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FMP Evaluation
Your name
Production Process Evaluation
Research
• The Strengths, throughout my research I found many different animations, concepts and art which all
benefited me in some way. Mostly used for helping me draw, but also it helped write some off the
backstory to the characters since the images came with their own story. For example the first picture in
my research of code Geass inspired me to do some form if samurai soldier as a main character. Additional
help my existing product research provided to my product was that it helped when it came to different
designs I could look back and create some new images or concepts I found reliable. Furthermore, the
negatives in the research which goes against my original idea is more positive since it allows me to include
more of an audience into my game by adding different aspects which this part of my audience would like.
For example, originally I thought a sandbox would be an awful idea but then thought of the different
things that could be created and took a liking to the
• The weakness of my research was that I didn’t look at different art styles that would benefit me doing my
work instead when it came to production I ended up looking at some. For example, I looked a lot at the
different scenes and character designs in my existing product research but never looked at anything with
a vehicle, this means I wouldn’t have much inspiration for the vehicle and would have to waste time
looking for inspiration.
• Things I could of improved on would be that how I conducted my research and how I should have put
some more focus into what would benefit me more than some other things. This includes looking more at
posters instead of character design and ways of creating backstory correctly. The effect this would have
on my product would be that I would have a lot more different assets to show whilst additionally, having a
backstory for all my characters. With all the new assets it would be a lot clearer on what my whole
product would be about.
• The strengths of my questionnaire was how my questions were answered how I intended with the couple
people not taking it seriously, but that didn’t stop me getting good results. The weakness of my
questionnaire was how I did have double the amount of questions but due to the site used I could only
use ten
• The interviews gave me good information as well since I could pick people who I knew played game and
benefits more since they can go into detail which will help me massively. The weakness of this was that
the people I wanted to complete the survey were already busy so I had to wait for a good time to give it to
them
Planning, initial plans
The strengths of my initial plans was that i had a plethora of ideas i could use
for my project and had plenty of ideas that could be used and also had
images that would help with drawing my project.
The planning helped my product since it provided a foundation to build ideas
off of whilst helping me progress throughout my work continuously.
Some weaknesses would be how some areas weren’t completely annotated
and with that i could have boosted the amount of potensial work completed.
Things i could of improved would definitely be the detail i went into on my
mind maps whilst also making sure to focus on all the main points instead of
variating it to much.
By improving all this to a higher standard i would be able to improve my
product not dramatically but enough so it could potentially reach a higher
level in certain areas
Planning, experiments
The strengths of my experiments are that it was completed quickly but in
good detail this benefited me since i was able to produce more work as well
as having something to be able to look back on.
This helped my product since having the thing to look back on created a
sense of understanding to how i could draw certain objects also making it
possible to use them as a stencil which could help create new designs.
The weakness of my experiment was that i never included any characters or
vehicles that could be used instead i only made weapons.
This thing i could have done would be to try different character designs, eyes,
and hair style. Additionally, creating a vehicle or two to show potensial new
types of vehicles.
If i had experimented with eyes and different people styles i could have
started creating my main characters in my production a lot quicker since i
wouldn’t of had to watch videos on the different techniques, furthermore if i
had researched vehicles and their maneuverability i potentially could have
created a small animation.
Planning, pre-production
The strengths of my pre-production was that it allowed me to plan different styles and ways I
could create my project. Additionally, it provided a template above the foundation to begin
simple designs that I could then perfect when we do improvements.
The planning of my pre-production provided enough help to my project to get it running so I
could start editing different drawings made that I hadn’t thought of until finishing my pre-
production.
A weakness of my planning was how I didn’t include much to do with detailed drawings and
layouts but mainly focused on general outlines. This came great to creating the initial character
but difficult when it came to detailing them properly.
Things I feel I could have definitely done better would be the images I used for inspiration since
they didn’t show to much detail but enough to get a general image, after that I used my basic
skills to complete the hair
The effects this would have had would be that i could complete my characters a lot quicker but
to the same detail, with this I could of completed another couple of them to show some of the
scenes properly
The strengths of my layouts were how they gave a strong image to reflect off when I would be
completing my actual project. Additionally I could create different perspectives of the one layout
and plan many different thing that were only slightly related, for example the characters actions.
Some weaknesses of this though would be that they were simple and hard to follow.
The strengths of my storyboards was that I gave a good insight of how I would create my manga
and my trailer. It additionally, gave me things to reflect on, for example the way I’ve presented
gravity and how the character movements would be used efficiently.
