After completing the first assessment, I wanted to pursue something I truly cared about: game development. Since I plan to study game development further, I researched engines with WebGL support and found Godot to be both accessible and browser-friendly. To start learning, I followed a YouTube tutorial by Brackeys to get familiar with Godot’s workflow and interface.
To get started, I needed to learn the basics: navigating the interface and understanding essential shortcuts. I found a , which helped me build my first game.
Two teachers play-tested the tutorial game. They were satisfied with the technical execution but recommended I plan how the Learning Outcomes (LOs) would be presented within the game — suggesting that I provide the LOs in PDF format for now.
They also advised studying existing games more critically, using classics like Super Mario as reference for design concepts (e.g., weighted jumps and player feedback).
This early experience taught me how valuable up-to-date resources are and how important it is to think critically about tutorials. I also discovered that tile mapping wasn’t enjoyable for me, so I’ll consider alternative level design approaches in the future. I began to see that even technical demos need a clear goal and that playability should always align with the intended user experience.
After completing the tutorial game, I began work on a top-down 2D portfolio game that would showcase both my development capabilities and the Learning Outcomes themselves. My goal was to make a game that was not only functional but also personal and expressive — one that integrated assessment content into the gameplay through world interaction.
Students and Teachers provided feedback during development and after play-testing:
I learned that lack of concepting, planning, and iteration can slow a project down and leave important features underdeveloped. My early focus on less important systems cost me time. I now understand that prototyping first, even on paper or in Figma, helps prevent wasted effort and keeps the project aligned with its goals.
That lesson carried into my current work — a new HTML-based version of the project — which I properly planned, concept, and iterated. This pivot is a direct result of the reflection and feedback from the portfolio game.
With time running out, I decided to shift from developing a Godot-based portfolio game to creating a web-based interactive portfolio using HTML, CSS, and JavaScript. I wanted to apply everything I had learned — research, feedback integration, prototyping — to build something structured, flexible, and more achievable in the timeframe. The goal remained the same: to present my Learning Outcomes in a creative way.
I went twice to Dirk to validate my work, after user-testing my hight-fidelity prototype:
This portfolio design process finally brought together everything I’d learned across multiple projects. Instead of chasing complexity, I focused on clarity, usability, and iteration. It’s a better representation of my skills and how I approach interactive media.
The goal of the UX/UI phase of the Belco project was to redesign a non-profit organization's outdated website by applying user-centered design principles. Our group collaborated to create interactive prototypes based on client feedback and target audience research.
The purpose was to create a well-researched, intuitive, and appealing user interface, replacing the outdated site. Creating modular pages and iterating allowed the designs to be more tailored to the needs of Belco’s users.
Dirk conducted user testing by role-playing multiple types of users interacting with the Belco Alliance prototype. One of these user roles, “Brock,” surfaced several issues:
This project emphasized the importance of planning and research before designing. Collaborative iteration and diverse feedback significantly improve the final result. I also learned the importance of integrating both client and user needs into the design process.
After finalizing the designs, the next step was converting our Figma prototype into a fully functioning website using HTML, CSS, and JavaScript. The aim was to ensure accessibility, responsiveness, and adherence to the intended design.
Turning the design into an actual website meant making it work on every screen and making sure each part was connected and clickable. We used a shared style file to keep things looking the same across pages, and gave each page its own CSS to avoid messing up someone else’s work. JavaScript made parts of the site more user-friendly, like helping users filter programs or navigate faster.
We had students that fit the target audience and teachers user-test the website and gave Belco’s president, Maurice, a presentation on the website, the feedback received: