NUMBER DESCRIPTION WAYS I’VE ACHIEVED THIS
A1 Contemporary contexts and issues in the theory and practice of games design and art; I addressed contemporary contexts by exploring themes such as moral ambiguity, self acceptance and conflict, creating game ideas inspired by games like Life is Strange and Celeste. Additionally, I researched topics from different perspectives, studied visual and audio aspects like art styles, dynamic audio and player-focused elements seen in areas like UI/UX design. Lastly, I showcased my engagement with current development trends.

Can be found in: ‣ , ‣ , ‣ , ‣ | | A2 | How to creatively integrate and employ a range of research approaches and technologies to realise your ideas; | I combined thematic research and concepts with practical tools like Unity, modular asset packs and audio design software to bring them to life. By researching conflict, I shaped the narrative of Seeds of Conflict, while technologies like modular assets and iterative prototyping helped me bring my ideas to life more efficiently.

Can be found in: ‣, ‣, ‣, ‣ , ‣, ‣ ‣ , ‣ | | A3 | Industry processes, roles and methods of games development and design thinking; | I demonstrated some understanding of industry practices by using iterative playtesting, Discord for community feedback and Unity for prototyping.

Can be found in: ‣ , ‣ , ‣ | | A4 | A research-informed approach to games design and art practice; | I conducted extensive research on themes like conflict, resolution and moral dilemmas. This informed every aspect of my design, from narrative structure to gameplay mechanics, ensuring a consistent and thoughtful approach. Additionally, I conducted primary research by visiting real life locations.

Can be found in: ‣, ‣, ‣, ‣, ‣, ‣, ‣ | | A5 | Social, environmental and ethical dimensions of games design and art; | I addressed social and ethical aspects by creating inclusive narratives that explored themes of identity, societal pressures and cultural representation to name a few, particularly in one of my game ideas ‘My Name Is Not Alice’. I focused on creating a relatable and inclusive experience for players from diverse backgrounds.

Can be found in: ‣ , ‣ | | A6 | How to apply commercial and professional skills to a range of contexts; | I looked into how I could apply commercial skills by planning for crowdfunding through platforms like Kickstarter and GoFundMe. I also marketed my project by building a Discord community and sharing updates through Instagram, demonstrating professional awareness and audience engagement.

Can be found in: ‣, ‣ | | B1 | Generate ideas, concepts and proposals independently or collaboratively; | I generated multiple game concepts, such as ‘High Road’, ‘Seeds of Conflict’ and ‘My Name Is Not Alice’. I also incorporated feedback during playtesting to refine and improve my ideas.

Can be found in: ‣, ‣, ‣, ‣ | | B2 | Apply methods of enquiry and reflection to critically evaluate your ideas; | I used playtesting feedback and personal reflection to refine mechanics, narrative pacing and UI design, ensuring alignment with expectations from players.

Can be found in: ‣ , ‣ | | B3 | Challenge the conceptual and technical boundaries of your discipline; | I explored aspects that inspired innovative mechanics like the Darkos system.

Can be found in: ‣ | | B4 | Show independent judgments and self-critique in the selection of ideas, materials, tools, techniques and processes; | I made decisions on tools to use like Unity for prototyping, modular assets for aesthetics and constructed narrative themes that aligned with my goals, informed by continuous self-critique.

Can be found in: ‣ , ‣, ‣ | | B5 | Inform your practice through reflection on relevant theories; | I applied studies of conflict, motivation and resolution to my game designs, using them to shape both narrative structures and mechanics.

Can be found in: ‣, ‣ , ‣ | | B6 | Question, review and evaluate personal strengths within industry roles and practices; | I reflected on my strengths as a solo developer, recognizing my ability to manage diverse tasks effectively while maintaining quality and creative vision.

Can be found in: ‣ , ‣ | | C1 | Communicate and present ideas in a variety of oral, written, technological and visual formats; | I presented ideas through gameplay prototypes, visual mood boards, detailed documentation, voice notes and live presentations.

Can be found everywhere. | | C2 | Identify and draw upon a wide range of sources to inform and challenge your thinking; | I drew inspiration from games like Celeste and Life is Strange, as well as literature, poetry and peer feedback, combining these sources to inform my work and challenge conventional approaches.

Can be found in: ‣ , ‣, ‣ , ‣ | | C3 | Employ digital literacies to support your learning; | I used a variety of different platforms to watch documentaries, access eBooks and more digital resources to aid my research and overall approach to my learning. | | C4 | Manage your time effectively as an independent learner; | I maintained steady progress by creating structured timelines and prioritizing tasks, balancing research, design and playtesting effectively.

Can be found in: ‣ | | C5 | Demonstrate innovation in the application of knowledge to practice; | I applied knowledge by designing unique mechanics like Darkos.

Can be found in: ‣ | | D1 | Undertake and evaluate user testing of games prototypes; | I conducted playtesting sessions for Seeds of Conflict and High Road, using feedback to refine different aspects.

Can be found in: ‣ , ‣ | | D2 | Develop innovation through practical intelligence and experimentation; | I experimented with a variety of elements and integrated them to create engaging game ideas.

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