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Evaluation
Abigail Long
Research
Strengths:
I already knew how pixel art worked- well enough to make small animations and simplistic
but interesting character designs.
How it helped:
Knowing about pixel art helped because I already knew what style I wanted, limiting the
actual research greatly and helping the project move faster.
Research and Experiments:
For the initial experiments I researched some simplistic styles so that I could make and
animate the sprite with ease. I used some of these products to influence my research later
on, eventually deciding on a more simplistic character design than I usually go for.
Weaknesses:
I found it hard to find the specific thing I was looking for, as there aren’t a lot of pixelated
horror games out there. At the end I had to settle for some normal games and imagine hat
it would be like in the style I had chosen.
Improvements:
I could have done more extensive research into the chosen products and expanded my
horizons a little more instead of sticking to the standards I set.
Effect on product:
I think with more research I could've come up with more ideas for character design and
unique and interesting puzzles instead of the ones I chose.
Planning
Strengths:
I knew what kind of style I wanted, and the general idea behind it. Writing it all down in a
mind map helped me sort through my thoughts until I had three concrete ideas.
How it helped: Knowing what style I wanted helped because I could easily sort through
colours and pictures to find what I need, and having my three main ideas written out
helped me decide which option I’d choose, letting me focus on that more than anything
else.
Weaknesses:
Since I was more focused on planning the aspects of my game, I spent less time planning
specific time increments, and my work ended up suffering from that.
Improvements:
While planning the project is important, I should also keep in mind the amount of time I
have for the project. I ended up planning so much, most of which I never managed to use.
This could greatly impact my work- if it feels unfinished, I’m less likely to get the grades I
want.
Effect on product:
I would have had more time to polish the rooms, character design and walk cycle and
rooms to make it something truly interesting.
Time Management
I did not manage my time well. I spent too long on production and my animation suffered
because of this as I ended up not having enough time to animate everything. I had to settle
just animating the main rom, hallway and the first puzzle.
With more time, or better time management I could have animated more rooms or worked
on making the final animation smoother. I think with additional time I could’ve also created
more sound effects to make the animation feel more like a video game.
Technical Qualities
Level of detail
Some of my shading is bad. I didn’t really have a light source and the shading for the characters
was all over the place. It didn’t really work well together. I think the small, inanimate objects is
where I shaded best and I think the rooms could use some work too. Most of my pixel art is very
detailed, I just think the characters and rooms could use with more consistent shading..
Smoothness of animation and complexity
My animation is not very smooth. One of the biggest problems was consistency. My character
walk cycle was strange and unnatural- definitely something I need to work on. There are some
frames where the character is going in a different direction, some frames where the characters
face is misplaced, there’s even a few spelling errors- none of which I realized until I was editing
my animation together. The walk cycle where the character moves back and forward is fine- it
looks and feels like it would in real life. The narration pops up when I need it to and the sound
effects accompanying it give it a sense of professionalism. Next time I’ll try doing some different
walk styles instead of just statically moving the arms up and down.
Aural Qualities
I only have one song throughout the entire game- I did consider having different songs for
each room, however I decided to just stay with one. The song is quite good and fitting-
however, in some parts it’s louder than others when I originally wanted it to have a consistent
volume. I would have liked more sound effects instead of just the ones for the narration boxes
and switches. With more time, I would have added sound effect for the characters, TV and
doors.
Aesthetic Qualities
There was some sort of error when I was translating my work from drawings to animations.
The characters got sized up and most of the shading I’d done went to waste. It made the
characters look incredibly stagnant and not at all like I’d designed.
(Original design) (Sized up version)
The eyes and mouth are too wide and the
neck looks almost swollen. The hair looks
liked it’s melted into the face and the shirt
looks just like a strange mash of colour.
Same with the jeans. I wasn’t sure about the
shoes originally anyway, but they’re more
blocky- like boots when I was really looking
for something more like trainers.
Audience AppealCharacters female
to bring in a larger
audience. Females
are statistically
more likely to play
games if the main
character is also
female.
The colours are very neutral- they don’t really pop out which makes
it easy to see, and it matches the aesthetic of a hotel fairly well. This
makes it easy to see and look at, and the neutral colours means that
anyone can play. Even if they have bad eyesight.
Since the game takes
place in a hotel it
makes it relatable.
Hotels are real, and are
able to be visited so
people can easily
understand it and when
fantasy things happen it
can easily played and
immersed.

