Major Project 2

02/02/2026- 17/03/2026 (Week 1-Week 7)
Lizzie Tanaka (0362065)
Major Project 2 | BDCM | Taylor's University
Final Project


INSTRUCTIONS



Before the semester started, we've agreed to continue working as a group and we've briefly discussed the planned workflow. We needed to do a lot so Sheryne and Ying-Ying as the illustrators of our team, started sketching a week before to get a headstart. We agreed to divide the coloring part so that each person would have to color ten illustrations. 

This blog will focus more on my task, for more details on each tasks, visit these blogs;
- Sheryne's 
- Aisya

We created a Miro board for easy overview on our progress, feedbacks, and all important links. 

I. Branding and Logo

We thought of updating the logo because the curls in the icon might be too intricate and too detailed. We thought of exploring monograms and simplifying the curls. Ms. Vitiyaa said that updating the logo is good but need to finish by this week. After the class in the first week, we explored on our monogram idea. 

Fig 1.1 Monogram exploration


But after a while, we didn't find anything that would represent us well and since Ms. Vitiyaa told us that the rebranding wasn't necessary, we decided to make a small change by choosing a new brand typeface to support our initial icon design. Below is the font we chose. It's a condensed sans-serif to convey less luxury on our brand but a more approachable brand. 


Fig 1.2 Final primary logo design

By week 2, we consulted this to Ms. Vitiyaa and she agreed and allowed to proceed with this logo and branding. We settled the font with CoFo Glassier and CoFo Gothic NF for our body texts. However, during week 4, we changed the body text font to Sutasoma as it was under an open license and we were able to upload the font in our website to ensure consistency. 

II. Packaging

For our packaging, we did a mockup of Fig 2.1 and for MP2, we wanted to bring this to life. However, we came up with another idea to elevate our project.

 
Fig 2.1 MP1 packaging mockup


On week 1, we had an idea to create two different packaging. One is the special packaging and the other is the regular packaging. We had a discussion to settle on what the contents would be for each, to differentiate it. We concluded that:
  • Special packaging
    • Character cards
    • Narrative cards
    • Booklet
    • Hourglass
  • Regular packaging
    • Character cards
    • Narrative cards
    • Mini information sheet with gameplay and QR to our website to access the folklores
For our packaging, Aisya is in charge of it. The main challenge was to make the packaging insert that looks neat because we have 4 items with different depths. Aisya estimated the thickness of the card decks and booklet and we worked with this estimation. 

Special Packaging
a. First Dieline
At first, I suggested a dieline system from my own project that has applies different heights on the base of the tray. 

Fig 2.2 Prototype from my project

We tried this dieline to see if this worked or not.

Fig 2.3 Measurement drafts for the dieline
Picture from Aisya

Fig 2.4 Arrangement of the packaging insert [side view]
Picture from Aisya

Fig 2.5 Layout of the items

The layout was supposed to use the hourglass as the divider from the book and the cards. 

Fig 2.6 Digitized dieline
Picture from Aisya

Fig 2.7 Prototype
Picture from Aisya

The dieline worked but because we did it with real size, we found that the size was so long it reminded us of a brownie box instead. So we tried another layout that placed the hourglass alone under the book and the cards. 

Fig 2.8 Final dieline
Picture from Aisya

We tried the dieline on paper and it worked well. What we were worried was mainly the accuracy of the size of the insert because we didn't have the products yet. 

Fig 2.9 Final dieline

After a very long process, the dieline is settled and even then, there were a lot of revision before the printing with Mummy. We also gave our prototype to Mummy because the system of our insert involves the 'bowl' part being glued to the top layer. 

Fig 2.10 Final Prototype
Picture from Aisya

Afterward, we drafted the packaging designs. We included our logo and the list of folklores we had to show the audience a gist of the characters. The design is simple by nature as we thought that the more colorful part is the cards, so the outside could be simple. 

Fig 2.11 Packaging design drafts



b. Regular Packaging
For the regular packaging, we thought of doing something similar to a cigarette box. But after exploring more ideas, we came across this packaging, in Fig 2.12 that fits our brand better. 

Fig 2.12 Inspiration for our regular packaging

From the picture, Aisya built the dieline and made the prototype. This one took up much less time than the special packaging. 

Fig 2.13 Prototype for regular packaging
Picture from Aisya


After the prototype is done, we started on the packaging design. We kept the design simple and we kept everything center aligned to ensure consistency. On the front is our logo with collection number. And on the back was the list of the folklores. Ms Vitiyaa suggested we put the list of folklores so that people have an idea of what's inside. 


Fig 2.14 Final dieline and packaging for print

On week 6, we realized we were way over our budget and we thought of reducing our spending on this project. So, we decided to make the regular packaging like those playing cards box instead, using artcard material instead of rigidbox, significantly reducing our spending. 

For the new idea, we quickly prepared the dieline and the packaging design. However, with our new packaging, I thought of adding the paragraph that explains what Cerita Rakyat is, because without the paragraph, the mass public will have no clue of what this box is filled with. Even the list of folklores wouldn't be enough explanation. We also planned that this regular packaging targets the mass public but the special packaging is collectors only.  

Fig 2.15 Final regular packaging design



After we printed both packaging, the special packaging had some minor defects. For example, the magnets weren't as strong as the ones we saw in Mummy's samples. We also underestimated the thickness of the narrative cards. This ends up making the slot for the narrative cards a bit too tight. So for the bottom ones, they ended up curved if we wanted them to fit, raising the height of the deck. 

Fig 2.16 Curved card

To fix this, we added a ribbon so that it's easy to pull out the cards. It's a temporary fix that if we ever have the chance to refine our packaging, we'll definitely put in. The ribbon is only taped on the bottom side, which allows the top side to be pulled and it will pull up the cards. 

Fig 2.17 Ribbon
Picture from Aisya


III. Card Design

a. Character Cards
For the card design, not much is changed from the previous draft. We had to update the patterns for each regions and finalize the layout. Aisya was in charge in finalizing the patterns for each region.

Fig 3.1 Initial layout and final patterns


On week 2, we got feedback from Mr. Kannan that the layout of the card was too overpowering on the illustration and that we should allow more space for the illustration to pop out. With this feedback, we worked on the layout again. Ying Ying drew some sketches and I attempted to digitize but we failed to see that our card size isn't the same with the sketch. 

Fig 3.2 Attempt on updating the card design


Afterward, we decided to settle on our initial card design but we made the space for the illustration bigger, creating smaller margins on the cards. 

There was a few days of us rethinking our gameplay again and it took so much of our time but at the end, we decided that the issue on our gameplay was the lack of rules and competitiveness. We ended up making the timer much less to increase adrenaline and we added activation number. These numbers range from 1 to 3 and it refers to the amount of times each card needs to be used until it can be discarded from the player's deck. Our winning condition was to be the first person who discarded all their cards.

The same day, we also explored and finalized the activation number design on the cards. We wanted to use an element of our brand to ensure it's consistent too and we ended up using the Gunungan shape with the number inside. We thought it was the most direct, easy to understand approach to this. 

Fig 3.3 Activation number on cards

After the card design, front and back was finalized, we started to prepare for the print-ready file. Since I was responsible to liaise with print vendors, I thought of making the process easier in the future and make sure the working files were already neat and print ready.

Fig 3.4 Print-ready card file


To do this, I arranged all the cards, one region for each row and the back design of each region. This was done in around week 3-4 and because most of the illustrations weren't ready yet, I worked on changing the names of each character and filling the description and personality with what we currently had. Me and Aisya was simultaneously working on the contents of the cards. 


