What on earth are Signal Flominos?

We needed to explain to the programmers how our connection system worked. Because it’s super specific and also very flexible. So, while wrestling with this and trying to find the best way to efficiently demonstrate it for the programmers, Adrian Forest pointed us towards Kate Compton’s Generominos. The Generonimos are used for designing and teaching the flow of data as it is transformed in a generative system. It uses symbols and small portions of text to describe each point that data can be transformed from one type to another. These are positioned on the cards so that the modules inputs are on the top and the outputs are on the bottom. So many pieces of this systems design can be transferred into our needs and we would be foolish to not be inspired by the Generonimos when trying to explain our system design to our programmers. Suitably naming them, Signal Flominos, a name that stuck super glue. 

Cate Kompton’s Generonimos

Since the Generonimos were describing a flow of data as it is transformed, we could use the idea and method to describe the flow of a signal as it is transformed and altered through the modules. The Generonimos use symbols to represent the specific connections that can be made, so I used different shapes to demonstrate what modules could connect to what. This was a solution to the initial problem of trying to explain the connections to the programmers, but we also realised that these cards could be used for much more than that. We started using them to prototype our levels by using a whiteboard and some markers and it became clear that these could also be used as a teaching tool with some refinement. After realising the new uses, I suddenly had more reason to continue refining the cards, and so I did.


Our Flominos

I spent some of my time after that working on refining the cards. I ran some of the earlier versions by our audio contact, who informed me of some of the big mistakes I had made in the ordering of certain pieces and how the connections worked. I also tried to streamline the sorting process by making certain elements that would need to be found quickly a different shape. This resulted in 4, 6, and 8 sided cards for different purposes. The next step of the improvement is to ask a graphic designer to come in and give some advice and work on some symbols for the cards to better describe the goal, instead of just having google drawings. After this fourth version that I have just finished creating, I will almost definitely need to make even more adjustments. But for now I can only wait until I’ve got them printed and laminated to start testing.

I hate anxiety

So, about a week and a half ago, I made the decision to defer one of my classes. That is not a small decision to make, at least for me. I had been dealing with a large amount of stress for the previous month or so that fluctuated in it’s intensity. It regularly hit it’s peak on a Monday night/ Tuesday morning, which I regularly got little sleep on and was faced with large amounts of work for the next day. When it came time for this, I often was left with little to no contact with team members for help or had found that the things that had been completed needed to be reworked or adjusted. When this happened, I was often overwhelmed with the weight of work that was left for me to do. This then carried over to the next day, where I would often need to do a presentation for my team. This shouldn’t have been left for me alone, but it often was due to poor communication with my team and me deciding to take on the weight instead of ask for help. This happened on loop for about 4 weeks, steadily increasing in weight, peaking on Tuesday morning. After those weeks, I couldn’t do it anymore.


The monday night of week 6 was when I finally reached out for help from someone. I sent an email to my lecturer for the class that was causing my the most panic. This was the best step that I could have made to help me in this situation. I went into uni the next day not knowing how much that email was going to help me. Upon arriving at uni, it didn’t take long before I was taken aside and spoken to by one of my lecturers about how to fix this stress. This was when I realised why those people talk about how important it is to reach out when you’re struggling. I’d heard so many stories from people who talk about how it’s so important to talk to someone and how you should reach out if you’re struggling, but boy did I underestimate how much I’d need that. After talking to the lecturers about how I was doing, I came to the decision to defer my final project preparation class.


This was so relieving for me, I could finally breath again. It took some time to fully understand how much I was stressing over it. There were many points that my mind jumped back to thinking about the workload that I had and I had to take a step back and remind myself that I didn’t have to do it anymore. It’s a strange feeling, a moment of panic so close to a moment of relief. I do not want to go back. So in an attempt to avoid ever experiencing that again, I need to remember to take a step back regularly to examine how I’m doing and to see how well I’m coping. I need to make sure that I’m still connecting with my friends and enjoying my life, because I know that if I don’t, I’ll get caught up quickly in work.


So now that I’m doing less work, there’s only really one thing I’m concerned about. That is that after having taken a step back from work, I’m concerned that I’ve stepped too far back and might be doing too little work now. I hope that this is not the case, and that it is just my brain trying to find something new to worry about. But at the moment, I feel that I should pick up my game a little bit. I need to consider how well I’m communicating with my team and how well they are doing their share of the work. Because while I need to do my parts, I need to know that I’m not doing someone else’s as well.

