WEEK 2-OCT/2/2023
In this lesson, we reviewed "Professional Life Practice?" and How? We use it in any life in the Industry environment.
We discussed the definition of PLP, which was practicing professional life skills for professional industries and something that will help in the long run.
We did a small scenario where we guided the teacher on finding things on PLP as a class. We had to go to a specific place but figure it out as a class. We looked up Google for our question, " What is Professional Life practice? "while flowing from Ideas to ideas on how to get sir to his destination, we gradually used techniques used in PLP, which are "Systematic Research" and "Operator search" which he told us about.
"SR" is the primary search method sequence; this is the pathway to how we search to get a specific result and you can repeat the process to get the desired result. Like
and Operator search focus on particular keywords/phrase like "Develop PLP."
While we were thinking, sir gave us a small clue that I caught on to and mentioned "SharePoint," which led my classmate to realize a better place to go and suggest AULA. A site that we use and which led us to take him to the PLP module tab on Aula. We
This shows us working together, discussing, and using our brains to figure things out while learning something new.
WEBSITE Feedback
I uploaded my portfolio on Aula to showcase it. Then, I had people check it out and give me some feedback. From what I have gotten, it was reasonable and somewhat agreed, like
"making fonts bigger and brighter" because it was somewhat hard to see, and "Grammer" some sentences were kind of off, which I started to realize. Still, my teacher said it wasn't a big deal because the feedback should be about the site's appearance. Still, I kept in mind to fix the mistake, using the "Highlight" keyword to make a specific part of my sentence stand. One feedback I kinda agree is, but to an extent, is that I should make "Title my name primary and my logo secondary or remove the logo" in one. I understand this is meant to be a school portfolio, not a personal one. I should separate the reason. I agree that this site is the 2nd extension to the leading site for only Ravensbourne, and I want it to blend well with that site as if it is part one site while following the rules on using Adobe Portfolio. AFS is anything you want to be: a portfolio, brand, group, etc, and it represents me and everything I like for people to see. For this reason, I put a more minor sub-title mentioning the name and what this site is and putting some info on the info page. But I see where you are coming from though
Besides, the feedback was constructive and informative, I'm glad people liked it.



PC:
We planned to open the PC to analyze, pull it apart and put it back together. It didn't go the way we thought it would go. We had first to figure out how to open the case. "and boy, that was something else." it was budging; we thought we had but no, it wouldn't open, pulling left, right, downwards, etc. Even forcibly open it. I tried to look it up using the model name, but surprisingly, nothing showed up. But aye, at least pull out the disk drive. We finally figured out it was a hex screw that was holding the case together, which was at the back, which we thought it wasn't as important.
We then wrote a list of what we needed and left down IT to ask to borrow. We tried using the tools, but it didn't work. The main reason was that we had a torx screw instead of a Hex screw, which put a hold on this but came back to it another time.

Gameplay:
My classmate and I had to choose a board game to play to understand how mechanics can turn it into a digital game. As a team, we would list down different mechanics that the game would have and we would choose one each to focus on. The game we chose is STONE AGE. We are still trying to figure out how the game runs. And I will update the list later.







WEEK 3- OCT/9/2023
Today, the class continued from the last lesson, looking into disassembling PCs. Before we did that, we went and did other related to this. The question asked, "Why do we need to disassemble a PC for programming? -- what makes you a different IT repair person?". The answer that was mentioned came to is to see how data processes and flows to different parts of the PC, like CPU to RAM, etc., and data will use everything from game engine, programming, sound, and input—output etc. And we use it for game design.
We had run through what is on the PC: RAM, motherboard, GPU, storage, sound card, ethernet card, cooler, disk drive, Peripheral, and case. I learned that the Barebone build is a simple build that only utilizes a motherboard, CPU, heatsink, and RAM, and there is no case. It helps test the system. There's a better way to apply thermal paste. Also, I learned that there are different types of heat sinks, which are PASSIVE and active; passive has a long metal chip that stores the heat because it doesn't have a fan, whereas active has a fan because it is an air cooler to enhance cooling capability.
