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Evaluation
Bailey Dyble
Research
I think my research for this task was very good
and very useful because it allowed me to
implement parts of successful games into my
own. I think I looked at a good selection of 4
games which were both 2D and 3D style. This
allowed me to appeal to my target audience.
From my research I also got the idea of the
changeable characters which can be bought or
earned but offer no competitive advantage in
game. Almost all the games feature
upgradable characters which often offer
different skins on the characters with a
microtransaction.
Planning
I used the mind maps I created to generate ideas for my game, I thought
about the look I wanted and what I wanted the player to be able to do in the
game. For the actual contents of the game, I knew my artistic ability but I also
know what I managed in the experiments.
The only thing I never considered for the planning was a name, I saw that
multiple games in the genre feature the word "run" but other than that I had
no idea, examples being "Minion Run", "Temple Run"
Time
Management
I don't think my management of time was
too bad, I managed to get everything done
on/around schedule. However, if I had more
time and/or a greater drawing ability I
would have definitely included a more
detailed background and character however
to save time and make animating the
running/jumping cycles easier I kept my
character as a stick man. I was going to add
more details to the background but ran out
of time and had absolutely no ideas how to
draw what I wanted (having tried and
experimented with different things).
Technical Qualities
I used lots of delays on the starting screen, with the
longer delays on the different characters and shorter
delays on the arrows.
By using the delay between frames feature, I managed
to make the character speed up at the end of the run
before the eagle gets you.
Aural Qualities
The sound for my game I'm not too fond of. I think I did an alright job with the
jumping sound effect but the running and the menu screen's music I think
could've been improved. It would've been much better if I had managed to
sync the footsteps and the sound effect but trying to do this in beepbox made
it extremely difficult.
Aesthetic Qualities
There are not very many positive qualities to
the aesthetic of my game other than the eagle
which I am very proud of and I think looks very
good. The character is really simple as I
wanted to be able to animate the running and
jumping cycles for it, due to my lack of artistic
ability this limited my characters complexity as
it would need to look the same on every part
of the cycle.
I have however kept a similar style of art
throughout the game and the starting/loading
screens
Audience Appeal
I think I have done an alright job at appealing to the target audience because I
have followed a similar layout to the games which are successful in the
industry. However I am almost certain the lack of graphical complexity would
reduce the audience appeal because it doesn't look like a good game and
doesn't hold the same impressive look as many of the other games.

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7. evaluation VG

  • 2. Research I think my research for this task was very good and very useful because it allowed me to implement parts of successful games into my own. I think I looked at a good selection of 4 games which were both 2D and 3D style. This allowed me to appeal to my target audience. From my research I also got the idea of the changeable characters which can be bought or earned but offer no competitive advantage in game. Almost all the games feature upgradable characters which often offer different skins on the characters with a microtransaction.
  • 3. Planning I used the mind maps I created to generate ideas for my game, I thought about the look I wanted and what I wanted the player to be able to do in the game. For the actual contents of the game, I knew my artistic ability but I also know what I managed in the experiments. The only thing I never considered for the planning was a name, I saw that multiple games in the genre feature the word "run" but other than that I had no idea, examples being "Minion Run", "Temple Run"
  • 4. Time Management I don't think my management of time was too bad, I managed to get everything done on/around schedule. However, if I had more time and/or a greater drawing ability I would have definitely included a more detailed background and character however to save time and make animating the running/jumping cycles easier I kept my character as a stick man. I was going to add more details to the background but ran out of time and had absolutely no ideas how to draw what I wanted (having tried and experimented with different things).
  • 5. Technical Qualities I used lots of delays on the starting screen, with the longer delays on the different characters and shorter delays on the arrows. By using the delay between frames feature, I managed to make the character speed up at the end of the run before the eagle gets you.
  • 6. Aural Qualities The sound for my game I'm not too fond of. I think I did an alright job with the jumping sound effect but the running and the menu screen's music I think could've been improved. It would've been much better if I had managed to sync the footsteps and the sound effect but trying to do this in beepbox made it extremely difficult.
  • 7. Aesthetic Qualities There are not very many positive qualities to the aesthetic of my game other than the eagle which I am very proud of and I think looks very good. The character is really simple as I wanted to be able to animate the running and jumping cycles for it, due to my lack of artistic ability this limited my characters complexity as it would need to look the same on every part of the cycle. I have however kept a similar style of art throughout the game and the starting/loading screens
  • 8. Audience Appeal I think I have done an alright job at appealing to the target audience because I have followed a similar layout to the games which are successful in the industry. However I am almost certain the lack of graphical complexity would reduce the audience appeal because it doesn't look like a good game and doesn't hold the same impressive look as many of the other games.

Editor's Notes

  1. What were the strengths of your research? How did your research help your product? Discuss product research and experiments. What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
  2. What were the strengths of your planning? How did your planning help your product? What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  3. Did you manage your time well? Did you complete your project on time or would your products have improved with additional time? What would you have done if you had more time to produce your work?
  4. Discuss the strengths and weaknesses of the technical aspects of your work; level of detail in the pixel art, smoothness of the animation, complexity of animated elements. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences Consider putting your final piece(s) in the centre of a page alongside an existing product- Use text boxes and arrows
  5. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  6. Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it? Consider use of colour, if you can tell what your art is meant to represent, backgrounds, characters, pick-ups, enemies etc Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  7. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows Consider using you https://yougov.co.uk/profileslite#/ to develop your audience description