More programming.

So, due to difficulties outside of our teams control, not all the programming tasks that were assigned were completed. So we needed to take a step back and reassign the programming tasks so that the prototype could be ready for the client meeting, since it was too late for presenting to the programmers. But we also needed to move on with the other tasks that needed to be done now, since we were running behind schedule. To take care of this, I took on the task of finishing the programming tasks allowing the rest of the team to work together to look after the programmers and adjusting the holes in our programming.


So. Programming. The things that Still needed to be done was creating all of the patchbay functionality, and integrating the potentiometer. To start this, i took what had been done with the potentiometer and pulled it appart. The parts that had been made were all focussed on world space, so I needed to take it and then integrate it into the ui, where the rest of the game had been made. After I was able to rotate a UI object like the previously made piece could, I needed to be able to do something with that rotation. So I put a limiter on the flow of the shapes through the lines, so that when the object was receiving, if it had a potentiometer, the potentiometer needed to be turned up for it to flow. There was a few issues with getting the rotational value out of the object because of the way unity handles quaternions. This resulted in only half of the potentiometer working. The other half resulted in a negative rotation number.


The next thing that I needed to create had no work towards it. The patchbay. To start this, I had to first create a method of opening the patchbay. I decided to make it open when you double click the node. This is something that we hadn’t planned, and so after I was done creating the patchbay, I went and wrote it into the documentation, along with a few other adjustments. Within the patchbay, I made three new types of nodes, outputs, inputs, and internal patchbay nodes(which I named inouts). These needed to have special connections made for them to suit the situations they can be used in. Once the patch bay could appear and disappear while keeping its connections, I needed to let the patchbay accept inputs. When it was able to accept inputs, they needed to be assigned to the outputs within the patchbay. I did this with a for loop with the signal number arrays and an array of outputs. Next I needed to create checks on whether or not there was a signal reaching the end, and allow the signals to then be taken out of the patchbay when it is connected. I didn’t create any more functionality of the patchbay, and after making it and presenting it to the client, we did rework our approach to the patchbay, but any more functions would have been unnecessary for the level of detail we needed and the time that we had to produce these results. It wasn’t fun having to do work that other members of my team were meant to do, but at least it was work that I knew I could do. We as a team will need to put some time aside to figure out how we’re going to avoid this happening again.

I did some coding. What a mess.

So, we had to make a prototype for our game, before we gave it to our programmers. This was… fun. To start, we divided the tasks between us. My first main task was to get the connections working. I wasn’t entirely sure where to start this. So i began with being able to draw the lines with my mouse. Starting with a standard unity UI button, I created a system that would spawn a bar shaped button. I then made a system that would position it so that it was pointed towards the mouse cursor and would its width would be scaled to reach it. One issue I found with this was that the scale for the width will always be the same, but the mouse’s distance from the button will depend on the screen resolution. This was something that I didn’t have time to fix and so I left it to only work at one resolution, but created a scaling variable that lets you adjust it to suit the resolution. Once i could draw the lines, I created a thing to let you drag the lines after they were created, and also made systems to allow the lines to connect to new points. When this was done, I created systems to remove the lines if they weren’t connected to anything.


Now things were connected, I needed to make our shapes flow down the lines. To do this, since the lines were straight, I just made shapes spawn at the lines origin and made them move towards the end. However, these needed to only be sent if the origin is receiving shapes. To do this, the shapes needed to send information to the connection points, and the connection points needed to send information to the lines, which were spawning the shapes. So the shapes were flowing. But it was all one colour, we couldn’t use different signals. Now here’s where it gets messy. I started by numbering the signals, this was mostly simple, since it was just a number that could be passed between the points when they were connected, Getting them to reset when they disconnect was a little trickier, but that’s nothing compared to the mess that became the colouring of each line and connection point. This was a nightmare of if statements and multiple different points to do almost the same thing. But, it kind of worked. What I should have done was get the colours to be based off of the signal numbers, but that would have been the smart thing to do.


After this, I created the channel functionality. This could have been done better than it was, and it doesn’t entirely function correctly in it’s current state. I piggybacked off of the standard connection methods, but forgot to stop it from advancing the shape type and did not allow it to connect twice (which may or may not be good). Once I had done that, I needed to create the systems to allow connection points to accept multiple coloured inputs. This is where the train derailed. Because I hadn’t got the colours based off of the signal number, getting a colour to continue from the connection point would not work properly, since the connection point did not have a colour. I still need to fix this before we show our prototype to our programmers this tuesday, but there’s still time.


