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FMP Evaluation
Andrew Downes
Production Process Evaluation
Research Positive
• The strengths of my research was that in the existing product area I could control the
outcome and I knew that I would have some reliable results as I did it myself and knew
that it was really to me an opinion based research which would make it more personal.
Then the other good things is that I could pull quite a lot from the artist who made the
album covers and also the colour palate is amazing and will probably prove useful to
use the same sort of colour palate in my final projects, when it comes down to the
pieces with the musical connection I like those designs, however when it comes down
to the drawing style I believe that I prefer the Borderlands art style because it is original
and it gives the edges of the characters and the other designs an easy outline and easy
detail to see because it has the rough style of art. The only other thing I would be able
to use would be the which may be the sort of lighting they have going on.
• Then the strengths of the questionnaire was that it gave a large view of what my
audience could possibly be and what they would want which king of set a few
guidelines for me and my project to follow it also gave me a sort of idea about setting
and music if I were to create any.
• Then the interview was good because it gave me a lot of detail as to what they like and
what they would like however I should have asked what they disliked as well to make it
more balanced and also would give me an idea of what not to include.
Research Negatives
• The negatives of the existing product research was that it gave me no new clues as to what I should
follow as a guideline and only gave me ideas that I could only dream of doing in a week or two and
also I completely forgot about composition and there was nothing on the internet to easily suggest
what I should have put down for that piece.
• The negatives of the questionnaire is that I couldn’t have controlled the outcome of the questions
and I would have almost no clue unless it was a bad answer if they were joking or not and then
there was also the fact at how on some of the questions most people decided to choose the other
option and made it hard to narrow down into an easy and compact section without waffling on
about rubbish Then there was also the problem that some of the answers that said that they
needed to explain some of the answers were one word answers.
• The negatives of the interviews was that I should have a few questions to do with dislikes because
then I could have seen what not to include in my products and also I couldn’t control the outcome
of this one so I had no idea of whether or not they are real or true answers to the questions asked.
• Most of these negatives could be fixed easily such as the composition I could have just asked on of
the teaching staff to tell me what I should have put down for it, I couldn’t really do anything to fix
the questionnaire as it was completely out of control as soon as I sent it to other people and then
as I said got some one word answers for some things. Then when it came down to the interview I
could have just added quite a few more questions to get more of a balanced variety of answers and
I would be able to see what I should have avoided those to me were the main things I should have
done to make my research any better.
Planning: Positive and Weaknesses
and corrections in the Initial plans
• The mind maps were strong because I could easily and clearly see what I wanted to do from the start that
is one of the reasons there are so few arms to the mind maps I had everything set out that I needed even
if it was in the wrong order. The weakness of the mind maps were that in some places it is quite to see
what I mean when there is so little information and it was also in some places the wrong way around. This
could have been improved with more concentration and also maybe a little bit more thought and also to
ask one of the teaching staff to get ideas for how I could make it better and correct how it looks at the
start.
• The mood board was strong because it gave me lots of ideas with the colour palates and the sort of design
and genre I was going to go for and the mood board analysis took me into great detail of what was being
used with in the mood board and its individual pictures however this was the same and it only took me
into greater detail about the mood board. The negatives of the mood board and the mood board analysis
was that it was only based around gaming and the three products I was going to create and so in my mind
there wasn’t a lot of variety but there was a large amount of existing products I had analysed and there
are about 30 different products. This could have been improved by adding a larger variety of products such
as posters and t-shirt for tv shows and music covers or albums.
• The informal proposal was strong because it gave me an idea that I could stick with and I made it so there
was a little bit of room for the creativity and it also some very vague guidelines for the whole creative and
paper work side of this project and from my Mood board analysis and mood board I could decipher what
my audience would be like. However the weaknesses of the informal proposal were that it may have been
a bit too vague in some sections however it is still understandable. This could have been improved by
adding more detail on what the product could have been and it’s potential story line and this would make
it seem that I had a definite idea that I was going along with.
Planning: Positives and Negatives and
Corrections in the Experiments and
Proposal• The experiment was strong because it had some good designs and some of the bits in the processes
were good and decent at the very least and the reflection for the experiments were good because it
gave me a much more vivid and lively guideline to the project. The weaknesses of the experiments
was the description in the processes as I could only really say was how I drew the characters/
entity's and then where I got the inspiration from so I believe there wasn’t enough detail to fully
explain what I wanted to get across with the character designs. This could have been improved by
adding more detail such as how and why I decided to create the characters as they are now and
then there was also the issue of maybe improving the designs slightly.
• The formal proposal was strong because it because it gave me an definite guideline which to me
was strong enough it also told me about who I would offend which usually I wouldn’t think of
straight away it also gave me a strong sense of who my primary and secondary audiences. The
weaknesses of the formal proposal is that is some places it lacks in detail in the research and
planning section and the content section apart from that though I like the rest of it. This could have
been improved by maybe adding a story to the background of the products to then create some
sort of reason why I had made the characters and design how it was and also I could have added in
more detail such as the color palates I would use and and all that sort of stuff I found out from the
Mood Board Analysis and the Mood Boards dotted about the PowerPoints. This could easily be
improved by adding in what I had found out from the Mood Boards and the Mood Board analysis.
