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DT

02. Digital Technologies - Assignment

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

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.

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.

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.

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.

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.

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.

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

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

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.

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.

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.

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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".

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.

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.

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.

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.

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.

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.

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.

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.

I am currently awaiting my final grade.

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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