Special Topics Module 1

Research & Activity Documentation

Tim Ziaziulchyk

Project 1



Module 1

Throughout Module 1 we stayed mainly within the first two stages of the Double Diamond methodology to generate and refine ideas and concepts for our game design project, conducting Action Research to discover trends, determine what software to use/learn, gather ideas and inspirations, and to tighten our overall scope.




Ideation

For Activity 1, we did some rapid ideation to come up with our concept and then followed up with our own individual research using WGSN (while we still had it) and other sources to expand our knowledge of trends, opinions, and tools regarding Game Design.

For our brainstorming process, we chose to do rapid ideation, where we all sat together as a group and ideated on the possible options to explore. We all went into a group together knowing we wanted to do something concerning 3D modelling, game UI, and Unity. So, it was just a matter of figuring out the specifics of our direction. We each jotted down potential ideas, then did a vote based on what we liked best. The article argues that Unity is a great engine for beginners because it’s easy to learn, flexible for both 2D and 3D, and backed by a huge community. It highlights fast development through the Asset Store, strong cross-platform support (build once, ship to multiple devices), and frames Unity as a “safe” choice because help and tutorials are everywhere. Unity presents itself as a complete toolkit for building 2D/3D experiences across many platforms, combining the creative and technical sides of development. It emphasizes core features like C# scripting, graphics, performance tools, multiplayer, and collaboration, positioning Unity as an ecosystem that supports the full workflow from building and testing to optimizing and shipping.

Doing this research actually helped me feel way more grounded about what we were tackling as a group. I came into this project wanting to get back into game design, UI, and asset creation, and the Unity stuff made it clear that our direction makes sense for a small student team. What stood out to me most is how Unity removes a lot of the “starting friction.” It feels like we can jump into building a real prototype without needing to be coding or game-dev experts first, because there is so much learning content and community help when something breaks. I also liked that Unity supports both 2D and 3D, because it gives us room to experiment with the look of our project without locking ourselves into one style too early.

Personally, I see a big advantage in how much faster/easier we could build environments and test interactions. Our project ideas lean toward the player messing around with a space (exploring, placing things, customizing, building a vibe), and Unity seems built for that kind of workflow. The Asset Store can also be a useful thing, because it means we can use placeholders for props, materials, and UI pieces early on so we can focus on the experience first instead of spending weeks making everything from scratch. I also like the cross platform angle. Even if we only deliver on PC for class, it makes the project feel more future proof, like if we ever wanted to expand it later, we are not trapped.




Refining & Formstorming

For Activity 2, we explored our inspirations and vision for the project, creating our own personal moodboards of our specific tastes, played games, and wants for the project.

My first part of the moodboard focused primarily on visual and technical inspiration. I'm a huge fan of games that are within similar genre and aesthetic of our project, so most of these are examples of games that I've played before. They have great art style, interesting mechanics, clever ways of using 3D assets in a 2D environment or vice versa, and more. My second part of the moodboard focues mainly on the video game UI which is either similar to what we want to make, or just something that can be a great inspiration. Our final collective moodboard of the best examples to represent our game from the moodboards of each member.

Making the moodboards honestly helped quite a lot. I am a visual person, and seeing everything laid out made our project feel a little more real, rather than just a bunch of ideas in our heads. Pulling references for environment style, camera feel, and UI examples (like simple but effective inventory screens, readable icons, and that “2D assets in a 3D space” look) helped us spot patterns in what we all keep gravitating toward when it comes to video games. It also made it easier to communicate with the rest of the group, because instead of using vague words like “cozy” or “stylized,” we could point at specific screenshots and be like “this lighting” or “this UI layout”. Overall it tightened our visual direction, gave us a shared language, and made our concept feel a little more unified.




Game Engine Comparison

After proposing our idea to Steve, we were told to look into different game engines(Unity, Unreal Engine, Spline) and their pros and cons. I decided to take care of this task as I've used all of these engines before for different purposes and have some basic knowledge of each. I made a simple table to lay out all the key points for each engine and see how they compare. The clear winner for our idea came out to be Unity, as the pro version is free for post-secondary students and it is build primarily for 2D or stylized 3D games in the style that we are trying to acheive.

