Game Analysis: Rocket League


The game I wanted to do an analysis on is Rocket league bc its the game I have been playing the most recently. Its also about soccer which is my favorite sport. Lastly its the only game I play as of right now though I have a lot of games

Game Play Analysis

Formal Elements

The BasicsNOTES
Name of the game:Rocket league
The platform:PC
Time played (should be at least 30 minutes):1 Hour (my free time)
If you could work on this game (change it), what would you change and why?This is a really well done game but if I worked on it I would make it less complex
How many players are supported?This is a sports game about soccer so it has different modes which include Single Player (kinda), and then there is Multiple vs Multiple which includes 2v2, 3v3 and 4v4.
Does it need to be an exact number?No and Yes. There are different modes where if your team leaves you play by yourself vs the other team who have full players or and there’s other modes where if you choose 2v2 or 3v3, you have to have 2 players vs 2 players or 3v3.
How does this affect play?Well usually when a team leaves it leaves you by yourself which isn’t good.
What are the players trying to do?The players are trying to score as many goals as possible in a certain amount of time.
There are three categories of (what Rules of Play calls) operational rules:There are literally no rules. You have a car, you have a soccer ball and a team. 
What controls are used?Don’t understand this sorry!
Was there a clear introductory tutorial?Yes the tutorial was clear but not so helpful. Once done with the mian tutorial, you’re left alone with people who are the same level but understand the controls as you don’t. So you have to learn and improve from other players and by yourself.
Were they easy to understand or did you find  yourself spamming the controller?Well sometimes it was easy cause i did the tutorial and i was already into agming before but at the same time i was a noob with controls and i didn’t know which keys it meant by RT or LT. So I had to click a lot of keys to finger it out,
Resources & Resource ManagementNOTES
What kinds of resources do players control? Players only control the car which controls the ball.
How are they maintained during play?The car never changes everything about the car stays the same including health. (I don’t really get this one)
What is their role?The car’s role is to score the goals with the soccer ball.
Game StateNOTES
The snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state.Don’t get this one either
How much information in the game state is visible to the player?A lot. You can view the time left to finish the game. Who has earned the most amount of points. And the scoreboard
In what order do players take their actions?Turn-based with simultaneous play, Real-time and Turn-based and time limits at the same time bc you play as a team and when you see your chance you go for it at the same time you wait if you see your teammate is hitting the ball. (you don’t wanna be in their way)
How does play flow from one action to another?Very well. You can change up the action you’re doing at any time.
Player InteractionNOTES
What is the player interaction?In rocket league it’s more of a direct attack but with teams. Where we attack you and you attack us.
Theme & NarrativeNOTES
Does it have an actual story structure? No.
Is it based on an historical event (or similar)? No.
Does the theme or narrative help you know how to play?No and Yes. Like yes you try to score and by using a car which has different skills you can use to both get through and score..
Does it have emotional impacts?Yes. You would be happy if you win a game and level up as much as you can.
Also look for en media res (does it start in the middle of the game)?Don’t understand once again.
The Elements in MotionNOTES
How do the different elements interact?Soccer ball interacts with car, Car interacts with car (car means the player as well cause he is using the car), Car also interacts with environment
What is the gameplay like? Smooth, can be a bit fast for beginners and for me even though I am used to the game a bit.
Is it effective? Yes.
Are there any points where the design choices break down?No.
Design CritiqueNOTES
Why did the designer make these particular choices? Maybe because they study soccer.
Why this set of resources? Because I think that they thought it would be a bit funner and different from other games at the same time.
What if they made different decisions? I think the game would still have been fun though this is more of a game where one choice could kill a lot but also could not at the same time.
Does the design break down at any point?No.
Graphics & SoundNOTES
Does the game art pair well with the mechanics? Yes.
Did you find any bugs or glitches?Sometimes but nothing major. It’s like my internet glitching, not the game though.
What about sound?The sound is great, plus there are different sounds for cars and everything. Though this game is a simple game where you don’t need to work so hard with the sound cause there are no big things like talking or anything.
Can you spot any technical shortcuts?Yes, You can choose different sounds for cars and I think that’s because they didn’t want to make different sounds for different cars.
Various stagesNOTES
What challenges do you face, and how do you overcome them?The challenge of not knowing rather someone understands some parts of the game more than you. 
Is the game fair?Yes and No. In Some parts  as I said the games lets you continue a game if your team leaves. 
Is it replayable?Yes.
Are there multiple paths to victory or optional rules that can change the experience?There are billions of paths.
What is the intended audience?I feel like it was intended for soccer fans but the devs didn’t realize that it was a sun game that anyone can play. Cause it constantly has updates about soccer but if you play the game you almost forget that its about soccer.
What is the core, the one thing you do over and over, and is it fun?Hitting the ball.

