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Evaluation
Andreas Mina
ResearchWith research, the first strength involves describing and picking out from the
images of the gameplay. I found it easy to pick out the elements of the image,
and relate it to the theme. This was simple, as I realised why every element was
placed where it was to fit with the gameplay. This helped me with picking out
the correct colour scheme for the game to fit in with the items involved with the
gameplay. It also helped me with perspective of the game, with choosing the
terrain to make it visible, along with the moving background. Another strength
would be concluding the audience appeal from seeing the aims of each game.
Its classed as strong point, as it was meant for me to find out why the audience
would by the game, I basically found out from my interests of the game, and
stated them down. This helped me with creating my game, with making the aim
of winning the game (90 seconds or less to win an award), and with making the
controls easy to understand and comfortable to access While in the game play.
The weakness of the research would firstly be with the case study research. The
thing which I struggled with is talking about the story as a whole for the game.
The reason is because of the type of game it was. The game was an open world
with two alternate ending with big tasks and mini tasks when the big tasks
aren't around, so I struggled to explain about the main plot of the game. I could
have improved the plot explanation by having separate explanation for the main
plot and the mini stories. This would have helped me of having a better
example of a story plot, in which could have helped me create a better plot for
my game. Another weakness with the research would be comparing the games
together. The reason is because I struggled to find the similarities of games with
different interpretations and themes, as they were all had their own separate
intentions. If I could improve anything, it would be to look up more games that
are really closely similar, based on colours and theme. This would have helped
me with laying out my game, as I would have had more of a wider idea of what
to do in terms of theming and colouring.
Planning
With planning, my strength would be creating the rough layout. I found it easy to re
arrange my image research into my intention, as the reason for finding the images, to
help me figure out what to create in my game. The arranged images showed what I want
the game play to roughly look like. It helped me construct the final product, and helped
me figure out what to create, and where to place it on the game. also, another strength
would also be the style sheet. I was good at picking and finding relevant images to suit
my game, as it required me researching for the images. This helped me with creating
the car in the game, and the character in the start up, as it gave me an idea of what 8 bit
looks like, and what I want to create looks like. Lastly, the sound list wasn’t a strength,
but kept me organised. It kept track of what I want to create in terms of sound, so I
don’t forget my ideas. It also helped me remember how to create my sounds and get my
sounds, so that I was more prepared.
With the weaknesses of the planning, the first one would be for the music ideas. I don’t
believe that they helped me with creating my music, as they weren’t the same type of
style as my song, as mine was slightly more 8 bit, and differently toned. I should have
found 8bit music similar to my style. This would have helped me with inspiration with
the tune, as it would have sound more similar to the beep box beats. Also, another
weakness would be planning the contingency and health and safety. With this, I
struggled to figure out what the worst outcome could be with doing the game, as it
involves less moving about compared to the short film project I did before. I could have
thought more about the computer than finding the risks of recording. This could have
made me more organised with safety when using the computer.
Time Management
With timing, I had five weeks to complete it. It was pretty hard to manage time, since we had to miss days off college because of the poor
weather. But I managed to fix the situation of missing days off, by doing work whilst at home, so that I don’t fall behind for practical production.
This solution worked, as it never led me to remove a day of practical work to plan it last minute. With the previous week with the initial plans, I
didn’t need to overlap with the second week, as I managed to finish the previous three slides before the first week (case study, research and
initial plans). In the second week on the production, I did manage to do the practice game footage in time, and the PowerPoint for it too, before
the closing of the college occurred. In those absent days, I had done the planning at home to catch up for next week. With the practical
production, I ended up doing the final animation in the second week of production, as I spent most of my time adding in the detail in the
background and pre story for the game. In the second week, I did the homemade audio at home, to save time from browsing, and I left the
editing of the audio of the first day of week 5. luckily, I didn’t go over that first day. I do believe I was cautious with time, but if I were to have
additional time, I do believe I could have improved the final work. With more time, I could have been able to make my gameplay more longer,
introducing more obstacles to overcome and more background in which I made previously, but to keep ahead o time, I had to cut it short. Also,
with additional time, I could have done more additional research into more games similar to mine. I could have fitted another game for me to
get more inspiration on. Also lastly, I wish I had an extra two lessons on the practice games I created. If I did have an extra two lessons, I could
have had time to animate the alien game I had created to make it move. Even though these intentions for additional time weren't met, I still
managed to give out a good amount of work without the extra time. I don’t believe that the initial plans needed additional plans, as there wasn’t
much more could have added to it.
Technical Qualities graphics/gameplay
Similarities
Differences
The viewing side of the game is the same, as they both are a side scroll
view of the game, for you to be aware of what's ahead on the right hand
side of the screen. Also it goes for the car too, as they are both on the
left hand side, and doesn’t move from its place. As both vehicles remain
in one area the floor moves towards it, to give the effect that the camera
is moving with the moving car. Also, the controls for the game are similar
to each other, as they both show car pedals at the bottom left and right.
Also another similarity with the two games would be the prizes at the
end. You can use the points that you collect to upgrade your cars speed,
and get a different car. They also make bright colour schemes for the
important objects of the game. In hill climb jump, the car is an iconic red
color, from its bland background. My game uses the bright colors from a
police car to stand out from the the background, and the bad car is red,
as that colour is rare in this gameplay.
The differences in the games graphics and gameplay would firstly come
across on the background. There is less detail in hill climb racing, as it is
just a bland background, whereas my game has a skyline which the car
will pass when playing the game. Also in the gameplay, the car would
topple over in hill climb racing and would rotate. Its different in my game,
as the car would stay in its position, but the only movement it would do
is go up, then back down. Plus the terrain is different in both games. In
hill climb racing, you only see the tip of the floor, as it is a layer. In my
game, you see the full road and the side of it. Lastly, the aim of the two
games. There are two different aims of both games. Hill climb racing has
the aim of collecting money and gems and going far without breaking
your neck. My game is only to catch the bad guy before the time runs
out.
Technical Qualities Audio
Similarities
differences
There isn't really much of a similarity in terms of the sounds
involved n the game. They both have separate audios for the
gameplay and the menu. They have separate audios, to have a
different tone for the actual gameplay. They both have select
sounds for the buttons you press, to make you aware what you
are selecting. Lastly, they both use engine sounds for the car.
When accelerating both cars, you can hear the engine roaring on
both games.
In both games, the music style is different. In hill climb racing
Its more rock style and a smoother sound. In my game, its more
rough, quick and has as fast and rushing beat to it. Also, the
sounds in my game show more to the car, as there are sounds for
unlocking it, getting in it, and it turning on, there isn't anything
like that in hill climb racing, other than it moving. Lastly the coins.
There are sounds for the coins and objects collected in hill climb
racing, whereas the concluded points in my game only shows a
quick beep for the added points.
Aesthetic QualitiesI Do believe that my final work does look good, as it includes a lot of footage from not just the game play, but the preshow and
the car option page, both in which fit in well with the games theme and game play. I do believe that the cars look well designed,
along with the road for it, as they show enough detail for it to blend in. If I could criticise anything, it would be the city
background for the game, as it had miss shaped landscapes, and the buildings all looked the same with a bit of lack of detail. Also
with the game play, the audio makes it exiting, as the recording adds the pressure, and the fast audio in the background adds the
pressure of catching the car. The game was creative, in the aim of it, as it wasn’t simplistic with a bland background and terrain.
There is a pre story to the game too which shows the policeman entering the car. This adds creativity to an 8bit style game, as it
is showing more to the charter, rather than just a car. Lastly, the game idea was thought outside of the box, as its less generic to
other chase games, as the focus is more against the bad guy and the time, rather than collecting points with infinite time. This
game idea was to prevent repetition of collecting something, and giving the chance to win the game. The aspect of the game that
I do like would firstly be the pre show. I like mini introduction to the gameplay, and showing the policeman getting in the car. It
shows you who your character is. I also like he theming of the gameplay, with the countdown looking like the speed limit signs
that you see on roads. This makes the game look less basic, and more well presented. Plus, I like the police car that the player
drives in too. i like the detail that the car shows to look like a real car, rather than a basic and boring box car shape.
Strengths:
The strengths I had with the video game would be creating the animation for the game. Despite the long and time using process
that it took, it was a simple task which I did, as it only meant me nudging forward the layer over and over, and also, I liked seeing
the outcome he animation had presented, so I can tweak the glitches. Another strength would be adding the audio (not music) to
the game. The process of collecting it wasn’t particularly a piece of cake, but the result I got from the recordings worked well to
mix with the video. They were easy to snip(for example the car engine), and place them in the right times of the game. The
sounds overlapped the video and each other, which added excitement and made the game feel more alive, as its like the player
controls the sounds.
Weakness:
The weakness i firstly have with making the game would be getting and creating the audio. This is for making the recordings. With
the recordings, i struggled to realise what i was recording, as my recorder was muted which meant i couldn’t listen back to my
recordings. This lead me having to go through a long process of putting the SD card into my laptop, and then re recording what i
didn't like, which was hard to do, as i had to run all over the place. Another weakness would be creating the music for the music
for the game. I cant pre plan what i want my music to sound like, so i had to play around and hope for the best. Also, it was hard
to make the beats match the next verse. Lastly another weakness would be with the animation. I struggled with creating the back
layer for the game. It was hard to copy and paste small layers, as it would make a mess in my layer list, and it was hard to move
certain objects, as it would move more than one layer for some reason, so i couldn't’ add much more detail in the background.
Improvements
If there were anything that I would Improve about the game, it would be the length of the game play. I would have liked to made
the police chase longer, to firstly stop the game from looking simple and easy, but also, to show more of the obstacles and
background of the game. Also, I would improve on the beginning menu. I would have liked to have shown more options for cars
and shown more potential upgrades. This would have made winning the game look more like an achievement, from the more
things you could have gotten from the points.
Audience Appeal
For the target audience, I stated it was aimed at 16 to 19 year olds. For this I had
interviewed two people who were between this age range. They both complained
about the time, one saying its not enough time, and another saying it could be a
challenge. In the game, I fixed both situations by not making the game too hard,
and making the time worthy towards the end by making it the remaining points.
For reaching the age range, I said in my intentions that its action for the over 18s,
but light hearted for the 16 year olds. I stood by this, from the action coming from
the chasing and the crash. For the light hearted, it comes from the bright graphics
that isn't explicit with blood of darkness. As you can see from the standard city
background. From the interview, I asked about what extra could be added to the
game. Both suggested for car upgrades to unlock. To meet the target audience, I
added two car upgrades. One to increase the turbo power, and the second to
make the vehicle lighter. This fits in with their demands, as it allows customisation.
I also state in my proposal that my main target audience may be located in the
south east. So I decided to add attractions in the background that are from the
south east. I added the o2 arena and the Gurking tower. I also asked the
interviewees what they like about time games. One said they like the pressure and
challenge it adds, and another said they like to know that they can do better when
they play again. That is why I added two challenges in one game, by firstly getting
the car, and secondly, with more time to spare, as you get that time as your score.
For the second interview, they can do better by getting a higher score every
round. Lastly, in my proposal, I state that the game is free, as the class is B1 B2 C
and D. In the proposal, I state that they would buy the game as its free and
because they can afford a phone. To Make them be more persuaded to get the
app, I've added unlock able items that would make you want to play on more. I've
added unlock able cars, and upgrades to collect.

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Evaluation of a Game Design Document

  • 2. ResearchWith research, the first strength involves describing and picking out from the images of the gameplay. I found it easy to pick out the elements of the image, and relate it to the theme. This was simple, as I realised why every element was placed where it was to fit with the gameplay. This helped me with picking out the correct colour scheme for the game to fit in with the items involved with the gameplay. It also helped me with perspective of the game, with choosing the terrain to make it visible, along with the moving background. Another strength would be concluding the audience appeal from seeing the aims of each game. Its classed as strong point, as it was meant for me to find out why the audience would by the game, I basically found out from my interests of the game, and stated them down. This helped me with creating my game, with making the aim of winning the game (90 seconds or less to win an award), and with making the controls easy to understand and comfortable to access While in the game play. The weakness of the research would firstly be with the case study research. The thing which I struggled with is talking about the story as a whole for the game. The reason is because of the type of game it was. The game was an open world with two alternate ending with big tasks and mini tasks when the big tasks aren't around, so I struggled to explain about the main plot of the game. I could have improved the plot explanation by having separate explanation for the main plot and the mini stories. This would have helped me of having a better example of a story plot, in which could have helped me create a better plot for my game. Another weakness with the research would be comparing the games together. The reason is because I struggled to find the similarities of games with different interpretations and themes, as they were all had their own separate intentions. If I could improve anything, it would be to look up more games that are really closely similar, based on colours and theme. This would have helped me with laying out my game, as I would have had more of a wider idea of what to do in terms of theming and colouring.
  • 3. Planning With planning, my strength would be creating the rough layout. I found it easy to re arrange my image research into my intention, as the reason for finding the images, to help me figure out what to create in my game. The arranged images showed what I want the game play to roughly look like. It helped me construct the final product, and helped me figure out what to create, and where to place it on the game. also, another strength would also be the style sheet. I was good at picking and finding relevant images to suit my game, as it required me researching for the images. This helped me with creating the car in the game, and the character in the start up, as it gave me an idea of what 8 bit looks like, and what I want to create looks like. Lastly, the sound list wasn’t a strength, but kept me organised. It kept track of what I want to create in terms of sound, so I don’t forget my ideas. It also helped me remember how to create my sounds and get my sounds, so that I was more prepared. With the weaknesses of the planning, the first one would be for the music ideas. I don’t believe that they helped me with creating my music, as they weren’t the same type of style as my song, as mine was slightly more 8 bit, and differently toned. I should have found 8bit music similar to my style. This would have helped me with inspiration with the tune, as it would have sound more similar to the beep box beats. Also, another weakness would be planning the contingency and health and safety. With this, I struggled to figure out what the worst outcome could be with doing the game, as it involves less moving about compared to the short film project I did before. I could have thought more about the computer than finding the risks of recording. This could have made me more organised with safety when using the computer.
  • 4. Time Management With timing, I had five weeks to complete it. It was pretty hard to manage time, since we had to miss days off college because of the poor weather. But I managed to fix the situation of missing days off, by doing work whilst at home, so that I don’t fall behind for practical production. This solution worked, as it never led me to remove a day of practical work to plan it last minute. With the previous week with the initial plans, I didn’t need to overlap with the second week, as I managed to finish the previous three slides before the first week (case study, research and initial plans). In the second week on the production, I did manage to do the practice game footage in time, and the PowerPoint for it too, before the closing of the college occurred. In those absent days, I had done the planning at home to catch up for next week. With the practical production, I ended up doing the final animation in the second week of production, as I spent most of my time adding in the detail in the background and pre story for the game. In the second week, I did the homemade audio at home, to save time from browsing, and I left the editing of the audio of the first day of week 5. luckily, I didn’t go over that first day. I do believe I was cautious with time, but if I were to have additional time, I do believe I could have improved the final work. With more time, I could have been able to make my gameplay more longer, introducing more obstacles to overcome and more background in which I made previously, but to keep ahead o time, I had to cut it short. Also, with additional time, I could have done more additional research into more games similar to mine. I could have fitted another game for me to get more inspiration on. Also lastly, I wish I had an extra two lessons on the practice games I created. If I did have an extra two lessons, I could have had time to animate the alien game I had created to make it move. Even though these intentions for additional time weren't met, I still managed to give out a good amount of work without the extra time. I don’t believe that the initial plans needed additional plans, as there wasn’t much more could have added to it.
  • 5. Technical Qualities graphics/gameplay Similarities Differences The viewing side of the game is the same, as they both are a side scroll view of the game, for you to be aware of what's ahead on the right hand side of the screen. Also it goes for the car too, as they are both on the left hand side, and doesn’t move from its place. As both vehicles remain in one area the floor moves towards it, to give the effect that the camera is moving with the moving car. Also, the controls for the game are similar to each other, as they both show car pedals at the bottom left and right. Also another similarity with the two games would be the prizes at the end. You can use the points that you collect to upgrade your cars speed, and get a different car. They also make bright colour schemes for the important objects of the game. In hill climb jump, the car is an iconic red color, from its bland background. My game uses the bright colors from a police car to stand out from the the background, and the bad car is red, as that colour is rare in this gameplay. The differences in the games graphics and gameplay would firstly come across on the background. There is less detail in hill climb racing, as it is just a bland background, whereas my game has a skyline which the car will pass when playing the game. Also in the gameplay, the car would topple over in hill climb racing and would rotate. Its different in my game, as the car would stay in its position, but the only movement it would do is go up, then back down. Plus the terrain is different in both games. In hill climb racing, you only see the tip of the floor, as it is a layer. In my game, you see the full road and the side of it. Lastly, the aim of the two games. There are two different aims of both games. Hill climb racing has the aim of collecting money and gems and going far without breaking your neck. My game is only to catch the bad guy before the time runs out.
  • 6. Technical Qualities Audio Similarities differences There isn't really much of a similarity in terms of the sounds involved n the game. They both have separate audios for the gameplay and the menu. They have separate audios, to have a different tone for the actual gameplay. They both have select sounds for the buttons you press, to make you aware what you are selecting. Lastly, they both use engine sounds for the car. When accelerating both cars, you can hear the engine roaring on both games. In both games, the music style is different. In hill climb racing Its more rock style and a smoother sound. In my game, its more rough, quick and has as fast and rushing beat to it. Also, the sounds in my game show more to the car, as there are sounds for unlocking it, getting in it, and it turning on, there isn't anything like that in hill climb racing, other than it moving. Lastly the coins. There are sounds for the coins and objects collected in hill climb racing, whereas the concluded points in my game only shows a quick beep for the added points.
  • 7. Aesthetic QualitiesI Do believe that my final work does look good, as it includes a lot of footage from not just the game play, but the preshow and the car option page, both in which fit in well with the games theme and game play. I do believe that the cars look well designed, along with the road for it, as they show enough detail for it to blend in. If I could criticise anything, it would be the city background for the game, as it had miss shaped landscapes, and the buildings all looked the same with a bit of lack of detail. Also with the game play, the audio makes it exiting, as the recording adds the pressure, and the fast audio in the background adds the pressure of catching the car. The game was creative, in the aim of it, as it wasn’t simplistic with a bland background and terrain. There is a pre story to the game too which shows the policeman entering the car. This adds creativity to an 8bit style game, as it is showing more to the charter, rather than just a car. Lastly, the game idea was thought outside of the box, as its less generic to other chase games, as the focus is more against the bad guy and the time, rather than collecting points with infinite time. This game idea was to prevent repetition of collecting something, and giving the chance to win the game. The aspect of the game that I do like would firstly be the pre show. I like mini introduction to the gameplay, and showing the policeman getting in the car. It shows you who your character is. I also like he theming of the gameplay, with the countdown looking like the speed limit signs that you see on roads. This makes the game look less basic, and more well presented. Plus, I like the police car that the player drives in too. i like the detail that the car shows to look like a real car, rather than a basic and boring box car shape. Strengths: The strengths I had with the video game would be creating the animation for the game. Despite the long and time using process that it took, it was a simple task which I did, as it only meant me nudging forward the layer over and over, and also, I liked seeing the outcome he animation had presented, so I can tweak the glitches. Another strength would be adding the audio (not music) to the game. The process of collecting it wasn’t particularly a piece of cake, but the result I got from the recordings worked well to mix with the video. They were easy to snip(for example the car engine), and place them in the right times of the game. The sounds overlapped the video and each other, which added excitement and made the game feel more alive, as its like the player controls the sounds. Weakness: The weakness i firstly have with making the game would be getting and creating the audio. This is for making the recordings. With the recordings, i struggled to realise what i was recording, as my recorder was muted which meant i couldn’t listen back to my recordings. This lead me having to go through a long process of putting the SD card into my laptop, and then re recording what i didn't like, which was hard to do, as i had to run all over the place. Another weakness would be creating the music for the music for the game. I cant pre plan what i want my music to sound like, so i had to play around and hope for the best. Also, it was hard to make the beats match the next verse. Lastly another weakness would be with the animation. I struggled with creating the back layer for the game. It was hard to copy and paste small layers, as it would make a mess in my layer list, and it was hard to move certain objects, as it would move more than one layer for some reason, so i couldn't’ add much more detail in the background. Improvements If there were anything that I would Improve about the game, it would be the length of the game play. I would have liked to made the police chase longer, to firstly stop the game from looking simple and easy, but also, to show more of the obstacles and background of the game. Also, I would improve on the beginning menu. I would have liked to have shown more options for cars and shown more potential upgrades. This would have made winning the game look more like an achievement, from the more things you could have gotten from the points.
  • 8. Audience Appeal For the target audience, I stated it was aimed at 16 to 19 year olds. For this I had interviewed two people who were between this age range. They both complained about the time, one saying its not enough time, and another saying it could be a challenge. In the game, I fixed both situations by not making the game too hard, and making the time worthy towards the end by making it the remaining points. For reaching the age range, I said in my intentions that its action for the over 18s, but light hearted for the 16 year olds. I stood by this, from the action coming from the chasing and the crash. For the light hearted, it comes from the bright graphics that isn't explicit with blood of darkness. As you can see from the standard city background. From the interview, I asked about what extra could be added to the game. Both suggested for car upgrades to unlock. To meet the target audience, I added two car upgrades. One to increase the turbo power, and the second to make the vehicle lighter. This fits in with their demands, as it allows customisation. I also state in my proposal that my main target audience may be located in the south east. So I decided to add attractions in the background that are from the south east. I added the o2 arena and the Gurking tower. I also asked the interviewees what they like about time games. One said they like the pressure and challenge it adds, and another said they like to know that they can do better when they play again. That is why I added two challenges in one game, by firstly getting the car, and secondly, with more time to spare, as you get that time as your score. For the second interview, they can do better by getting a higher score every round. Lastly, in my proposal, I state that the game is free, as the class is B1 B2 C and D. In the proposal, I state that they would buy the game as its free and because they can afford a phone. To Make them be more persuaded to get the app, I've added unlock able items that would make you want to play on more. I've added unlock able cars, and upgrades to collect.

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? Strengths: Audience appeal Describing the image Help
  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. 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
  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? 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. 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