Planning: Positives and Negatives and
Corrections in the Pre-Production
• The Pre-Production was strong because in the style sheets I found the three games (I said that I would like to be
similar to the game I was making products for)and in a poster format I also then did a good analysis on the three
pieces. The layout plan was strong because I was using already existing pictures of some good character designs
from a different game called Borderlands so I just made a spinoff poster for that game the descriptions were good
for them as I almost said everything about the format I created except for a few bits a pieces. The Mood Board
was strong because it uses screen shots of a internet search for the named sections, the mood board analysis was
also good because it told me exactly what I needed to know about the pictures in the mood board. The Software
and Resources was strong because I had made a list of everything I would use and also added some things as
apiece of software I might use. The Contingency planning was good because it gave me lots of ideas of what could
go wrong and gave me some information to easily get rod off the problem. The Health and safety unit was strong
because it gave me a lot of potential issues and an easy fix to go with them ( I put up with 3 of the examples
repetitive strain injury, creative block and back strain) then also to go with this I added proof as to what I had
researched for the slide and had a page just for the eyes. Then there was the timetable which was set in days and I
changed it to the order as it wasn’t probably going to be finished within eight days and so I decided to make it
easier to follow and it also gives me any easy to follow timetable. The weaknesses of the style sheets were that I
effectively made them into smaller more detailed version of the Mood Boards and so I feel as if I did the wrong
thing or just put down not enough detail for the comparisons and some of the parts don’t make too much sense
at the end as if I was rushing or something of the sort. The weaknesses of the layout plan was that the other
layout plan wasn’t too good as I only had ideas for it I had no format for it or anything (no plan) and when it cam
down to the description I couldn’t say too much as I probably thought it was that bad it didn’t merit a full
explanation or something stupid like that. The weaknesses of the Mood Board and Mood Board Analysis was that
the pictures were all clumped up and were almost too small unless you enlarged the pictures and the analysis
itself was a bit weak as it seemed I was analyzing a clump of pictures and so it didn’t feel as if it was specified
enough. The Software and Resource unit was weak because I also added in some software that I didn’t use such as
Paint. The weaknesses of the contingency plan was that I didn’t need to use any of these solutions as I had no
issues. The weaknesses of the Health and safety was that some of these solutions didn’t work.
• The style sheets could be improved by adding more detail
Time Management Initial plans +
Research
• The time management at the start was great because I did all the paper work quickly and to
an extent where I was happy about leaving the paper work. First was the Initial plans in this I
created a bunch of mind maps in speed however when it came down to the core concept of
them to create 4 different mind maps with one idea I was going to use I kind of did the
opposite and did 3 mind maps I would use to go with the projects and I did one that I
wouldn’t use and I did this part at speed because this one of the parts I find more difficult
and then I came up to the Mood Board and Mood Board analysis which I took my time with
to add lots of detail however I didn’t understand what it meant the tone and the mood and
so I decided to put down what I thought it was as an educated guess, then there was the
informal proposal that had as much detail as I could put in for what the final project is and I
needed to do more research to have more detail involved in the paper work. The next
PowerPoint was the Research and the first part of this I took a lot of time and care with the
detail that went into the existing products and so that added onto the time taken to finish
and I did a few more than were originally set out. Then there was the audience research
which took a long time to collect enough answers to make a full audience research section
this was also made difficult by the fact tat I made and sent out the questionnaire during the
holiday and so almost no one sent answers until we came back to college, then there were
the interviews which were good because I almost got a response immediately and so I could
get on with the work straight away and move onto the audience profile which was nice and
easy and as detailed as I could possibly make it, then I moved onto the research evaluation
which was nicely detailed and was done quickly so there were barely any problems with the
research.
Time Management Production
experiments + Proposal
• The production experiments were made painfully slowly as they were detailed characters which I
brought back into the Final projects one was ghostly kind of subject based around the Nazgul in
LOTR and the death eaters in Harry Potter and the other was a combination between The punisher
from Marvel and the headless horseman from sleepy hollow however for the latter one I used folk
lore as subject that the headless horseman actually uses a jack o’ lantern as a sort of head figure
both of these had a certain era to fit into one being the medieval LOTR Nazgul and the crossover
between The Punisher and The headless horseman in Georgian times. Both had great detail I would
say shown towards them and so took more time to complete. The Proposal, in some areas took a
decent amount of time to create because I put as much detail as I was able to put in about what the
products were based around and how the products would be made and the inspiration. The other
two things that took a long amount of time on the proposal were the audience profile and the
name of the piece, the audience profile took a long time as I put down the primary and secondary
targets for the audience and the secondary target took a long time as I knew where I was going to
take the product to the original audience however there are lots of options then for the secondary
audience and it took a long time as my research didn’t tell me about a second audience not in
particular anyway and the name of the piece was difficult to come up with as there weren’t many
names that haven’t been used before when it comes down to action or horror and so when I saw
one of the names of the fonts in dafont could be the perfect name for a video game mixing horror
and action together and it was called faith collapsing which coincidentally was the one I used for my
whole project because it perfectly fit in with the medieval era which I wanted it to be set in.
