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Evaluation
Alexander Sullivan-Cree
Research
I found that my research was extremely helpful throughout the project. My research included detailed analysis of pre existing
games which allowed me to look at existing ideas and concepts that helped me to get some kind of idea together if the type of
game I would eventually design. I believe that the strength of my research lay in the existing product section, I collected a few
images to show what the game looks like. Furthermore I wrote about the combat system and how it worked, the music and
design and even the history behind the games concept and art style. All the games I collected had some little aspect that I wanted
to include in my game such as the battle system, art style or music. The products I research were ‘CupHead’ by MDHR, ‘Okami’ by
Clover studio, ‘The legend Of Zelda’ by Nintendo and ‘Chrono Trigger’ by Square Enix. Personally I feel that I couldn’t maybe
written about more existing products to further gain knowledge of what looks good and what attracts players to play them, other
than that I don’t think anything else could’ve been improved. My research also included details of the game industry and how
they target and sell their games. This includes, age range, gender, price range and social status. This helped my final product as it
helped to decided what tone I need to make my game appeal to my target audience such as a dark violent game or a bright and
colourful game. I did further research by getting three random participants to fill in a questionnaire. This greatly helped my as it
showed that my opinion on video games is different compared to others. This allowed me to chose a genre and any game
appealed more to my target audience.
Planning
The planning was very helpful when it came to choosing the genre and style of game I wanted to create. I started with three basic
ideas of the genres and style of games I could’ve created. I then went on to choose one of the three ideas and develop it further
by including the characters name and other details, background, time and location if the game and the music tone I wanted to go
with. The ideas were created by using a mind map as it helped to map out the ideas clearly, I used the website bubble.us as it’s
easier to navigate through and use effectively. I used other forms of planning such as a mood board as that greatly helped to show
aspects of the type of game I wish to make visually. This allowed me to gain inspiration when it came to making my final product. I
think that I could’ve improved the mind maps and make them a little more detailed as the basic ideas were just that... basic. I
would’ve like to make there more detailed and maybe chosen the best rather than just dumping straight to the one I wanted to
create.
Time Management
Personally my timing wasn’t the best which I believe to be my weakest part of the project. All the PowerPoints were completed on
time even though I did eventually have a few problems with the images and corrupted files. However I did make a schedule to
help with the timing as shown below. I divided the table into 5 weeks and chose what I was going to do when. For week 1 it was
the Case study, Initial plans and product research. Week 2 consists of audience research, production experiments and proposal.
Week 3 and 4 were primarily used to create my game and all the aspects such as music, disk cover and box art. Finally week 5 was
also primarily used for the evaluation as this I feel like this was the most important PowerPoint of them all. If I had more time I
would like to believe that it would’ve gone towards further detailing the weaker PowerPoints as I believe my game didn’t need
anything else adding to it. The schedule ran smoother as I needed those 2 weeks for making the product as it took longer than I
though animating the whole project which I had to do in individual small clips as the computers couldn’t handle the bigger clips.
At the end of these two week I just managed to export all the work.
Technical Qualities
For the comparison between my
Work and an existing product, I’m
going to use Final Fantasy as I believe
that to be a good comparison. Final
Fantasy is an Excellent example of an RPG
(Role Playing game). Firstly Lets discuss
the sounds the player hears at the
beginning of both games. At the
beginning of both games the player is
greeted with a calm and soft melody.
Another Similarity between both games are the simplistic background and the title. As you can see in
the existing product we have a very plain background of black and a object that looks to be some kind
of meteor with at max a colour scheme consisting of 5 colours with the most predominant colour
being black. My video game consists of few colours with the most dominant colour being blue.
Furthermore we see the title which has a black body and light neon blue outline. In my game we see a
black bodied title with a white outline. Finally the last similarity between the products are the hand
shaped select button. I used this for the select button as this has been done is many rpg’s. I believe the
only difference between my product and the already existing product to be the symbol of the meteor. I
Like how they kept a background just black and I wish that I would’ve done that with my product.
Instead of a meteor I would’ve used A bee as bees are important to the story as the same for the
meteor in Final Fantasy VII.
Aesthetic Qualities
Personally I believe that the game look good however except for the
characters and their walk cycle. I believe the look of my advergame was
pretty good especially for the age I was trying to base my game on. My
game inspiration came from the old Final Fantasy Games released on the
Nintendo Entertainment System or NES in 1987. The similarities go further
beyond just the look of the game, the games turn based battle system was
also included in my game. Was it creative? I wouldn’t say that completely.
The characters, story and box art are creative however the rest I would say
are not that creative as I heavily used Final Fantasy for my inspiration which
can defiantly been see.
As you can see the similarities in
style and layout
I believed this helped give it a
more professional look.
As you can probably see
the heavy use of
inspiration from final
fantasy I was talking
about. This includes the
character layout and
placement and action
bars along the bottom.
Audience Appeal
My target audience was teenagers aged 15-25, both male and female. These were just two of
the many things that came into consideration about the audience. The others factors are
psychographic, social status and sexuality. I believe that I successfully created a product that
was not just targeted at 15-25 years old but to everyone. The game doesn't contain any
swearing, blood and graphic scenes or scenes of a sexual nature. I hoped in creating a game
about the importance of bees and what will happen if we further endanger their population.
This is a story that can be learnt and understood by everyone. I chose the age range 15-25 as
72% of all gamer are aged 18 and older. I don’t think gender and geodemographic was
necessary when creating a game as anyone should be allowed to play them. As I wrote in my
Proposal that I would try to include something that would appeal to each area of my
audience which I strongly believe I did. Overall I’m extremely pleased with how my product
look and played.