The rest of my team spent their time focusing on other areas of the game, such as UI or more in detail interactions with the connection points. After each of our parts are complete, the next more complex part is to try and combine them without breaking it. Fingers crossed it will work.

Paper Plans are good.

One thing when I come into a new project, one thing I struggle with the most is getting a full idea of what is being made. So, I end up with a lot of half thought out elements that were designed midway through the project. This isn’t the best with smaller projects, but at least it’s manageable when there isn’t much in the overall game. Now that we are entering into larger projects however, it’s becoming an issue. So, how do I work out more detail? Paper plans. With the use of paper plans, my team was able to realise the elements of the game that we were not aware of and make decisions about how elements would work that we didn’t know would be needed until the paper plan was in production. We used it to properly think through our UI and think about how the mouse would need to interact with the individual elements of the game. For example, the patch bay was an element of our game that we had thought would be very simple. But then, when we came to bringing it into our paper plan, we discovered that a proper representation of a patch bay for an audio console in our abstract multipurpose approach would be a lot harder than expected. So we were forced to make decisions about how it would work with greater detail, being able to draw each step of the process to layout how it would operate. Resulting in a more realised understanding of its function and a clearer understanding of our game overall. Of course this will never be what we have in the end, because game development almost never ends with the exact idea it was started with.


So that is how one example of paper plans work, but one thing paper plans aren’t the best at realising is 3 Dimensional games. This is mostly because they are hard to draw, because we’re game designers. Not artists. (perspective is hard). So one way that this can be taken care of is to draw the paper plans from only one perspective (top down/side on) and then creating an objects, actions, and interactions table to show how each element planned for the game interacts with other objects or actions. This lets you understand more about what needs to be done when it comes to making the game and what specific situations need to be designed, and gives you an advantage on designing these interactions to encompass all of the game’s elements in the most efficient manner. I have used this on another project I am working on and it was helpful to discover that there wasn’t much interaction in the game, and we were then able to find more places for interaction to happen. Both these methods have really helped me and my teams create and obtain a better understanding of the games we are making, now the only thing left (really not the only thing but for the sake of a good closing statement) is to see how they end up.

Learning about sheds

So I have a possible project coming up that would require me to create a shed designing app. But of course I have no idea what it takes to create a shed designing app, or what they need to be able to do. So, I looked at what already existed. Starting off with the Shed Boss android and web app, which through discussions seems to cover most if not all the areas needed for the project. There were some obvious improvements that could be made. For example, having a web app that worked in more than just internet explorer and firefox, and having a UI that doesn’t obstruct so much of the view. But most of the other features could be mostly recreated with minor improvements and adjustments to fit the client’s needs. But for the sake of better improvements, I had a look into what other apps exist for the same purpose, to see what they had on offer. For example, the Fair Dinkum Sheds app has quite a few improvements on the shed boss app. For example, fair dinkum sheds lets you enable and disable each wall of the shed individually unlike the shed boss app. This makes customizing the shed much easier. The fair dinkum sheds app also allows the user to adjust lean to’s with more detail, adding them to any shed type and being able to tweak their height and roof angle individually.  This gives the user so much more freedom with the designs, but, depending on the company, they may not want to offer these features upfront but prefer people ask them directly for the additions.


A lot of what will need to be done for this project is up in the air at the moment. So there can’t be any final decisions made at this point. But this research will be very helpful for how to make the decisions when the time comes. One key thing we will need to do on this project is to make sure that the program can easily be used by the target audience. Most of these apps would be used by older people whose knowledge of games and computers in general can’t be relied upon. So things will need to be clearly labeled with text and icons, and it is paramount that we test with the target audience before we deliver to the clients. So we can know to the best of our abilities that it is suited to the target audience. To make sure this is done right, more research will need to be done into what suits our audience better. But that’s for another day.

What is a project Lead?

I have been placed as the lead on our upcoming project, what does that mean? I’ve been a project lead before, and I’ve been overstretched because I did not know what the role meant. I don’t really want this to happen again. So, how do I keep myself from becoming overwhelmed on this project and others? If I can figure out how to do this, I will be much better prepared for continuing with my degree and my career as a developer.


