Designing for Interaction
Week 1 - HUD Analysis
For the first week of the module, I will be discussing a game's HUD or Heads-Up Display, the game I will showcasing is Forza Horizon 4 - The image will annotated with appropriate descriptions detailing their basic functions, ranging from the minimap to the speedometer...

Speedometer
Rev Limiter
Gear Indicator
Skill Point indicator
Skill chain XP Indicator
Minimap
The HUD for this game is fairly simple, and it can be adjusted through the settings menu. The Speedometer literally tells how many miles per hour (MPH) the car is going at. The player has the option to also change the metric system to imperial. This part of the HUD has two other main functions: the Rev Limiter which shows many revolutions per minute (RPM) the car is producing when pressing on the gas/accelerate button. If you notice on the Rev Limiter, there is a red line (see image opposite) this indicates that the engine can only take that much revs per minute, for the particular vehicle it can only go up to 8000 RPM, and the numbers also indicates single digits, however, it is multiplied by 1000 - according to the rev limiter, 8 x 1000 = 8000 RPM is the max revs can go up to. So, when the dial reaches up to 8000/9000 RPM the car does something called 'Redlining' and the player must switch gears or slow down to reduce RPM which brings me to the second element of the Speedometer, which is the Gear Indicator, this simply tells the player what gear the car is currently at, for this car the maximum gears it can go up to is 6, it varies from car to car same applies to max RPMs. The Gear Indicator colour is a bright green which - in my opinion can be easily identified.


The next HUD element I'm pointing out is the Skill Score indicator, this has been one of the integral part Horizon game series, this indicates how many scores you have when doing various driving 'skills' ranging from drifting, jumping, high speed near misses etc. the more skills done the more it is multiplied. As presented by the image opposite, the current score is 214 and it is multiplied 1.2, the outcome of this will be 256.8, however it is estimated to the nearest number which will be 257. I particularly have a slight nitpick with this indicator, in bright sunny daytime environment, it is hard to see how many skill score I currently have, it would've been much easier to colour it the same as the gear indicator's colour (Bright Green), although this is my opinion! The amount of skill scores the player has also translates to how many XP points they can gain, the more skill score and skills done, the higher the awarded XP will be, as seen by the annotated image above; I received 184 points, in this case...
Forza Horizon games are Open World, this 4th installment in the series is no exception, and most open world games have a minimap, if not a simple compass. I believe this is very important for a game such as this, this is due to the fact that the minimap in this game acts as a GPS to the player to navigate to. The Minimap is riddled with icons from available activities, other players from other online players and AI drivers as well as collectibles. As you may see by the minimap image opposite, it is slanted at an angle, this allows to see what is ahead of the player as well as allowing more room to see the surroundings without having to surrender too much space on the HUD, I particularly like this design because it allows me to navigate with ease much like a real life GPS device on phones, Tom Tom Etc.

Consolidate
Fortnite has a basic HUD setup, which reduces the limitation of the human brain i.e. the “memory load”. This is one of the key points that interests me the most when the Fortnite’s UX designer is breaking down, I myself personally can be forgetful when it comes to requiring something whether it is from a game or any general activity in my spare time.
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When it comes to gaming, take The Witcher 3 for example, the HUD set up is set in a way that allows the player to see their health menu, the potions they want to take as well as the minimap to guide them to their next quest, each of these have their own separate icons/indicators that allow the player to sort of “notice” where to go, what to take during a fight or what item needs picking up.
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There are other games that have very minimal UI as well, Firewatch is a good example of this. This Non-Diegetic styled UI (UI elements that ONLY exists for the character and NOT the PLAYER) allows for a more minimalist yet realistic approach to the UI elements. In order to navigate the player must use the map and compass to travel, to communicate the main character has a walkie talkie/radio to do just that.
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Playing both these games, I come to a realisation that these UI elements that were presented to me allow for a smoother gameplay experience without having to learn any of the elements that allow to do certain things within the game – using merely common sense allows me to play a game and learn its UI without any difficulty or any impairment.


