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Evaluation
Andrew Downes
Research
• Research was strong because I did a range of different things like explain how
the cases were good to how they used their space and when it came down to
the actual game play the research helped me by giving me a topic to go into
detail on and it also gave me a bunch of examples to look at and take some
general ideas from it, the only good thing about the experiments was that it
gave me some experience with beepbox to create sound effects and some
music and the other thing was that it also helped me with the timing of my
project as it ran smoother with prior knowledge to what I was doing. The
experiments were to help me to get back into the mind set to animate and
honestly I can’t see to many ways this helped my project along, apart from
giving the general premise to make the image move apart from that it was not
useful at all and was a waste of time, I should have done something with a
fantasy sort of game this would have given me more experience with what I
actually wanted to create some of the research was based on game cases and
I am still not sure whether to make one or make the actual game as good as
possible and also I am doing this before I have finished my project so I still
have to make a few decisions about what I want to include.
Research
Planning
• My initial plans were good as it showed me what I had as far as ideas go and
so it gave me a strong start point with lots of different ideas and one very
strong one which I went into further detail in the proposal, also the mood
board was extremely useful in the way that it made me start thinking about
what kind of style and what kind of enemies I could have in the game and
personally it motivated me to try and do more throughout the project as I
have played and seen almost all of these areas and really inspired me to go for
something similar however some of them are there because I just like the art
style and look incredible unfortunately you can’t really make the same sort of
thing with pixels. The proposal was good as it gave me ideas as to what my
audience was like and it also gave me a solid idea to create for the project the
only bit that was bad about this was that I couldn’t explain well the vision that
I had for the actual project I had in mind. As for the pre-production to me this
was just laying the base and the lines of what was going to be my project and
the only bad bit that came from this was the sound effects dialogue part which
I said I was going to mainly come up with my own however it is very difficult to
do and I don’t know whether to just ask if I could take some from the internet
and make some in beepbox this was done before I had actually completed the
project.
Planning
Planning
Time Management
• My time management was good at the start of the project completing all the
paperwork quickly with in the first two weeks and then I slowed down when it
came down to the production stage and then quickly wrote up my production
reflection. Yes I completed my project however it did mean that I would have
to cut some of the parts that I wanted to create. I wanted to put more into it
such as actually creating a game case for the game, a prologue, add some sort
of story to it, more places to go to, pick up new items to help you clear the
dungeon, more enemies, a boss stage, maybe add some more controls and
also make it so you could almost interact with anything, I also wanted to make
it so you can play as other characters and take control of them and they would
all have a different skill set, I also wanted to add some more stages into the
game to make it so you aren’t just facing the same guys each time and look as
if you are in the same dungeon each time I just wanted to add some variation
into the game and actually show off some more of the mechanics I was going
to use before they were cut off by the dead line. All of this could probably
have been done with quite a lot of extra time. I would still work the same but
just realize that I wanted to finish up before the next deadline and hope I will
complete all of it with-in the allotted amount of time.
Time management
Technical Qualities
The strengths of my piece is that it is small
however you still know what you are doing and
where you are the animation is also quite good
and so are the sound effects and some of the
pixel art is really detailed however this did not go
for the whole project and the animation is fairly
smooth, but apart from that it looks incredibly
week next to an actual game maybe if I had
picked hunger dungeon I may felt even the
smallest bit better about my project because
when it comes down to the shading and
everything there especially the design is fantastic
in some places I went for a minimal sort of plan
however when you got into the game it was quite
complicated. Where-as all the way through
castlevania they have a sort of happy medium.
When I think about it they both hold the same
sort of ideas and and animation type however
there is way more attention to detail in
castlevania also the style of castlevania to me is
better than what I have made which is the only
thing that really annoys me about this as I need
to get better at drawing.