Fig 3.5 Process as the illustration completes

Fig 3.6 Finalizing the back design

Fig 3.7 Final card design for all

Mummy ended up asking us to separate each region into a file. After we printed, we noticed some issues such as a random curve on some cards on Papua cards even though it didn't exist in our file. We also noticed there was a misplaced text on the Buto Ijo card, yet we've never written the text at all. 


b. Narrative Cards
There wasn't anything we changed for the layout so we worked on finalizing the back design and we spent quite a while to finalize the narratives to ensure it wasn't too vague or too detailed. This is in hopes that the players still have full reign of creativity to create whatever story they wanted and not heavily bounded by the narrative card they selected.  

Fig 3.8 Print-ready file for narrative cards


IV. Illustration

Sketches were mostly done before the first week started as Ying Ying and Sheryne have started during the semester break. All characters and regions were also already finalized. During the first week, only a few sketches were left but Sheryne had already started the lineart for her sketches. 


Fig 4.1 Sketches

Fig 4.2 Lineart

The initial plan is to have Aisya and me also help in the coloring part, but midway in our project Sheryne told us that it was easier and quicker for her to do all the coloring since if not, she has to pick out the color palette for us and there might be more back and forth with the revisions. We agreed with her and that's how Sheryne ended up doing all the lineart and coloring. 

On week two, there were some exploration based on Ms. Vitiyaa's feedback but when we attempted it, we didn't think it worked with our brand and direction.

Fig 4.3 Attempt on feedback

The same week, we also decided to ask feedback from Mr. Kannan. And based on Mr. Kannan's feedback, Sheryne tweaked the color by adding overlay to make the colors pop more.  He also suggested we highlight the illustration more on the card design. 

Fig 4.4 Before and after Mr. Kannan's feedback

Fig 4.5 Colored Illustration

For more detail on the Illustration process, check Ying Ying and Sheryne's blog. 

V. Booklet

As I was in charge of the booklet design, I started by drafting initial layouts for the folklores first as it was the main component. A few changes we agreed on compared to the previous booklet design:
  • Put the character illustration only instead of the entire card to save space for the folklore. 
  • Put the character's name and description and personality as well.
  • One folklore for each spread instead of the previous one folklore to fit in only one page. This creates more space for the folklore and gives users a better flow of understanding the folklore by getting to skim for the characters first before jumping into their stories. 
  • Better typographical hierarchy in terms of the title, characters, folklores, and moral value section.
Fig 5.1 First layout draft for manual

After the first draft, which had the same layout with the previous one, we decided to venture out and split one folklore into two pages in one spread. Which allowed the information breathing space and wasn't too cramped. 

Fig 5.2 Second layout draft for manual

With the draft initial layout finished in Illustrator, I continued in InDesign to prepare the template for each folklore. Again, this was done during the ongoing process of the content writing and the illustration, so that the file would be print ready and neat by the time we needed to send over to the print.

Our one and only anomaly page was the Ampat Raja folklore because we had 5 characters instead of only two or three. We explored some layouts like below and ended up with the final one. 
Fig 5.3 Exploring layouts for Ampat Raja

Below is the final layout for the Ampat Raja. We divided them into two categories; the four brothers and Pintolee, the sister. We incorporated lines as a divider to ensure it still looks consistent as the line is also employed in the moral value divider section.

Fig 5.3 Final layout Ampat Raja


After we agreed on the folklore page, I moved on to creating the other pages such as the gameplay rules and the chapter dividers, as seen below.


Fig 5.4 Trials and iterations for chapter dividers

For our miscellaneous pages, we had two chapter dividers; the introduction with gameplay rules and the folklores chapter. We decided to use the thick frame on the top right of Fig 5.4

As for the region dividers, at first we wanted to use different patterns but we thought that it would seem overwhelming, so we stuck with the initial design of the ornaments and for the empty page on the left, we wrote down the folklores of the regions and its specific origin. 

Fig 5.5 Process on frame

Part of this process was to make the ornaments which I decided to repurpose from our icon lines. We rearranged these lines to create an ornament that is neutral and can be used for any context within our design. 

Once a few pages were ready, I printed them in a sheet of paper for feedback on the layout. Ms. Vitiyaa liked the layout and her feedback were mostly for the kerning, leading, ragging, and the page number. We fixed them and continued completing the content.

Fig 5.6 First round of feedback

Approaching week 4, when all the written content was done and nearly all the illustrations were done, I prepared the pages and we printed and showed it all on a sheet of paper to Ms. Vitiyaa for feedback. I personally wanted the typography to be checked for the final printing. There wasn't much to update other than a few ragging and she pointed out some illustrations blended in a bit. She also approved of the other pages. 

Fig 5.7 Last round of feedback for manual's typography

Fig 5.8 Last round of feedback for manual's typography (2)

After the feedback, I worked on revising it. We also added the hand illustration for the gameplay page as it was quite empty. 

Fig 5.9 Gameplay spread

Fig 5.10 Comparison of MP1 vs MP2 book layout


As for the mini guidebook, it was pretty direct. It only included the gameplay rules and a QR code to direct users to our website to read the folklores. The size is the same with the cards when folded. 


Fig 5.11 Mini guidebook - Outside


Fig 5.12 Mini guidebook - Inside


We were quite ambitious in the beginning and had no idea how much was our budget so we wanted to print our booklet in GMW Creative, one of Ms. Vitiyaa's suggestions. Anyway, we didn't end up printing there because we still had to source the paper material ourselves and we were running on very tight timeline and budget, so we chose to be more realistic this time. Though we hoped one day we'll get the chance to print this game on better materials. 

VI. Merchandise

At first, our only idea was some chibi style stickers and keychains. Ying Ying was in charge of the chibi style and we consulted this to Ms. Vitiyaa and Mr. Kannan too, because we thought that a chibi style might be too different to our style. However, it was approved with the note that the chibi should retain the original illustration's characteristics based on the character. For more details on the chibi design, check Ying Ying's blog. 

Fig 6.1 Before feedback

After a few revisions, it was finally finished and we moved to arrange the illustration in a sticker sheet. I arranged it in Illustrator to prepare the print-ready file.

Fig 6.2 After feedback

At first, we wanted to arrange it like Fig 6.3, left picture. However, after we tried, it left out very awkward spaces. Two characters that are beside each other are supposed to be connected. For example, on the top is Darmi and Malin Kundang, two characters who are disrespectful to their mother and was turned to stone. Then the middle row is Princess Laiamon and the Crocodile and finally the bottom row is Biwar and the Dragon. There was no space left for the Darmi and Malin Kundang sticker. 

Either way, this arrangement didn't work as nice as we planned so we had to compromise and re-layout by making the sticker sizes a bit different. 
Fig 6.3 File prep for sticker sheet


We also adapted our logo and three of the illustration to keychains. I sent to the print vendor and they added the hole for the clasp. 

Fig 6.4 Keychain file

Fig 6.5 Printed keychains


We also thought of doing bookmarks so we designed it and had it printed. For the bookmark, we arranged as many bookmarks as possible into one A3 Artcard paper and we cut them ourselves to save budget. 


Fig 6.6 Bookmarks


These three merchandise were sent over to print by the fourth week. 

On week 5, Ms. Vitiyaa actually suggested we package up our merchandise in an envelope. So we had an idea to bundle our merchandises in an envelope and completed it with a stamp sticker. Unfortunately, we couldn't find an A6 portrait envelope, so we did our own dieline and printed it on kraft paper. 

Inside the bundle, we also gave a tiny envelope with three random stamp stickers. This was done on a whim so there wasn't enough time to buy from Shopee so we printed ourselves. 

Fig 6.7 Kraft Envelope Dielines

As we wanted the bundle to mimick a package, we made stickers inspired by postage stamps and printed a bunch of them using our characters. Check Sheryne's blog for more detail on the stamp stickers. 