Week 2 - Our Game and Prototyping
For this module, my team and I are creating a fully interactive game where the player takes the role of a cat, complete with a sandbox styled environment, different levels to choose from as well as a very interactive environment wherein most of the objects are fully interactable. The idea for this game to not only have a fully interactable environment, but also build a User Experience that is simple and easy to use, identify and to follow. For no, our team will be focusing on the prototyping stages of the game using Adobe XD, this will in a form of a Wireframe model.
The Wireframe
For this week, my team has plotted out a wireframe for the general look of the game. This will also serve as a concept for creating the game in Unity. This will help us to understand the basic general layout of the game as well as showcasing the UI for the game. This merely a concept, and it may change during the course of the game's development. Below are screenshots of the Wireframe done using Adobe XD.




Week 3 - Project Proposal
The Cat Simulator – Summary:
For this module, our group and I are creating a semi-open world cat simulator. The game has fully voiced dialogue, interactive objects as well as a user-friendly experience.
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The game features a sandbox styled gameplay where players have the freedom to roam around the levels they have selected and interact with their surrounding environments. These levels include a living room, bedroom, kitchen and bathroom. Some of these levels may be altered during developmental stages, however the basic premise is the player will play as a pet house cat.
Each level is unique and fully interactive, each object the player interacts with will have a brief description narrated by the ‘inner thoughts’ of the cat protagonist; our team has also decided to go with the experimental route with this project. All Levels can be selected at main menu and players can choose whatever they are comfortable with.
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Our team is trying to showcase the immersion of giving them a chance to view the perspective of a cat, and the curiosity behind their behaviour – why do they do the things they do? What is the reasoning for doing such things? A fully voice acted experience will not only capture the strangeness of the animal, but also shine a light upon on what we think a cat’s inner thoughts are like.
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The game features a minimalistic UI; interactive objects such as sofas, chairs and counters are highlighted yellow, these objects are ‘safe’ objects, meaning they can be sat or slept on. Red highlighted objects are ‘toys’ or ‘threats’, these objects can be attacked or played with. They have a brief description narrated by our voice actor as well as a pop-up containing the text of the description. This game will not feature a minimap or any navigation, they player decides where to go or what object they want to interact with on their own accord – Exploration is KEY!
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What we have showcased is merely the concept, it is subject to change when the beta is released. The game will go through a series of updates and alterations over the coming months and will be finished at a later date.
We plan to finish this project within 15 weeks.
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User Experience:
The project outcome will rely upon the easy to use and straightforward User Experience. The platform we are aiming for this game is mainly PC, therefore players are expected to use the basic keyboard and mouse controls to play a first-person game. Below are the key features that player could potentially want within the game and the overall experience of playing it:
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Wants – Fully interactable environment: Our team will try to achieve this goal by implementing this key feature for MOST of the objects within the game, some objects may not be interactable due to the limitations of the protagonist’s physical ability, however we will try to implement an immersive experience by adding more objects to reduce the limitations they will be facing.
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Needs – A smooth User Experience: The basic premise for this project is to allow all and any kind of experience within the game to be as smooth and easy to use as possible – no exceptions. The last thing we want for our game is to have the “clunky” controls and to allow any game breaking bugs to ruin any UX on the player’s current playthrough. We will outline any possible future problems (see below) that we will face during the development of this project to remove any potential threats that break the players User Experience.
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Team roles:
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John: Unity/Development/Misc activities
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Minor experience with coding and programming
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Developed games during previous modules using Unreal Engine 4
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Experience with 3D designing software i.e. Maya and Zbrush
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Josh: Unity/Development/Art/Misc activities
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Minor Experience with coding and programming
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Avid Concept Artist
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Provided art and sketches for previous projects
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Experience with 3D designing software i.e. Maya and Zbrush
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Kai: Unity/Development/Misc activities
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Avid Concept Artist
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Provided Team with the necessary documentation
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Provided the Art Team with various concept template
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Experience with 3D designing software i.e. Maya and Zbrush
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Goals to achieve:
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Achieve appropriate amount of level design within the time frame.
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The game will be made before the designated deadline to achieve maximum productivity within the team – this will allow us to focus on other fronts whether it is for other projects or this one.
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Implement unique gameplay mechanic(s)
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Our game is going the experimental route, our game relies on this unique feature to increase the game’s replayability as well as its uniqueness.
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Smooth game flow
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My Team and I will try to achieve the smoothest gameplay possible, and if there any bug that needs sorting out, we will identify one them one by one
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Intial Concept idea/notes
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Our Team will demonstrate a prototype for the game in the form of a wireframe, this will showcase the overall layout of the game as well as it’s user interface which will be designed by one of our team mates.
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Risks and Issues:
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Crunch
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Avoid Extensions and focus on what is on hand.
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Trying to complete the project within the timeframe.
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Avoiding other outside priorities
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Attend meetings to receive feedback.
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Underdeveloped game
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The game must have all the objectives done within the time limit.
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Programming issues i.e bugs and glitches.
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The software must undergo the proper updates to keep the project from receiving any negative impact during development. Weekly updates must be done in order to keeps things running on all ends.
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Required Hardware and other resources:
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PC or MAC
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Basic Mouse and Keyboard
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Gamepad optional
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Target Audience:
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Sim enthusiasts.
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Casual Gamers.
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Animal Lovers
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Will be Rated PEGI 7
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Consolidate
A lot of game designers use shorthand information to CONVEY information. As designers, they also use this information to allow players to instantaneously understand things.
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Players also instantaneously understand a group of enemies by using certain law, this is called the GESTALT LAW. One of these laws are called the Law of Similarity. This allows the player to process the information and realise that the enemies belong in the same category.
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An example of this law when it comes to personal experiences, games I have played such as Far Cry 3 have sets of enemies that have different types of weaponry and abilities. The regular enemy soldier will have assault rifles and have moderate armour, the heavy soldier will have armour and is slow moving and equipped with a high-capacity machine gun, the chargers have machetes and have little to no armour and will try to get close to the player as quickly as possible.
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Later in the series, Far Cry 5 still has the Law of Similarity, however enemy design lacks here when compared to previous titles. The regular soldier will now have the same weaponry as the chargers (shotguns), which I found personally confusing when trying to get close to an enemy or to keep my distance.
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Another personal experience I have gained from gaming is the law of continuity. Take Mirrors Edge for example, the objects which Faith can vault over, slider under and general parkour moves, are highlighted with a bright red colour, this allows me to navigate the game with ease and where to go for the next objective.