Planning, pre-production
The strengths of my Software/Resources would be that it reflects the programs I used
and had planned to use. Additionally, the resources I was using will provide skills I will
need in the future. For example, using a drawing bad properly whilst putting key
bindings on the pads buttons to help speed certain processes up.
Contingency planning- The strengths of my contingency plan would be how it helps
with all situations to-do with my work, which means if something bad happens with
my work in normal situations I would have a solution. On the other hand, I haven’t
made many contingency plans for something that could happen at work, college or
home that could prevent me from completing my work.
Health and safety- The strengths of my health and safety is how it has all the
computer room safety covered so I'm safe during class. The disadvantage would be
that if anything were to happen out of class that could effect my health I wouldn’t
have it planned.
Schedule- The strengths of my schedule would be that it was highly detailed and had
many different things for me to check during the day to see what I had to complete.
The disadvantage of this would be that if I missed something out during a day, the
whole schedule would be effected.
Time Management
Overall I feel like I didn’t manage my time as well as I thought since I was struggling for time
when it came to the end of production. My initial plans were completed on time as well with my
research, but I spent a lot of time on the experiments. This would then lower the amount of
time on my actual production work. My proposal was done in one day with some preparation,
which makes me feel like it wasn’t that which lost me a lot of time. Because of this I did end up
completing the beginning of the FMP a few days late.
When starting pre-production I already knew I was a few days down, this put a lot of pressure on
me to complete the work as well as possible in the short amount of time I had. The style sheet
didn’t take long to complete but there could have been some major improvements with time,
the same with the contingency planning, health and safety tables since they don’t have much
detail. On the other hand the schedule, layouts and my storyboard were detailed and clear so I
could understand what was to be done next and if I’d missed anything important from planning.
When It got to my actual production I had a lot less time they I had planned before. My goal was
do my small animation, a couple pages of a manga and some game assets. But I only was able to
complete my game assets and assets I would use in my animation. With additional time I would
definitely would have completed some form of animation just to give an example of what the
rest of the animation ha potential to look like. Finally, if I had extra time I would of created my
first few pages of my manga in some form being in pencil or Photoshop. This would at least
provide another example of the potential my work could look like when fully completed.
Technical Qualities
Differences with the two characters would be that the statues of the body are complete opposites in the way that
my character has his body open while the existing character has his body protected with his sword. Furthermore,
hair for the existing character is spiked up and shows his emotion for excitement whilst my characters is flat to
show sorrow from his past.
Similar things between the two would be the clothing even though different colours they both have a cape with
their normal clothing. Additionally, their swords both have jagged edges to give more impact and also they both
have similar belts.
The way I wanted the character to come out was a lot more 3d like the character to the right. I wanted the sword
to be a lot more defined so you could see every bit of detail like the jagged blade and the small etched image on
the hilt. Additionally, I wanted my character to look strong and muscular and have a well detailed cape. It was
different to how it turned out since my character has no shading which makes it easy to tell it’s 2d. Furthermore,
my character doesn’t have any detail on the sword and the only part you can tell is unique is the hilt.
What you wanted the game to be like. How it was different to how it turned out. How it actually came out.
Technical Qualities
Things which are similar is they both have soothing in the background that’s zoomed in. on my one
it’s an eye and theirs is the top of the face. We also both have the age restrictions at the bottom left
of the cover.
Opposites which we have firstly is the colour palate, they’ve used white with dark character whilst
I’ve used a black background with a bright white character. Additionally, they have a large title with
characteristics that fit there game whilst I’ve got a font to fit my game whilst also having lighting
behind it
Aesthetic Qualities
• All the work I’ve made I want to say is great but some things don’t feel that way. Everything except for the
second scene in the kings room looks great mainly since I was getting into using pixels to create the
characters for the second scene
• The work I’ve done is unique since I’ve made them from scratch, the only character I could say was similar
to a current one would be the female I drew.
• The aspects of the visuals I created would be between the first scene of the castle or my male character I
created. Mainly since they both show a lot of emotion being anger or being strong and fearless. With
some extra improvements the male character could look even better and rival some current work on the
market
• The improvements I would make would be to complete the 2nd scene in a large view so im not working in
a small area of pixels and secondly to create a 3D effect on my male character to put some belonging into
him and not make it seem like a normal drawing
• I would make this improvement by adding shading whilst also adding different curvature and lines around
his feet legs arms and chest.
• Strengths of my work would be the way I’ve created everything to form the different assets for different
areas of the game. For example: making the characters, making part of the UI, designing the different
scenes they would be in, and making the case for the game.