Fig 6.8 Print ready file for the stamp stickers

VII. Social Media

Our social media plan probably went a bit overboard. 
  • Coming soon: divided into three posts, one row
  • Region Trivia: 5 posts individually 
  • One humorous post catering to Gen-Z which is our main target audience
  • Why we created Cerita Rakyat
  • Introduction to the Cerita Rakyat team
  • Logo philosophy of Cerita Rakyat's 
  • One process post
  • Photography snapshots to balance out the illustration heavy account
I was responsible for the social media so by week 5, I began by drafting the introduction posts [6] and the region trivia. We arguably spent more time with thinking for the humorous content. On the final part of the execution was the introduction to the team members and the content for the trivia. We decided to spotlight each member individually and make each of us a quote about our experience in Cerita Rakyat. 

Fig 7.1 Process on introduction posts


At first, I designed the trivia post with left alignment. But then, we considered how all of our designs were center aligned, so we changed it to center aligned. We all agreed it looked better so we proceeded with this. 

Fig 7.2 First and final layout for region trivia covers

I then proceeded to do the humorous content. Thinking of the joke itself took more time than the layout design but we finally settled on 5 characters. Then I worked on the slide content for the region trivias which includes a short summary of the character and a CTA to our website. 
Fig 7.3 Process on humorous content and region trivia slides


For the process post, the one I had in mind was somewhat stop motion post of our sketches, linearts, and colored illustrations. I used Photoshop frame timeline to execute this. Then, sound effect was added to support the video. 

Fig 7.4 Process on Photoshop

And finally, the photography posts. We thought this added warmth to our social media and made it look like it isn't just solid colors, gradients, and illustrations but also real people behind the project. 

VIII. Website

On week 3, Ying Ying planned the user flow and the content structure of the website. We discussed whether we wanted to do a shop-focused website or just an informative one. At the end, we decided to go with the latter. 


Fig 8.1 Website flow
See in Miro


Ying Ying and Sheryne was in charge of our website and they first drafted it in Figma, from the low fidelity to the high fidelity prototype. Then they moved it to Framer because Framer allowed us to publish the website into an actual working website. 

Fig 8.2 Low-fidelity prototype in Figma

Even until the final push of our project, however, the website wasn't perfect yet according to them, because making the web responsive to tablet and phone was a real struggle with Framer. There are a few missed alignments because no matter what we did to fix it, redoing the effects and everything else, nothing seemed to work. 

For more details on the website, check Ying Ying and Sheryne's blog. 

Fig 8.3 Framer workspace



IX. Photography

This was a plan we had since the first few weeks but we weren't sure we could do it at all, given that our timeline was pushed. Fortunately, it did work. We did the photography session the night before our presentation and I quickly edited some of them so that it could be used for our social media. 

This was, for me, quite a new experience but it was fun. I borrowed a camera from my friend and genuinely had a fun photoshoot session, even if it was at X-Space at nearly midnight. 

For our photos, we did want to focus more on the product, showing our main items especially the cards, packaging, and manual. I had Ying Ying, Sheryne, and Aisya pretend to play the game and snap a few pictures of them.

Then, because of the super tight timeline (our presentation was in 7 hours), I attempted to edit the picture as best as I could with my limited abilities. The photos on itself was very hazy, grainy, and it wasn't as saturated as we wanted. Our cards illustration lost its color. 

We snapped hundreds of pictures but we only managed to edit a few notable ones that we wanted to use for our Instagram and website. Below is a few before and after comparison. 
Fig 9.1 Before vs after

Fig 9.2 Before vs after (2)

I tried to use lightroom but it won't let me because the app crashes everytime I tried to add new photos so I had to use Photoshop to do the editing. I used the Camera Raw Filter on every picture. There wasn't really much I did except making sure the photos looked brighter and more vibrant, more saturated to make up for the lack of color on our cards. 
Fig 9.3 Sample process of photo-editing

Fig 9.4 Sample process of photo-editing (2)


After all of these were done, we compiled them into a presentation slide for the final presentation day. We also added decorated our table to support our products. 

Final Result

Fig 5.5 Final Presentation Slide

Fig 5.5 Table Set-Up


FEEDBACKS

Week 1
General:
  • Finish by week four, allocate two weeks for printing

  • Prioritize important items, physical items.