Regular solider, Heavy, and Charger

Week 4 - User Persona
Using what I have learned from the consolidate activity, I was able to produce a user persona in relation to our target audience, gamers interested in exploration based games as well as open world games with sandbox elements

Week 5 - Designing for the User
For this week’s task, we will be analysing our colleague’s persona, we will be addressing the pain points, our personal experiences with a similar game as well as the visual appeal of the game to the user we are looking for.

Firstly, the pain points we would want to address first is the repetitive nature of our game, we noticed that some features can be too repetitive for the player’s liking i.e. interaction with objects, not enough features for a sandbox style game we can address this by adding more unique features that will keep the player interested.
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The second paint point would be the narrative structure of the game, it is a semi open world game where the player can interact with almost anything, however it can be lacking in terms of gameplay as it is mainly focused on the narratives. We can address this by making the worlds/levels “larger” and give more room for the player to explore.
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The next point I will focus on is my personal experience with a similar game. The game I am referring to is Minecraft, much like our game, there is no objective – merely exploration (excluding the narrative side, of course!) and much like Minecraft, players have no limit on what they can do within the game, they can explore the vast world, gather resources for crafting and building as well as trading, building their own society and more. Our game’s focus is the sandbox nature of it all, and just like Minecraft, exploration is the key.
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The final point I would like to address is the visual appeal the game will give to the player, the main take away from all of this is the fact that the player is playing as a cat. Although it may be relatable for some of the players, specifically ones who owns pet cats, it can give a whole new perspective for those who do not relate at all, our game aims for the experimental route – the cat could have dialogue implemented representing its “inner thoughts”, this can seem unusual to those who owns pets or who don’t and some gamers in general.
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Our game will also try to experiment with primary colours, we want the game to “spark” and to avoid the “drabby” and grey look overall. Primary colours consist of red, green, and blue, and these can help with the visual appeal of the game to avoid the boring look. We will also try to look for brighter warm colours to represent the liveliness of the game.
Consolidate
Colours can convey the mood altogether – to tell a story, what object to focus on etc.
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I have taken a screenshot Rise of the Tomb Raider. As you can see from this image, the main focus for Lara Croft is to get to the rotunda above. As pointed out it is GOLD in colour, indicating its significance of the game’s objective. The whole environment sets the mood as gloomy and brooding atmosphere, and the only salvation lies within the golden rotunda above.
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Saturation: Intensity and purity of colour, the higher the saturation the unrealistic the image will be, however, it can also be used as a compositional element – to focus on a certain object.
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This Screenshot of John Marston in Red Dead Redemption 2’s epilogue sets the players focus to him when playing this scene. His attire is also coloured red, which could also signify the colour of imminent threat and danger as well as anger and revenge which sets this very scene perfectly.
Week 6 - Unity: "The Cat Game" Project Development Pt. 1
Our team has started the overall development of the “Cat Game” Project. We first started laying out the furniture and other interactable objects on all four* environments…
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(*We have decided to remove one of the rooms to reduce the POTENTIAL CRUNCH time our team could face).




