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作品集描述

作品集描述

作者: LunarShade | 来源:发表于2017-11-27 18:37 被阅读0次

    During three years of studying and practicing in BUPT, I gain not only techniques but also progressive thoughts when developing projects in different domains. During this period, I tried to summarize experiences as well as lessons, acquired the conclusion that whatever the platform is based on, the prime factor to define the product is to see through the needs and pain points of users. Therefore, I provide you with three of my most representative works in my college academic career. 

    The first project is 『WithMe』, a game for Alzheimer patient and their family which is developed with Unity Engine. We define the game's propose to encourage later generations to join the game with their parents diagnosed with Alzheimer's disease. When surveying, we consulted in forums and searched for related papers on care of Alzheimer patients, and concluded the main scenarios in the game, then designed them in the game together. When developing, I am responsible for aspects including code developing, model building and mechanism design. The project not only provides me avenues to examine my ability in designing and coding, but also awaken my sympathy on patient groups like Alzheimer patients. 

    The second project is 『PUBG Training range』, which aspired by the popular FPS game on steam game platform. As an acute game player, I gained the habit of checking the games of their flaws and functions not developed yet since I played Warcraft3 in 2007. This ponder also happened when I played PUBG, I feel the need of training range when playing with my friends as well as browsing on game forums. Therefore, I decided to make a training range on my own and check its reflections from surrounding players. Before deciding the functions in the game, I inquired not my friends including rookies and qualifiers from professional teams, but also users of the forum and coaches of PUBG teams. With their suggestions, I summarized most wanted functions and start to learn the techniques required to accomplish the functions. With uncountable frustration solved in game layers including physic engine, coding, modeling and UI, I finally finished the game, and got unbelievable good reflections in user testings. 

    The third project is 『EzQ』, which designed to release the anxiousness in queuing. During daily conversations with my friends, I found their reflection about long rows in China to be unbearable. While discussing with my teachers, they regard this idea to be acceptable if combined with surveys. Therefore I find one of my friends suffered from the pain of waiting in line to draw up a survey. With the settled plan and our hand-made survey property, we spent three days in Beijing, finding 180 informants and concluded their ideas in to a chart. Then we concluded the queuers' characters to decide the functions and conspired to finished the designation of the app. 

    In making projects, I realized that the exact needs of users leads to the core concept of the app, so I start to regard the reflection of users and humanistic concern as important as innovation in design and techniques including coding. 

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