Time management pre-production and
production
• The pre-production took quite a lot of time at the start as there was the layout plans, the
stylesheets and the Mood Board and Mood Board Analysis. The stylesheets took a long time
because I wanted to include all the detail I could find within the pictures to report my findings and
then discuss what I would like to include from the images and what I would discard from the images
and as for the Stylesheets they were fun to make. One was made with Borderlands characters and
the logo so I just made an alternative poster for Borderlands and then I described in quite a bit of
detail how I made said piece and also talked about the inspiration, the other stylesheet as a sort of
Witcher alternative poster which I also did the same for I also discussed to a certain degree what I
liked and disliked about the two. The Mood Board and Mood Board Analysis was also made to
inspire the horror side of the project and as an extension of that fantasy then in the mood board
analysis I went into masses of explanation of what was in the photos I chose and how they would
work in my piece. Then when it came down to the production, it took a long time due to the
amount of detail I put into the bridge I did all the base design and most of the small little lines and
shading and then the sky and the water were done quickly however there was lots of
experimentation when it came down to the piece and characters design which were quick and easy
to make and then I added shading at the end of the pieces, then all I needed to do was find a layout
to put all the good characters in, find a good font that would easily mix in with the design and the
colour palate and then I came up with a name and had designed reviews with ratings from
newspapers to generate ratings and a description of the game and what it would be like if I actually
made an animation which would be very difficult because I would have to draw the characters
picture by picture and that would have taken a long time as the pictures themselves took around
about 3-4 hours each to create.
Time management production
reflection
• The production reflection didn’t take too long as it had less information
than it probably could have had. Most at the start of the production
reflection were mainly about the bridge and how I made all the lines of
the bridge and where the design came from then in pages to go on it
states how I started to use shading to improve the quality of the sky and of
the water, the sky was made better by adding different shades of violet
such as indigo and incredibly dark blue and just to hover around the sun
using peach and light orange and yellow and more things of the sort for
the bridge. Then there was the character designs which were lots of fun to
create however when it came down to talking about the processes I used
to create said creatures and characters I found it profoundly much more
difficult as I just drew the pictures and added a bit of shading, which was
all I did for those designs and then when it actually came down to the final
pieces it was just trying to put everything together in a certain layout and
then all I needed was a font to put in all the descriptions, ratings, reviews
and the title and so I put all this in and then it was all done and so there
was very little in all I could write about.
Technical qualities
Technical Qualities
1. Collage
2. Background design
3. Colour Palate
4. Layout
5. Title
1. Collage
2. Background
design
3. Colour Palate
4. Layout
5. Title
Technical Qualities
•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
Technical qualities
1. The similarities of these pieces is that they have a collage sort of feel to both of them as in all the
characters are set to be on in front of the other and they both have a large and bold title.
2. Then there are more differences than similarities main one is that there is no other design on the
Borderlands t shirt than the title and the characters and in mine I added birds such as crows into
the background to add more depth and add some sort of atmosphere to the piece.
3. Also the colour palate is very different between the two, the Borderlands t shirt uses light and
vibrant colours this brings out the designs well and also indicates what kind of game it could be (
light hearted) and then when it comes to my t shirt designs I used darker colours to try and mix in
the designs in with the genre which was mainly horror where there are lots of dark colours such
as navy blue grey black and red in certain shades.
4. When it comes down to the layout of the two pieces I believe the Borderlands one is better as
the design is all in the middle of the t shirt with some full body design where as in mine I started
at the bottom of the t shirt because my title couldn’t hide away the designs to make it look like
the Borderlands t shirt and so I could only start at the bottom of the t shirt to be safe.
5. As a final point the title is very close to the design on the borderlands t shirt where as on mine it
is well apart from the design and so it just feels really impractical and from a design point of view
the title should be closer to the design.
Aesthetic Qualities
Aesthetic qualities
1. Decaying style.
2. Myths + Creepy pasta.
3. Where I would add shading to create depth= (all over in the background)
4. Where I would add more cracks in the wall.
5. Where I would add lighting to create a mysterious and horror atmosphere. Behind the text
on the left hand side and an emanating light behind the characters.
Aesthetic qualities
•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
Aesthetic Qualities
1. I like the style of my game case it has a sort of decaying feeling to it and
that kind of mixes in with the genre of horror I was going for.
2. I also believe that it was a creative idea combining myths, folk lore and
to an extent creepy pastas, however I believe that the idea may have
been used once or twice before I would expect the idea to run through
games such as The Witcher.
3. Also as far as improving the quality of the piece I would say that I would
add cracks in the wall and add some shading and lighting to the pieces. I
would improve this by creating a new layer for the grey background and
then use the selector tools such as the magic wand tool and the lasso
tool to select areas too shade.
4. I would also take more lines from the bridge to form the cracks in the
wall.
5. Then I would add lighting I would find a picture of some flares and draw
a stake sort of thing on the wall and also draw an iron holder with a
hinge on it.
