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FMP Evaluation
Cameron Bird
Production Process Evaluation
Research
• From my research I helped me finalise m ideas as to he style ad type of
game I wanted to make from looking in o gams like castle crashers and
Scott pilgrim vs the world which showed that it was possible to make
action games more happy go lucky. An added note is that I was original
going o have a street fighter type game but I preferred the idea of multiple
enemies fighting together against the protagonist. The reason for this is to
give it a more comic book feel of a hero taking down multiple enemies, in
other gaming franchises this would be used to make the player feel
powerful but also the amount of enemies creates the challenge.
Planning
• The planning period was useful for me as I had more time to design
characters and from them the world started to appear as well. The time
spent on planning was beneficial as it definitely allowed me to create
better characters and a more well rounded world. A problem with my
planning was that I kept jumping around with what to do, at one point I
would be designing a background and at another I would be designing
character movements. I could have avoided this by setting myself specific
tasks instead of going to the parts I wanted to design at the time.
Time Management
• My timing for this project was good at times and bad at others as I could
spend my allotted time on characters and backgrounds but in other cases I
spent far too much time than necessary on minute details which would
stack up and prove to be an issue. This could be things like the last enemy
defeated dropping a coin which would not be visible for long at all
however I spent more time keying it in than was necessary for a split
second frame. Although I spent the necessary time on character design it
was very jumbled up on what I was doing when.
Technical Qualities
The Scott pilgrim game has
much more animated
characters who even when
stationary move up and
down to the rhythm of the
music which I attempted to
replicate with evil Keith
At times in other
games even the
background is
animated to move
which proved to be far
too time consuming of
a task for this project
I wanted to
attempt to
simulate
actual
movement
and function
by bending
legs and
joints like a
normal
person but
thanks to the
low amount
of pixels this
did not work
so well and
instead made
it look more
blocky
Aesthetic Qualities
I think for the type of
game I wanted to
make mine looks
alright, there is plenty
to be done that
would make the
game look far better,
for instance bulking
up all the characters
limbs and then
rounding the bodies
out more to stop
them looking too
rectangular and plain
On a flip side I do believe that my work is
creative and unique as I tried to make it seem
bizarre, hence the idea of a floating
necromancer taking control of the minds of
urban street toughs to commit crime and then
have a brave kung fu civilian come in to save
the day. I believe it’s a creative and fun
concept and allows for more creativity and
freedom to design the charecters
Audience Appeal
the way I designed the game was to have
it simplistic and not gory which is so that
it can appeal to slightly younger
audiences, this is represented as cartoon
violence which is meant to be unrealistic.
I wanted to make the game funny rather
than childish hence the kingpin of the
criminals is a necromancer.
Peer
Feedback
Feedback 1
• What did you like about the product?
– Very colourfull and eye catchin
• What improvements could have been made to
the product? Make it clearer who the player is
Feedback 2
• What did you like about the product?
– The array of buildings and locations on the select
screen
• What improvements could have been made to
the product? Change the font of the writing at
the beginning
Feedback 3
• What did you like about the product?
– The fact that it wasn’t just one background used
as it had two different screens
• What improvements could have been made to
the product? Make it visible that the enemies
are all together, like give them all
characteristics together
Peer Feedback Summary
• What do you agree with from your peer
feedback? I agree with how the use of colour
helped make it more eye-catching.
• What do you disagree with from your peer
feedback? I believe that the enemies should
all be unique as theyre not part of some gang
or malicia but instead possessed people.

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7. evaluation

  • 3. Research • From my research I helped me finalise m ideas as to he style ad type of game I wanted to make from looking in o gams like castle crashers and Scott pilgrim vs the world which showed that it was possible to make action games more happy go lucky. An added note is that I was original going o have a street fighter type game but I preferred the idea of multiple enemies fighting together against the protagonist. The reason for this is to give it a more comic book feel of a hero taking down multiple enemies, in other gaming franchises this would be used to make the player feel powerful but also the amount of enemies creates the challenge.
  • 4. Planning • The planning period was useful for me as I had more time to design characters and from them the world started to appear as well. The time spent on planning was beneficial as it definitely allowed me to create better characters and a more well rounded world. A problem with my planning was that I kept jumping around with what to do, at one point I would be designing a background and at another I would be designing character movements. I could have avoided this by setting myself specific tasks instead of going to the parts I wanted to design at the time.
  • 5. Time Management • My timing for this project was good at times and bad at others as I could spend my allotted time on characters and backgrounds but in other cases I spent far too much time than necessary on minute details which would stack up and prove to be an issue. This could be things like the last enemy defeated dropping a coin which would not be visible for long at all however I spent more time keying it in than was necessary for a split second frame. Although I spent the necessary time on character design it was very jumbled up on what I was doing when.
  • 6. Technical Qualities The Scott pilgrim game has much more animated characters who even when stationary move up and down to the rhythm of the music which I attempted to replicate with evil Keith At times in other games even the background is animated to move which proved to be far too time consuming of a task for this project I wanted to attempt to simulate actual movement and function by bending legs and joints like a normal person but thanks to the low amount of pixels this did not work so well and instead made it look more blocky
  • 7. Aesthetic Qualities I think for the type of game I wanted to make mine looks alright, there is plenty to be done that would make the game look far better, for instance bulking up all the characters limbs and then rounding the bodies out more to stop them looking too rectangular and plain On a flip side I do believe that my work is creative and unique as I tried to make it seem bizarre, hence the idea of a floating necromancer taking control of the minds of urban street toughs to commit crime and then have a brave kung fu civilian come in to save the day. I believe it’s a creative and fun concept and allows for more creativity and freedom to design the charecters
  • 8. Audience Appeal the way I designed the game was to have it simplistic and not gory which is so that it can appeal to slightly younger audiences, this is represented as cartoon violence which is meant to be unrealistic. I wanted to make the game funny rather than childish hence the kingpin of the criminals is a necromancer.
  • 10. Feedback 1 • What did you like about the product? – Very colourfull and eye catchin • What improvements could have been made to the product? Make it clearer who the player is
  • 11. Feedback 2 • What did you like about the product? – The array of buildings and locations on the select screen • What improvements could have been made to the product? Change the font of the writing at the beginning
  • 12. Feedback 3 • What did you like about the product? – The fact that it wasn’t just one background used as it had two different screens • What improvements could have been made to the product? Make it visible that the enemies are all together, like give them all characteristics together
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? I agree with how the use of colour helped make it more eye-catching. • What do you disagree with from your peer feedback? I believe that the enemies should all be unique as theyre not part of some gang or malicia but instead possessed people.

Editor's Notes

  1. 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?
  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. 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
  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? 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. 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