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Evaluation
Benjamin Lawrenson
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.
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.
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.
Technical Qualities
There are a few differences and similarities between the two images below. I find
that the image on the left is a lot more pixel looking than the image on the right.
The left image in take from the game that I made for this project, the right is from
the game Pokémon red. I see that the image on the rights gameplay is zoomed out
more compared to mine. This is good as the player can see more of their
surroundings. That is something that I wish I did more as it would look more
realistic. I find that there is more detail in the image to the left. For example, on the
character there is different shades of colors to show details compared to the image
on the right where most colors look blocky. I also see that both of the images have
a textured floor. This is good as it clearly can show the character moving. As these
are both in the theme of top down, they both have a similar angle which allows
that game to fit the target. Finally, to fit there audiences, the games have two
different color combinations, mine being dark and Pokémon to be lighter. This
works well as this can successfully reach their target audience.
RealMine
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.
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.

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Evaluating Pixel Art Game Design

  • 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.
  • 5. Technical Qualities There are a few differences and similarities between the two images below. I find that the image on the left is a lot more pixel looking than the image on the right. The left image in take from the game that I made for this project, the right is from the game PokĂ©mon red. I see that the image on the rights gameplay is zoomed out more compared to mine. This is good as the player can see more of their surroundings. That is something that I wish I did more as it would look more realistic. I find that there is more detail in the image to the left. For example, on the character there is different shades of colors to show details compared to the image on the right where most colors look blocky. I also see that both of the images have a textured floor. This is good as it clearly can show the character moving. As these are both in the theme of top down, they both have a similar angle which allows that game to fit the target. Finally, to fit there audiences, the games have two different color combinations, mine being dark and PokĂ©mon to be lighter. This works well as this can successfully reach their target audience. RealMine
  • 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

  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. 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
  6. 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