Game Design – Week 13 – Changes



“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto


  • I had an ok week. I learned a few things. Though I am turning this late. I feel like it’s as completed as ever, so yay.


Screenshot from

Unity – C#

  • For now, I am stuck in the “your first c# program” due to some technical difficulty so I have no choice but to do a little bit of java for construct 3 instead. After doing a little bit of javascript learning, it defiantly feels a lot easier to learn.


Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Mechanics
    • Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
  • Dynamics
    • Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
  • Aesthetics
  • Aesthetics are the emotional responses evoked in the player.There are many types of aesthetics, including but not limited to the following eight stated by Hunicke, LeBlanc and Zubek:
    1. Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
    2. Fantasy (Game as make-believe): Imaginary world.
    3. Narrative (Game as drama): A story that drives the player to keep coming back
    4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    6. Discovery (Game as uncharted territory): Urge to explore game world.
    7. Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
    8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.


Brainstorm Ideas for Each of the Eight Categories

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • Something that makes the player satisfied through the visuals or audio
  2. Fantasy (Game as make-believe): Imaginary world.
    • Basically, a thing/word where the play can be or do whatever the heck they want that wouldn’t do in the real world, such as fifa.
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • A game where a player can get to complete a game by the story or the order the creator(s) made the game to be played.
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • A game that puts some sort of challenge that the player can get to overcome.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • A game in which the player is going to need to work with other people (community)
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • A Game where the player can get to Explorer, like unlocking parts of a map.
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • A game where the player can get to do everything in their way.
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • A game that’s continuous almost like GTA Online (I gotta include my boy gta) where you can keep playing and playing without an end


  • Set a timer
  • Spend 30 minutes in this ‘room’
Worksheet from
  • I learned about how to become a more positive thinker or how to convert negative thinking into positive thinking. I barely have negative thinking and when I do I usually lead myself away from it and they’re usually not that negative to the point they affect how I feel or think. Though if I do think negatively to the point it affects me, I usually play games, watch some YouTube, take time off of what I am doing, or just do something I enjoy like biking or just doing things on my computer.


  • I learned a few things about making your mind think positively rather than negatively. I also learned a few things about M.D.As.

Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD


  • Write your weekly summary here, last, at the end of the week…
    • Only one to two sentences of WHAT YOU DID


Unity – C#

  • Unfortunately, I am stuck in Your First C# Program because I have been having this error on my pc every time I try to start. So, for now, I am going to massage Mr.Leduc and hopefully, we can get that out of the way.


Screenshot from
  • Something I have learned is that construct 3 basically just makes every part of making a game simpler, and the fact that you can also use javascript is crazy. At the starting of the zoom on Monday, I really didn’t want to choose to construct 3 because it would confuse me, but now I know what it is. It’s literally sick. You can make games for every platform, Which is what really got me intrigued


Screenshot from


Image from
  • I Usually do my school work from morning to at 4 at least and if I have to finish something I go as long as I finish it. When I am done with my school work I treat myself to some nice funny youtube videos or just youtube videos in general. I don’t usually go outside which is bad I know but I did it because I thought it was not safe now I am going to start going outside about every day just to relax. I just went for a walk and dang it feels refreshing.


Screenshot from Construct Begginer’s Guide
  • I did make a game and lost the Link so I am not going to get another another one


  • One of the cool things I learned is that construct 3 is a really bigger friendly programming engine. Though it does have some bad things according to other students who use it and understand engines and other things better than me I don’t really agree.

Game Design – Week 10 – GTD – Getting Things Done – Part 2

Image from

Teens are overwhelmed, partly because they don’t yet have the skills to manage the unprecedented amount of stuff that enters their brains each day.  – from

“Your mind is for having ideas, not holding them.”

“You can do anything, but not everything.”

