Final Reflection

For me, this semester wasn't just about learning game mechanics or theory—it was about stepping into the tension between vision and collaboration, creativity and clarity, and a deeper understanding of what it means to design for real people, not just for a grade. 


The most important thing I learned is that good learning games don't start with flashy features or content—they start with a purposeful system—a system that helps the player think, see, or try again differently. This clicked for me when we were designing ReBoot, and I realized that the narrative metaphor—the glitching Spark School—wasn't just a creative frame. It was a mirror of real-life classrooms where surface-level learning has stalled and teachers need better tools.


Designing a game like ReBoot taught me how deeply form and function must align. CT wasn't just what we were teaching—it had to be how players moved, solved, failed, and grew. I now see how feedback loops, mechanics, and story can all work together to invite reflection and confidence, not just completion.

I'm proud of what we made, and I'm proud of how I showed up along the way. I brought structure and depth to our narrative, shaped the visual flow of the game world, and worked hard to ensure our learning goals didn't get lost in the excitement of the medium. But it wasn't always easy.


There were moments, especially around our hook and early framing, when I had a different creative vision. Instead of staying on the hill to die on, I chose to protect group momentum. I chose grace. That quiet choice reflected deep growth for me. Real-world design requires flexibility, empathy, and knowing when to let go.


Our final pitch wasn't just a polished product—it was the culmination of dozens of small decisions that reflect who I'm becoming as a designer: someone who can lead with clarity and humility.

Throughout the process, I internalized a few key principles that will stick with me. First, stealth assessment isn't just clever—it's essential. It provides authentic insight into learning without breaking immersion. Second, I learned how player identity shapes motivation; even the best mechanics lose their impact when it's unclear. And third, I saw narrative design as a means of engagement and a lever for shifting mindsets. More than anything, I'll carry forward the reminder that games are more than tools. They are invitations to explore, to reflect, to imagine something better. That's what I want to design, in any space I step into next.


So yes, I've earned the title "Designer" again—but this time, with a deeper purpose behind it. "Reignite what was lost. Redesign what's next." That was Byte's invitation to our players. But in many ways, it became mine too. That's the heart of ReBoot—and the heart of what I've learned: design isn't just about fixing systems. It's about reimagining what's possible.