Project Summary and Personal Reflection | Final Review of IGB120 Assessment Log Throughout the IGB120 semester, I participated in and produced several different types of game projects, including: The platform jumping game "Timer" Simple racing game Asteroids game based on classic gameplay The final project "Color Shift Clash" developed by the team, a platform jumping game centered around the color switching mechanism My favorite project is "Color Shift Clash" because I took on the main work of character design and art. This allowed me to combine my visual creativity with gameplay design, especially in the expression of the "color switching" mechanism, further strengthening the theme of the game through character appearance, animation and special effects.
Skill Improvement and Mechanism Achievements During the learning process of GDevelop, I have mastered many new skills, including: Using Object Group to unify the control of multiple targets and improve the efficiency of event logic Making dynamic mobile traps Realizing simple shooting and hit judgment mechanisms Learning how to build animation effects with rich visual feedback The mechanism I am most proud of is the visual performance around **"color conversion" and "paint effects": whether it is the design of the character, the animation of the paint burst when switching colors, or the feeling of liquid dispersion when being hit, these make me feel that "art can also be part of the mechanism expression".
The value of blog writing The entire blog writing process is of great significance to me. It helps me to constantly organize my thoughts, summarize progress, and reflect on problems. There is a log that I am particularly satisfied with, which is a reflection post about the Boss that I spent a lot of time designing but ultimately failed to implement due to time issues. It not only records my creative process, but also makes me realize the importance of task priority.
Theoretical connection - Fullerton's influence When reading the book "Game Design Workshop", what impressed me most was the importance of "player experience goals" and "design priorities" mentioned by Fullerton. In the process of reflecting on the failure of Boss, I truly understood why we should start from the player's perspective and ensure "playability first, art support function" instead of simply pursuing the completeness of the picture.
Achievements and future prospects I am currently most satisfied with the character design part, especially the visual style and detailed expression around the concept of color. But I also realized that next time I can try to add more differential design (such as expressions, actions, injury animations in different states of the character, etc.) to enhance the expressiveness.
In the future game development, I hope to continue to focus on the art design of characters and scenes, and gradually expand to the design of UI animation and visual feedback systems. I believe that an excellent visual system can not only convey information, but also become part of the gameplay experience.