So, from brief research it appears that what a lead does is to make sure that the pieces being designed by the rest of the team is good and fitting to the overall design, giving pointers and tips or even scrapping things when necessary (hopefully not). It also appears as though they do design of their own as well. But their whole job is not entirely design, it is instead split between design and management. This is according to Gamedesigning.org, but I have no idea if this site uses the same terminology that I am used to and if it was written to try and divide between those who actually want to design games and those who just like games. However, this description of a project lead is what I thought a project manager would do (which might explain why I am terrible at separating those roles). From what I understand, a project manager keeps tabs on other members progress and keeps the project going forward and finishing on time. So, from this confusion, I’m going to try and find the separation between the two by looking at an analogy given by my lecturer Adrian Forest. He said that the difference between a project manager and a project lead is like the two people in a rally car. One person in the rally car is there to drive and keep the pace, they’re there to make the car go and go fast. The other person in the car is there to make sure the car is going the right way, and to make sure the driver is ready for what’s coming next. Adrian said that in this analogy, the project manager is the driver, and the lead is the navigator. Because a project manager can keep a game going, but it’s not their job to make sure it’s the game that was intended. The project lead is there to make sure that the game that is made is the game that was intended, but they don’t need to worry about how quickly it gets there.


So, from this I think What I need to be doing on this project is making sure that our team is heading the right way and is making the game that our stakeholder wants. To do this, I need to know what they want as best as I can. I need to be ready to ask and answer questions when they come up both from my team and for the stakeholder. I also need to make sure that what my team is doing fits this vision, it’s my job to keep them on the path, but not my job to keep them on track

Story time

The story telling in shared house was very much done through notes, symbols, and objects. I was trying to create an experience that would let you learn as much as you wanted to about the character or as little as you wanted. But of course, this came with challenges. I didn’t want to create a game that you would always win by just not interacting, so I had to make an effort to spark the players interest, something much easier than it initially seemed because people just like to find stuff out. This was instead a problem with trying to make them feel guilt for discovering parts of the character that they didn’t want to see. However, I did try and spark the players interest by offering them small pieces of information about the character in spaces that weren’t invading the characters space. For example, the note to Lloyd acting as a window into the character before entering the room, as well as the two notes to the player from Zeke inside the players room. This also came with an invitation into the room to borrow vhs tapes. Letting the player feel ok with entering the room, but this may have made them feel too comfortable about being in the room. But now that the player was interested in the character, when they entered the room, they can see a link to something mentioned in the note to Lloyd, the NES still on. Seeing this makes the house feel more alive and active because it appears as though someone was here recently. It also was a little joke to show that even with the note, Lloyd doesn’t pay attention, giving character to both Lloyd and Zeke. The next things they see is pretty much the whole room, except for things around the corner. The player then has the option to investigate one of the things that they can see or to look around the corner.


If the player chooses to investigate the shelf of vhs’s they can see a variety of tapes, but not the one that Zeke mentions in his notes. These tapes give character to Zeke because they are mostly B movies or cult favourites. The player can then move on from there knowing more about Zeke’s interests. If they investigate the Whiteboard they can discover that it was recently Zeke’s birthday, and they can find a card from Zeke’s friend, mentioning a larger group of friends named the Herd. This characterised both Zeke and his friends as people who enjoy community. On the floor by the whiteboard there are two textbooks for biology and entomology. These tell the player what Zeke is studying and might be interested in. Beneath the TV there is a report card filled with bad marks, showing that Zeke might not be very successful in his studies. On the bedside table there is a postcard from a friend of Zeke’s who is in Rome, this tells the player about Zeke and his friends. He misses the person who sent the postcard because it is on his bedside table where he can read it at night. Just below this postcard in the drawers, there is a BOYZ magazine, which can show what Zeke may be more interested in reading at night. This is more hidden because it is in a drawer where people have to make a more conscious decision to find it. To see any more of the room, the player now needs to go around the corner. When entering this side of the room, they can see the shelf at the far end of the room, the drawers and the desk. On the desk there is a todo list, which characterises Zeke as someone who gets distracted and needs a list. This todo list combined with most of the sticky notes tells the player that Zeke likes to doodle nonsense. The is an in tray on the desk filled with scrap paper, underneath this however is a draft letter to Zeke’s crush Antony. It is mostly hidden by the scrap paper, but showing enough to make the player interested. Over on the Pc there is a stocky note that shows the combination for the lock in the centre of the room, along with a few other little things that further the doodling. On the shelf there is another report card, this one with much better grades, the original intention of this was to show that Zeke hides his failures but keeps his successes close to his work space. But it could be interpreted in many ways because they lack details such as dates. The code for the lock appears on both the report cards as the second half of Zeke’s id number. On the shelf there is also the copy of ReAnimator that Zeke mentions in his note in the player’s room. This is on the shelf to make the player explore more about the room to find it. Next to it there is also two pictures and a note. The two pictures are of Zeke and his brother skateboarding. Showing that Zeke has a good relationship with his brother and enjoys Skating. The note is a letter to his parents. This letter is kind of abstract and requires more information to interpret fully. It is a reaction to Zeke’s fears about coming out to his parents, he believes that they would not accept him due to their faith. He then references the fact that they are divorced and can’t even love each other. He references a bible verse Matthew 7:3 talking about hippocrates and how they shouldn’t comment on him when they aren’t perfect either. This is all in his head of course, as he is a character that writes things down before he says them when he is afraid or nervous. In the drawers there is only one drawer with interesting things. This is a bible accompanied by a note that expresses Zeke’s feelings about his faith conflicting with his sexuality. This shows a lot about Zeke, obviously. On the floor next to the shelf there is a note that describes Zeke’s confusion with his label, and shows his small journey to fitting with the label bisexual.


Lastly, there was the chest. Inside there was 4 objects, a tape two notes and a picture. The tape was called Sex in Chains, a silent film from German 1928. The picture is of an ex girlfriend, Marsha. This is signified by crossing out the name in a heart. The two notes were a break up note from Marsha, and a draft coming out letter to Zeke’s parents. These being hidden away shows a lot about Zeke and what he is willing to put on display and what he hides. He doesn’t want people to know he isn’t over Marsha, but he also isn’t ready to tell people his sexuality.
There was so many secrets hidden in the room that most people wouldn’t find them. This means that each person constructs a different image of Zeke. They aren’t being told things about Zeke, they are learning themselves.

Analytics n stuff

So during this project, we got a lot of our feedback through analytics, but what did we learn? Well, from investigating the analytics I discovered a few things. One major things was that people did not know how to use the combination lock. So my initial concerns about people not being able to find the code for the combination lock were not a large problem, the issue was people working the lock itself. Because they didn’t know how to use the lock, they would just brush over it and never think of finding the things inside. To fix this I created a new game tutorial in the menu that required you to use a lock before you can play the game. Another thing that we discovered from the analytics was that people like to throw things in vr, a lot. This really distracted people from the purpose of the game because they didn’t read the text on objects, they just threw things about. To help stop this, we really limited what people could use and stopped them from moving larger objects, but this didn’t entirely fix the problem since they could still throw things. This is always going to be an issue in new VR games, people are mostly interested in understanding the physics. One way we may have been able to fix this further would be to stop the throw force from being added. This would make throwing things really unsatisfying and disappointing but may have frustrated people. Finally, one thing we weren’t able to learn from the analytics is what people couldn’t read and used the UI interaction to get clearer text. This is because the UI was not used in the end because it was going to take too much time to get working properly. From what is seen from watching people play and talking to them afterwards, there wasn’t anything they couldn’t read. I could have gathered better detail if I had used a survey, but it’s a little too late now. All in all, we learnt a fair bit from the analytics, we were able to make sure that people could find the things that we wanted to, and were able to minimise the distractions in the game. We would have been able to refine our hand written text more if we had our UI system working, but it wasn’t an important element of the game, and it still worked well without it.

Shared house post mortem

Shared house was made to express an idea of home and what home means. This idea is that home is a private place filled with personal things and information. But, instead of expressing the game as the players personal space, the player is invading someone else’s. To do this and to deliver the feeling well, it was important to make the player feel like an invader. The way I tried to do this was by filling the room with secrets about it’s owner. These secrets were varying in severity, some being somewhat harmless and others being almost devastating if they were to be spread. Another important part of the game is trying to make the player feel like they are playing as themselves in the world, rather than someone else. Part of doing this was to make the game in VR. This let the player be in the space themselves and rather than embodying another character or person, they embody themselves. This was accompanied with a few other things to try and let the player feel like themselves in the game.