  • Last two weeks: Do digital products like Instagram and a website.

  • Print at least two: one for submission, one for exhibition

  • Exhibition stuff: Digital mockup only [bunting, floor plan]

  • Merchandise: 5 keychains, 6 sticker designs.

Specific:

Packaging:

  • Two packaging idea is accepted [one regular and one special]

Manual:

  • Something's wrong with the font thickness, it’s inconsistent [referring to MP1 draft]

  • Can't see if it's good or not yet as the branding isn't done yet

Logo:

  • Idea to improve the logo is okay, proceed. Finish by next week.

  • If too much work, the current logo is okay as well.

Illustration:

  • The newer style looks better (shadow and line thickness).

  • Quickly finish the illustrations


Week 2
General: 
  • Finish by week 5
  • Overall already ok
Specific:
a. Ms. Vitiyaa

Packaging:

  • Our idea for the rigid box as special packaging is good to go

  • Ms. Vitiyaa gave us a list of print vendors to try

Manual:

  • Try contact sheet printing for the new proposed size

  • TOC, intro and gameplay page is all good to go

  • Page number smaller OR lighter color

  • If the book will be bigger, increase only ONE pt for font size body text

  • Character title decrease by ONE pt

  • Chapter Dividers: All good, things that look expensive like the frame, please don't repeat it too much [the folklore frame].

Logo:

  • Looks better than the previous one. The new font is a good choice. 

Illustration

  • It's getting a bit flat and childish, so maybe we can try only color either the background or the character, the rest keep it BNW, so that the characters pops out more. 

  • Keep it more earth toned color


b. Mr. Kannan
Art direction & branding
  1. Since our new direction is: storytelling, authentic, and high quality (not luxury). For the old MP1 illustrations, the colors are too bright and contrast. The colors should be more saturated.

Card layout & hierarchy

  1. The card frame and layout is overpowering the illustration.

  2. A good card should: lead the eye to the character first, then to key details (name, personality, text)

  3. The borders, frames and ornaments must support the artwork.

Illustration
  1. In terms of anatomy, you can refer the body as a 3D mass (rib cage, pelvis, flow)

  2. Be conscious of the central line, and shadow placement (should this place be darker or no?)

  3. Overall it's ok

  4. You can use an elongated background to cut more time.

Colors
  1. The current colors are too radial and harmonious (everything blends), you need contrast and hierarchy for:

    1. Highest saturation= focal point (ex; for timun mas its her ouch)

    2. Highlights/whites (can consider)

    3. Darkest tones

    4. Mid-tones last

  1. Use complementary colors, gradients, soft light, overlay in multiply layers.

  2. Using monochrome colors like Ms. Vitiyaa's feedback can be time efficient but it ruins your brand's essence. If they're done poorly they will strip away the 'folklore' style, and make the cards feel flat or generic, and weaken the stroytelling.

Merchandise (stickers)
  1. Chibi in this case is allowed and valid, if:

  • The character identity is preserved
  • Patterns, accessories, and landmarks are consistent and simpler.
  • Only specific features, not everything.

Week 3
No class due to CNY Holiday. Progress continues:
  • Continue on the illustration and change the color palette.
  • Starting to test the packaging dieline by making the prototype using cardboard.
  • Continue the booklet design, summarizing all of the folklores, starting on making prompt for the card narrative.
Week 4
General
Overall direction is on the right track

Specific:

Packaging

  1. The packaging must communicate essential information, the required information:

    1. Story title

    2. Collection name (ex: Gold Collection/ Volume 1 collection)

    3. Manufacturer/creator name

  2. The list of stories that we chose (for a regular box place it on the sides; for a special box place it on the bottom).

  3. Stay simple for your packaging design, because the cards are what makes the whole 'Cerita Rakyat' thing to be more conceptual.