― David Allen, (GTD) Getting Things Done for Teens: Take Control of Your Life in a Distracting World


  • Learn new ways to mage things
  • didn’t go to school


Unity – C#

  • I was about to start doing your first program


Screenshot from Animated Book Summary And Review at YouTube
  • When things come your way use the GTD process
    1. capturing it
    2. processing it
    3. organizing were the things
    4. and review the things
    5. after reviewing the things then you can start doing them
  • It can seem boring or a waste of time but the process is actually going to help you you not waste time instead of it wasting your time
  • GTD is not something for specific ages or situations
  • GTD is for every age (well except kids who can write and adults who never went to school)


Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk



Image from
Image from


  • Learned a lot of new things about GTD

Week 9 – GTD – Getting Things Done – Part 1

“Day 092/366 – To Do List” by Great Beyond is licensed under CC BY-NC-SA 2.0

Your toughest work is defining what your work is! –  Peter Drucker


  • Write your weekly summary here, last, at the end of the week…
    • Only one to two sentences of WHAT YOU DID


Image of David Allen at TED Talk
Screenshot from David Allen TED Talk

In this ‘room’ you are going to try Getting Things Done (GTD).


Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • English
    • By this week
      • Vocabulary Lesson 6
      • Reading Log
  • ELD
    • By this week
      • Zero Emission: Q’s
  • Game Design 
    • By this week
      • GTD – Blog Post
  • Physical Science
    • By this week
      • Unknown
  • Algebra
    • By this week
      • Unknown
  • Health
    • By this week
      • Lifelines lesson


Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • English
    • By this week
      • Vocabulary Lesson 6
      • Reading Log
  • ELD
    • By this week
      • Zero Emission: Q’s
  • Game Design 
    • By this week
      • GTD – Blog Post
  • Physical Science
    • By this week
      • Unknown
  • Algebra
    • By this week
      • Unknown
  • Health
    • By this week
      • Lifelines lesson
  • I do them in order there are no prioritizing but sometimes i do prioritize



David Allen image
Oct. 2020 Lucidchart interview with David Allen
Image from FastCompany Magazine,
Image from FastCompany Magazine,
  • To be honest I just blocked it out of my mind
  • why id did I do that well it just confuses my brain
  • I’d rather have a plan than try to make a new confusing lane
  • I already have a plane for GTD or whatever
  • I did not go outside because:
  • 1: I am sick
  • 2. It’s cold
  • 3. Mom says no one to go outside till its “safe” (which i don’t get)


  • This week I did not learn a lot of things educational wise or at least the ones I would like to share but I did learn a thing about youtube in my free time.

Game Design – Week 8 – Logic, Flowcharts, and Coding

“Binary code” by Christiaan Colen is licensed under CC BY-SA 2.0

When asked the most important thing I should teach my students, the MIT student I was interviewing simply stated , ‘ teach them logic.’ – Mr. Le Duc


  • This week’s work was actually fun getting to fingure out how games code from the start point to the end
    • I had had a lot of fun with the though because it was the most entertaining part (yes I will write this sentece everywahere because it was actually fun)


  • Set a timer
  • Spend up to 15 minutes in this ‘room’ on either ONE of the scripting languages below, Javascript or C#  (NOT BOTH)


Screenshot from


Image from
This image has an empty alt attribute; its file name is Screenshot-2020-10-28-at-2.42.56-PM-1024x576.jpg
  • Creating a Simple Flowchart in Notes:
  • The oval chart represents the start of a chart
  • The terminator repressors the start and also as the end
  • You need to have a clear end and start diagram
  • you can have multiple ends points
  • It is good to make the start and endpoint first and build-up
  • The square represents a process or an action
  • aways consider the flow of the doc by going from top to button or from left to right
  • The diamond represents a choice or a decision such as a question causing the no and yes side
  • if the answer is yes the flow goes from the bottom of the diamond but if the answer is no it flows from right
  • the yes and no flows can be broken if necessary
  • The doc symbol represents a physical document or report
  • Color coding each type of symbol can be helpful and make it look nice
  • Screenshot

Mr. Le Duc’s Flowchart Shape Guide

More Flowchart Creation Resources


  • My Link
  • Here
  • What I have learned
  • I have learned what all the shapes mean


  • Interesting and useful Things
  • when people ask artist about if they are worried the artist get into deep thoughts making them want to drink (or not)
  • what is the creative process
  • work with the genus
  • if you are being bothered by that perfect idea just let it go
  • not the perfect than just let the idea go (by the way i do this ever day)



Screenshot from


  • What I have learned and enjoyed most was doing the and at least one problem I solved was having to think of a game idea as fast as possible because I did’t have any game ideas yet.