• Weaknesses of my work would definitely be the work space I gave myself in Photoshop since something
that I needed to go into detail I couldn’t since it got to pixelated
Aesthetic Qualities
Audience Appeal
The swords reflect my audience appeal since they enjoy the
violence and gore of action games so having swords would be ideal
to fill those needs of brutal kills. This was spoken about in my first
interview where it said how he/she loved explosions and the game
borderlands which has a lot of violence and gore. This would make
it more suitable for guys since they’re the ones that enjoy this type
of entertainment. This would also link to my psychographic of the
game who adore violence and have no respect for their
surroundings in-game.
The theme of black and red connotes the passion that they
have for certain moments in games along with keeping within
the shadows to complete different tasks whilst foreshadowing
the blood that will be shed during those tasks
The eye could reflect their own personality and how they’re crying
inside at moments which they don’t physically show emotion for. This
could link to my audiences psychographic of having no emotions
since it’s an experience many need. Furthermore, the synergy
between the two different assets is close since you’ve got the same
person in both of them so you know the way you would see him.
Whilst also the shape of the eye is similar to the characters which
makes the two link without having to point it out with words
The outfit the characters wearing is dark and very old
fashioned which shows how he would be played as a skilled
sword wielder. Additionally, those with capes in some
games/manga (for example the captains the anime “bleach”)
are known to be powerful and show intimidation to those
around them which is something my audience would enjoy.
The reason my audience would enjoy having such power is
since my audience target age is 16-19 people
at that age don’t have much control and power
so this character would help them become
stronger as a person. Additionally, the art
style of my character
hasn’t been given a set age
range since he doesn’t have a
detailed face from being old, and
doesn’t have any childish features.
Meaning being 16, 24 or even 35, you
can relate to this character.
My character compared to the
social statuses of my target
audience (middle/upper class)
are very different. Since he
comes from a family who lives as
lower class but have come from
royalty. Additionally, getting to
see the other places he visits
and how they compare to his
lifestyle. This would make the
audience feel sympathetic for
him since he used to live like
them in a higher status, and has
been brought down into the lower
class with no status
Peer
Feedback
Feedback 1
• What did you like about the product?
I really like how the game case is laid out, I specifically like the character
reflection in the eye but the pegi rating and company name are also two very
nice features as it makes the case look legitimate. The 3D level design is a nice
touch considering that he could have just designed his game in 2D. The mini
map is also a nice feature as it would be very useful when playing the game.
• What improvements could have been made to
the product?
• Could have included more variation of colour when designing the scene however
the lack of colour variation on the case is very effective.
Feedback 2
• What did you like about the product?
The shading on all the pieces are good
Good colour palate for the female character that seems familiar
Good minimap design simple and effective
Good reflection in the eye
Good ubisoft design
• What improvements could have been made to the product?
Have larger array of colours in most of the designs
Make the designs darker
Add guards to the entrance of the castle
For the flags maybe make a simpler design to make it stand out
Feedback 3
• What did you like about the product?
The visual aesthetics of the character designs work really well, the
colouring is realistic, the drawing style is smooth and there is good
detail. The game case is similar to conventions and the concept art for
the scenes shows development of skill and good visual depth in a 2d
image. What improvements could have been made to the
product?
The map is slightly confusing in relation to the other assets, similar
colour schemes or some text to lead the audience to understanding
the layout would have been beneficial. The game case could have
incorporated the character designs or had some synergy with the
colour scheme to bring the branding of the game and its assets
together.
Peer Feedback Summary
• What do you agree with from your peer feedback?
I agree with the fact how some things on the minimap can seem confusing as
well with how the colour schemes at some point change slightly which can
also be a bit confusing at times. With this creating a colour scheme that links
to all the other assets in the game would make it more understandable and
easy to comprehend. I could also look at different types of maps and create
one that the audience could refer to.
• What do you disagree with from your peer
feedback?
I disagree with the fact that the designs need to be darker since they’re already
pretty dark already. Additionally, I think that I shouldn’t change the flags since
when doing a larger image It would look better then thought. Putting into the
perspective that they’re looking at a scene which still has plenty that could be
improved, picking the one thing that look good in the scene seems like a
waste of time
Peer Feedback Summary
Changes I would make off of my feed back would be the
mini-map and how It needs to link more to the other
assets. Also making a large image of the flag so it can be
easily seen since in-game it would be much larger than
the current image. Furthermore, I would make my male
character much clearer by adding shadows to create it
more 3D like. As well, by using all the tools of Photoshop I
would improve the different assets I’ve created by linking
different pictures to different areas. For example the male
character made was only a child in the second scene I
created, and I would make it obvious how much time has
passed. Finally, I would include more questions for my
questionnaire that are suited to the responses I’ve
received.