We also built a Lego model of what the Motherboard looks like, worked together to make the different pieces (like GPU, RAM, etc.), and laid out the flat green brick representing the motherboard base. I created a CPU with a cooling heatsink; somebody else made a fan, too. I learned a new fact about Ram: different outcomes will occur on the slot depending on where the stick is and how you do it.
Questions were being asked and we had to answer after a small break. I got two out of 3 correct questions and answers.
The question I didn't get right, which I felt was a trick question, but it was not. My answer wasn't even close:
Question: why 5 volt or 12 volt?
The amount of volts used in different areas of expertise, like 5 volts are used in digital circuits, but 12 volts run motors( cuz it spins) on disk drives and fans.
Type of DC = ATA, PATA, SATA (research), NAND (
extra info)
What is RAM? RAM is temporary memory.
Why are read-only memory are not read-only?
Answer: Flashing the bios, writing/updating them, and replacing them with different versions.
Also, I quickly went over PCI, which allows you to connect Peripherals. Express is the extended version. And the way the graphic pipeline works on the computer, Process for graphic pipeline: Asset 1> gpu> motherboard>cpU>.
Finally, the coolest part was opening up the PC. We analyzed different parts while we disassembled it to go into detail, and we also had to figure out how to disassemble it correctly.
For what I did, I unscrewed the lock holding the case together, which was mentioned in the previous entry. I attempted to remove the heat sink by unscrewing and unplugging it but stopped because other stuff prevented me from doing so. I took out the GPU instead but also got to take out the disk. It was an exciting experience because this was my first time doing that.
One last thing is that the texture asset will be processed through a graphic card, depending on how the graphics perform, whether good or bad.










WK4 - 10/16/2023 - Project Management/Game project
Today, PLP, we went on about Project management and what comes with it.
What is Project management? It is when you take a big project, break it into chunks, and work on it—also Extreme programming(methodology) is a framework that we follow to help us build products.
I learned that there are different types of methodology that people and companies use. The ones we focus on most are waterfall, agile, and hybrid methodology.
Waterfall: This framework follows only one protocol direction and is a one-way process: Requirement, analysis, Design, code, test, and maintenance. It is a method that the company initially used and is strict; once you think of a requirement and process, you can't change it. Do it the way the client wants it; if not, it will be a pain, and do it from the beginning and stop progress.
Agile: This is not one way; it is a kind of loop framework where I can go through the process and repeat in a loop until it runs okay and can end. This helps you fix any issue and go back to any problem that was not polished. For games, it will either use Waterfall and Agile, off-game, or multiplayer:
One-off game: Follow the process from beginning to the end; some games, like story campaign games, have simple programming, etc. This gives you fewer issues, and you can finish making it because the game has a simple goal that links to the Waterfall. If there is an issue, you can't come to it.
Whereas Multiplayer uses Agile, the code is complex; when it gets to an issue, you can come back to review and fix it and loop the process to see if it works. Also, some games might have particular problems and you can come back to finish them, like patches, etc. Online games have too many goals, so you must ensure they work. It will also be an Iteration model.
Hybrid, which is combined in both versions.
We talked about quickly what a client is and said it is a person or company who enlists you to create something for their company. Another is Scrum, a sports term that can be used in this, which means coming together. This means every separate thing you do can be put together.
There's Code quality when less WTF means Good code, and more WTF means terrible code. The issue is that the code has fewer comments, so the more words, the easier it is. Another is that WaterWaterfall doesn't have to go through this; they follow a simple template methodology, and all they need to know is to search in a book/textbook, and if someone gets sick, you can follow that. In contrast, Agile in Little Complex and Bunch might be different and not the same that is why you need to comment if you get laid off, they won't understand your code.
SDLC is a simple structured cycle process, intending to produce low, high-quality software short time to exceed customer expectations.
Unit integration flow is when two, etc, units work on the build and do a merge test to see if it works together; if does, it's all good; if not, it's bad and you have to check your code and try again.
I returned to trying to turn a physical game into a Digital game. As a whole class, we changed the game from Stone Age to something different. Because the game was too complex and challenging to understand, there were some options, but we decided to choose a game called Love Letter. To me, the game looks and plays like TCG. The game's theme is that somebody woos the princess to get her to marry you.
