pirate who explored a couple of open islands; collecting coins, defeating enemies, and buying healing items. Also included was a dungeon with puzzles, an upgrade in the form of a grappling hook, and a final boss fight against a rock monster resembling a snake.

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We scored a 72% grade for the assignment itself, resulting in scoring a 1st overall for this unit.

Background: Game Studio Project

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PG

08. pervasive gaming - Assignment

The "Pervasive Gaming" unit was part of my fifth semester at Bournemouth University.

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This unit was focused on learning about the different input methods and devices that users could use to interact with a computer. This is an important consideration for innovation, as well as accessibility for those with disabilities preventing them from controlling games using a keyboard or controller.

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The assignment involved creating a game from scratch in the Unity 2019 game engine. Said game could be anything students wanted to make, as long as it used 3 or more methods of control.

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My project was a First-Person Dungeon Crawler where players moved using the keyboard, interacted with elements like switches or collectibles with voice commands, and used the Leap Motion sensor to hold up a shield that deflected enemy projectiles back at them.

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I scored a 74% grade for this assignment, resulting in scoring a 1st overall for this unit.

Background: Pervasive Gaming Project

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FYP

09. final year project - dissertation

The "Final Year Project" unit was the one unit we had during the sixth and final semester at Bournemouth University.

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For my dissertation, I decided to dissect storytelling in games, and create a 3D Character Action game that used the game mechanics to enhance the storytelling, and change player emotions to reflect those of the player character: James.

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I studied scholars such as Alex Mitchell and Katherine Isbisters work on Mechanics as Metaphor, and Character design in order to craft a vertical slice for this game.

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I am currently awaiting my final grade.

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For more insight into the development of this project, feel free to click the button below for access to the dissertation report itself.

Background: Final Year Project

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