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
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?
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
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