I have also started on gathering some assets from the asset store for unity, most of these asset packs are free. They will also have scripting to be able to interact with the objects.
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I have also made a “cat paw” by cropping the rest of the model using leaving only the paw of the cat to act as a weapon to attack certain objects within the game. I used MAYA to make the cat paw.
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Using Gestalt theory, we will try to implement the law of similarity within our game, notice how the interactable objects are highlighted YELLOW whilst the objects that can be attacked are highlighted RED. Being the yellow colour can be seen as neutral and red as threatening, these imply that some objects are a different than others in terms interactivity. We will also try to implement GREEN to signify “safety” but we will see during the projects development.
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SMART goals for the next project development:
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S: Our Team will continue with the overall development – specifically the scripting of the menus i.e. main menu, pause menu and settings
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M: The goal of scripting this will depend on the time we have for this project as we have other modules to complete. We will try to achieve the next goal by completing it within the time frame
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A: Our resources have already been gathered via Unity and other 3rd party platforms; it is safe to say we have the proper resources we need to step forward with our next developmental progress.
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R: With the right resources we are surely able to achieve, however with the time we have for this project and in collaboration with the other modules, we may have to look for other realistic options to rearrange the time frame we have. To do this, we have to look for other free days within or time schedule to make space for this project to be completed.
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T: Approx 3 – 4 days.
Week 7 - Unity: "The Cat Game" Project Development Pt. 2
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Due unforeseen circumstances regarding the other modules, I was not able to complete the scripting for the game. However, I was able to make progress by making the 4 levels and implementing the assets within the game. I have also found a first-person controller that is free to use as part of the project. The original plan was to create our own first person controller, however it came with technical issues that will increase the potential for CRUNCH time – finding a proper first person template was the more viable option.
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SMART goals for the next project development (Complete the WEEK 6’s SMART GOAL):
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S: Our Team will continue with the overall development – specifically the scripting of the menus i.e. main menu, pause menu and settings
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M: The goal of scripting this will depend on the time we have for this project as we have other modules to complete. We will try to achieve the next goal by completing it within the time frame
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A: Our resources have already been gathered via Unity and other 3rd party platforms; it is safe to say we have the proper resources we need to step forward with our next developmental progress.
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R: With the right resources we are surely able to achieve, however with the time we have for this project and in collaboration with the other modules, we may have to look for other realistic options to rearrange the time frame we have. To do this, we have to look for other free days within or time schedule to make space for this project to be completed.
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T: Approx 3 – 4 days.
Week 8 - Unity: Designing Feedback
Our game mostly relies on the visual haptics, some objects will be highlighted; the colours will also depend on what type of object it is, and their main function will be. Another visual feedback will also come in form of pop-ups containing text as well. We will also implement audio feedback as well – initiating dialogue on some objects when interacting with it.
Highlighted Objects
Firstly, the highlighted objects will come in 2 colours: yellow and red. Yellow signifies that the object is neutral as well as interactable, this will initiate a dialogue cue as well as a pop-up containing text of the dialogue spoken (see pop-ups below). Objects like sofas, chairs, tables, counter tops are highlighted this colour.
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The other colour is red, this indicates that the object can be attacked, objects like toys, lamps, wine bottles, drinking glasses and books are highlighted this colour. In addition to this, we may also include pop-ups and dialogue as well when attacking these small objects.
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We chose these colours because of what they are associated with: yellow is associated with happiness and optimism – appropriate for the objects with they are linked with. Red however is associated with danger and aggression, which is more suitable for the cat to interact with toys and other small objects that could possibly be a “threat” for the cat!
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Audio and Visual Feedback designs
Another visual feedback would be the dialogue box in a form of a pop-up that contains the dialogue of the cat’s inner thoughts. This will emerge from the object the cat is interacting with, for example, when the player clicks on the sofa, a dialogue will play while the message pops up from the object. The thought clouds come in two different designs: one resembles a shape of a cloud, and one a "shocking" speech bubbles with pointed edges. This signifies what mood that cat is feeling when interacting with specific objects.
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This visual feedback is also accompanied by audio as well. once the player is steps near the object they have interacted with whether it's an attackable one or an interactable object, a sound effect will play. Depending on what type of object it is, the cat will either meow normally, angrily or hiss at the object.
Consolidate
Sound isn’t just for music, it is also for alerting the player to introduce information! i.e. Hit marker sounds when the player is being hit in FPS games. Sounds can also signify the player a certain action has happened, in the video presented using Super Mario Brothers as an example is perfect for this situation; when Mario shrinks and increases his size, two different sounds play respectively, this is for players to identify and differentiate that Mario has shrunk and grown.
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A cluttered sound in terms of design is similar to a cluttered UI – it tells the player nothing, or even worse yet, it distracts the player to the point of frustration. In our project, we have implemented sounds as well, background music and audio feedback. We ensured that the background music isn’t as loud as the audio feedback to allow the players to hear the action they have done properly. I did this by adjusting the master volume within the engine and applied it through the logic and the audio source within the actual game itself. This allows for a more dynamic listening experience as well as indicating the player that they have just done an action in-game.
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We have also applied different types of sounds effects for these triggers, a plain-souding meow to angry yowling sounds and hisses, this indicated that the cat is feeling neutral or content or angry or frustrated depending on what object the cat has interacted with, not only will the game become dynamic audio-wise, the gameplay as well.