Audience Appeal
Audience appeal
•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
Audience appeal
• I believe that I have made a product that would appeal to my audience however I also believe
it would have been even better with some good art work, I think it would have appealed to
my specific audience as they are aged around 16-19 years of age. This would make the
audience more interested in horror and action rather than other age groups. My primary
audience gender will be male. Which yet again the action part of the piece would be more
enticing to that specific genre. The primary social status of my audience will be Lower middle
class which are usually clerical or supervisory and junior managerial administrative or
professional which would give me a large market for the product I want to sell also I believe
that they would enjoy this sort of product because this is the group I would associate with
horror as they are the people who most of the stories are made about and hopefully this
would increase the amount of people in this class that want to see more horror products. My
primary psychographic will be the emulator which are usually people who just want to look
better towards their peers and feel more like an achiever this would make them appeal to
the horror side as they are also seen quite a lot in horror products especially the movies and
games. When I was discussing how I wanted the game to turn out I said that there should be
horror and action inside the game and also to an extent fantasy where as when it came down
to the actual creation I found it difficult to add an action side to pictures that don’t move and
so it ended up being more of a fantasy horror game with some action in it.
Audience appeal questionnaire
• When it came down to the questionnaires the first one of the questionnaire questions that I put on the research
said most people would want a haunted house as the setting of the game which I would have done more settings
if I had more time however I only used the one bridge and so I can see why that would go against the audience
appeal even though it did come out well though. The second question on the research slide was what is your
favourite type of game and there was the response that people liked battle royals which is what my game would
have been if I had years to make it and a crew to help, this would help my audience appeal because of the wide
variety of other characters I had in mind for when and if I was going to create the game. The third question was
would you buy merchandise for a specific product you like most said yes and so this works for my audience appeal
as all my products were merchandise and would have been closely tied to the game I was going to make. The
fourth question was what gender are you the overwhelming response was male and so as I said they probably like
action which works against my audience appeal as they wanted more action I somehow gave it more of fantasy
touch than I did with the action side of the piece. The fifth question was what music do you expect to hear in a
horror action game most made mention of dramatic music which I was going to make when it came down to the
end of the project however I didn’t have enough time to create a playlist of dramatic music and so this worked
against my audience appeal. The sixth question was do you prefer offline or online games most said online proving
they do have a social life and are probably the same people who like the battle royal games and so the wide
variety of characters worked for my audience appeal. The seventh question was Why do you play games and the
response was mainly to have fun and waste time but someone said to hang out with friends which indicates they
play online a lot and so the more enemy characters and player models I have the more people there would be to
fight and so this worked towards my audience appeal. The eighth question was who is your favourite game
character and why 2 answers were from an online game called League of Legends this game has wide variety of
character models and so in this case it would be similar to my piece and thus working towards my audience
appeal. I believe that my final project did appeal to the specific audience I had chosen however a few bits don’t
quite match up with what they wanted in the end such as the setting and the music but apart from these
questions none of them told me anything specific and so I left a few out.
Peer
Feedback
Feedback 1
• What did you like about the product?
– I like the fact the theme sticks and always has a way to
reflect what type of game it could be. The game case
has a unique design with the way the moss hangs
across the entire case. Finally the poster shows what
type of scenes the player could encounter and the
enemies they would have to face.
• What improvements could have been made to
the product?
– Their aren’t many improvements except the fact that
some of the shadows in the poster don’t match up
with where the sun is positioned
Feedback 2
• What did you like about the product?
– I think the products made are very nice because they are
original and is not all copy and pasted like many peoples
work and it also uses a big variety of colours that’s makes it
very attractive to the eye
• What improvements could have been made to the
product?
• No weird marks on the sun
• And try to get it done by other company that is not
Ubisoft
Feedback 3
• What did you like about the product?
– Unique style of art.
– Punisher shirt
– Bats in the background
– Good shading
– Good curves adjustment
– Good clouds and sky, very professional
• What improvements could have been made to the product?
– Lines are too rough which makes it look less professional
– Text is a little too plain
– Could use more detail
– Looks a little flat and 2D
– Text doesn’t stand out well against the game case and is hard to read
– Ubisoft
– No glow
– Little depth in the drawings
– Games case has plain background
Peer Feedback Summary
• What do you agree with from your peer feedback?
– I believe that quite a lot of the shading and shadows were shoddy for where it
was included, I also think that the theme stuck throughout and it also it
reflected what type of game it could be. I also like the moss on the game case.
I also like the large variety of colours then also someone said that my art style
was unique and the rough edges of my drawing makes it look less
professional. The poster shows what type of scenes the player could
encounter and the enemies they would have to face.
• What do you disagree with from your peer feedback?
– Text is a little too plain
– Could use more detail
– Looks a little flat and 2D
– Ubisoft
– No glow
– No weird marks on the sun
– And try to get it done by other company that is not Ubisoft
Peer Feedback Summary
– I would change the game case the most as the background it has
no depth no extra design not even shading to make it look as if
there is any sort of design behind the moss and characters and
so those two things would be the main concentration of the
changes, I also believe that in all my drawings I need to try and
make the lines straighter than they are and also try to curve the
lines a bit more. Then when it also comes down to the shading
of all the pieces I need to improve the shading as when the t
shirt characters all have different shading it looks odd and then
when it comes down to the bridge and the shading for the
nazgul underneath the bridge, the character still looks bright
even though it is based in the shade of the bridge and I would
change all of this because these are the main things that are
making the actual designs look bad and they are the more
difficult designs for me to do.

