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Evaluation
Andrew Downes
Research
• Quite a lot of my research was geared towards the history of York and who was ruling it in which eras, this
part of my research was particularly strong because it is a subject that I really enjoy and I thought that it
would play a larger part in my game however the eras still do but if I had more time I would have made
some characters and some text to show bits and pieces of the history rather than just having the top down
view of York and the street view. I also thought that the interests of people are when buying video games
slide was good because because it gave me a general overview of what I should add into my game for
people to like my games. My video game demographics were very helpful when it came down to who I
was trying to sell my product to my Primary audience and it also helped me about what I would have liked
to have released the game on which was phone. Some of the video games that I listed were useful such as
Idle Civilization and Age of War and CIV, however games such as Assassins Creed and the Witcher series
were only there because of their links to the past and fantasy based ideas. The Assassins Creed and CIV
reviews all gave me ideas of what people like in their videogames and what they dislike quite a lot of that
did carry through into my project but a little bit of it was ignored. The existing products helped me by
giving me ideas of what I would add to the production such as colour schemes, art styles and more. The
bibliography was just there I didn’t find too much use for it in all honesty. I think that the Initial idea was
fairly strong as it pretty much set out the sort of idea I wanted to set forward however it odes sound more
like it is saying what I am planning to do rather than just presenting an idea. The audience research was
great because it covered almost all the bases that I needed to cover because I decided to create a primary
and secondary audience profile which only varied slightly and I went into to quite a large amount of detail
as to why my primary audience would enjoy my sort of project and as to why they would buy or even look
at this sort of project. The production techniques was a good idea to add to my research as it shows how
far I was thinking ahead in the process and it talks about good points such as interactivity and some
questions raised.
Research 2
• I dislike that the list of video games at the start except for CIV were mainly just a list of games I liked
with elements of the past included with in them and so they weren’t really of any use to my
project. As for my audience research I believe it was good however it could have given more
attention to detail as to why that sort of person would enjoy playing the game that I would have
made if I wasn’t just creating the concept art for it and as for the further audience profile very little
of that I could actually use when it came down to the creation of my product however in some
ways it did further distinguish who I wanted to sell my product to but in all honesty it just feels like
it is a useless slide. When it came down to most of the game reviews none of the games that I
looked at reviews for were going to be like my game so all I could really take from it was the colour
scheme and art style that would be useful so if I could have found reviews for Idle games like ones
on the app store it would have been much more useful to my project. Entertain, challenge, inform,
educate slide was fairly useless to me when I look at my project because I only got about half of
what I said I wanted to complete, completed and so that whole entire bit about the conversations
and characters was completely useless. The production techniques was a good idea to add however
it talks of story telling which is a good technique to use if you are going to use it at all which I did
not have enough time to implement or make in the end. The existing product research was fairly
good however when I added assassin’s creed 2 it was going to be nothing like my project and the
only things I could really take away from it was the art style and the colour scheme and the only
other thing I could think of was its links to history. The bibliography was practically useless for me
as I barley used it. The rationale and initial idea sounded more like planning rather than research
which is what it should be, it sounds as if it is less of an idea rather than a plan.
Planning
• The mood board was good because I had a lot of fairly similar games to what I
wanted to create and I also went into a fairly decent amount of detail when it went
down to art style, colour scheme and design and animation complexity. The key
influences were also good because it is fairly similar to the mood board but it was
just a bit broader. The mind map was good because it gave me a bunch of ideas
about what kind of art style, colour scheme, gameplay and certain themes but I
didn’t go into much detail. The areas needing development slide was good
because it showed me some of my short comings and where I need to improve
drastically. My reflection was good because it tells me a lot about what my idea
was and how it has developed. The style sheets were great because I had a wide
variety of images to analyze. The style sheet analysis was good because I went into
a large amount of detail on what kind of software they could have used and what
kind of designs and colour schemes they used. The tasks during production was
alright because it did tell you what exactly I needed to do. I think that the Initial
idea was fairly strong as it pretty much set out the sort of idea I wanted to set
forward however it odes sound more like it is saying what I am planning to do
rather than just presenting an idea.
Planning 2
• The mood boards were great however they could have done with a bit more detail on what
they used to create the product and also I could have gone into more detail of the
complexities of the animation and designs. The key influences were also good but it also has
the same problem that it could have done with more detail on what complexities there were
and also the software used. The mind map was good because however it could have used a
bit more fleshing out and just it has general information however it needs more detail. The
areas needing development slide was good however I know that there are many other things
that I need to work on so I just needed to add some more examples. The what I want from
the project slide wasn’t good because it just effectively said what I was already saying in my
reflection slide. I also don’t think that this project will help me in the future because it isn’t
even completed. The audience slide needed a bit more fleshing out but only for the
secondary audience. The style Sheet was incredibly similar to both the mood boards and the
key influences in the way at how it just needs a little bit more information on the stuff I didn’t
fully explain. As for all the lists they were practically useless to me as the resource list I had
everything on it already and as for the contingency and health planning most of it is just
common sense anyway and as for the production schedule it was just too ambitious with it
and I couldn’t really follow it properly. The initial ideas and the rationale sound more like
planning which it shouldn’t be it should just sound as if you are proposing an idea. As for the
evaluation section it was useless as it tells me nothing that I don’t know or understand.
Technical qualities
• When it comes down to the technical side of whether or
not my project would work with its settings and
backgrounds and all the designs I think it would definitely
work however if I had just had some extra time I could have
added some speech to it and that would tie the whole
entire game together as the only other bit that I couldn’t
entirely finish was the tower defence side of the game
which would then also add a cherry to the top of the
project but without those bits I believe it could work as a
sort of idle game which was one of the parts that I wanted
to create for the game, so it would most certainly work as a
game however it just would have been better with all the
other bits and pieces to go with it. As it would have just
have made my project whole.
Aesthetic qualities
• As for the Aesthetic side of my project I feel as
if I could have done much better with some
extra time because I feel as if I could have
added a bunch of extra texturing and some of
the lighting and shading feels a bit off, and
some of the bits and pieces I didn’t have
enough time to create some of the designs I
wanted and some of the designs I did create I
couldn’t colour in because of the amount of
time I had.
Time management
• When it comes down to the time management I was hopeless
because I spent far too much time on the paper work and left all of
the difficult stuff such as the production. When I started to try to
get a distinction with this just to see whether or not I could work to
that level which some of my paperwork I believe is up to that level
however when it came up to the production I kind of lost interest
with the project and I started to slow down and the other issue is
that I feel as if I needed to speed up with the production side
because I either need to be less ambitious with what I want to
create or I have to speed up how I create my designs. When it came
down to the majority of my paper work I spent extra time and care
on it as if it were like some FMP work so I poured a massive amount
of time into it when I should have still spent some care and time but
just allow myself some more time with my production work.
Audience Appeal
• My project appealed to my audience by using a wide variety of
colours with in my colour scheme and quite a few of them being
bright and vibrant but I did use quite a few darker colours to try and
make my audience think of it as the distant past and make it a bit
more immersive. When it came down to my idea the past would
have appealed to my audience however I could only convey that
visually when I also wanted to add some sort of speech to the game
to further hammer my point home that it was set in the past and to
be able to show the exact year it was through the topic of the
speech, which would make the experience of the playing the game
that little bit more enjoyable to my target audience. When it comes
down to the designs they are incredibly basic however it would but
I don’t really think that this would appeal to my target audience
because they would probably want a more interesting design than
what I had made.
Peer Feedback
• Pros:
• - Large level design is varied and provides the user with a wide range of
space to explore.
• - Building designs convey a good sense of history, the side profiles of these
feel especially like they're from York.
• - Building shadows provide a nice sense of depth to an otherwise 2D
design, you can get a good idea of how high the buildings are from this.
•
• Cons:
• - Feels like there should be more textures on the ground and roofs.
• - It's hard to visualize the scale of everything when you can't see the full
map.
• - Colours on the start screen are a little hard to read on the green
background.
Peer Feedback
Positives
• Very nice design of old York and has real potential to be developed into a game.
• Good simple design for the map
• Start screen fits very well with the style.
• Enjoyed looking at the simple tower defense concept (29th frame) as it gives a good idea of what direction the game could
take
Negatives
• Not composed into one image/map
• Some of the pieces of the map do not line up when composed next to each other.