Week 9 - Production Meeting
For this week, our lecturers have given us feedback for our progress for both theory and practical, I have produced a list of all the tasks we need to do as well as who is assigned to them, this list was worked on during a group meeting...
Feedback responses:
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Cat Paw animation was too quick
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Blog sites aren’t populated enough
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Unbaked lighting needs working on
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Fix the rigidbody issue crashing the game
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User personas unrelated to the game.
Josh:
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UI Designing (Due Week 11)
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Layout/Blueprinting (Due Week 11)
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Artwork (Due Week 11)
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Script for dialogue (Due Week 12)
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Potential VAing (Due Week11)
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Title Screen (Due Week 12)
Kai:
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UI Designing (Due Week 11)
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Artwork (Due Week 11)
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Documentation (Due Week 11)
John:
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General Development (Due Week 13)
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Documentation (Due Week 11)
How I organise my management:
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Time management, two days on working the project before setting my sights on other priorities.
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Weekly discord calls – keeping log of what contributions done for the project
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Updates through Whatsapp and Discord on the project
Week 10 - Fonts for the Game
For this week, I will be discussing the implementation of fonts within the game – whether it’s the title screen, pause menu and general text, all will vary in styles and overall design. Other than the implementation, I will also discuss the legibility of these specified fonts and where they will be placed in certain areas within the game.

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The first font I will be discussing is the “Surprise Spring” font by PutraCetol Studio. This font will be more than appropriate enough for our game as it brings out the unusual nature of the game. It also has a certain exaggerated characteristic that brings out the bothersome nature of the game as well. This font will be applied only to the game’s title within the title screen.
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The Second Font we will apply to the game is the KurriIsland font by Mans Greback. This specific font will be applied to the buttons as well as Subheadings within the menus as well as the UI elements including the text pop-ups and the HUD (if applicable). We chose this font due to its simplicity and light-hearted appearance; we wouldn’t want the player to be put off or bored of the game when playing. This font also has a joyful appearance, this may affect the player in a positive manner when reading some of the text

Week 11 - User Journey
This User journey will allow us to pave way for our target audience. We have taken screenshots and description of this that will potentially solve the user's pain points specifically, this user journey will also help us identify what the user wants in the game to make an enjoyable and playable experience when playing.