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7. fmp evaluation

  • 3. Research Positive • The strengths of my research was that in the existing product area I could control the outcome and I knew that I would have some reliable results as I did it myself and knew that it was really to me an opinion based research which would make it more personal. Then the other good things is that I could pull quite a lot from the artist who made the album covers and also the colour palate is amazing and will probably prove useful to use the same sort of colour palate in my final projects, when it comes down to the pieces with the musical connection I like those designs, however when it comes down to the drawing style I believe that I prefer the Borderlands art style because it is original and it gives the edges of the characters and the other designs an easy outline and easy detail to see because it has the rough style of art. The only other thing I would be able to use would be the which may be the sort of lighting they have going on. • Then the strengths of the questionnaire was that it gave a large view of what my audience could possibly be and what they would want which king of set a few guidelines for me and my project to follow it also gave me a sort of idea about setting and music if I were to create any. • Then the interview was good because it gave me a lot of detail as to what they like and what they would like however I should have asked what they disliked as well to make it more balanced and also would give me an idea of what not to include.
  • 4. Research Negatives • The negatives of the existing product research was that it gave me no new clues as to what I should follow as a guideline and only gave me ideas that I could only dream of doing in a week or two and also I completely forgot about composition and there was nothing on the internet to easily suggest what I should have put down for that piece. • The negatives of the questionnaire is that I couldn’t have controlled the outcome of the questions and I would have almost no clue unless it was a bad answer if they were joking or not and then there was also the fact at how on some of the questions most people decided to choose the other option and made it hard to narrow down into an easy and compact section without waffling on about rubbish Then there was also the problem that some of the answers that said that they needed to explain some of the answers were one word answers. • The negatives of the interviews was that I should have a few questions to do with dislikes because then I could have seen what not to include in my products and also I couldn’t control the outcome of this one so I had no idea of whether or not they are real or true answers to the questions asked. • Most of these negatives could be fixed easily such as the composition I could have just asked on of the teaching staff to tell me what I should have put down for it, I couldn’t really do anything to fix the questionnaire as it was completely out of control as soon as I sent it to other people and then as I said got some one word answers for some things. Then when it came down to the interview I could have just added quite a few more questions to get more of a balanced variety of answers and I would be able to see what I should have avoided those to me were the main things I should have done to make my research any better.
  • 5. Planning: Positive and Weaknesses and corrections in the Initial plans • The mind maps were strong because I could easily and clearly see what I wanted to do from the start that is one of the reasons there are so few arms to the mind maps I had everything set out that I needed even if it was in the wrong order. The weakness of the mind maps were that in some places it is quite to see what I mean when there is so little information and it was also in some places the wrong way around. This could have been improved with more concentration and also maybe a little bit more thought and also to ask one of the teaching staff to get ideas for how I could make it better and correct how it looks at the start. • The mood board was strong because it gave me lots of ideas with the colour palates and the sort of design and genre I was going to go for and the mood board analysis took me into great detail of what was being used with in the mood board and its individual pictures however this was the same and it only took me into greater detail about the mood board. The negatives of the mood board and the mood board analysis was that it was only based around gaming and the three products I was going to create and so in my mind there wasn’t a lot of variety but there was a large amount of existing products I had analysed and there are about 30 different products. This could have been improved by adding a larger variety of products such as posters and t-shirt for tv shows and music covers or albums. • The informal proposal was strong because it gave me an idea that I could stick with and I made it so there was a little bit of room for the creativity and it also some very vague guidelines for the whole creative and paper work side of this project and from my Mood board analysis and mood board I could decipher what my audience would be like. However the weaknesses of the informal proposal were that it may have been a bit too vague in some sections however it is still understandable. This could have been improved by adding more detail on what the product could have been and it’s potential story line and this would make it seem that I had a definite idea that I was going along with.
  • 6. Planning: Positives and Negatives and Corrections in the Experiments and Proposal• The experiment was strong because it had some good designs and some of the bits in the processes were good and decent at the very least and the reflection for the experiments were good because it gave me a much more vivid and lively guideline to the project. The weaknesses of the experiments was the description in the processes as I could only really say was how I drew the characters/ entity's and then where I got the inspiration from so I believe there wasn’t enough detail to fully explain what I wanted to get across with the character designs. This could have been improved by adding more detail such as how and why I decided to create the characters as they are now and then there was also the issue of maybe improving the designs slightly. • The formal proposal was strong because it because it gave me an definite guideline which to me was strong enough it also told me about who I would offend which usually I wouldn’t think of straight away it also gave me a strong sense of who my primary and secondary audiences. The weaknesses of the formal proposal is that is some places it lacks in detail in the research and planning section and the content section apart from that though I like the rest of it. This could have been improved by maybe adding a story to the background of the products to then create some sort of reason why I had made the characters and design how it was and also I could have added in more detail such as the color palates I would use and and all that sort of stuff I found out from the Mood Board Analysis and the Mood Boards dotted about the PowerPoints. This could easily be improved by adding in what I had found out from the Mood Boards and the Mood Board analysis.