The way the game is played is that two or more players can play,
Everyone starts with one card, and one(you can't show anybody your card)card gets banished,
Everyone draw a card and round start. The first-person start will place a card on the table and declare the abilities depending on the character, prince, guard, etc,
Then, after next does their turn until everyone is done with their turn,
Anyone who has the highest rank wins that round and gets a token. Anyone with a certain amount of token wins the game.
Besides reading the Instruction booklet, I had to watch a YouTube video/short to grasp the game mechanics better.
As a group, we defined different mechanics and who was doing what. We even used Project management on how Milestone will look, which is essential work on more and which should be done later.
This helped us engage and get dedicated to working on it.







WK5 - 10/23/2023 - Version control
In today's PLP lesson, we went into detail on What is Version control and how to create our own Version Control Repo using Github. What is Verison Control?, is a Source code Management(SCM) at it is a way to manage changes in software code.
There are many different types of well-known SCM from free to expensive. Some use/focus code or assets and both. You could say Onedrive/google, but when it comes to important professional Industries standards, when comes to creative media/Technical, there's a better one:
Git-Code (I)
Supervision – Code + ART (I)
Source Tree
Mercurial
AZUR
AWS
Perforce – store store Unreal projects. (I)
Plastic SCM for UNITY ver
GitHub is well SCM to store files, like code for games, website APP etc as well Application_folser.Like I said previously some focus both code and assets or individual. There's SCM that focuses only on specific engines like Preforce- UNREAL and Plastic SCM -UNITY.
For the github some already uses before for I used store my websiste and used as host, which is good example on using github. This tutorial we will learn on how setup Github Repo like professional in industry.We kind of went little on this especially link our Github to VS but this way is better and proper way.
We start of making account if you don' t have one. And then download github desktop to pull off some of the skills that we going to learn as well saving local. Before we continue what It REPO and said it is a place where store/change data and search for it. We open up Github desktop, log in with our account.
And create a repo on it by clicking "Create Repo". For choose your own name and create your own local path by making folder on the C drive,call it whatever, and choose it as your Local path. This shorten the file directory. The we come across Git-ignore & License. Gitignore which allows to ignore specific files so it doesn't show up and repo and randomlly update, so basically only specific files get upload, it save time and space. Whereas License in a way protects your repos by using specific license which comes with special features.But because it not that serious we leave it to NONE.
Switch to the visual studio and create a new project and make a console c++ app. And give the project any name, I named it GitHub_tutorial_repo. And make sure the local path is the same GitHub repo folder and as well as solution ticked so we don't have multiple folder.So now you can see the VS on Github.
Now we go into the our github repo folder and look for the "git-ignore" file and open it in a txt doc. What we did is we're going manually ignore even more specfic files. Typing
# Database files
*.db
*.db-shm
*.db-wal
*.opendb
*.db
*.db-shm
*.db-wal
*.opendb
# Precompiled Headers
*.gch
*.pch
*.ipch
*.gch
*.pch
*.ipch
So we ignored and remove the unnecessary files that is not needed thanks to the git-ignored. After that went over the difference of fetch, pull,push as well compile(self explanatory). Looked through glossary in GitHub look up the meaning.
Fetch: It allows to edit or add changes the local Repo with commit
Pull: Fetching in any data that was edited/change Repo and you is merging together by pulling in your local Repo.
Push: It is when you commit all the new or changes in your data in repo.
Some of the definition was similar or different.
Another task we did was to open up sirs Repo and as a team add our own code and then combine our code to other it will show up on the Repo and Repo history. It was interesting task, it improves teamwork and gives me better insight what to expect when having a programming task with a colleague and we're working together on separate code and doing an easier and efficient way to combined together.I wrote some code inside it compiled it and push it ,took a couple of trues because I had problems getting it to work but in finally worked and it was shown in the online repo which was teacher repo that he created.
WEEK 6 - Critical Reflection.
PLP
In this Evaluation, I will reflect on everything I have been doing during WEEK 1 to 5 at Ravensbourne University. We started with WEEK 1, our prologue week, to help us get to know each other and the course. Surprisingly, this was an exciting week; besides looking through how much Game programming makes, looking for job requests, especially finding a website showing all Game dev jobs in the UK. Knowing what game programming was, my eyes were somewhat open to the amount of different Game programming types; some that I knew, like Gameplay & AI programming and a bit of net, but the fact that there are even more Types like physics, engine, and animation surprised me. Also, they’re split into different categories for each person in certain programming, and you can apply for that specific role, which was informative. I even had to choose what I would need /like to do and get involved with an interview of the best for me.