• Would have like to have seen some concept art of the enemies and towers/defenders.
What I would change
• I would have composed all of the images together and made them fit.
• I would have done some simple animations of how the game would work (a couple of seconds) showing the flow of the
game, or some designs with notes to show how the game would flow.
• I would have developed on the black and white tower defense concept as I would have liked to see what it would be like
further developed.
Peer Feedback
• Pros:
• It's very detailed work, with accurate geometry in
the architecture.
• It's clear what each individual building is, such as
the plethora of hay bails.
• Cons:
• It was harder to infer what was being presented
to me due to a lack of labels, or any text for that
matter.
• I'm unsure what the point of the product is.
Peer Feedback Pros
• Pros:
• Large level design is varied and provides the user with a wide range of
space to explore.
• Building designs convey a good sense of history, the side profiles of these
feel especially like they're from York.
• Building shadows provide a nice sense of depth to an otherwise 2D design,
you can get a good idea of how high the buildings are from this.
• Very nice design of old York and has real potential to be developed into a
game.
• Good simple design for the map
• Start screen fits very well with the style.
• Enjoyed looking at the simple tower defense concept (29th frame) as it
gives a good idea of what direction the game could take
• It's very detailed work, with accurate geometry in the architecture.
• It's clear what each individual building is, such as the plethora of hay bails.
Peer Feedback pros summary
• They were correct to say that the level was very large and that there was a
lot to discover which is one of the reasons why I made it into 5 by 5 map. I
believe that I portrayed some of the historical buildings quite well and I
also made quite a good scale for the buildings by adding in shadows of
different shapes and sizes. I also believe that it would have the potential to
be created into an actual game such as Julian wrote down. It is also quite a
good design wise because it is simple and it could technically work easily
as a real video game. Also Julian said that the start screen is very
appropriate for the style I was using which I agree with. I didn’t really like
the tower defence part of the game like Julian did but I just don’t like it
because I didn’t really finish it I would have felt much better about it if I
had completed that part of the game. Jack wrote that he liked the
architecture and geometry of the piece in some bits I can see what he
means however I think I could have worked a bit on spacing and some of
the roof tops for the buildings didn’t feel quite right. As for Jack’ last
comment I took it as more of a con because some of those are supposed
to be thatch roofs which shows me that I needed to add some sort of
texturing for the two different objects.
Peer Feedback CONS
• Feels like there should be more textures on the ground and roofs.
• It's hard to visualize the scale of everything when you can't see the
full map.
• Colours on the start screen are a little hard to read on the green
background.
• Not composed into one image/map
• Some of the pieces of the map do not line up when composed next
to each other.
• Would have like to have seen some concept art of the enemies and
towers/defenders.
• It was harder to infer what was being presented to me due to a lack
of labels, or any text for that matter.
• I'm unsure what the point of the product is.
Peer Feedback Cons Summary
• As I said in my pros summary I do need to add some form of texturing to
show where the roads would have been and also in Jack’ case I should
have added a texture for the thatch roofing as well. The other big issue
that I had was that I effectively couldn’t minimize the map I created for
the top down view so they couldn’t really make out the exact scale of
what I had created this I put down to my poor judgment in how I displayed
what I had created. As I said I had some issues with the lines lining up with
the next image however most of the images do line up it is only a specific
few that don’t line up. In honesty I think that Jack has a point though
when he says that the piece needs some labels to show what things are
and exactly what would happen to them when they were actually made
into a game. His other point is equally valid as well which was that I
needed to add a point to the project which is exactly what would have
happened if I had the time because I would have added some form of
speech to make it stand out what era and what sort of year it was
compared the actual history of York.
What I would have changed
I would have composed all of the images together and made them fit. I would
have done some simple animations of how the game would work (a couple of
seconds) showing the flow of the game, or some designs with notes to show
how the game would flow. I would have developed on the black and white
tower defense concept as I would have liked to see what it would be like
further developed. This is what Julian said exactly and in all honesty I think he
made some great points with this the only other few things I would have
done differently was how I set about making the map so then I could have
both a small version as well as the large version which I had made and I would
have also added in some form of speech and story telling components into
the game as that would have added to the game and I believe that as well as
being pleasing just to see the game having a story would also tie everything
together because everything that I would have talked about was the history
of York and tell people about the history whilst also giving them game
elements to play through so it would kind of be like a small reward system
inbuilt into the game.