  • 7. Planning: Positives and Negatives and Corrections in the Pre-Production • The Pre-Production was strong because in the style sheets I found the three games (I said that I would like to be similar to the game I was making products for)and in a poster format I also then did a good analysis on the three pieces. The layout plan was strong because I was using already existing pictures of some good character designs from a different game called Borderlands so I just made a spinoff poster for that game the descriptions were good for them as I almost said everything about the format I created except for a few bits a pieces. The Mood Board was strong because it uses screen shots of a internet search for the named sections, the mood board analysis was also good because it told me exactly what I needed to know about the pictures in the mood board. The Software and Resources was strong because I had made a list of everything I would use and also added some things as apiece of software I might use. The Contingency planning was good because it gave me lots of ideas of what could go wrong and gave me some information to easily get rod off the problem. The Health and safety unit was strong because it gave me a lot of potential issues and an easy fix to go with them ( I put up with 3 of the examples repetitive strain injury, creative block and back strain) then also to go with this I added proof as to what I had researched for the slide and had a page just for the eyes. Then there was the timetable which was set in days and I changed it to the order as it wasn’t probably going to be finished within eight days and so I decided to make it easier to follow and it also gives me any easy to follow timetable. The weaknesses of the style sheets were that I effectively made them into smaller more detailed version of the Mood Boards and so I feel as if I did the wrong thing or just put down not enough detail for the comparisons and some of the parts don’t make too much sense at the end as if I was rushing or something of the sort. The weaknesses of the layout plan was that the other layout plan wasn’t too good as I only had ideas for it I had no format for it or anything (no plan) and when it cam down to the description I couldn’t say too much as I probably thought it was that bad it didn’t merit a full explanation or something stupid like that. The weaknesses of the Mood Board and Mood Board Analysis was that the pictures were all clumped up and were almost too small unless you enlarged the pictures and the analysis itself was a bit weak as it seemed I was analyzing a clump of pictures and so it didn’t feel as if it was specified enough. The Software and Resource unit was weak because I also added in some software that I didn’t use such as Paint. The weaknesses of the contingency plan was that I didn’t need to use any of these solutions as I had no issues. The weaknesses of the Health and safety was that some of these solutions didn’t work. • The style sheets could be improved by adding more detail
  • 8. Time Management Initial plans + Research • The time management at the start was great because I did all the paper work quickly and to an extent where I was happy about leaving the paper work. First was the Initial plans in this I created a bunch of mind maps in speed however when it came down to the core concept of them to create 4 different mind maps with one idea I was going to use I kind of did the opposite and did 3 mind maps I would use to go with the projects and I did one that I wouldn’t use and I did this part at speed because this one of the parts I find more difficult and then I came up to the Mood Board and Mood Board analysis which I took my time with to add lots of detail however I didn’t understand what it meant the tone and the mood and so I decided to put down what I thought it was as an educated guess, then there was the informal proposal that had as much detail as I could put in for what the final project is and I needed to do more research to have more detail involved in the paper work. The next PowerPoint was the Research and the first part of this I took a lot of time and care with the detail that went into the existing products and so that added onto the time taken to finish and I did a few more than were originally set out. Then there was the audience research which took a long time to collect enough answers to make a full audience research section this was also made difficult by the fact tat I made and sent out the questionnaire during the holiday and so almost no one sent answers until we came back to college, then there were the interviews which were good because I almost got a response immediately and so I could get on with the work straight away and move onto the audience profile which was nice and easy and as detailed as I could possibly make it, then I moved onto the research evaluation which was nicely detailed and was done quickly so there were barely any problems with the research.
  • 9. Time Management Production experiments + Proposal • The production experiments were made painfully slowly as they were detailed characters which I brought back into the Final projects one was ghostly kind of subject based around the Nazgul in LOTR and the death eaters in Harry Potter and the other was a combination between The punisher from Marvel and the headless horseman from sleepy hollow however for the latter one I used folk lore as subject that the headless horseman actually uses a jack o’ lantern as a sort of head figure both of these had a certain era to fit into one being the medieval LOTR Nazgul and the crossover between The Punisher and The headless horseman in Georgian times. Both had great detail I would say shown towards them and so took more time to complete. The Proposal, in some areas took a decent amount of time to create because I put as much detail as I was able to put in about what the products were based around and how the products would be made and the inspiration. The other two things that took a long amount of time on the proposal were the audience profile and the name of the piece, the audience profile took a long time as I put down the primary and secondary targets for the audience and the secondary target took a long time as I knew where I was going to take the product to the original audience however there are lots of options then for the secondary audience and it took a long time as my research didn’t tell me about a second audience not in particular anyway and the name of the piece was difficult to come up with as there weren’t many names that haven’t been used before when it comes down to action or horror and so when I saw one of the names of the fonts in dafont could be the perfect name for a video game mixing horror and action together and it was called faith collapsing which coincidentally was the one I used for my whole project because it perfectly fit in with the medieval era which I wanted it to be set in.
