3. Research
• The biggest strengths of research is getting
good images and analyse them, explaining the
colours and their meaning, what the characters
are doing and more importantly, why it appeals
to the audience. It has helped a lot with finding
out my audience, by asking them what they
want and what they don’t want in my product,
which I done via Survey Monkey. The
weaknesses were finding good images on the
analysing slides and to have them fit in the
slides. The most hardest, that is also a
weakness, was the interviews. Because you
don’t know if there is anyone available to talk
to, if some of them are busy with their own
FMPs, and a lot of my classmates are not into
comic books. I ended up interviewing my
English classmates in the end, just to get the
interview slides out of my way. Not much to
improve on really, but I can say it helped me
shape what my comic will become.
4. Planning
• As always, my favourite is the mood
board, which is the biggest strength of
the planning stages. It helped me plan,
figure out what kind of product to
make, and shape it into something.
Plus, you can pick elements from the
images you find and place on the mood
board. The mind map from Bubbl.us
also was a huge help to me as well,
when it really comes down to the
planning stages earlier on, and thinking
up what to make as a product. Not
much weaknesses on the planning
stags, apart from searching for good
quality images and ones the right size
for the slides. The planning stages
helped me think up good ideas and
choose which ones are the best, all the
way to the one idea that is the greatest
of them all. Not much to improve on.
5. Time Management
• I am right on track with my work. In fact, I have enough time to make
more comic pages while I’m working on this evaluation. I have technically
completed this on time and way ahead of schedule. Not much to improve
on my products, for most of them have ben improved, thanks to better
equipment like bolder pens of line drawing, so it can be better shown in
scanning and even coloured in a bit of a bolder effect. If I had more time, I
might make more until it’s almost like a book or something, although I
think I only have enough time to have a cover and roughly six pages made.
Maybe it would be more than that since I have two weeks on this and a
half-term in between or maybe that’s all I could make. We’ll just have to
see.
6. Target Audience Appeal
• I have appealed to the teenage market, aged 14-
19 onwards. The content includes moments of
adult and dark humour, such as a teenage boy
inventing a harpoon/speed boat hybrid and
accidently shooting someone off screen in the
groin, something you do not see in a comic aimed
toward children. Another form of adult humour is
a man with a paper bag over his face winning in
the arcade, only to receive a small key ring he
didn’t want, which resulted in him burning the
arcade down. While most of my Dysfunction
characters are adults, some are teenagers too, so
that might appeal to the teen audience, maybe
even some would relate to them, even those that
are Emulators.
7. Technical Qualities
Both have an issue number
Both have bold
titles.
Both
covers has
a character
in a mask.
The
difference
is that one
is a helmet
and the
over is a
paper bag.
There have
something in the
background behind
the character in the
cover. One is some
fire, whilst the
other is a
magnifying glass.
Another difference is the characters. One is dressed as a Superhero,
whilst my character in my cover, looks like a psychopath.
8. Aesthetic QualitiesThis page has a
disappointing pen line,
because the sharpie I
used was much to thick.
The other page was an
improvement with a
thinner sharpie.
It was indeed creative, as I
have my own drawing idea
and some of my best jokes I
could think of. Also, very
bright colours in use.
I like the colours, the
comedy aspect of it
and some of the
funny expression I
put in my characters
when they react to
something.
Not much to
improve on, for I
have already done
that with better pen
lines, better
Photoshop tools and
learnt much about
speech bubbles in a
Photoshop program.
Not much weaknesses,
although it was tricky to,
for example, do two panels
involving a character with a
room behind him, and the
objects there doesn’t look
the same. Plus, fitting text
on a speech bubble is hard.
The strengths is everything
on the art and writing. The
colours and the
humour…you name it,
everything.
10. Feedback 1
• What did you like about the product?
• Really like the amount of colour used.
• Lots of detail.
• What improvements could have been made to
the product?
• I feel like the font type for the text could have
been better. It looks very basic for a comic…
11. Feedback 2
• What did you like about the product?
– Creative art design
– Used bright colours
– You used interesting fonts
– Great reaction
• What improvements could have been made to the
product?
– I thought this was a comic so I expected all the pages were
related to each other but they weren’t
– Some of the scenes I felt like needed to be a little more funny
– The font used for the speech part of the comic looked a little
bland
12. Feedback 3
• What did you like about the product?
Your art work is really bright and very eye-catching for people to see and I think
that’s a good thing. I like the font you used on your cover for the title as that
stands out ad you can clearly read it, it doesn't blend in with the background.
• What improvements could have been made to the product?
When looking at what I think was the cover I expected it to be a comic with a
storyline and each page carried on the storyline but instead you pages were they
each had a different story. I think an improvement could be to stick to just one
story as I felt like to understand the comedy in your pages they needed more
information given as without the more information they didn’t seem as funny. I
would suggest that maybe when splitting up your pages for each different box
you maybe use a ruler as the lines are a little jagged and put you off when
reading the comics. Which also I don’t understand why all your speech's in your
comic are in caps as I thought this meant in a comic that people are shouting.
13. Peer Feedback Summary
• What do you agree with from your peer feedback?
• They enjoyed the colour of the comic.
• They like the detail I put into it.
• They love the art design.
• One even enjoyed the title font and how I made it stand out.
• What do you disagree with from your peer feedback?
• I get a few complaints about the font for the text in the speech bubble.
Some say the caps letters makes it look like they’re shouting. I honestly
don’t know why this is the case. Granted, my font might not be their cup
of tea, but most comic text fonts in speech bubbles do have capital letters
in it.
• I also got criticisms that the pages should be more of a story rather than
random pages. I could’ve done so, but I wanted it to be random pages to
show off the humour. If I had more time on this, I could’ve made a story
plot, but this is all I could do.
14. Peer Feedback Summary
The responses is mostly positive. However, they are a few criticisms about them,
one being the fact that it doesn’t have much of a story in it. If I had roughly nine
or twelve weeks on this project, I would made an actual storyline on this, and
make the pages related to each other when telling a story. But given I had limited
weeks of this, I had to just make do with making random pages. That would be
one change I would make. It would probably have engaged more people into it
and maybe would’ve been a bit more funnier. I have been told that the text for
the speech bubbles is bland, some say the caps make it look like they’re
shouting. I disagree since comic book texts are capital letters anyway. But I think I
should consider looking into different fonts for text bubbles, just as long as it’s
not comic sans, then I’ll might be able to make it less bland, and possible less
blocky. I also got a suggestion to use a pencil line more often as some of the lines
are a little jagged, a helpful tip I must remember in the future, because it would
help me as an artist.
Editor's Notes
What were the strengths of your research? How did your research help your product?
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?
How does your final product appeal to your target audience? Reference specific content
Compare your work to similar existing products and discuss the similarities and differences
Put 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?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
What changes would you make to your product based upon your peer feedback and why?