Name: Matthew Searle
Evaluation
At first, I was concerned about working on a third-person game because it was new to me. However, as I progressed through my studies and the project's production, I found it easier than expected. Whenever I encountered difficulties, I searched online for solutions or referred back to other code examples, which helped me find answers.
In terms of research, I found tutorials and playlists that were useful for turning my ideas into a reality. I also drew inspiration from successful games that had higher sales than similar ones released at the same time. Combining elements from these games provided creative inspiration for my project.
I faced some challenges with problem-solving during the project, especially when Unity's ProBuilder tool caused placement issues. Through research, I discovered that it was a common problem and learned to fix it by uninstalling the tool. Overcoming such challenges required perseverance.
Regarding planning and production time, my schedule was affected by my evening job, which limited the amount of time I could dedicate to the project. If I were to do it again, I would adjust my expectations and better allocate my time to allow for project expansion, especially for the second level. I enhanced my practical skills, such as scripting and creating levels with unique shapes using Unity's ProBuilder tool.
In terms of the final product, I expanded the story beyond the original proposal by incorporating clipboards from a character named Dr. Sea, which made the game more interesting. However, I mostly stayed true to the original proposal.
Feedback was limited to a single group of four people, which I found insufficient for my project. If given the chance, I would conduct more thorough research and gather diverse feedback. In retrospect, I would lower the expectations for the final product by making the level smaller and using simpler concepts. This would allow me to allocate my time more effectively.
Overall, I believe my project turned out well, with functioning gameplay. My strengths lie in coding, while level creation remains a weakness due to time constraints