  4. For the special box, the thickness needs to be 5mm in order for the tray to be able to hold your product.

Manual:

  1. The page numbers should be in smaller size or make it in lighter color/lower opacity.

  2. Fix some of the ragging.

  3. The manual book layout is better than the previous one.

Merchandise:

  1. Merchandise packaging is optional but recommended, to build your branding and strong impression. You can use an envelope with your logo as a sticker.

Illustration

  1. The character's color direction is accepted, and the card design template is better now.

Second round of feedback:

Packaging:

  • If the font size of the inside content (manual) is small, the packaging design (at the back), should not be big.

  • 12 pt on packaging+ too big, try:

    • 11 pt

    • 10.9 pt

    • 11.2 pt

  • Keep logo, elements and font centered alignment.

  • Keep logo, elements and font away from the folding line, always leave a safe margin.

Manual:

  • The font size for the body text (6pt) is acceptable, adjust the leading and kerning in some areas, some lines look too tight or uneven.

  • Do not reduce font size further.

  • Maintain paragraph consistency, check if all paragraphs: end with a full stop/or none of them end with a full stop.

  • Some of the paragraphs block look inconsistent.

  • QR code placement has no issue.

Illustration

  • The color for Buto ijo and War are too dark and not as balanced as the other illustrations; the characters blend too much with background.


Week 5
General:
  • Be punctual to send all the design that needed to be send 
  • The overall branding is okay

Specific:

Website

  1. Overall, the website is good to go, just need to refine some buttons that don't work.

  2. Add a section about your branding/team, ex: ‘what is Cerita Rakyat?’


Packaging

  1. The packaging design and dieline are all alright, just need to be sent as soon as possible to the printing shop.


Week 6
  1. The regular packaging is allowed to be changed due to the budget constraints.

  2. The change of the rigid box to artcard material for the regular packaging is approved.

  3. Packaging design for the regular packaging approved.

  4. The website content for ‘About Us’ is accepted.

  5. Social media design is approved but Ms. Vitiyaa suggested we add introduction posts to what our project is about and who is behind the team.


Week 7
No specific feedback or question regarding the project.

REFLECTIONS:
Experience:
This entire module and project has been an experience I would never forget. It was tedious, time-consuming, so challenging but it was also a really fun time getting to pour out our creativity into a project. Returning to this project after a year wasn't a really easy choice for me as I told myself I wouldn't want to do a game for my final project and I wasn't too sure with our project in last year's MP. At the end, I decided to stay in the group and work on Cerita Rakyat which I don't regret at all. 

I'll be eternally grateful for my teammates, people that I have relied on this past year. I have teammates that reassure me for all my overthinking phase and they stay open to all ideas and possibilities. 

This project taught me lifelong lessons that I believe will be useful in my future endeavors. I learned the importance of teamwork, communication, and time management. But aside from that, I also learned more about branding and identity, how it shapes our game and fits the target audience and how challenging it is to ensure it stays consistent without being boring and repetitive. 

Of course, like all other projects, there are flaws and imperfections and there is a lot of things I consistently look back and regret and wish I could improve it but there's no point in dwelling in it but I keep every regret as a lesson for future projects. 

Observations:
Throughout these seven weeks of working with my teammates, one thing I observed we lack is time management and aligning our time between each other. Some of us have become night owls and some of us stays as morning person, which is complete opposite and I feel like this is the one thing that reduces the effectivity of our communication after a while. I do wish I was the morning person. 

I also observed, personally, for myself, I think I lacked in staying focused in this project. It was easy to make plans and goals but it was terribly hard for me to actually stay focused in my tasks and job and I keep on straying from what was supposed to be the priority for me at the time. Even though it wasn't a huge mistake, I feel like the workflow could've been better if I stayed hyper-focused as it sometimes can slow down the group progress. 


Findings:
Once again, like in every group work, I find that communication and teamwork is so incredibly important. I also find our communication could definitely be improved as I have mentioned before. I also find that having supportive teammates really makes the burden so so much more bearable. Even with our direction going strong, there were a lot of times I doubted our project and at one point we almost changed our direction but the team supported the project and at the end, Cerita Rakyat is finally done. 




Comments