FMP Blog Chapter 10 (Project Evaluation & Reflection) - Open-World Level Design Showcase
- mattmuhle32
- Apr 10, 2023
- 1 min read
Updated: May 4, 2023
Reaching the post-mortem stage of the project cycle now, I evaluated and reflected on all of the skills I had learnt and improved upon and also the mistakes and triumphs (in equal measure) that I had encountered. I revisited my objectives and evaluated myself using a numeric system that I developed.
The unique facet about this Games Design Final major Project was the amount of freedom I was afforded and the sheer scale of project management needed in order to keep on schedule - I created and constantly referred back to a Gantt Chart, Work Breakdown Structure, and weekly DevLogs. Furthermore the academic study techniques such as sourcing credible information and references from Scholar articles were also pivotal in attempting to pose a thought-provoking thesis question "How does freedom of choice and difficulty in open-world games affect players’ habits and desire to continue playing?".
I then tied this back to my chosen project of creating an open-world level design showcase, and the majority of me feedback questions revolved around this topic of freedom of choice, player agency and immersion by implementing "Flow Theory" (Nakamura and Csikszentmihalyi, 2014) and " Spatial Presence Model" (Schubert, 2009) techniques.
As for technical skills I learnt and improved upon, they include: Unity Editor proficiency, Terrain Toolbox, ProGrids, light C++ scripting in Microsoft Visual Studio, video editing in Adobe Premiere Pro in order to make DevLogs more refined and concise.
Nakamura, J. and Csikszentmihalyi, M. (2014). The Concept of Flow. In: Flow and the Foundations of Positive Psychology. [online] Springer, Dordrecht, pp.239–263. doi:https://doi.org/10.1007/978-94-017-9088-8_16.
Schubert, T.W. (2009). A New Conception of Spatial Presence: Once Again, with Feeling. Communication Theory, [online] 19(2), pp.161–187. doi:https://doi.org/10.1111/j.1468-2885.2009.01340.x.
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