Game Design Final Reflection!

Before this class, I thought of games as something I would never be the type for. All through middle school, high school, and even college, I have been taken aback by this gaming culture. I never really bought into gaming: I was always bad at it and wrote it off throughout my life. However, the entire time I could appreciate the artistry and design thinking to create a great game. I may not be the type to wake up and crave playing Black Ops, but I can appreciate all the moving parts of the game. Besides appreciation, I had no idea about game design, mechanics, or anything else in the sphere. I had a very limited understanding. 

This class really pushed me, my understanding, and my project management skills in a really meaningful way. Specifically, some class concepts that stuck with me were addictive design, design for accessibility, and the tools used for technical building of games. Before this class, I did not even know what Godot was, and now, my second project team created a three dimensional game. 

For implementing these concepts into my work, and my greater work and personal life, accessible design stands out. A majority of the time something is designed, and then accessibility is added on, diminishing its importance even in the design iteration process. But in theory, something that across the board is easier to understand, use, and enjoy regardless of ability is just better. Why are we not designing for everyone from the beginning of the process? I think sometimes accessibility becomes an afterthought to new products due to limited resources and funding; however, even though I understand how stressful limited resources in a project can feel, we cannot just accept it at face value. Accessibility is a living, moving, breathing idea for the future. A way to actively correct our world’s history of exclusion, lack of visibility and seats at the table, and everything in between. I am planning to keep this in my work skills docket as I tackle my professional career. 

I experienced some challenges throughout the course, but nothing I found too discouraging. These roadbumps made me grow as a student, designer, and person overall. Something common, yet honestly frustrating, was all of my teammates’ lack of bandwidth. All of us were taking on too much at once simultaneously. This is likely a product of what Stanford’s campus tends to prioritize – productivity, efficiency, and achievement. That is a greater issue I am unsure how to address, handle, or move forward with, but that’s ok if I choose to not actively contribute to the problem. 

Therefore, this made me grow by actively trying to meet people where they are. Something as simple as asking people about their lives, in attempts of trying to understand what they are juggling. Acting with empathy always is so underappreciated in professional spaces, alongside being the practice being gracious, kind, and human. 

I am unsure what my next involvement looks like, but I feel excited. As always, I would love to come back as a TA. I really feel I could make a difference in student lives :). 

Onwards and upwards! Thank you!

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