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Evaluation

  • 2. Research I found that my research was extremely helpful throughout the project. My research included detailed analysis of pre existing games which allowed me to look at existing ideas and concepts that helped me to get some kind of idea together if the type of game I would eventually design. I believe that the strength of my research lay in the existing product section, I collected a few images to show what the game looks like. Furthermore I wrote about the combat system and how it worked, the music and design and even the history behind the games concept and art style. All the games I collected had some little aspect that I wanted to include in my game such as the battle system, art style or music. The products I research were ‘CupHead’ by MDHR, ‘Okami’ by Clover studio, ‘The legend Of Zelda’ by Nintendo and ‘Chrono Trigger’ by Square Enix. Personally I feel that I couldn’t maybe written about more existing products to further gain knowledge of what looks good and what attracts players to play them, other than that I don’t think anything else could’ve been improved. My research also included details of the game industry and how they target and sell their games. This includes, age range, gender, price range and social status. This helped my final product as it helped to decided what tone I need to make my game appeal to my target audience such as a dark violent game or a bright and colourful game. I did further research by getting three random participants to fill in a questionnaire. This greatly helped my as it showed that my opinion on video games is different compared to others. This allowed me to chose a genre and any game appealed more to my target audience.
  • 3. Planning The planning was very helpful when it came to choosing the genre and style of game I wanted to create. I started with three basic ideas of the genres and style of games I could’ve created. I then went on to choose one of the three ideas and develop it further by including the characters name and other details, background, time and location if the game and the music tone I wanted to go with. The ideas were created by using a mind map as it helped to map out the ideas clearly, I used the website bubble.us as it’s easier to navigate through and use effectively. I used other forms of planning such as a mood board as that greatly helped to show aspects of the type of game I wish to make visually. This allowed me to gain inspiration when it came to making my final product. I think that I could’ve improved the mind maps and make them a little more detailed as the basic ideas were just that... basic. I would’ve like to make there more detailed and maybe chosen the best rather than just dumping straight to the one I wanted to create.
  • 4. Time Management Personally my timing wasn’t the best which I believe to be my weakest part of the project. All the PowerPoints were completed on time even though I did eventually have a few problems with the images and corrupted files. However I did make a schedule to help with the timing as shown below. I divided the table into 5 weeks and chose what I was going to do when. For week 1 it was the Case study, Initial plans and product research. Week 2 consists of audience research, production experiments and proposal. Week 3 and 4 were primarily used to create my game and all the aspects such as music, disk cover and box art. Finally week 5 was also primarily used for the evaluation as this I feel like this was the most important PowerPoint of them all. If I had more time I would like to believe that it would’ve gone towards further detailing the weaker PowerPoints as I believe my game didn’t need anything else adding to it. The schedule ran smoother as I needed those 2 weeks for making the product as it took longer than I though animating the whole project which I had to do in individual small clips as the computers couldn’t handle the bigger clips. At the end of these two week I just managed to export all the work.
  • 5. Technical Qualities For the comparison between my Work and an existing product, I’m going to use Final Fantasy as I believe that to be a good comparison. Final Fantasy is an Excellent example of an RPG (Role Playing game). Firstly Lets discuss the sounds the player hears at the beginning of both games. At the beginning of both games the player is greeted with a calm and soft melody. Another Similarity between both games are the simplistic background and the title. As you can see in the existing product we have a very plain background of black and a object that looks to be some kind of meteor with at max a colour scheme consisting of 5 colours with the most predominant colour being black. My video game consists of few colours with the most dominant colour being blue. Furthermore we see the title which has a black body and light neon blue outline. In my game we see a black bodied title with a white outline. Finally the last similarity between the products are the hand shaped select button. I used this for the select button as this has been done is many rpg’s. I believe the only difference between my product and the already existing product to be the symbol of the meteor. I Like how they kept a background just black and I wish that I would’ve done that with my product. Instead of a meteor I would’ve used A bee as bees are important to the story as the same for the meteor in Final Fantasy VII.
  • 6. Aesthetic Qualities Personally I believe that the game look good however except for the characters and their walk cycle. I believe the look of my advergame was pretty good especially for the age I was trying to base my game on. My game inspiration came from the old Final Fantasy Games released on the Nintendo Entertainment System or NES in 1987. The similarities go further beyond just the look of the game, the games turn based battle system was also included in my game. Was it creative? I wouldn’t say that completely. The characters, story and box art are creative however the rest I would say are not that creative as I heavily used Final Fantasy for my inspiration which can defiantly been see. As you can see the similarities in style and layout I believed this helped give it a more professional look. As you can probably see the heavy use of inspiration from final fantasy I was talking about. This includes the character layout and placement and action bars along the bottom.
  • 7. Audience Appeal My target audience was teenagers aged 15-25, both male and female. These were just two of the many things that came into consideration about the audience. The others factors are psychographic, social status and sexuality. I believe that I successfully created a product that was not just targeted at 15-25 years old but to everyone. The game doesn't contain any swearing, blood and graphic scenes or scenes of a sexual nature. I hoped in creating a game about the importance of bees and what will happen if we further endanger their population. This is a story that can be learnt and understood by everyone. I chose the age range 15-25 as 72% of all gamer are aged 18 and older. I don’t think gender and geodemographic was necessary when creating a game as anyone should be allowed to play them. As I wrote in my Proposal that I would try to include something that would appeal to each area of my audience which I strongly believe I did. Overall I’m extremely pleased with how my product look and played.

Editor's Notes

  1. What were the strengths of your research? How did your research help your product? 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. Compare your work to similar existing products and discuss the similarities and differences Put your final piece(s) in the centre of a page alongside an existing product Use text boxes and arrows
  5. 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? Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  6. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Refer to your findings from your questionnaire. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows