Final Reflection
Now that we’re all finished, I’m genuinely surprised at how much we managed to get done. For all the other semesters I found myself sticking with what I already knew I was strong at and maybe dipped my feet into something new so I decided it’d be a good idea to have a go at taking up roles that I haven’t done in previous projects, I haven’t ever been a lead role in designing the UI or ever had a go at coding for the project. At the start of this semester I was petrified at the thought of having to do coding as I have never explored it more than what we had done in James’ workshops, having the help and support from James was invaluable. A difficult thing whilst running into problems with the code was that because the main “game” mechanics of our game aren’t a very common thing to do there were no tutorials or documentation on YouTube or forums so when I ran into a problem I found myself feeling extremely lost until I spoke to James next. James helped me understand code a lot faster than I thought I would and guided us on more practical ways of designing the code, to the point that we created a neural network to influence the design choices/ relationships between the variables when changes were made.
I think me and Cameron, overall, worked well, we had our ups and downs with motivation but that was sorted once we listed what we needed to do, seeing Adam when we had our one to one’s helped a lot. When it came to giving feedback to each other we didn’t have any troubles, which could be seen as a negative, I can only count one occasion where I wanted Cameron to change something within one of his designs and it was to add some more triangles into a wolf’s shading to make it look more like Low-poly art.
I took an approach differently to how I came up with designs in previous semesters, in the sense that I think I iterated a lot more than what I normally do, this semester I kept an open mind with changes to how things look whereas normally I’d find myself liking the first design I sketch up or bring into photoshop then try to come up with other iterations even though I knew that I’d just end up picking the first idea. In this semester, art wise, I think that I’ve come up with my strongest pieces of work since starting the course, it’s had the most thought and variations out of all of my other projects and think I’ve taken into account what I’d researched not only this semester but last semester also.
We didn’t use the sprint and scrum methods for getting things done, personally I don’t think that that’s a bad thing because we didn’t have a time where we felt too stressed to get things done. We trusted each other to get work done and we did. There was only one time I can think of where there was a little bit of tension, and it was my fault when I was on tour in Europe for a couple of days I had little access to internet so I wasn’t able to update Cameron on my progress as much as I should have, it was at the same time as the reflective journal also so that was a hectic time. I think that the workload was spread out fairly and challenged us to do better than all the other semesters, Cameron really excelled at the social media promotional aspect of the branding, gaining us over 6000 followers online through posting his art work that he’d made this semester.
What we pictured for our app was quite different to how it ended up turning out. When we first started out we wanted there to be sliders to control the variables but talking when talking to Adam he wanted something us the app to be more engaging so we added the flicking aspect. We wanted there to be 2 info boxes, one info box to be summarising what’s happening in general in the overall scene and then a dynamic info box summarising what’s happening more specific to the variable you’re hovering over. We did get rid of the dynamic info box but all the info that would’ve been in there would now be in the main info box and the population counter. When researching into the Key Stage 3 material we thought of a way to make our game more engaging to the user which was to bring in a food web activity which tests what the user has learnt from playing with the variables and reading the info box. I think adding this aspect really changed our project from an infographic to an engaging app.
Moving forward it’d be great to see what this project could become if we were able to recruit more people to every aspect of this project. Getting an extra coder who’s more competent than I am would open up many more possibilities to what we could make and how we could make the app behave. Having more artists would make us be able to fully find our own style for the game and make our brand more distinguishable, because our art style is based on low poly art experimenting with a 3d modeller could be a good idea. With the code we already have we can model it onto different ecosystems, this would be beneficial because we’d be able to bring in more aspects of the Key Stage 3 curriculum, the main one teaching students about Toxic materials within a food chain, like pollution and Mercury. We used to use mercury in insecticides but when it gets into a food chain it can damage the nervous system and reproductive system of mammals, this aspect can be mapped to an ocean based ecosystem or even just an ecosystem involving crops. Cameron’s original reason for wanting to make this app was because he wanted to educate children to be aware of their actions that could contribute to destroying certain ecosystems.













