2. Research
The good thing about gathering secondary research before making the product
is that it allowed me to look at already existing products and analyse
techniques that they have used and that I could add into my own project. It
allowed me to use them for inspiration, for example with the game I could see
how it is layered to make it look real. This helped me to make it look more
appealing and professional. It also showed me what pixel art games looked like
as that was they style I was going for. With researching pre existing games I
was able to also see real versions of top down so I knew how to make it look.
This is so that it looks good enough to be a game. This allowed me to see
aspects of it and how the creators put their ideas in so that it told the viewer
what the game was about and interested them in the game. This was my
secondary research as I was using products already made by other people. I
made a mood board to start with where I explored different ideas that I could
do for the video. This allowed me to start thinking about what I wanted to do
and so that I could start thinking about who the audience will be, the use of
colours and camera angles for what view they player would be in, if I was going
to use any effects. I found doing this was helpful as I could start thinking of
different ideas and by doing this it inspired me with different aspects for each.
I specified the idea that I wanted to do and explored into it more, this allowed
me to start think about enemies and characters could be included. As there
are many good things about the research I did, there was also some
weaknesses. The bad thing about doing the research was that I was limited to
the amount of space that I had so I couldn't expand about a certain point and
say how and why I might use that desired idea. If I made the research again I
could use a different website so that I had more room so I could write more
about the product and expand about how I will use it in my project. If I made
the research again I would try to add more detail onto the slides and analyse
the products more, this would give me more inspirations to add to my own
product.
3. Planning
To plan my final product I first made a mind maps on
bubbl.us for three different ideas that I could make. I
decided to use bubbl.us as it gave me room to expand on
ideas and allowed me to arrange it so it wasn’t messy.
With this mind map I wanted to think about what the
game would be about and any techniques and angle work
I would use. For example if I would chose a top down or
1st person view. After I figured out what the game ideas
could be I then focused on audience and who I was going
to be aiming the product at. I did this second as I would
then know who to aim it for, then I could think about the
genre, colour schemes and name possibilities that could
be appealing to the audience. I also made some mood
boards. These allowed me to start thinking about things
such as how characters and enemies could look, what
colours I might want to use and weapons that can be
involved. I used these mood boards to start looking at
gameplay of top down so I could start to think of what to
use to make it look realistic. I made an analysis of my
planning so I could see what I thought worked well and
this made me come to a conclusion of my ideas more. I
used these for planning as they give inspiration for what I
wanted to make. If I did do the planning again I would
want to try get more images and sources in this stage so
that I had them ready for making the product so I didn’t
waste time later or and so that I had more time to add
details to the project.
4. Time Management
I felt like I have managed my time well and I
successfully finished my production work on
time. I think that I gave myself to many
different projects to complete in the time
that I was given. For example I tried to keep
changing the audio until it sounded better. I
could of also saved time if I didn't change the
characters look. I also feel that the video is
up to a good detail but if I improved how I
did my planning and got my sources earlier
on then I would have had more time to make
it better. I do feel like I managed my time well
but if I did this again then I could to stick to
the time management plan that I made a lot
better as I wouldn’t have been as rushed and
I could have made my products more
detailed and to a higher standard. In
conclusion, I found that using this planner
worked well and efficiently as I already knew
what I wanted to do and when, this allowed
me to get on with the tasks quicker.
WEEK OVERALL
PLAN
SPECIFIC TASKS
1 Production
Experiments,
Initial Response,
Product
Research
ď‚· think of ideas that I
could do for the game
ď‚· Find out what things will
work best (experiments)
ď‚· Start thinking about what
components I might need
to make it.
2 Product
Research,
Proposal,
Planning
ď‚· start looking into games
like mine
ď‚· Find what makes a game
more interesting for the
audience.
ď‚· Gather anything I might
need
3 Production ď‚· start to make the game
play.
ď‚· Think about what audio I
might make for each
section
4 Production ď‚· finish the gameplay.
ď‚· make the audio for each
section.
ď‚· Use premier pro to put
the video and audio
together
5 Evaluation ď‚· use screenshots that I
have taken from the
process and say what I
did.
ď‚· Get some feed back and
say what I thought went
well and what I could
have done better.
6. Aesthetic Qualities
I feel that my game looks aesthetically pleasing. I can also see strengths and weaknesses about it.
Weaknesses-
• When the characters
move, there isn't a
large amount of angles
that they turn. To make
this more realistic I
could have added more
angles to which they
could have turned.
• I also think that some of
the sounds didn't work
well with others such as
the pitches clashed.
• Finally I think that I
would have added more
sound effects, such as
when the enemies die,
this would have added
more detail and made it
clearer that they have
died.
Strengths-
• Firstly, with my game I
feel like it is easy to see
and understand what is
going on. This was
important that the
colors of the characters
and objects didn't blend
together
• I also find that the
movement looks good.
It isn't jumpy and it
looks smooth. This
makes it easier to
watch and makes it
more appealing for the
audience.
• I like that the stages
have a smooth
transition which allows
the game to flow well.
7. Audience Appeal
I feel that my work has been made well
to appeal to my target audience. For
example, as I was wanting to target to
the older audience, I feel that the color
helped me. I used a dark shade of
colors that worked with each other. This
made it more aesthetically pleasing to
see as they colors didn’t cash at all. I
found that the transitions from all of
the scenes worked well. I made a fade
out which made it more realistic for the
audience. The music is another part
that I believe makes it more appealing
to the audience. For example, the
music clearly tells the audience about a
new section.
Editor's Notes
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?
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?
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?
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
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
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