Week 12 - Questionnaire
The link below is the questionnaire for those who have played our game and given their honest opinions. Not only will the User Journey will allow us to identify the pain points that avoid potential negative impact for our game, but also acquire some second hand knowledge from a wider range of audiences. The goal is to get 3 - 5 people to play our game, mainly from colleagues, friends as well as family.
Questionnaire Link: https://forms.gle/8LRRYuoruTLwGVxZA
Week 13 - Questionnaire Evaluation
For this week, our team was to analyse the answers we received from the questionnaire, we have more than enough results to cover any changes and other alterations in the future as well as any improvements we could do for future projects.
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The first part of the analysis would be my opinion of a specific result, which was the UI. When our team was designing and developing the game, we did not have any time to produce a UI that fits into the theme of the game, as this product is merely a prototype. Our plan was to make people understand the game was purely for testing and to see if the UX was sufficient enough for the player, whether through gameplay or the user interface. To combat this, we may have to make changes to the user interface i.e. adding a “cat vision” instead of objects being constantly highlighted as well as adding sound effects; specifically noises a cat would make – meows and hisses for example.
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Another result that surprised me was the goal of the game being vague. This is one of the main results that I am fully to inclined to agree with, it does not state in the game the “objective” – to interact/examine and attack objects highlighted in yellow and red respectively. As the main developer of the game, there could be some last-minute or minimal changes that I may need to incorporate within the game like adding additional dialogue to all levels, or a “how to play” screen just before the player is taken into the level.
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Through some careful independent decision, I will be implementing audio feedback into the game when the speech bubble is triggered, using my own voice and through some edits within the unity engine, I will be able to recreate sufficient SFX. As for the second result, I will incorporate an extra layer of canvas UI when selecting the level, telling the player to “attack objects highlighted RED and examine objects that are highlighted YELLOW”.
Week 14 - Project Conclusion: Self Evaluation
As the project comes to its conclusion, the game is now in its fully prototype state. Far from perfect, I believe our team have managed to produce enough content to satisfy the users in terms of the user interaction. For this week, I am self-evaluating our project – what could be done better? What worked well within our group for us to achieve in producing the prototype? All these will be covered briefly and more.
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Firstly, the game itself. The overall design was far from perfect, we originally thought of building 5 rooms/levels, however, due to risks of crunch and other timely issues, we had to scrap this idea. This room/level was either going to be a hallway or a garden (an exterior location). Due to the limitations of the 3D assets we used for our game, there was not enough items within the unity asset store we could as well. These were the drawbacks of a potentially better designed game. However, since it is a suburban, middle class home, the design was sufficient enough to be truly suitable for the game, one drawback I would say for all the levels is the lack of windows and other SFX (footsteps, objects dropping etc.) this limited the game’s immersion.
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Another issue we faced during the course of the project was the length. It was originally supposed to be finished a week before the deadline. Due to unforeseen circumstances i.e. other projects from separate modules, it was nigh impossible to finish on time. However, in terms of development, nothing has changed, most of the finishing touches were already applied onto the prototype – only altering minor changes like changing the lighting colour, rearranging and repositioning objects etc.
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Our solution to this problem was to have weekly meetings through discord discussing our issues in relation to this project as well as outlining any issues that could potentially disrupt the deadline. This solution could have been done better by having better time management. By setting a meeting at an allocated time and date could have made tremendous impact for our project, whether it is an accurate deadline or a better-looking prototype.
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In regards of the design, I have provided a quick sneak peak of the game to friends outside of the project and class. They have given me positive feedback as well as criticisms – all of which were constructive. Changes could have been made such as a different game mode: The player character (the cat) has to avoid capture from owner while knocking down as much objects as they can. This is an ambitious concept and can be used to expand the prototype further during our spare time.