Room building

Building the room was a key part of the games development, since the game takes place almost entirely in the room.  I started this by thinking of an interesting shape to make the room. I chose an L shaped room to create a space that didn’t instantly tell you everything about the room, but instead made the player interested in the rest of the room when they enter. It was also important to have the room in proportions that make sense to people, so that the room feels like it’s part of the house rather than any other type of building. Once the room was set out in shape, it needed to have furniture. I placed the bed in the far corner so that the bed can be seen from all points in the room. Putting the tv and a shelf next to the door, with a couch across from them. Then around the corner I placed a desk against the far wall, some shelves on the at the end of the room and a set of drawers across from the desk. This allowed for a flowing path past all the key locations to the point where I placed a key item for the game, making the player see everything first and travel to the end of the room, then turn around and see more on their way back out. The players room and the hallway were designed to fit the main room and also furnished to block off areas that wouldn’t be used. However, the rooms initially were not built with windows, so they did not feel anywhere near to a house. More like a bunker. So I placed 3 windows in the full structure, two in the player’s room and on above the desk in the main room. The rooms looked like this in the end 


screenshot 3screenshot 4

Secret writing

Pretty much the most important part of this game was the secrets. They were what would convey the largest piece of the story, and what would hopefully make the player feel like an invader of someone’s personal space. To start with these, it was important to have the character set out, thankfully I had done this quite a while beforehand. I knew that the character Zeke would be bisexual, have split parents, be raised religious by his parents but is questioning it now, and be into biology and entomology. From this, I created pieces of information in rough blocks that would tell these pieces of the character in small parts. For example, when it comes to his sexuality, there was 6 different written notes alluding to this. Two of which were related to partners, and ex girlfriend and a crush. Because bisexuality is harder to express with just one relationship, I needed to show two to make it clearer. I also needed to show his struggle between his faith and his sexuality, as the two would be conflicting pieces of himself, and with his faithing coming from his parents, he would not be confident to come out to them. So I created three notes that describe his relationship with his parents, the first being a half written coming out letter, another being an aggressive not lashing out at the fact that his parents are split and can’t make comment on his struggle when they can’t follow their own faith, and the third being directed at his struggle with his faith. But the point of the notes and other secrets were to describe the character in many parts, so that the player creates a slightly different idea of the character based on what they do and don’t find.


Secret implementation

The secrets were one thing to write, but I also needed to put them in the level. It was really important to make them feel hidden, but also make the player know how to get to them. This was done by placing things in more obvious viewing positions, colouring things to make them stand out and a few other methods to attract the players eye to the secrets. One key one was positioned in a very out of place spot, but so many people still found it due to the signs that I placed to lead them there. This was a written note about Zeke’s struggle with his sexuality and figuring out the label that best suits him. It was placed beneath a set of drawers next to a bag, with not much light on it. But what lead people to it was a sticker I had placed on the side of the drawers that isn’t visible to the player until they go right to the shelf at the far end of the room and turn around. This sticker was my interpretation of the bisexual pride crescent moons. Most people didn’t understand the symbol, but it caught their eye enough to make them interested in the area. Once they are interested in the area, they can look down and see the corner of a note sticking out and investigate further if they wish. Another of these would be where I placed the code for the lock. I wrote the code at the end of a password on a sticky note that was stuck to the pc. The code was the end half of the password but the numbers were underlined to stand out. There was also larger images on the note to attract attention and it was a green post it note on a grey pc so it would stand out more.


Making the room a home

There were a few key decorations to the room to let me make the room feel lived in, and actually be a home rather than a display room. These were the posters on the walls and the dirty clothes on the floor. It was important to have these in positions that would attract the eye and fill in the large blank spaces, because to make a room feel like a home it’s important to have less perfect lines and more angles and broken segments


Team work

We worked really well as a team on this project. There were points where our communication broke down slightly, but for the majority, we were able to complete tasks well and within our standards. There were a few things that could have been improved if we had some better communication between our team, but that could have also been done with some more time, which is always the dream.



One thing that I would have loved to improve if I had time was our game audio. We only had one person doing the audio for our game, and so we had pretty limited sound effects. If I had more time or better communication skill I would have asked more people to be working on the audio. But that wasn’t the only part of the audio that could have been improved. This was the first game that we as a team had used fmod, so we really weren’t aware of what we were doing. We didn’t  devote enough of our time to understanding fmod so that we could implement the sound to the best of our ability.  Lastly with the audio, the person that we had doing the audio is much better suited to engineering audio rather than composing music, so if we were able to do it again, I would have liked to have someone who is more musically minded to work on the main track to better deliver the desired mood. But that’s getting really nit picky.
All in all this project went really well, our team learnt a lot about VR and I was able to apply a lot more knowledge about design to deliver the experience to the best of my ability. There’s obviously things I would change, but that’s the case with everything I work on.