  • 10. Time management pre-production and production • The pre-production took quite a lot of time at the start as there was the layout plans, the stylesheets and the Mood Board and Mood Board Analysis. The stylesheets took a long time because I wanted to include all the detail I could find within the pictures to report my findings and then discuss what I would like to include from the images and what I would discard from the images and as for the Stylesheets they were fun to make. One was made with Borderlands characters and the logo so I just made an alternative poster for Borderlands and then I described in quite a bit of detail how I made said piece and also talked about the inspiration, the other stylesheet as a sort of Witcher alternative poster which I also did the same for I also discussed to a certain degree what I liked and disliked about the two. The Mood Board and Mood Board Analysis was also made to inspire the horror side of the project and as an extension of that fantasy then in the mood board analysis I went into masses of explanation of what was in the photos I chose and how they would work in my piece. Then when it came down to the production, it took a long time due to the amount of detail I put into the bridge I did all the base design and most of the small little lines and shading and then the sky and the water were done quickly however there was lots of experimentation when it came down to the piece and characters design which were quick and easy to make and then I added shading at the end of the pieces, then all I needed to do was find a layout to put all the good characters in, find a good font that would easily mix in with the design and the colour palate and then I came up with a name and had designed reviews with ratings from newspapers to generate ratings and a description of the game and what it would be like if I actually made an animation which would be very difficult because I would have to draw the characters picture by picture and that would have taken a long time as the pictures themselves took around about 3-4 hours each to create.
  • 11. Time management production reflection • The production reflection didn’t take too long as it had less information than it probably could have had. Most at the start of the production reflection were mainly about the bridge and how I made all the lines of the bridge and where the design came from then in pages to go on it states how I started to use shading to improve the quality of the sky and of the water, the sky was made better by adding different shades of violet such as indigo and incredibly dark blue and just to hover around the sun using peach and light orange and yellow and more things of the sort for the bridge. Then there was the character designs which were lots of fun to create however when it came down to talking about the processes I used to create said creatures and characters I found it profoundly much more difficult as I just drew the pictures and added a bit of shading, which was all I did for those designs and then when it actually came down to the final pieces it was just trying to put everything together in a certain layout and then all I needed was a font to put in all the descriptions, ratings, reviews and the title and so I put all this in and then it was all done and so there was very little in all I could write about.
  • 13. Technical Qualities 1. Collage 2. Background design 3. Colour Palate 4. Layout 5. Title 1. Collage 2. Background design 3. Colour Palate 4. Layout 5. Title
  • 14. Technical Qualities •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
  • 15. Technical qualities 1. The similarities of these pieces is that they have a collage sort of feel to both of them as in all the characters are set to be on in front of the other and they both have a large and bold title. 2. Then there are more differences than similarities main one is that there is no other design on the Borderlands t shirt than the title and the characters and in mine I added birds such as crows into the background to add more depth and add some sort of atmosphere to the piece. 3. Also the colour palate is very different between the two, the Borderlands t shirt uses light and vibrant colours this brings out the designs well and also indicates what kind of game it could be ( light hearted) and then when it comes to my t shirt designs I used darker colours to try and mix in the designs in with the genre which was mainly horror where there are lots of dark colours such as navy blue grey black and red in certain shades. 4. When it comes down to the layout of the two pieces I believe the Borderlands one is better as the design is all in the middle of the t shirt with some full body design where as in mine I started at the bottom of the t shirt because my title couldn’t hide away the designs to make it look like the Borderlands t shirt and so I could only start at the bottom of the t shirt to be safe. 5. As a final point the title is very close to the design on the borderlands t shirt where as on mine it is well apart from the design and so it just feels really impractical and from a design point of view the title should be closer to the design.
  • 17. Aesthetic qualities 1. Decaying style. 2. Myths + Creepy pasta. 3. Where I would add shading to create depth= (all over in the background) 4. Where I would add more cracks in the wall. 5. Where I would add lighting to create a mysterious and horror atmosphere. Behind the text on the left hand side and an emanating light behind the characters.
  • 18. Aesthetic qualities •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
  • 19. Aesthetic Qualities 1. I like the style of my game case it has a sort of decaying feeling to it and that kind of mixes in with the genre of horror I was going for. 2. I also believe that it was a creative idea combining myths, folk lore and to an extent creepy pastas, however I believe that the idea may have been used once or twice before I would expect the idea to run through games such as The Witcher. 3. Also as far as improving the quality of the piece I would say that I would add cracks in the wall and add some shading and lighting to the pieces. I would improve this by creating a new layer for the grey background and then use the selector tools such as the magic wand tool and the lasso tool to select areas too shade. 4. I would also take more lines from the bridge to form the cracks in the wall. 5. Then I would add lighting I would find a picture of some flares and draw a stake sort of thing on the wall and also draw an iron holder with a hinge on it.
  • 21. Audience appeal •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
  • 22. Audience appeal • I believe that I have made a product that would appeal to my audience however I also believe it would have been even better with some good art work, I think it would have appealed to my specific audience as they are aged around 16-19 years of age. This would make the audience more interested in horror and action rather than other age groups. My primary audience gender will be male. Which yet again the action part of the piece would be more enticing to that specific genre. The primary social status of my audience will be Lower middle class which are usually clerical or supervisory and junior managerial administrative or professional which would give me a large market for the product I want to sell also I believe that they would enjoy this sort of product because this is the group I would associate with horror as they are the people who most of the stories are made about and hopefully this would increase the amount of people in this class that want to see more horror products. My primary psychographic will be the emulator which are usually people who just want to look better towards their peers and feel more like an achiever this would make them appeal to the horror side as they are also seen quite a lot in horror products especially the movies and games. When I was discussing how I wanted the game to turn out I said that there should be horror and action inside the game and also to an extent fantasy where as when it came down to the actual creation I found it difficult to add an action side to pictures that don’t move and so it ended up being more of a fantasy horror game with some action in it.