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Evaluation

  • 2. Research • Quite a lot of my research was geared towards the history of York and who was ruling it in which eras, this part of my research was particularly strong because it is a subject that I really enjoy and I thought that it would play a larger part in my game however the eras still do but if I had more time I would have made some characters and some text to show bits and pieces of the history rather than just having the top down view of York and the street view. I also thought that the interests of people are when buying video games slide was good because because it gave me a general overview of what I should add into my game for people to like my games. My video game demographics were very helpful when it came down to who I was trying to sell my product to my Primary audience and it also helped me about what I would have liked to have released the game on which was phone. Some of the video games that I listed were useful such as Idle Civilization and Age of War and CIV, however games such as Assassins Creed and the Witcher series were only there because of their links to the past and fantasy based ideas. The Assassins Creed and CIV reviews all gave me ideas of what people like in their videogames and what they dislike quite a lot of that did carry through into my project but a little bit of it was ignored. The existing products helped me by giving me ideas of what I would add to the production such as colour schemes, art styles and more. The bibliography was just there I didn’t find too much use for it in all honesty. I think that the Initial idea was fairly strong as it pretty much set out the sort of idea I wanted to set forward however it odes sound more like it is saying what I am planning to do rather than just presenting an idea. The audience research was great because it covered almost all the bases that I needed to cover because I decided to create a primary and secondary audience profile which only varied slightly and I went into to quite a large amount of detail as to why my primary audience would enjoy my sort of project and as to why they would buy or even look at this sort of project. The production techniques was a good idea to add to my research as it shows how far I was thinking ahead in the process and it talks about good points such as interactivity and some questions raised.
  • 3. Research 2 • I dislike that the list of video games at the start except for CIV were mainly just a list of games I liked with elements of the past included with in them and so they weren’t really of any use to my project. As for my audience research I believe it was good however it could have given more attention to detail as to why that sort of person would enjoy playing the game that I would have made if I wasn’t just creating the concept art for it and as for the further audience profile very little of that I could actually use when it came down to the creation of my product however in some ways it did further distinguish who I wanted to sell my product to but in all honesty it just feels like it is a useless slide. When it came down to most of the game reviews none of the games that I looked at reviews for were going to be like my game so all I could really take from it was the colour scheme and art style that would be useful so if I could have found reviews for Idle games like ones on the app store it would have been much more useful to my project. Entertain, challenge, inform, educate slide was fairly useless to me when I look at my project because I only got about half of what I said I wanted to complete, completed and so that whole entire bit about the conversations and characters was completely useless. The production techniques was a good idea to add however it talks of story telling which is a good technique to use if you are going to use it at all which I did not have enough time to implement or make in the end. The existing product research was fairly good however when I added assassin’s creed 2 it was going to be nothing like my project and the only things I could really take away from it was the art style and the colour scheme and the only other thing I could think of was its links to history. The bibliography was practically useless for me as I barley used it. The rationale and initial idea sounded more like planning rather than research which is what it should be, it sounds as if it is less of an idea rather than a plan.
  • 4. Planning • The mood board was good because I had a lot of fairly similar games to what I wanted to create and I also went into a fairly decent amount of detail when it went down to art style, colour scheme and design and animation complexity. The key influences were also good because it is fairly similar to the mood board but it was just a bit broader. The mind map was good because it gave me a bunch of ideas about what kind of art style, colour scheme, gameplay and certain themes but I didn’t go into much detail. The areas needing development slide was good because it showed me some of my short comings and where I need to improve drastically. My reflection was good because it tells me a lot about what my idea was and how it has developed. The style sheets were great because I had a wide variety of images to analyze. The style sheet analysis was good because I went into a large amount of detail on what kind of software they could have used and what kind of designs and colour schemes they used. The tasks during production was alright because it did tell you what exactly I needed to do. I think that the Initial idea was fairly strong as it pretty much set out the sort of idea I wanted to set forward however it odes sound more like it is saying what I am planning to do rather than just presenting an idea.
  • 5. Planning 2 • The mood boards were great however they could have done with a bit more detail on what they used to create the product and also I could have gone into more detail of the complexities of the animation and designs. The key influences were also good but it also has the same problem that it could have done with more detail on what complexities there were and also the software used. The mind map was good because however it could have used a bit more fleshing out and just it has general information however it needs more detail. The areas needing development slide was good however I know that there are many other things that I need to work on so I just needed to add some more examples. The what I want from the project slide wasn’t good because it just effectively said what I was already saying in my reflection slide. I also don’t think that this project will help me in the future because it isn’t even completed. The audience slide needed a bit more fleshing out but only for the secondary audience. The style Sheet was incredibly similar to both the mood boards and the key influences in the way at how it just needs a little bit more information on the stuff I didn’t fully explain. As for all the lists they were practically useless to me as the resource list I had everything on it already and as for the contingency and health planning most of it is just common sense anyway and as for the production schedule it was just too ambitious with it and I couldn’t really follow it properly. The initial ideas and the rationale sound more like planning which it shouldn’t be it should just sound as if you are proposing an idea. As for the evaluation section it was useless as it tells me nothing that I don’t know or understand.
  • 6. Technical qualities • When it comes down to the technical side of whether or not my project would work with its settings and backgrounds and all the designs I think it would definitely work however if I had just had some extra time I could have added some speech to it and that would tie the whole entire game together as the only other bit that I couldn’t entirely finish was the tower defence side of the game which would then also add a cherry to the top of the project but without those bits I believe it could work as a sort of idle game which was one of the parts that I wanted to create for the game, so it would most certainly work as a game however it just would have been better with all the other bits and pieces to go with it. As it would have just have made my project whole.
  • 7. Aesthetic qualities • As for the Aesthetic side of my project I feel as if I could have done much better with some extra time because I feel as if I could have added a bunch of extra texturing and some of the lighting and shading feels a bit off, and some of the bits and pieces I didn’t have enough time to create some of the designs I wanted and some of the designs I did create I couldn’t colour in because of the amount of time I had.
  • 8. Time management • When it comes down to the time management I was hopeless because I spent far too much time on the paper work and left all of the difficult stuff such as the production. When I started to try to get a distinction with this just to see whether or not I could work to that level which some of my paperwork I believe is up to that level however when it came up to the production I kind of lost interest with the project and I started to slow down and the other issue is that I feel as if I needed to speed up with the production side because I either need to be less ambitious with what I want to create or I have to speed up how I create my designs. When it came down to the majority of my paper work I spent extra time and care on it as if it were like some FMP work so I poured a massive amount of time into it when I should have still spent some care and time but just allow myself some more time with my production work.
  • 9. Audience Appeal • My project appealed to my audience by using a wide variety of colours with in my colour scheme and quite a few of them being bright and vibrant but I did use quite a few darker colours to try and make my audience think of it as the distant past and make it a bit more immersive. When it came down to my idea the past would have appealed to my audience however I could only convey that visually when I also wanted to add some sort of speech to the game to further hammer my point home that it was set in the past and to be able to show the exact year it was through the topic of the speech, which would make the experience of the playing the game that little bit more enjoyable to my target audience. When it comes down to the designs they are incredibly basic however it would but I don’t really think that this would appeal to my target audience because they would probably want a more interesting design than what I had made.
  • 10. Peer Feedback • Pros: • - Large level design is varied and provides the user with a wide range of space to explore. • - Building designs convey a good sense of history, the side profiles of these feel especially like they're from York. • - Building shadows provide a nice sense of depth to an otherwise 2D design, you can get a good idea of how high the buildings are from this. • • Cons: • - Feels like there should be more textures on the ground and roofs. • - It's hard to visualize the scale of everything when you can't see the full map. • - Colours on the start screen are a little hard to read on the green background.
  • 11. Peer Feedback Positives • Very nice design of old York and has real potential to be developed into a game. • Good simple design for the map • Start screen fits very well with the style. • Enjoyed looking at the simple tower defense concept (29th frame) as it gives a good idea of what direction the game could take Negatives • Not composed into one image/map • Some of the pieces of the map do not line up when composed next to each other. • Would have like to have seen some concept art of the enemies and towers/defenders. What I would change • I would have composed all of the images together and made them fit. • I would have done some simple animations of how the game would work (a couple of seconds) showing the flow of the game, or some designs with notes to show how the game would flow. • I would have developed on the black and white tower defense concept as I would have liked to see what it would be like further developed.
  • 12. Peer Feedback • Pros: • It's very detailed work, with accurate geometry in the architecture. • It's clear what each individual building is, such as the plethora of hay bails. • Cons: • It was harder to infer what was being presented to me due to a lack of labels, or any text for that matter. • I'm unsure what the point of the product is.
  • 13. Peer Feedback Pros • Pros: • Large level design is varied and provides the user with a wide range of space to explore. • Building designs convey a good sense of history, the side profiles of these feel especially like they're from York. • Building shadows provide a nice sense of depth to an otherwise 2D design, you can get a good idea of how high the buildings are from this. • Very nice design of old York and has real potential to be developed into a game. • Good simple design for the map • Start screen fits very well with the style. • Enjoyed looking at the simple tower defense concept (29th frame) as it gives a good idea of what direction the game could take • It's very detailed work, with accurate geometry in the architecture. • It's clear what each individual building is, such as the plethora of hay bails.
  • 14. Peer Feedback pros summary • They were correct to say that the level was very large and that there was a lot to discover which is one of the reasons why I made it into 5 by 5 map. I believe that I portrayed some of the historical buildings quite well and I also made quite a good scale for the buildings by adding in shadows of different shapes and sizes. I also believe that it would have the potential to be created into an actual game such as Julian wrote down. It is also quite a good design wise because it is simple and it could technically work easily as a real video game. Also Julian said that the start screen is very appropriate for the style I was using which I agree with. I didn’t really like the tower defence part of the game like Julian did but I just don’t like it because I didn’t really finish it I would have felt much better about it if I had completed that part of the game. Jack wrote that he liked the architecture and geometry of the piece in some bits I can see what he means however I think I could have worked a bit on spacing and some of the roof tops for the buildings didn’t feel quite right. As for Jack’ last comment I took it as more of a con because some of those are supposed to be thatch roofs which shows me that I needed to add some sort of texturing for the two different objects.
  • 15. Peer Feedback CONS • Feels like there should be more textures on the ground and roofs. • It's hard to visualize the scale of everything when you can't see the full map. • Colours on the start screen are a little hard to read on the green background. • Not composed into one image/map • Some of the pieces of the map do not line up when composed next to each other. • Would have like to have seen some concept art of the enemies and towers/defenders. • It was harder to infer what was being presented to me due to a lack of labels, or any text for that matter. • I'm unsure what the point of the product is.
  • 16. Peer Feedback Cons Summary • As I said in my pros summary I do need to add some form of texturing to show where the roads would have been and also in Jack’ case I should have added a texture for the thatch roofing as well. The other big issue that I had was that I effectively couldn’t minimize the map I created for the top down view so they couldn’t really make out the exact scale of what I had created this I put down to my poor judgment in how I displayed what I had created. As I said I had some issues with the lines lining up with the next image however most of the images do line up it is only a specific few that don’t line up. In honesty I think that Jack has a point though when he says that the piece needs some labels to show what things are and exactly what would happen to them when they were actually made into a game. His other point is equally valid as well which was that I needed to add a point to the project which is exactly what would have happened if I had the time because I would have added some form of speech to make it stand out what era and what sort of year it was compared the actual history of York.
  • 17. What I would have changed I would have composed all of the images together and made them fit. I would have done some simple animations of how the game would work (a couple of seconds) showing the flow of the game, or some designs with notes to show how the game would flow. I would have developed on the black and white tower defense concept as I would have liked to see what it would be like further developed. This is what Julian said exactly and in all honesty I think he made some great points with this the only other few things I would have done differently was how I set about making the map so then I could have both a small version as well as the large version which I had made and I would have also added in some form of speech and story telling components into the game as that would have added to the game and I believe that as well as being pleasing just to see the game having a story would also tie everything together because everything that I would have talked about was the history of York and tell people about the history whilst also giving them game elements to play through so it would kind of be like a small reward system inbuilt into the game.