We also did game analysis by choosing a random game and then writing a statement with an intro about what I liked or disliked and the mechanics/features included. And we laid it out on Padlet. The game I chose was Pokémon Diamond; it is a game I somewhat grew up with, so I decided on it, and I was able to play on an online Emulator, which made it possible for me to upload the link to the site on Aula for my classmate to be able to do the same. I wrote my descriptive statement and talked about the LOOKS. I used a bird's eye view 3D pixel look, mechanics excellent and evil, for example, exploring finding your path, grinding, and confusion about where to go and how easy it is to beat opponents without using items. Also, I included special features that make this game unique, like a Poke contest that shows how Pokémon is played. Those were fun activities and gave a complete insight into researching certain games or mechanics you might make or implement in future projects. In a way, it relates to PLP.
On WEEK 2(Week 3), we had our proper PLP lesson, learned that it stands for “Professional Life Practice,” and had to look at what it is, and learned it is a setup process on how to research. And I had to use it a lot during the weeks. It uses Systematic Research and operator research; one is used as a primary pathway that focuses on searching specific results, whereas the operator is to do research with keywords. And there's AULA and SharePoint.
We went over three things: Website Feedback, PC, and Gameplay. For the Website feedback, my classmate looked at my website (My portfolio) and gave me some input, for example, changing the color font to make it more visible, fixing grammar mistakes, and some tips on layout pics, etc. Some of their feed was informative and understandable, and I tweaked my site for what they said, but some I understood but disagreed. Making me make some balance between what to take in or not take in. In a way, I take in all the feedback/ ideas and make a final decision. As a class, we analyzed the PC, what is inside it, and how its parts help run our software more efficiently. We looked at the case to figure out how to open it, and it took a while to figure out that we needed a unique key to unlock the back and slide case. Because all we did was try to brute force it open. Sadly, we couldn’t open it because we didn’t have the right tools, so we had to wait to try again. Finally, Gameplay was our attempt at taking a board game and turning it into a digital version, decompiling the game, analyzing the mechanics, making an algorithm on how the game will be made, who will do what, and using pseudo code a nifty skill by writing out key mechanic from beginning to end how the game will run. The game we chose was Stone Age. We tried to figure out how the game worked, but it was not easy and looked too complicated. I even tried to attempt on the other weeks, but we switched games to make it easier.
Week 3
This week, I finally got to work on the PC build from last week with a classmate. As mentioned before, we opened a PC, analyzed the parts, and luckily sir bought the parts. Before we did that, we made small model using Lego and created what the PC rig looked like on the inside. I made the CPU hit sink model with the CPU. I learned that there are different types of heat sinks: PASSIVE and active; passive has long metal chips that store the heat. It doesn't have a fan, whereas enthusiastic has a fan because it is an air cooler to enhance cooling capability. When we open up, we we’re all giving different pc parts to take off. For what I did I unscrew the lock that was holding the case together, which mention on the previous entry. I attempt on taking out heat sink by unscrewing and unplug but stopped because theirs other stuff preventing from doing so, I took out the GPU instead but got takeout disk as well. It was interesting experience because this was my first time doing that.
WEEK4
This week we went over Project management and how it is used in the Work environment. From my understanding, it is when you take a big project break it into chunks, and work on it. As well as going over methodology, which is a framework that you need to follow to build the product. And there’s many type of WATTERFALL & AGILE as well as Hybrid. Waterfall is one direction and stick to one path and no edit whereas Agile is a loop which allows edit and check until ready to publish and Hybrid is both. In gaming context One off game uses waterfall method and Multiplayer uses Agile. Theres this thing in the industries that I learned for programming called Code quality, the less WTF the better the code is laid out and the more WTF the worse code set out. This happens when people write code without structuring it properly and commenting it so people can understand what line code does.
Also, Unit integration flow where, is when two or etc. units worked on build and does merge test to see if it works together, if does it's all good if not it's bad and you have checked your code and try again. We do something like this called version control go over in WEEK5. This whole lesson was good to know all these analogies and it teaches us the business and the work environment laid out to prepping on what to expect.