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7. fmp evaluation

  • 3. Research • The Strengths, throughout my research I found many different animations, concepts and art which all benefited me in some way. Mostly used for helping me draw, but also it helped write some off the backstory to the characters since the images came with their own story. For example the first picture in my research of code Geass inspired me to do some form if samurai soldier as a main character. Additional help my existing product research provided to my product was that it helped when it came to different designs I could look back and create some new images or concepts I found reliable. Furthermore, the negatives in the research which goes against my original idea is more positive since it allows me to include more of an audience into my game by adding different aspects which this part of my audience would like. For example, originally I thought a sandbox would be an awful idea but then thought of the different things that could be created and took a liking to the • The weakness of my research was that I didn’t look at different art styles that would benefit me doing my work instead when it came to production I ended up looking at some. For example, I looked a lot at the different scenes and character designs in my existing product research but never looked at anything with a vehicle, this means I wouldn’t have much inspiration for the vehicle and would have to waste time looking for inspiration. • Things I could of improved on would be that how I conducted my research and how I should have put some more focus into what would benefit me more than some other things. This includes looking more at posters instead of character design and ways of creating backstory correctly. The effect this would have on my product would be that I would have a lot more different assets to show whilst additionally, having a backstory for all my characters. With all the new assets it would be a lot clearer on what my whole product would be about. • The strengths of my questionnaire was how my questions were answered how I intended with the couple people not taking it seriously, but that didn’t stop me getting good results. The weakness of my questionnaire was how I did have double the amount of questions but due to the site used I could only use ten • The interviews gave me good information as well since I could pick people who I knew played game and benefits more since they can go into detail which will help me massively. The weakness of this was that the people I wanted to complete the survey were already busy so I had to wait for a good time to give it to them
  • 4. Planning, initial plans The strengths of my initial plans was that i had a plethora of ideas i could use for my project and had plenty of ideas that could be used and also had images that would help with drawing my project. The planning helped my product since it provided a foundation to build ideas off of whilst helping me progress throughout my work continuously. Some weaknesses would be how some areas weren’t completely annotated and with that i could have boosted the amount of potensial work completed. Things i could of improved would definitely be the detail i went into on my mind maps whilst also making sure to focus on all the main points instead of variating it to much. By improving all this to a higher standard i would be able to improve my product not dramatically but enough so it could potentially reach a higher level in certain areas
  • 5. Planning, experiments The strengths of my experiments are that it was completed quickly but in good detail this benefited me since i was able to produce more work as well as having something to be able to look back on. This helped my product since having the thing to look back on created a sense of understanding to how i could draw certain objects also making it possible to use them as a stencil which could help create new designs. The weakness of my experiment was that i never included any characters or vehicles that could be used instead i only made weapons. This thing i could have done would be to try different character designs, eyes, and hair style. Additionally, creating a vehicle or two to show potensial new types of vehicles. If i had experimented with eyes and different people styles i could have started creating my main characters in my production a lot quicker since i wouldn’t of had to watch videos on the different techniques, furthermore if i had researched vehicles and their maneuverability i potentially could have created a small animation.
  • 6. Planning, pre-production The strengths of my pre-production was that it allowed me to plan different styles and ways I could create my project. Additionally, it provided a template above the foundation to begin simple designs that I could then perfect when we do improvements. The planning of my pre-production provided enough help to my project to get it running so I could start editing different drawings made that I hadn’t thought of until finishing my pre- production. A weakness of my planning was how I didn’t include much to do with detailed drawings and layouts but mainly focused on general outlines. This came great to creating the initial character but difficult when it came to detailing them properly. Things I feel I could have definitely done better would be the images I used for inspiration since they didn’t show to much detail but enough to get a general image, after that I used my basic skills to complete the hair The effects this would have had would be that i could complete my characters a lot quicker but to the same detail, with this I could of completed another couple of them to show some of the scenes properly The strengths of my layouts were how they gave a strong image to reflect off when I would be completing my actual project. Additionally I could create different perspectives of the one layout and plan many different thing that were only slightly related, for example the characters actions. Some weaknesses of this though would be that they were simple and hard to follow. The strengths of my storyboards was that I gave a good insight of how I would create my manga and my trailer. It additionally, gave me things to reflect on, for example the way I’ve presented gravity and how the character movements would be used efficiently.