Technical qualities
Aural Qualities
My audio being the music and the sound effects
were good. There were around abouts 3
different songs in the game and I had made
about 8 different songs, there is also a good
complexity to the songs if only I could have let
them play through, there were a lot of sound
effects with good quality but at some points the
sound effects aren’t in synch with the
animation and there is no speech in mine and
as I said if I was going to involve some sort of
speech it would be in writing with a sort of type
writer sound effect behind it, I also created
some music in my guitar to involve in the music
however it just wouldn’t fit in. The first DOOM
has pretty much got the exact same sort of
skills in them apart from they used actual
instruments to create the music they have
some great on time sound effects and no
speech, so I am fairly proud of how my music
somehow came close to this and same with the
sound effects apart from some of the attack
noises which went too fast for the facts.
Aural qualities
Aesthetic Qualities
I don’t really like the look of my work however in
some respects I do like it such as the rocks at the top
and bottom of the start screen the skull in the main
game the water and the background in the main
game were good, for me this was quite creative sure
but it was inspired by other games and turned out
nothing like them if I had the time I would find
something to put in the background of the of the
start screen and I would have done all sorts of other
things shown in the time management PowerPoint .
I would have improved it by doing all the things I said
in the time management PowerPoint. I might also
have made some background creatures like bats
flying around. The use of colour is quite dull as it is
mainly all black white grey brown and blue. My art
isn’t supposed to represent anything apart from the
darkness, all of my backgrounds only use different
shades of grey to show where the light starts and
then stops also just as some nice decoration to the
wall, my character pretty much just looks like where’s
Wally with a cape a helmet and red shoes also the
top is not completely striped. There aren’t any pick-
ups however if I had more time it would be new and
improved equipment to help kill of the monsters
faster. There is only one type of enemy on screen
however I did make about 4 potential enemies which
I wanted to include if I had had more time. The only
other main thing that I really should have put into the
game is a sort of back pack mechanic and a stamina
bar as I would have made it so if you are hit by the
enemies once you would have died.
Aesthetic qualities
• I wanted to put more into it such as actually creating a game case for the game, a prologue, add
some sort of story to it, more places to go to, pick up new items to help you clear the dungeon,
more enemies, a boss stage, maybe add some more controls and also make it so you could almost
interact with anything, I also wanted to make it so you can play as other characters and take control
of them and they would all have a different skill set, I also wanted to add some more stages into the
game to make it so you aren’t just facing the same guys each time and look as if you are in the same
dungeon each time I just wanted to add some variation into the game and actually show off some
more of the mechanics I was going to use before they were cut off by the dead line. I would have
done this by first getting more time to complete the project and then would have started to draw
out the new rooms as they took the most time and next would be levers and arm movements for
that add an animation and then take some of my old ideas for enemies and animate them to add
some variety and difficulty to the game and I would most likely take some of my enemies ideas and
just enlarge them to create the boss. Then I would have drawn the rest of the pick ups and drawn a
background for the end game and I would have also animated the pick ups being picked up off of
the ground and maybe even try to show him putting it on if I did this I would have to have the old
item unequipped and tossed to the ground so if you want to get it back you can pick it back up
however if I did this I would have to make sure that there was a time out and the item you dropped
will disappear with in a certain amount of allotted time.
Audience AppealI believe I have appealed to my target audience
as it is extremely difficult like dark souls cuphead
and the like, I also kind of made it feel like you
didn’t know where you were going so it almost
felt like an adventure game with a small hint
action however I wanted to create more to make
it fit in more with the demographics that I had
set out so it might be difficult to put those
groups to an idea that is already in the game the
age and the gender would go along with the
genres of the game being adventure, action.