Fill in the Weekly Activity Evaluation: Done

Game Design – Week 7 – Tools, Time, and Rooms

CreativeCommons image Tool Stash by Meena Kadri at


  • Overall I think this week was simple in this class. Everything was easy to complete though for other classes that is a different story



  • One: Make your game as small as possible but with data
  • Two: Remove the content and understand the way it is entertaining

Game Genres from the Simplest and Most Difficult to Create

  1. Racing Game
  2. Top-Down Shooter
  3. 2d Platformer
  4. Color Matching Puzzle Game
  5. 2D Puzzle Platformer
  6. 3D Platformer
  7. FPS
  8. JRPG
  9. Fighting Game
  10. Action Adventure
  11. Western RPG
  12. RTS


  • One: Try to play the game while also observing
  • Two: Upgrade slowly for example start doing and observing a simple task and upgrade to the level where you can observe and do anything


  • My nemesis is tbh too much work
  • I am trying to get relaxed
  • I thought about how I can complete my work


  • Open World
  • A not so serious but fun game
  • Entertaining to play but hard to finish
  • Multiplayer
  • A strategy game


Developing Quality Workflow

What is Workflow?

Image Creative Workflow from,

Work•flow /ˈwərkflō/

“The sequence of industrial, administrative, or other processes through which a piece of work passes from initiation to completion.” –

What is a quality workflow?  How do we develop it?  Below are elements of the production cycle that most creative people move through as they create something.  First, we must identify the stages of project production. What is each stage and what are the quality checks for each stage.  Read on and find out!

Stages of Creation Development


How do we find ideas to develop?

  • Creativity
  • Organizing and Thinking
  • By feeling like you have accomplished something and also by people liking it.
  • You, Friends, Family, and Audience/Checkers


How do we clarify our specific goal(s) for a project?

  • Google docs, Presentations, animation videos, Voice over videos, etc.
  • Check schedules if they are available if it is double if you have time for a break
  • Ask if it is reasonable, ask yourself if it is double, look at your schedule
  • You, Reddit, Friends, and Family


How can we brainwrite, brainstorm, storyboard, and plan our ideas at this phase?

  • Google, Friends, or Classmates
  • The process of think about what you want ti to be like
  • If you would play it, Let people rate it
  • Random people, Classmates, Friends, and Reddit


How do we communicate with each other and execute our plan for this phase? This is where we actually make the project.

  • Videos, Trailers, Social Media apps
  • The process of you asking each other questions
  • Are you getting your ideas across? Do you know what you’re each doing
  • YOU


How do we communicate with each other and execute our final stages of the project for this phase? This is where we publish the project.

  • Videos, Trailers, Social Media apps
  • The process of you knowing when and how you’re going to plush the game
  • Are you getting your ideas across? Do you know when it’s going down
  • YOU, Team


How do we share our project with our learning community, advisory members, and the world?

  • Youtube: yo research and Google: to research how
  • Where do you want it to be published, Is it free
  • Everyone you know including strangers
  • strangers, people, you, friends, family, Reddit, google, youtube


How do we conduct a feedback session at the end of the project development cycle?

  • Zoom, Have a time of the day and discuss
  • The PROCESS of congratulating yourself
  • asking everyone if they feel proud of the result
  • Classmates and Teammates

Recipe For Success: Steve Jobs

Image from on 9/29/2020

Born: February 24, 1955, San Francisco, CA

Personal Success Definition

I define success as someone who is known for what he or she is good at, what he or she has done to help people around

Steve Jobs made a successful business by being the co-founder, chief executive, and chairman of Apple.  He helped bring about powerful, useful computer applications.  He has also helped improve the living conditions for millions of people through the Bill and Melinda Gates Foundation.

Skills for Success

Steve Jobs is a 1) inventor, 2) designer, and 3) entrepreneur. Steve Jobs once attended Reed College where he learned calligraphy which later owns he went to use for Apple’s multiple typefaces and proportionally spaced fonts. “Jobs was smart but directionless, dropping out of college and experimenting with different pursuits before co-founding Apple with Steve Wozniak in 1976. Jobs left the company in 1985, launching Pixar Animation Studios, then returned to Apple more than a decade later.”

How They Used These Skills

EXAMPLE: When Steve Jobs returned to apple, and apple was at the point of falling, he went used his invention and designing skills to create the great iPhone, iPod, and iPad we see today.

Challenges Overcome

Here are five of Jobs’s greatest mistakes, all of which history shows he ultimately learned from:

Recruiting John Sculley as CEO of Apple. … Believing that Pixar would be a great hardware company. … Not knowing the right market for NeXT computer. … Launching numerous product failures. … Trying to sell Pixar numerous times.

Significant Work

Image from on 9/29/2020

These are the three things that Steve Jobs invented the iPod, the iPhone, and the iPad which are used every day right now