  • 23. Audience appeal questionnaire • When it came down to the questionnaires the first one of the questionnaire questions that I put on the research said most people would want a haunted house as the setting of the game which I would have done more settings if I had more time however I only used the one bridge and so I can see why that would go against the audience appeal even though it did come out well though. The second question on the research slide was what is your favourite type of game and there was the response that people liked battle royals which is what my game would have been if I had years to make it and a crew to help, this would help my audience appeal because of the wide variety of other characters I had in mind for when and if I was going to create the game. The third question was would you buy merchandise for a specific product you like most said yes and so this works for my audience appeal as all my products were merchandise and would have been closely tied to the game I was going to make. The fourth question was what gender are you the overwhelming response was male and so as I said they probably like action which works against my audience appeal as they wanted more action I somehow gave it more of fantasy touch than I did with the action side of the piece. The fifth question was what music do you expect to hear in a horror action game most made mention of dramatic music which I was going to make when it came down to the end of the project however I didn’t have enough time to create a playlist of dramatic music and so this worked against my audience appeal. The sixth question was do you prefer offline or online games most said online proving they do have a social life and are probably the same people who like the battle royal games and so the wide variety of characters worked for my audience appeal. The seventh question was Why do you play games and the response was mainly to have fun and waste time but someone said to hang out with friends which indicates they play online a lot and so the more enemy characters and player models I have the more people there would be to fight and so this worked towards my audience appeal. The eighth question was who is your favourite game character and why 2 answers were from an online game called League of Legends this game has wide variety of character models and so in this case it would be similar to my piece and thus working towards my audience appeal. I believe that my final project did appeal to the specific audience I had chosen however a few bits don’t quite match up with what they wanted in the end such as the setting and the music but apart from these questions none of them told me anything specific and so I left a few out.
  • 25. Feedback 1 • What did you like about the product? – I like the fact the theme sticks and always has a way to reflect what type of game it could be. The game case has a unique design with the way the moss hangs across the entire case. Finally the poster shows what type of scenes the player could encounter and the enemies they would have to face. • What improvements could have been made to the product? – Their aren’t many improvements except the fact that some of the shadows in the poster don’t match up with where the sun is positioned
  • 26. Feedback 2 • What did you like about the product? – I think the products made are very nice because they are original and is not all copy and pasted like many peoples work and it also uses a big variety of colours that’s makes it very attractive to the eye • What improvements could have been made to the product? • No weird marks on the sun • And try to get it done by other company that is not Ubisoft
  • 27. Feedback 3 • What did you like about the product? – Unique style of art. – Punisher shirt – Bats in the background – Good shading – Good curves adjustment – Good clouds and sky, very professional • What improvements could have been made to the product? – Lines are too rough which makes it look less professional – Text is a little too plain – Could use more detail – Looks a little flat and 2D – Text doesn’t stand out well against the game case and is hard to read – Ubisoft – No glow – Little depth in the drawings – Games case has plain background
  • 28. Peer Feedback Summary • What do you agree with from your peer feedback? – I believe that quite a lot of the shading and shadows were shoddy for where it was included, I also think that the theme stuck throughout and it also it reflected what type of game it could be. I also like the moss on the game case. I also like the large variety of colours then also someone said that my art style was unique and the rough edges of my drawing makes it look less professional. The poster shows what type of scenes the player could encounter and the enemies they would have to face. • What do you disagree with from your peer feedback? – Text is a little too plain – Could use more detail – Looks a little flat and 2D – Ubisoft – No glow – No weird marks on the sun – And try to get it done by other company that is not Ubisoft
  • 29. Peer Feedback Summary – I would change the game case the most as the background it has no depth no extra design not even shading to make it look as if there is any sort of design behind the moss and characters and so those two things would be the main concentration of the changes, I also believe that in all my drawings I need to try and make the lines straighter than they are and also try to curve the lines a bit more. Then when it also comes down to the shading of all the pieces I need to improve the shading as when the t shirt characters all have different shading it looks odd and then when it comes down to the bridge and the shading for the nazgul underneath the bridge, the character still looks bright even though it is based in the shade of the bridge and I would change all of this because these are the main things that are making the actual designs look bad and they are the more difficult designs for me to do.

Editor's Notes

  1. What were the strengths of your research? How did your research help your product? What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
  2. What were the strengths of your planning? How did your planning help your product? What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  3. Did you manage your time well? Did you complete your project on time or would your products have improved with additional time? What would you have done if you had more time to produce your work?
  4. Compare your work to similar existing products and discuss the similarities and differences Put your final piece(s) in the centre of a page alongside an existing product Use text boxes and arrows
  5. Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it? Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  6. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Refer to your findings from your questionnaire. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  7. What changes would you make to your product based upon your peer feedback and why?