I also made it so that the middle class would
enjoy it by the average price for a normal game
about £40 and this would entice most people to
buy a game also the the adventure I believe
would appeal to the upper class I was going to
sell the game to. Almost everyone on the list
might be able to relate to the darkness of the
game even though it is amplified as the whole
game is really based around a dungeon almost
completely in the dark and the psychographics
would fit with this especially as socially conscious
type B has given up on humanity and everything
so they are in a dark place and the balanced
because they are empathizers and try to make
sense of where the other person is coming from
and thus has to see and think the same sort of
things to be able to understand and help them as
that is what a balanced psychographic does. The
music and sound effects are good even if they
don’t really match up with the animation and
some of the designs are good as well and just
because of that people I believe would like to
play it especially my audience

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7. evaluation

  • 2. Research • Research was strong because I did a range of different things like explain how the cases were good to how they used their space and when it came down to the actual game play the research helped me by giving me a topic to go into detail on and it also gave me a bunch of examples to look at and take some general ideas from it, the only good thing about the experiments was that it gave me some experience with beepbox to create sound effects and some music and the other thing was that it also helped me with the timing of my project as it ran smoother with prior knowledge to what I was doing. The experiments were to help me to get back into the mind set to animate and honestly I can’t see to many ways this helped my project along, apart from giving the general premise to make the image move apart from that it was not useful at all and was a waste of time, I should have done something with a fantasy sort of game this would have given me more experience with what I actually wanted to create some of the research was based on game cases and I am still not sure whether to make one or make the actual game as good as possible and also I am doing this before I have finished my project so I still have to make a few decisions about what I want to include.
  • 4. Planning • My initial plans were good as it showed me what I had as far as ideas go and so it gave me a strong start point with lots of different ideas and one very strong one which I went into further detail in the proposal, also the mood board was extremely useful in the way that it made me start thinking about what kind of style and what kind of enemies I could have in the game and personally it motivated me to try and do more throughout the project as I have played and seen almost all of these areas and really inspired me to go for something similar however some of them are there because I just like the art style and look incredible unfortunately you can’t really make the same sort of thing with pixels. The proposal was good as it gave me ideas as to what my audience was like and it also gave me a solid idea to create for the project the only bit that was bad about this was that I couldn’t explain well the vision that I had for the actual project I had in mind. As for the pre-production to me this was just laying the base and the lines of what was going to be my project and the only bad bit that came from this was the sound effects dialogue part which I said I was going to mainly come up with my own however it is very difficult to do and I don’t know whether to just ask if I could take some from the internet and make some in beepbox this was done before I had actually completed the project.
  • 7. Time Management • My time management was good at the start of the project completing all the paperwork quickly with in the first two weeks and then I slowed down when it came down to the production stage and then quickly wrote up my production reflection. Yes I completed my project however it did mean that I would have to cut some of the parts that I wanted to create. I wanted to put more into it such as actually creating a game case for the game, a prologue, add some sort of story to it, more places to go to, pick up new items to help you clear the dungeon, more enemies, a boss stage, maybe add some more controls and also make it so you could almost interact with anything, I also wanted to make it so you can play as other characters and take control of them and they would all have a different skill set, I also wanted to add some more stages into the game to make it so you aren’t just facing the same guys each time and look as if you are in the same dungeon each time I just wanted to add some variation into the game and actually show off some more of the mechanics I was going to use before they were cut off by the dead line. All of this could probably have been done with quite a lot of extra time. I would still work the same but just realize that I wanted to finish up before the next deadline and hope I will complete all of it with-in the allotted amount of time.
  • 9. Technical Qualities The strengths of my piece is that it is small however you still know what you are doing and where you are the animation is also quite good and so are the sound effects and some of the pixel art is really detailed however this did not go for the whole project and the animation is fairly smooth, but apart from that it looks incredibly week next to an actual game maybe if I had picked hunger dungeon I may felt even the smallest bit better about my project because when it comes down to the shading and everything there especially the design is fantastic in some places I went for a minimal sort of plan however when you got into the game it was quite complicated. Where-as all the way through castlevania they have a sort of happy medium. When I think about it they both hold the same sort of ideas and and animation type however there is way more attention to detail in castlevania also the style of castlevania to me is better than what I have made which is the only thing that really annoys me about this as I need to get better at drawing.