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7. evaluation

  • 2. Research Strengths: I already knew how pixel art worked- well enough to make small animations and simplistic but interesting character designs. How it helped: Knowing about pixel art helped because I already knew what style I wanted, limiting the actual research greatly and helping the project move faster. Research and Experiments: For the initial experiments I researched some simplistic styles so that I could make and animate the sprite with ease. I used some of these products to influence my research later on, eventually deciding on a more simplistic character design than I usually go for. Weaknesses: I found it hard to find the specific thing I was looking for, as there aren’t a lot of pixelated horror games out there. At the end I had to settle for some normal games and imagine hat it would be like in the style I had chosen. Improvements: I could have done more extensive research into the chosen products and expanded my horizons a little more instead of sticking to the standards I set. Effect on product: I think with more research I could've come up with more ideas for character design and unique and interesting puzzles instead of the ones I chose.
  • 3. Planning Strengths: I knew what kind of style I wanted, and the general idea behind it. Writing it all down in a mind map helped me sort through my thoughts until I had three concrete ideas. How it helped: Knowing what style I wanted helped because I could easily sort through colours and pictures to find what I need, and having my three main ideas written out helped me decide which option I’d choose, letting me focus on that more than anything else. Weaknesses: Since I was more focused on planning the aspects of my game, I spent less time planning specific time increments, and my work ended up suffering from that. Improvements: While planning the project is important, I should also keep in mind the amount of time I have for the project. I ended up planning so much, most of which I never managed to use. This could greatly impact my work- if it feels unfinished, I’m less likely to get the grades I want. Effect on product: I would have had more time to polish the rooms, character design and walk cycle and rooms to make it something truly interesting.
  • 4. Time Management I did not manage my time well. I spent too long on production and my animation suffered because of this as I ended up not having enough time to animate everything. I had to settle just animating the main rom, hallway and the first puzzle. With more time, or better time management I could have animated more rooms or worked on making the final animation smoother. I think with additional time I could’ve also created more sound effects to make the animation feel more like a video game.
  • 5. Technical Qualities Level of detail Some of my shading is bad. I didn’t really have a light source and the shading for the characters was all over the place. It didn’t really work well together. I think the small, inanimate objects is where I shaded best and I think the rooms could use some work too. Most of my pixel art is very detailed, I just think the characters and rooms could use with more consistent shading.. Smoothness of animation and complexity My animation is not very smooth. One of the biggest problems was consistency. My character walk cycle was strange and unnatural- definitely something I need to work on. There are some frames where the character is going in a different direction, some frames where the characters face is misplaced, there’s even a few spelling errors- none of which I realized until I was editing my animation together. The walk cycle where the character moves back and forward is fine- it looks and feels like it would in real life. The narration pops up when I need it to and the sound effects accompanying it give it a sense of professionalism. Next time I’ll try doing some different walk styles instead of just statically moving the arms up and down.
  • 6. Aural Qualities I only have one song throughout the entire game- I did consider having different songs for each room, however I decided to just stay with one. The song is quite good and fitting- however, in some parts it’s louder than others when I originally wanted it to have a consistent volume. I would have liked more sound effects instead of just the ones for the narration boxes and switches. With more time, I would have added sound effect for the characters, TV and doors.
  • 7. Aesthetic Qualities There was some sort of error when I was translating my work from drawings to animations. The characters got sized up and most of the shading I’d done went to waste. It made the characters look incredibly stagnant and not at all like I’d designed. (Original design) (Sized up version) The eyes and mouth are too wide and the neck looks almost swollen. The hair looks liked it’s melted into the face and the shirt looks just like a strange mash of colour. Same with the jeans. I wasn’t sure about the shoes originally anyway, but they’re more blocky- like boots when I was really looking for something more like trainers.
  • 8. Audience AppealCharacters female to bring in a larger audience. Females are statistically more likely to play games if the main character is also female. The colours are very neutral- they don’t really pop out which makes it easy to see, and it matches the aesthetic of a hotel fairly well. This makes it easy to see and look at, and the neutral colours means that anyone can play. Even if they have bad eyesight. Since the game takes place in a hotel it makes it relatable. Hotels are real, and are able to be visited so people can easily understand it and when fantasy things happen it can easily played and immersed.

Editor's Notes

  1. What were the strengths of your research? How did your research help your product? Discuss product research and experiments. What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
  2. What were the strengths of your planning? How did your planning help your product? What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  3. Did you manage your time well? Did you complete your project on time or would your products have improved with additional time? What would you have done if you had more time to produce your work?
  4. Discuss the strengths and weaknesses of the technical aspects of your work; level of detail in the pixel art, smoothness of the animation, complexity of animated elements. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences Consider putting your final piece(s) in the centre of a page alongside an existing product- Use text boxes and arrows
  5. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  6. Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it? Consider use of colour, if you can tell what your art is meant to represent, backgrounds, characters, pick-ups, enemies etc Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  7. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows Consider using you https://yougov.co.uk/profileslite#/ to develop your audience description