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EVALUATION
APRIL-WIMMER
RESEARCH
My research helped me in my existing products by looking at existing games and
basing it around them. My final product had the pixel art dungeon element including
the entrance and exit but an obsticle in the way. It helped me base my location for the
game. Another way the products helped me set up the character placements as they
were also blocking the exit, so in order to leave the room to go to the next level you
have to defeat the monsters.
One of my products I based the colour scheme off an 8-bit dungeon as that is the
closest product to my own. The colours were darker as it gave off the effect of the
stereotypical dungeon.
Another I used the style of the characters and the way they moved. The tower game
inspired the movement of the characters. The movements were ‘robotic’.
These all helped me in my video game so these are the advantages.
If I had more time I would look into the sound of games and do more on audio this
would help me get a better idea of the different styles of sound.
PLANNING
Planning helped me set the ideas in my head and helped me plan my main product.
Because I set out the plans it was clearer to follow and if I had more enthusiasm I’d
go further into my planning as I didn't describe my ideas In much length. From the
ideas I did generate I could follow them easier.
A weakness to this was, we had to do 3 ideas which were annoying as I already had a
plan but I guess it is good in case you can’t do your main idea.
TIME MANAGEMENT
The time was managed well but due to snow we all had to take a few days
off college, this didn’t impact on me as I had the software downloaded at
home but what it did delay was tutor feedback as my internet was down
due to the snow and I couldn't email. Snow aside I think my time was
managed well and I did what I wanted.
If I had more time I would get better graphics and make another level
which could’ve helped my grade.
My product and another Pixel art style dungeon share some
similar qualities and follow the basic principle of dungeon games.
-Hero/heroin
-health bar
-Monster/boss/obstacle
-Dungeon theme (broken bricks/dark)
-A goal (Entrance and exit)
These are shown in most Pixel style dungeons and some realistic
dungeon games
TECHNICAL QUALITIES
Dungeon colour scheme
Tattered/worn and
broken bricks
Monsters/obsticles
Entrance
And Exit
Health bar
Characters/hero
/Heroin
AESTHETIC QUALITIES
I thought my product looked ok. The game style was simple and
structured but the animations were tricky and irritating as they
were very time consuming and I ended up growing a bit bored but
finished it anyway.
The strengths of my piece were the fact you could tell it was a
dungeon theme game and It played smoothly. I did like the way I
made the flashing bubbles and text
The weakness of this is that it is very long and tedious to fiddle with
to try get it right and you have to make it look exactly right or it
definitely looks bad.
AUDIENCE APPEAL
-My target audience was children from age 10+ as there is not much gore or
horror and it is clearly unreal.
-Minecrafters may also like to play the game as it is Minecraft themed with the
monsters but since the title is just Pixel dungeon it doesn't’t really link with
Minecraft but it is based of a Minecraft dungeon.
-Pixel dungeons have been around a while and could perhaps give a nostalgia
effect to players.
-The music is a “Retro 8-bit” style which gives the feel of a retro style dungeon
which would add to the nostalgia
IN CONCLUSION…
Overall I thought my piece worked well with the idea I had
behind it but since I do not enjoy video game making I
perhaps didn’t put as much effort in as I should have but
it was all taking a while and growing tedious but I did
manage to finish the level and title screen and of course
the animations, which are the main parts of this project.
My Pixel art isn’t the greatest but with some practice I
could perhaps do better. If I had to do this again I would
practice my pixel art and try upgrade my graphics and
add some more levels and movement if I felt adventures
enough.
FINAL PRODUCT

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8. evaluation

  • 2. RESEARCH My research helped me in my existing products by looking at existing games and basing it around them. My final product had the pixel art dungeon element including the entrance and exit but an obsticle in the way. It helped me base my location for the game. Another way the products helped me set up the character placements as they were also blocking the exit, so in order to leave the room to go to the next level you have to defeat the monsters. One of my products I based the colour scheme off an 8-bit dungeon as that is the closest product to my own. The colours were darker as it gave off the effect of the stereotypical dungeon. Another I used the style of the characters and the way they moved. The tower game inspired the movement of the characters. The movements were ‘robotic’. These all helped me in my video game so these are the advantages. If I had more time I would look into the sound of games and do more on audio this would help me get a better idea of the different styles of sound.
  • 3. PLANNING Planning helped me set the ideas in my head and helped me plan my main product. Because I set out the plans it was clearer to follow and if I had more enthusiasm I’d go further into my planning as I didn't describe my ideas In much length. From the ideas I did generate I could follow them easier. A weakness to this was, we had to do 3 ideas which were annoying as I already had a plan but I guess it is good in case you can’t do your main idea.
  • 4. TIME MANAGEMENT The time was managed well but due to snow we all had to take a few days off college, this didn’t impact on me as I had the software downloaded at home but what it did delay was tutor feedback as my internet was down due to the snow and I couldn't email. Snow aside I think my time was managed well and I did what I wanted. If I had more time I would get better graphics and make another level which could’ve helped my grade.
  • 5. My product and another Pixel art style dungeon share some similar qualities and follow the basic principle of dungeon games. -Hero/heroin -health bar -Monster/boss/obstacle -Dungeon theme (broken bricks/dark) -A goal (Entrance and exit) These are shown in most Pixel style dungeons and some realistic dungeon games TECHNICAL QUALITIES
  • 6. Dungeon colour scheme Tattered/worn and broken bricks Monsters/obsticles Entrance And Exit Health bar Characters/hero /Heroin
  • 7. AESTHETIC QUALITIES I thought my product looked ok. The game style was simple and structured but the animations were tricky and irritating as they were very time consuming and I ended up growing a bit bored but finished it anyway. The strengths of my piece were the fact you could tell it was a dungeon theme game and It played smoothly. I did like the way I made the flashing bubbles and text The weakness of this is that it is very long and tedious to fiddle with to try get it right and you have to make it look exactly right or it definitely looks bad.
  • 8. AUDIENCE APPEAL -My target audience was children from age 10+ as there is not much gore or horror and it is clearly unreal. -Minecrafters may also like to play the game as it is Minecraft themed with the monsters but since the title is just Pixel dungeon it doesn't’t really link with Minecraft but it is based of a Minecraft dungeon. -Pixel dungeons have been around a while and could perhaps give a nostalgia effect to players. -The music is a “Retro 8-bit” style which gives the feel of a retro style dungeon which would add to the nostalgia
  • 9. IN CONCLUSION… Overall I thought my piece worked well with the idea I had behind it but since I do not enjoy video game making I perhaps didn’t put as much effort in as I should have but it was all taking a while and growing tedious but I did manage to finish the level and title screen and of course the animations, which are the main parts of this project. My Pixel art isn’t the greatest but with some practice I could perhaps do better. If I had to do this again I would practice my pixel art and try upgrade my graphics and add some more levels and movement if I felt adventures enough.

Editor's Notes

  1. 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?
  2. 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
  3. 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