  • 11. Aural Qualities My audio being the music and the sound effects were good. There were around abouts 3 different songs in the game and I had made about 8 different songs, there is also a good complexity to the songs if only I could have let them play through, there were a lot of sound effects with good quality but at some points the sound effects aren’t in synch with the animation and there is no speech in mine and as I said if I was going to involve some sort of speech it would be in writing with a sort of type writer sound effect behind it, I also created some music in my guitar to involve in the music however it just wouldn’t fit in. The first DOOM has pretty much got the exact same sort of skills in them apart from they used actual instruments to create the music they have some great on time sound effects and no speech, so I am fairly proud of how my music somehow came close to this and same with the sound effects apart from some of the attack noises which went too fast for the facts.
  • 13. Aesthetic Qualities I don’t really like the look of my work however in some respects I do like it such as the rocks at the top and bottom of the start screen the skull in the main game the water and the background in the main game were good, for me this was quite creative sure but it was inspired by other games and turned out nothing like them if I had the time I would find something to put in the background of the of the start screen and I would have done all sorts of other things shown in the time management PowerPoint . I would have improved it by doing all the things I said in the time management PowerPoint. I might also have made some background creatures like bats flying around. The use of colour is quite dull as it is mainly all black white grey brown and blue. My art isn’t supposed to represent anything apart from the darkness, all of my backgrounds only use different shades of grey to show where the light starts and then stops also just as some nice decoration to the wall, my character pretty much just looks like where’s Wally with a cape a helmet and red shoes also the top is not completely striped. There aren’t any pick- ups however if I had more time it would be new and improved equipment to help kill of the monsters faster. There is only one type of enemy on screen however I did make about 4 potential enemies which I wanted to include if I had had more time. The only other main thing that I really should have put into the game is a sort of back pack mechanic and a stamina bar as I would have made it so if you are hit by the enemies once you would have died.
  • 14. Aesthetic qualities • I wanted to put more into it such as actually creating a game case for the game, a prologue, add some sort of story to it, more places to go to, pick up new items to help you clear the dungeon, more enemies, a boss stage, maybe add some more controls and also make it so you could almost interact with anything, I also wanted to make it so you can play as other characters and take control of them and they would all have a different skill set, I also wanted to add some more stages into the game to make it so you aren’t just facing the same guys each time and look as if you are in the same dungeon each time I just wanted to add some variation into the game and actually show off some more of the mechanics I was going to use before they were cut off by the dead line. I would have done this by first getting more time to complete the project and then would have started to draw out the new rooms as they took the most time and next would be levers and arm movements for that add an animation and then take some of my old ideas for enemies and animate them to add some variety and difficulty to the game and I would most likely take some of my enemies ideas and just enlarge them to create the boss. Then I would have drawn the rest of the pick ups and drawn a background for the end game and I would have also animated the pick ups being picked up off of the ground and maybe even try to show him putting it on if I did this I would have to have the old item unequipped and tossed to the ground so if you want to get it back you can pick it back up however if I did this I would have to make sure that there was a time out and the item you dropped will disappear with in a certain amount of allotted time.
  • 15. Audience AppealI believe I have appealed to my target audience as it is extremely difficult like dark souls cuphead and the like, I also kind of made it feel like you didn’t know where you were going so it almost felt like an adventure game with a small hint action however I wanted to create more to make it fit in more with the demographics that I had set out so it might be difficult to put those groups to an idea that is already in the game the age and the gender would go along with the genres of the game being adventure, action. I also made it so that the middle class would enjoy it by the average price for a normal game about £40 and this would entice most people to buy a game also the the adventure I believe would appeal to the upper class I was going to sell the game to. Almost everyone on the list might be able to relate to the darkness of the game even though it is amplified as the whole game is really based around a dungeon almost completely in the dark and the psychographics would fit with this especially as socially conscious type B has given up on humanity and everything so they are in a dark place and the balanced because they are empathizers and try to make sense of where the other person is coming from and thus has to see and think the same sort of things to be able to understand and help them as that is what a balanced psychographic does. The music and sound effects are good even if they don’t really match up with the animation and some of the designs are good as well and just because of that people I believe would like to play it especially my audience

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