A chart comparing Unity, Unreal Engine and Spline.

Project 1


Project Concept

The final pitch we developed is “Pixel Plateau”, a 3D sandbox game created using Blender, Unity, Aesprite, and Figma. In the game there will be a customizable floating island that you can customize with a wide-variety of different objects, environments, characters, and more. Create your very own island to your liking in a 3D environment of your creation.

Pixel Plateau project concept.


Testing Action Research

This is our action research workshop slide deck. We chose to use this article to gather more information about Action Research, which we summarized in bullet points. We then went into our first steps, and we had gathered links to tutorials to get us started.

We started off by reading the article and taking away some key insights. After learning what is action research and how we can use it, we then wrote out our next 3 steps for this project. Once our 3-step plan was established, I gathered some of the best tutorials/documentation, including Blender Donut Tutorial by Blender Guru, official Unity 6 documentation, as well as the Free E-Book: 100 Game Design Tips & Tricks. Those tutorials should get us going and fill a lot of the gaps in our knowledge.


Peer Feedback Sumary & Reflection

Across all three test groups, the feedback landed on two big themes: the concept is exciting, but we need clearer ideas and tighter scope. Test Group 1 liked the idea right away and described it as “decorating an island,” with comparisons to Mario Maker and even The Sims because of our time and biome changing idea, which tells us that the cozy customization angle is coming through. Their main issue was confusion around our hero image, especially the stacked islands, so they were not sure if the experience is one island, multiple islands, or layers, and they suggested we focus on getting one or two features working really well first, instead of spreading ourselves thin. Test Group 2 went deeper into interaction details and asked practical questions like whether rotation should be a smooth 360 or snap every 45 degrees, and if it snaps, they suggested making each rotation actually do something meaningful like changing seasons or time of day. We are still not sure how we can do that in Unity, but that’s something that could be really interesting to explore. They also pushed us to think about the selection process for each map and they wanted a stronger “dopamine loop” through progression, unlocking, or something that changes over time. Additionally, they further solidified our idea of adding fun visual “toys” like foliage, lighting variety, ambient sounds, and small interactive details to make the world feel alive and more satisfying. Test Group 3 was mostly production focused and basically told us to stick with Unity, leave publishing (itch.io for example) for the end, and handle scope creep by building the core functionality in Unity first before worrying about heavy 3D modelling and asset creation. They emphasized getting super specific about mechanics, like how object placement works (drag and drop vs button spawn), how rotation works in Unity, whether the player uses a character inside the island to place objects, and even what the island context is (skyblock, ocean, void, etc.). The overall takeaway is that we make our idea a bit more clear, ideate and lock in what the island system actually is, prototype the main interactions early, and only then add extra features like biomes, time, and tiny world details once the core mechanics feel solid and achievable.



Next Steps

Next, we need to lock the scope and turn the idea into a concrete game plan. Step one will be defining the “rules” of the experience so we stop being vague. Is it one island or multiple, what is the world context (ocean, void, skyblock style), how does rotation work (smooth or snapping), and how does object placement and other mechanics work (drag and drop, button spawn, or character based placement). Then we should make some placeholder assets and prototype the core loop in Unity as soon as possible. Since rotating the island, placing objects, moving or editing objects and save the result in some simple way are our core mechanics, we need to get those down first. While that is happening, we should turn the moodboard into actual style guidelines (palette, pixel density, UI style and sizing, icon style, camera angle) so our assets and UI stay consistent. After the base prototype feels solid, we can tackle all the fun polish in a controlled way, like foliage, lighting changes, ambient sound, tiny interactive details, and a simple progression hook (if time allows us). Finally, we can worry about sharing it online (like itch.io), or getting a stable build ready for a demo, since a finished prototype isn’t hard to wrap up.


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