top of page

Rashers Rescue

The goal for this project was to test our design skills (as code was provided - although the group came to the decision to push further and develop code for gravity, collision and wobbling) - surrounding the creation of a 3D side scrolling game created using the unity 5 games engine. In particular the assement was based on our group and individual methods to tackling userability and playabillity design skills. This lead to the creation of several documents Such as:

 

  • Paperbased iterative design document.

  • Paperbased product; looking at the mapping, controls, constraints and conventions within the industry; which lead to research and ideas surrounding the ergonomics of our control and UI system.

  • Throw away game model:

    • using questionaire and observation techniques to aquire data on how the user interacts with the user interface system adopted.

  • Hierarchal task anaylisis.

  • Research and selection of userability and playability heuristics.

  • Researching the hardware and software being used in the industry.

  • Story boarding.

  • Agreeing short and long terms goals of game.

    • level completion.

  • Userability document.

  • Playability document.

  • In game manual.

Presentation

Every  two weeks a presentation was required; in which the group made the entire class and lecturers aware of developments in the game, specific targets, design goals and carried out disccussions - answering questions from peers.

 

This project also involved the creation of game assets typically using 3D Studio Max: as the location of the game is a kitchen, this involved researching the  evironment, what to expect and ideas surround the behaviour of objects in the environment.

 

  • Creation of 3D bubbles informing user how the UI control function; as part of the 3D environment.

  • Creation of  animated 3D pumpkin and cherry and pepper; as a character and obstacles to avoid.

  • Final game product.

 

I spent a significant time reading about Benyon and Nielson, learning the basic userinterface of 3D Studio Max, and use of c# and the Unity 5 engine.

 

Assessment

Required displaying the documents and assets created at dsicussion surrounding the various heuristics selected and implemented in the design and creation of the game. This involved the answering of questions and explaining of typicaly around the structure of how, what, why and where; and then going deeping into the design for example explaining player motivations, knowledge of the 'evironment' such as the typical user hardware.

 

 

Documents

Hierarchal Task Analysis

PACT ANALYSIS

Design Iterations

Usability

Playability

User data

bottom of page