  • 7. Planning, pre-production The strengths of my Software/Resources would be that it reflects the programs I used and had planned to use. Additionally, the resources I was using will provide skills I will need in the future. For example, using a drawing bad properly whilst putting key bindings on the pads buttons to help speed certain processes up. Contingency planning- The strengths of my contingency plan would be how it helps with all situations to-do with my work, which means if something bad happens with my work in normal situations I would have a solution. On the other hand, I haven’t made many contingency plans for something that could happen at work, college or home that could prevent me from completing my work. Health and safety- The strengths of my health and safety is how it has all the computer room safety covered so I'm safe during class. The disadvantage would be that if anything were to happen out of class that could effect my health I wouldn’t have it planned. Schedule- The strengths of my schedule would be that it was highly detailed and had many different things for me to check during the day to see what I had to complete. The disadvantage of this would be that if I missed something out during a day, the whole schedule would be effected.
  • 8. Time Management Overall I feel like I didn’t manage my time as well as I thought since I was struggling for time when it came to the end of production. My initial plans were completed on time as well with my research, but I spent a lot of time on the experiments. This would then lower the amount of time on my actual production work. My proposal was done in one day with some preparation, which makes me feel like it wasn’t that which lost me a lot of time. Because of this I did end up completing the beginning of the FMP a few days late. When starting pre-production I already knew I was a few days down, this put a lot of pressure on me to complete the work as well as possible in the short amount of time I had. The style sheet didn’t take long to complete but there could have been some major improvements with time, the same with the contingency planning, health and safety tables since they don’t have much detail. On the other hand the schedule, layouts and my storyboard were detailed and clear so I could understand what was to be done next and if I’d missed anything important from planning. When It got to my actual production I had a lot less time they I had planned before. My goal was do my small animation, a couple pages of a manga and some game assets. But I only was able to complete my game assets and assets I would use in my animation. With additional time I would definitely would have completed some form of animation just to give an example of what the rest of the animation ha potential to look like. Finally, if I had extra time I would of created my first few pages of my manga in some form being in pencil or Photoshop. This would at least provide another example of the potential my work could look like when fully completed.
  • 9. Technical Qualities Differences with the two characters would be that the statues of the body are complete opposites in the way that my character has his body open while the existing character has his body protected with his sword. Furthermore, hair for the existing character is spiked up and shows his emotion for excitement whilst my characters is flat to show sorrow from his past. Similar things between the two would be the clothing even though different colours they both have a cape with their normal clothing. Additionally, their swords both have jagged edges to give more impact and also they both have similar belts. The way I wanted the character to come out was a lot more 3d like the character to the right. I wanted the sword to be a lot more defined so you could see every bit of detail like the jagged blade and the small etched image on the hilt. Additionally, I wanted my character to look strong and muscular and have a well detailed cape. It was different to how it turned out since my character has no shading which makes it easy to tell it’s 2d. Furthermore, my character doesn’t have any detail on the sword and the only part you can tell is unique is the hilt. What you wanted the game to be like. How it was different to how it turned out. How it actually came out.
  • 10. Technical Qualities Things which are similar is they both have soothing in the background that’s zoomed in. on my one it’s an eye and theirs is the top of the face. We also both have the age restrictions at the bottom left of the cover. Opposites which we have firstly is the colour palate, they’ve used white with dark character whilst I’ve used a black background with a bright white character. Additionally, they have a large title with characteristics that fit there game whilst I’ve got a font to fit my game whilst also having lighting behind it
  • 11. Aesthetic Qualities • All the work I’ve made I want to say is great but some things don’t feel that way. Everything except for the second scene in the kings room looks great mainly since I was getting into using pixels to create the characters for the second scene • The work I’ve done is unique since I’ve made them from scratch, the only character I could say was similar to a current one would be the female I drew. • The aspects of the visuals I created would be between the first scene of the castle or my male character I created. Mainly since they both show a lot of emotion being anger or being strong and fearless. With some extra improvements the male character could look even better and rival some current work on the market • The improvements I would make would be to complete the 2nd scene in a large view so im not working in a small area of pixels and secondly to create a 3D effect on my male character to put some belonging into him and not make it seem like a normal drawing • I would make this improvement by adding shading whilst also adding different curvature and lines around his feet legs arms and chest. • Strengths of my work would be the way I’ve created everything to form the different assets for different areas of the game. For example: making the characters, making part of the UI, designing the different scenes they would be in, and making the case for the game. • Weaknesses of my work would definitely be the work space I gave myself in Photoshop since something that I needed to go into detail I couldn’t since it got to pixelated
