MOD J: Module Evaluation
Before deciding to study and ARU, I remember looking at the course details and the expected modules, and being excited for this module in particular. The chance to rapidly prototype and develop games alongside the ability to work with artists was something I could not wait for.
With that said, let’s reflect on the module overall, breaking it down phase by phase.
Prototype 1: Jungle Tumble - Lead Designer / Lead Audio
Prototype 1, despite conceiving the idea that would eventually become our final project, was undoubtedly our weakest overall. Due to a lack of leadership caused by the absence of Mod DPH over this period, a large number of vital elements of teamwork, such as communication, assigning tasks, conflict resolution and direction, went out the window. Mod DD and myself were forced to bounce off of each other, which did not lead to enough productivity to prototype the concept and we ended the phase without a deliverable that was up to standard.
As designer, my contributions included UI diagrams and concepts and a gameplay flowchart. I feel as though I let myself down in this role, as design is a passion area for me and I feel like I could have done and explored more if I had understood the pressures of time more.
Prototype 2: Highway Hightail - Project Lead / Lead Tester
Prototype 2 was an improvement over Prototype 1, but was still largely unfinished, unpolished and ultimately unpresentable. I stuck to my responsibilities as Project Lead as best as I thought how; Running Waterfall development methodology, assigning team members tasks and giving expected but flexible deadlines for completing them, keeping group communication frequent and strong, providing the master checklist and deliverable expectations. I regrettably had to take a weekend out over this time, but throughout I kept in good contact with the rest of the team and continued my obligations to the best of my abilities.
Unfortunately, the project was delayed on multiple occasions by Mod DPH, then Lead Programmer, first with delivering the pitch days after expected and beginning programming as far as halfway into the phase. In addition, Mod DPH struggled on multiple occasions to understand and act on task priority, and days before the deadline halted any further programming before the game could be considered as much as in alpha. This caused scheduling to be shifted around and the game never made it to a clear testing phase.
Mod DD over this time provided as much as could be expected given their role/s and time constraints put upon by the other team member. and contributed UI diagrams, gameplay flowcharts and a variety of rudimentary 3D models that never made it into the final build.
I feel like ultimately I may have been too controlling and overseeing of my team members over this prototype, but in doing so I believed I was pushing structure and clear, fair expectations on my team members. While not the role I performed best at, I feel like I performed adequately in my responsibilities, and if given the chance I would enjoy learning how to better myself in a leadership role.
Prototype 3: Jungle Tumble Revisited - Lead Programmer / Art Co-Ordinator
During our last module, I was assigned the role of Lead Programmer, and coming back into things I wanted to avoid the role for as long as possible. By the time it came around during Phase 3, I relished the opportunity to jump back into programming. After we had advised us at the start of this phase that given our previous performance we would be best suited to revising a previous concept as opposed to beginning a fresh one that I had provided. By the end of this phase, we had our first fully-functional deliverable presented.
During this phase, Mod DPH as Lead Designer contributed mood boards and a similar UI design to the one for Prototype 1, but failed to contribute design documentation that would have aided greatly in development and made programming more time efficient. Mod DD was a strong Project Lead running the Scrum method of development and keeping communications strong. By far, this prototype was our best delivered of the three and reaffirmed some confidence in the team’s ability.
Vertical Slice: Jungle Tumble - Lead Programmer / Lead Audio
My previous posts cover how I have evaluated my own performance in these two roles.
Programming: https://endlesslyrunning.tumblr.com/post/160328331262/mod-j-vertical-slice-programmer-evaluation
Audio: https://endlesslyrunning.tumblr.com/post/160327931087/mod-j-vertical-slice-audio-evaluation
Vertical Slice development, while a rewarding experience in terms of experience and productivity, was exhausting above all else for both me and Mod DD, in large part due to the attitude and lack of meaningful contribution of Mod DPH. They consistently demonstrated a pattern of being unable to meet deadlines for tasks (either assigned by Project Lead or themselves), providing code and other documentation of poor quality that it had to be re-worked by one of the other team members, and refusing to take initiative in regards to assigning themselves tasks. Between the two of us, Mod DD and myself have effectively had to contribute an extra person’s worth of workload in order to have the final deliverable for this module in the state that it currently is in, and if we hadn't needed to extend ourselves so far, we could have gone even further with implementing additional features into the project.
This module has been a rollercoaster experience for myself, and I come away from it with a new perspective and motivation to work in the field of game development. It has broadened my horizons in where I might want to take myself in the future and I have learned so much more about programming and the Unity Engine than I thought I could have in the span of 12 weeks. If nothing else, it has left me with a semi-polished vertical slice of a game that I hope to refine, rebuild and eventually see published later on down the line.
But for now, time to sleep. See you next semester.
- Mod J