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This will work provided that myself as the main developer of The Cat Game increase my knowledge of scripting using C#. I can simply look up tutorials from the provided sources by our lecturers. This could also prove useful in the long run when looking for jobs in or outside the games industry.
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In conclusion regarding our teamwork, I mentioned previously we had weekly meetings to either discuss potential obstacles as well as steppingstones for finishing the final product, with the only issue being we had meetings any time of the week instead of allocating a certain time and date to set up a meeting – organisation is a must for a team to complete tasks within a time limit. However, this issue barely affected us as the prototype and the project are now complete.
References
Zealous Interactive (2016) Cartoon Cat. Available at: https://assetstore.unity.com/packages/3d/characters/animals/mammals/cartoon-cat-70180 (Accessed 20 February 2021)
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Rendwork Studio (2017) Gray Furniture Pack. Available at: https://assetstore.unity.com/packages/3d/props/furniture/gray-furniture-pack-40580 (Accessed: 20 February 2021)
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B.G.M (2019) Casual BGM #5. Available at: https://assetstore.unity.com/packages/audio/music/casual-game-bgm-5-135943 (Accessed 25 February 2021)
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Q! DEV (2018) Too Many Items: Kitchen Props. Available at: https://assetstore.unity.com/packages/3d/props/too-many-items-kitchen-props-127635 (Accessed: 25 February 2021)
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Marma (2016) Infinite Happiness (free). Available at: https://assetstore.unity.com/packages/audio/music/pop/infinite-happiness-free-65334 (Accessed: 25 February 2021)
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Vitefait (2021) Mini first person controller. Available at https://assetstore.unity.com/packages/tools/input-management/mini-first-person-controller-174710 (Accessed: 10 March 2021)
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3Dfrk (2018) Picture frames with photos. Available at: https://assetstore.unity.com/packages/3d/props/interior/picture-frames-with-photos-106907 (Accessed: 25 February 2021)
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Pepperjack (2018) Bed & Bath Furniture Pack. Available at: https://assetstore.unity.com/packages/3d/props/furniture/bed-bath-furniture-pack-134117 (Accessed: 10 March 2021)
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BitGem (2020) Toliet Paper Roll – Proto Series. Available at: https://assetstore.unity.com/packages/3d/props/toilet-paper-roll-proto-series-165615 (Accessed: 10 March 2021)
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Jake Sullivan (2018) Kitchen Props Free. Available at: https://assetstore.unity.com/packages/3d/props/interior/kitchen-props-free-80208 (Accessed: 10 March 2021)
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Avionx (2021) World Materials Free. Available at: https://assetstore.unity.com/packages/2d/textures-materials/world-materials-free-150182 (Accessed: 12 March 2021)
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Fomenos (2019) Vase Egypt Free. Available at: https://assetstore.unity.com/packages/3d/props/vase-egypt-free-149689 (Accessed: 12 March 2021)
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Azerilo (2018) Free Rug Pack. Available at: https://assetstore.unity.com/packages/3d/props/interior/free-rug-pack-118178 (Accessed: 12 March 2021)
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Psionic Games (2017) 6 x 3D Cute Toy Models. Available at: https://assetstore.unity.com/packages/3d/characters/6-x-3d-cute-toy-models-105033 (Accessed: 12 March 2021)
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Fractured Brain Studios (2020) Customizable Kitchen Pack. Available at: https://assetstore.unity.com/packages/3d/props/interior/customizable-kitchen-pack-22269 (Accessed: 12 March 2021)
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Rendwork Studio (2017) Gray Furniture Pack. Available at: https://assetstore.unity.com/packages/3d/props/furniture/gray-furniture-pack-40580 (Accessed: 15 March 2021)
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Angry thought cloud clipart (n.d.) Available at: http://www.clipartbest.com/clipart-7iaodb79T (Accessed: 20 March 2021)
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Thought cloud clipart (n.d.) Available at: http://www.clipartbest.com/clipart-bTyr4raTL (Accessed: 12 May 2021)
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Måns Grebäck (2020) Kurri Island Font. Available at: https://www.fontspace.com/kurri-island-font-f45146 (Accessed: 12 May 2021)
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hamizantype (2020) Mallow Font. Available at: https://www.fontspace.com/mallow-font-f53161 (Accessed: 12 May 2021)
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PutraCetol Studio (2021) Surprise Spring Font. Available at: https://www.fontspace.com/surprise-spring-font-f60715 (Accessed: 12 May 2021)