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Writer's pictureJack Self

Pitching, VCS & Unity Setup

For this activity, you are encouraged to share great performances. The term ‘performances’ is used deliberately to widen the scope beyond traditional public speaking. You have complete freedom to interpret the task in any way that you feel is relevant to your own goals and aspirations.


Is Time Travel Possible? (feat. Professor Brian Cox)

Figure 1: Is Time Travel Possible? | The Science of Doctor Who


For this spark forum response, I chose to analyse a snippet called 'Is Time Travel Possible?' featuring Professor Brian Cox. I selected this video because Brain Cox does a brilliant job of retaining the audience's attention via engagement with a practical experiment (the beam of light bouncing between two mirrors). Moreover, once he has demonstrated the concept of 'time travel', he explains it in a way that is easy for the audience to grasp. Finally, presenting them with an overriding statement that is sure to blow their minds.


Furthermore, his level of enthusiasm remains constant and sincere. He has the ability to tell jokes and keep the audience engaged through complicated discussions. In my opinion, he is just a guy who is in awe of the universe and loves teaching people about the natural wonders of science.


Sam Lanyon's Advice on Pitching

Sam Lanyon is the technology and design director at Concept Shed Ltd. Lanyon works on developing products and managing client commissions. In the past, he has showcased his work on Dragons Den and Radio 4.


When practising for a pitch, Lanyon offers advice such as, "don't take [the pitch] too seriously", and the pitching starts when you walk through the door. I find Lanyon's advice to be somewhat reassuring and relatable. I will consider taking his suggestions to my next pitch meeting.

 

Cottage-core Auto Battler

The Knight/Arena game (combination of Jack and Adam's idea):

  • Depending on the theme we are going for, it would be like a tap on a grid to place then press "go"

  • Combat between the user's own unit and monsters

  • Rewards for keeping units alive

  • Dungeon game with randomised levels of monsters and allows users to continuously upgrade and build upon their "army"

  • Difficulty may be programming the AI

  • Handful of enemy and hero designs

  • Combat based, but not a difficult combat play style

  • Short battles that take around one minute or so

  • Notifications that alert the user that the battle is over and they should come back to collect a reward

  • Customization that acts as upgrades

- Notes by Carie


Figure 2: Team Fight Tactics (2019)


Figure 3: Battleheart (2011)


Scrum Master (Meeting #3 - 22/06/22)

Initially, I was apprehensive about taking the role of 'scrum master' so early on. However, I felt comfortable enough with my team that if I were to make a mistake, it wouldn't be the end of the world. This meeting was significant because it was the time after we had settled upon an idea. I did my best to keep conversations alive and relevant. Moreover, everyone had their voice heard during every action point.


I felt my decision-making could have been better. For instance, there were times when a group discussion was needed to make certain decisions as opposed to delegating specific tasks to a single member.


Actions points were as follows:

  • When there are joint tasks that are 'UX' and 'game dev', we can make it a collaborative task to ensure that there would be a good balance on input and polish of said task

  • At the end of each scrum meeting, we will assign at least one task per person to be worked on for the following week

  • Art style: cottage core!

  • Quick brainstorm: mushrooms, leaves, nature, spores

  • Could be interesting to make it into a combat game, which can become our unique selling point

  • De-stressing due to a cosy atmosphere

  • 2D art style (drawn export for .png or .svg) 2048 x 2048 size

  • Designer can take the lead on the visuals/art design

  • Start with something simple like a wireframe first

Goals for pitch:

  • Concept art for the design of the game

  • A rough outline/storyboard for the game flow

USP:

  • The cottage core art style fits with the appeal of relaxation, and it is not typically done for this style of combat games

  • The mechanics are not seen much within Player vs Enemy

- Notes by Carie


Unity 2019.4.21f1 LTS

Figure 4: Co-Creative Design Project (Unity)


This week I set up the Unity project (figure 4) and invited team members to become collaborators via GitHub (figure 5). Next on the agenda is to set up the Android .apk to get started on mobile development.


GitHub

Figure 5: Collaborators (GitHub)


Each member of the team received an invitation to be a collaborator for the project. This way, everyone has access to the project files at hand.


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