  • 13. Audience Appeal The swords reflect my audience appeal since they enjoy the violence and gore of action games so having swords would be ideal to fill those needs of brutal kills. This was spoken about in my first interview where it said how he/she loved explosions and the game borderlands which has a lot of violence and gore. This would make it more suitable for guys since they’re the ones that enjoy this type of entertainment. This would also link to my psychographic of the game who adore violence and have no respect for their surroundings in-game. The theme of black and red connotes the passion that they have for certain moments in games along with keeping within the shadows to complete different tasks whilst foreshadowing the blood that will be shed during those tasks The eye could reflect their own personality and how they’re crying inside at moments which they don’t physically show emotion for. This could link to my audiences psychographic of having no emotions since it’s an experience many need. Furthermore, the synergy between the two different assets is close since you’ve got the same person in both of them so you know the way you would see him. Whilst also the shape of the eye is similar to the characters which makes the two link without having to point it out with words The outfit the characters wearing is dark and very old fashioned which shows how he would be played as a skilled sword wielder. Additionally, those with capes in some games/manga (for example the captains the anime “bleach”) are known to be powerful and show intimidation to those around them which is something my audience would enjoy. The reason my audience would enjoy having such power is since my audience target age is 16-19 people at that age don’t have much control and power so this character would help them become stronger as a person. Additionally, the art style of my character hasn’t been given a set age range since he doesn’t have a detailed face from being old, and doesn’t have any childish features. Meaning being 16, 24 or even 35, you can relate to this character. My character compared to the social statuses of my target audience (middle/upper class) are very different. Since he comes from a family who lives as lower class but have come from royalty. Additionally, getting to see the other places he visits and how they compare to his lifestyle. This would make the audience feel sympathetic for him since he used to live like them in a higher status, and has been brought down into the lower class with no status
  • 15. Feedback 1 • What did you like about the product? I really like how the game case is laid out, I specifically like the character reflection in the eye but the pegi rating and company name are also two very nice features as it makes the case look legitimate. The 3D level design is a nice touch considering that he could have just designed his game in 2D. The mini map is also a nice feature as it would be very useful when playing the game. • What improvements could have been made to the product? • Could have included more variation of colour when designing the scene however the lack of colour variation on the case is very effective.
  • 16. Feedback 2 • What did you like about the product? The shading on all the pieces are good Good colour palate for the female character that seems familiar Good minimap design simple and effective Good reflection in the eye Good ubisoft design • What improvements could have been made to the product? Have larger array of colours in most of the designs Make the designs darker Add guards to the entrance of the castle For the flags maybe make a simpler design to make it stand out
  • 17. Feedback 3 • What did you like about the product? The visual aesthetics of the character designs work really well, the colouring is realistic, the drawing style is smooth and there is good detail. The game case is similar to conventions and the concept art for the scenes shows development of skill and good visual depth in a 2d image. What improvements could have been made to the product? The map is slightly confusing in relation to the other assets, similar colour schemes or some text to lead the audience to understanding the layout would have been beneficial. The game case could have incorporated the character designs or had some synergy with the colour scheme to bring the branding of the game and its assets together.
  • 18. Peer Feedback Summary • What do you agree with from your peer feedback? I agree with the fact how some things on the minimap can seem confusing as well with how the colour schemes at some point change slightly which can also be a bit confusing at times. With this creating a colour scheme that links to all the other assets in the game would make it more understandable and easy to comprehend. I could also look at different types of maps and create one that the audience could refer to. • What do you disagree with from your peer feedback? I disagree with the fact that the designs need to be darker since they’re already pretty dark already. Additionally, I think that I shouldn’t change the flags since when doing a larger image It would look better then thought. Putting into the perspective that they’re looking at a scene which still has plenty that could be improved, picking the one thing that look good in the scene seems like a waste of time
  • 19. Peer Feedback Summary Changes I would make off of my feed back would be the mini-map and how It needs to link more to the other assets. Also making a large image of the flag so it can be easily seen since in-game it would be much larger than the current image. Furthermore, I would make my male character much clearer by adding shadows to create it more 3D like. As well, by using all the tools of Photoshop I would improve the different assets I’ve created by linking different pictures to different areas. For example the male character made was only a child in the second scene I created, and I would make it obvious how much time has passed. Finally, I would include more questions for my questionnaire that are suited to the responses I’ve received.