WEEK5
I went over Version control with my classmates. It is SCM, it is a way to manage changes in software code. There is some focus on code and other focus on assets. This time my class was focusing on using GitHub. Using it this way was compelling experience and useful method if I was going to be using in a team. We downloaded the desktop version and log in, set up the repo and edit the git ignore file to So we ignored and remove the unnecessary files that is not needed. Then made Visual studio project in the same git folder making every code edit and fetch so then it will show in the history and see what changes was there. I can build on those changes repeatedly. This is important that can make programming a team easier as well keep the files.
WEEK 9 - PLP Critical reflection
Week 7
This week I gone over OOP , which stand for Oriental Object Programming. This is the professional way to structure program and to do that, you will be orginzing classes & objects and you dont have to repeat yourself.We needed to learn what classess and the type of classes like the main "parent" classes and the secondary "Child" classes. The child classes shares the same code and reference from the parent class. We went into detail the different classes in games like inventory , weapon, damage etc and the meaning that Classes is a datatype and bP that we structure code. Also quickly went over Header and CPP file , which I already knew about, the header is where declare variable so when go to CPP set up a function and give variable functionality. We also did a quiz and used nerf guns .
Week 9
During this week for this plp lesson we had quick rundown on Game architecture, that is a design of structure and used different field. We learned Mono and modular and the meaning even learned Uni and Bi directional which is the polo oppsite but run similiar.And also we learned aggreator.
WK 10
This week was, a stepback. And we needed to go back week 1 and update this on current week on what we want to do in this course and what we want to be. As well a looking for more jobs on linkdin for profession that fits my citeria and what I want to do. Around that I wanted to learn a bit learn c# unity, so I looked up for both toe expand my horizon and look up for my option. This whole task is to compare what you said before and now, compare the jobs to each other and Look up what the job offers that will benefit you and if you benefit the company. I wrote alot of paragraphs, going into details, what I wanted to do?, Why I chose this job?, What this job include? and What make this Job fits you?. This questions I had answers for each job I picked and go into detail. I believe these questions are important that you need to ask yourself and use evaluate when looking up a job.The reason is to help make a right decision for currently and in the future.
WK11
On this week, is where we had a bunch of discussion, from which game engine is better between Unity and unreal, What the course was meant to be, Will this course provide what you looking for, what you want to do do/learn and what will you for your project.We also looked into the school description what actually said furthaer claims.All this was sparked , stems from me wanting learning different Unity and thinking I am not getting what I original came here for.The reason I believed that is how to course was flowing through weeks, what I learned about this course at the begining and issue that this course is facing.Made me question everything.
WK12
We had to make sure our portfolio was up to date. And we wnt over everything we need to until the deadline hit . As well where to put our assigment work. I already continuing improving my unity work. Icreated weapon switch from brackey vid .By scrolling it switches weapons.
WEEK 7 - NOV/6/2023
ON WK6, today we are going over Oriental Object Programming, OOP. Definition of OOP It is a professional way to structure your program by organizing classes and objects. It is to maintain more precise and accessible to comprehend and you do not have to repeat yourself.
Classes- It is a datatype structure that constructs code for the program; an example: Inventory class(Single Instance, RPG, Multiple, Skyrim)
, Weapon class, Pick up class, etc.
, Weapon class, Pick up class, etc.
Template - You will use it to store the code in Header & CPP.
Header: It's a declaration; it is the file we start declaring.
C++: Definition It is where you set up the function and give your variable functionality.
I have looked through C++ files of these on unreal during self-studies and implemented some code working movement input.
Classes(Plans/BP) - It can be object/player BP, a datatype structure of your code to give your assets life functionality.
-Objects/Instance - an object is an instance of your class
-Copies - making multiple objects.
Both Declaration Variable and Function take place in Header and CPP. I have some experience with enhanced input.
DECLARATION of Variable: Write the variable by writing in Uclass to set up a base container to store data.
DECLARATION of Function: From defining the variable, a function will be made in the C++ file so you can write some code that links to the main container in the header.
INV.SYS – what are the datatypes that will probably use Integer
-SIZE
-MA_WIT, CUR_WT
-SLOT_SIZE, AMOUNT
-SLOT_POS
Parent/Child CLASS – The parent class is the main class that holds the primary function for a datatype. In contrast, the child class is the inheritance that can multiply the objects for the introductory parent class. We played fortune, and whoever won/lost the round would be an attacker or defender. We played with a Nerf gun. //done before
WEEK 9 - (NOV)11/20/2023
Starting on the first day of this week, today we went over game architecture, what it is, and what it does. Architecture is a structured design used in buildings, console design, etc. In the IT/computing space, which was Mono and modular architecture, Mono is when multiple different client servers are bought together as one. Modular is when several servers are connected to one or more servers. There is also Uni -m directional when by the arrow, it is only limited to one class to another but not the other way around, making it a one-way flow. Bi-directional is the opposite and takes two types and they can go back and forth with both classes. Learning about this through this quick run-through in class helped me understand this topic and what to expect. Another I need to mention is aggregator, which is when you take one leading group(header) and have multiple companies(subsidiaries) connected to the main heading with diamon in the flow. If one of the subs gets destroyed, the rest will not be affected but if the MAin header gets killed, it will affect the whole connection with subs.
WEEK 10 - (Nov)11/27/2023
Based on week 1
This PLP is a chill session. I'll check on the journal to see what I can improve or include. Another thing for this is that I had to go back to what I chose in the beginning, choose one or more, and research a job on LinkedIn (or any site) related to it and what jobs include. What makes this job a fit for you? Why did you choose this job? Pros and Cons, Difference Comparison and Outcome.
I want to be a game developer specializing in Game design and programming, mostly game programming. Even though my course intends to focus on C++ ( on UNREAL), I want to be good at C# using engines like Unity to start with and transfer Games oriented C# on different game engines and do the same for C++ (I'm not a big fan of Unreal). This is based on programming only.
So, I researched a bit more about jobs. I only looked for jobs that used C++ or Unreal C++, but this time, I looked up jobs that used C# or Unity, then talked about both and compared them.
C++:
UI Programmer Rockstars - I chose this because it aligns with one type of coding I would like to do for the game programming experience.
This job will fit me because I'm familiar with UI and have made a simple but cool-looking UI for my projects using Unreal. I created my design in Photoshop and put an unreal visual script in it. I recently tried a little C# unity menu UI creation, and it was dope. From that experience alone, I know what to expect. I will probably have to learn the RAGE Engine's implementation and how they code it in C++, but it shouldn't be a problem.
The Job includes working across different UI codes, Working with leads and team members, and making many communications updates. I need to have low-level solid C++(high-performance coding), Conformable different code design, Know game tools like bug tracking software, etc, and familiarize myself with standard file formats like XML, XAML, etc.
For Pros, most stuff that I wrote and what is shown Linkdn to me as pros, But I will say that Getting to program and interface and for it to be in the game. And doing other stuff like a bug tracker will be dope to try out. Those are my pros.
Cons: they want me to have a degree in SW engineering, mathematics, or computer science, which I don't do, but I don't think that will be a pain because I do game programming, which should be somewhat overridden and have game experience. But the big problem is that I need 2-plus years in combined industry at AAA studio, which will be a problem.
Game Programmer, SCI -
I selected this job from my search; from what I read, the description looks like a job I can do. From what I see, this company is dedicated to making simulation sports games, and the game they're focusing on is boxing. The responsibilities that I want to take are to work with other types of programmers, analyze code that is appropriately optimized, meet a project deadline, write readable code, troubleshoot issues, etc.
They have some pretty incredible benefits, like days to work on your mental health, unlimited courses for Udemy (Which is dope, so you can learn more about coding and the game engine you are using), sick pay, discounts, etc. Which will be helpful, and I will take advantage of that to help me during this job.
I need at least three years of programming experience with one shipped game. (For that, in the meantime, I have 3 build games, two shipped using visual code and one non-shipped), proficient in C/C++/C#(So far, I'm a beginner, but I will try to improve progress further), Game passion & knowledge( I love video games in passion and I am knowledgeable about them + and I have a certificate in creative media and diploma in game design), etc.
C#:
Unity Developer, Amiqus -
This job will fit me because I want to be a game developer, and I am okay with starting with a low-end company to get experience under my belt and grind my way up to the top.
I chose this job because it caught my eye. It has the type of work specification I am looking for, like programming in C#, it uses Unity, I get to focus on gameplay, UI, etc. I get to work in the team so and so. I just found out that this is a developer recruiter that helps you to get hired by the game company for whatever profession you choose, which is very helpful. This shows they have a connection.
The gig they're promoting is that they are a sports simulation company. Jobe is a Unity game developer; I work on the architecture gameplay or use their software. I get a lot of codes that I can use for different aspects of my work, such as gameplay, UI, and bug fixes.
They are looking for someone Who can use Unity 3D and c# for Unity and has a good portfolio related to the job. I am familiar with gameplay, UI, tools, etc.
Pros: Remote so I can stay at home and work on it, USES Unity, and I get work on the discipline that I'm interested which is Gameplay, UI, and Inventory management. And they have training opportunities.
Cons: N/V
Miniclip unity -
I chose this job because I'm familiar with this company. I grew up with Besides a Miniclip as a kid playing the games on there. Besides having games on there, they also have fun in stores.
It includes full-time, and I can work on a new game from scratch.
Pros: Get to work with a slight focus team. Get to focus on UI and gameplay because it is a new puzzle game. I can work on the tournament system, etc., and I get supported by the tech team.
Cons: N/A
What I need is to be :
3+ years unity
Experience in the game industry
knowledge of the mobile game and the market trends(shouldn't be a problem)
Flexibility
Comparing them and the conclusion reveals that they are all similar. Besides the few mentioned, I need work in the industries. The most critical is the experience of coding and the game engine you used with the coding. Your passion, from creativity to technicality, can be helpful to bring to the table. Also, your willingness to learn from your colleagues, self-studies, or any benefits that can be of use to help improve your skills will help you a long way.
Week 11 - (DEC)12/4/2023
PLP
This lesson wasn't like your normal PLP. This lesson was on many things that somehow happened simultaneously and blended so well that there was discussion and debate. It had debated what better, unreal, or unity was, what in this course to want to learn and focus on the most until the main project, discussion on what we expected in the course, etc. The reason why we had this type of PLP lesson was because of me.
The professor approached me about my wanting to use Unity because I wanted to learn Unity, which is one of the original reasons I came to this school. Most Uni will usually teach one game engine and Unity is the most popular but this school wanted to do both, which I didn't mind. But I was ashamed to find out they stopped teaching for the course in particular. I know Unreal is popular in the industry but I have wanted to use Unity since I was young, and this gives me a chance to learn coding in the game focus and the engine itself. I have my small vendetta regarding Unreal because my previous thinking will change my experience but add more reason to hate. It is too heavy and sensitive while using it; trying code in it will malfunction when you try compiling, and I bet this will never happen in any engine that uses C++. So far, we rarely have unreal or unreal C++ during this semester because of some small school issues, and I'm not risking it. On the side, I will use Unity to make my project on it. I don't mind learning the material for my classes in unreal, but unity will be a priority for the project.
So I told him what I felt about the whole thing, and the only reason the teacher knew my friend told me when I didn't was for him to do so. This led to the whole lesson discussing what better, unreal, or unity is, I said point and my classmates. This led to doing what the course said, and I said it promised unity, and it showed, but it is also subject to change in miniature and vague because it could mean anything.
This led to another talk about what you wanted to do. And how are you going to use it? What type of programmer do you want to be? (Which we discuss in the beginning), etc. I talked about wanting to go to the USA to work there and be a citizen, meaning I either do an MSc and join the Army Reserve (to help fund myself and be a US citizen) or work for any game company to start from the bottom + join the Army Reserve. It depends on how long I stay in the army, depending on how my game dev is going. This is me being prepared for my future endeavor and I don't know how long it will last. Even if that is the case, I still get to make games as a hobby, work with people online, etc.
Finally, we wrote on the board what we wanted to focus on and if we were to make a final project. I chose AI, Gameplay, and UI. So we decided to make a small prototype using either unreal or unity until the end of the semester.
Week 12 -(Dec) 12/11/2023
We are working on our portfolio to make sure everything is ok. And that everything is up to date.