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FMP Evaluation
Your name
Production Process Evaluation
Research
ā€¢ I think overall my research went well because before the project even started, I knew what I wanted to do. I started by going through
the research PowerPoint and the Initial Plans PowerPoint to see what ideas I can come up with from the top of my head and to create a
questionnaire for people of the public to answer. The public meaning majority of the people in my Media class and some relatives and
thatā€™s about it. I started the first PowerPoint just thinking of ideas and trying to come up with a decent idea, however with the second
PowerPoint I decided to look on the internet and get some ideas of there. I took some images of the internet and talked about the
positive and negative features of the image and this helped me figure out what I should do for my game. Talking about different images
helped me further on in the project when it came to talking about specific parts of my game.
ā€¢ The questionnaire was useful as well because I added a lot of suggestions that were requested by people in my class and other media
classes. I got some positive feedback and not stupid answers which helped me figure out what to include and what not to include. Some
of the answers got me in a bit of a struggle as there were so many good answers. Because some of the answers were good I took some
of them and added them into my game. This questionnaire probably helped me the most out of everything because it gave me ideas
when I was struggling for them. People answered properly and not stupidly which was also a positive about my research. I didnā€™t want
any stupid answers as it would be harder for me to take ideas from the questionnaire.
ā€¢ The weaknesses of my work were that the processes could have been better and been in more detail. Other than that thereā€™s no other
weaknesses I could think of. If I was to improve on my processes I would go over all the blurry parts of my product which would of taken
longer, but would of ended up being better.
ā€¢ My existing products helped my design my game. I was trying to base my game off Mario and it turned out quite successfully. I ended
up changing the level design, the characters and weaponry, all I have kept the same is the concept / storyline.
ā€¢ My quantitative research is from my survey which I ended up getting some positive feedback from. And my qualitative research is from
my interviews that were good as well. Overall I got good feedback from both pieces of work.
Planning
ā€¢ The planning went as well as the research. I thought overall the planning went to plan and helped me
really well. The planning was mainly done on the initial plans and the production experiments
PowerPoints and I did pretty well. On the initial plans PowerPoint I got all the ideas I wanted and put them
together to put them into my game. And the experiments PowerPoint was based on making an experiment
of what my game could look like and this helped massively. This gave my a basis of what to do with my
game so I made two characters that could have been included into the game, but unfortunately I canā€™t
include experiments in the proper product, therefore I had to make different characters in the end.
However this helped massively as said previously because it gave me an idea on what characters to make
and it made it easier when it comes to making them properly a Iā€™ve made experimental ones. And when I
talked about the characters afterwards it helped me when it came to the production reflection because it
was easier to talk about the situation and what tools and processes I used.
ā€¢ The weaknesses of my planning were the existing products. I think I could of put more effort into the
existing products because all I did was take a image of a pixel game level off the internet and added the
title of my game and a 2D pixelated character cropped out of an image. I could of gone of Photoshop and
made it a lot more better but there was quite a few existing products to complete so I didnā€™t do that. If I
did this I would have got more marks and would of helped my product out more. This is because I could of
used more tools and processes towards my final product which would of hopefully made the production
better.
Time Management
ā€¢ Honestly, my time management was good for the first 4-5 PowerPoints but when it came to the
production work I got caught behind and was behind majority of the people in my class and on my work.
This is because Iā€™m making a game, a pixel game, which takes a long time to do and has unfortunately put
me behind on my work. However that was only on my main product, my two side products on the other
hand were completed on time which is a positive. The production reflection took my a bit longer because
of the amount of screenshots I took and had to describe and go into detail on. So overall I think I managed
my time well on the majority of the work I had to complete itā€™s just the main product that takes a long
time to do. Making a video game is a long process because you have to make each individual character,
background, starter menu, enemies and additional features which takes a long time. And with only two
weeks to make all of it put me under pressure and didnā€™t get it finished on time. However in the end I got
it finished before the end of the next week which is a positive. If I had more time after going behind on my
work I would check everything is okay and looks good and thereā€™s no mistakes. Thatā€™s for the main product
for my poster and app logo I would of seen in I could have added anything to them and checked for
spelling mistakes and so forth. With the PowerPoints I would do the same, check for spelling mistakes,
make sure everything makes sense and make sure thereā€™s plenty of detail and information about the topic.
ā€¢ When it came to handing in the PowerPoint's in on time I did this successfully until the end when I didnā€™t
hand in my evaluation in as it was incomplete. However I then handed it in later on in the week and
completed it.
Technical Qualities
Similarities
The similarities between both products are that they both have a similar story line
and concept. They both have someone captured and have to find them through a
load of different obstacles and enemies on the way. The level design is very similar
with the hills and mountains in the background. The idea of my game was to base it
off Mario and I did that pretty well.
Differences
The differences between the two products were that there was different characters
made up, the time was set differently from day to night and my game had less
additional features as itā€™s a proper game and mine isnā€™t. However the main differences
is the character changes and level design. The left image is a lot more complex
whereas mine isnā€™t. This is because I couldnā€™t make mine as good as a proper Mario
game because it would be too hard and take too much time.
Even though I was meant to base my game off Mario, I had both similarities and differences which shows that I had some of my own ideas in my game and not all based off
Mario. I obviously had a very similar concept and level style but I wanted my own ideas and ideas from other people which were included in my game.
In both games there are good flows to the animation. Meaning that there isn't any boredom in the games and entertains people easily. When it comes to the scoreboards my
gameā€™s scoreboard is simple with a score, time and lives count. However in the other game thereā€™s a more complex scoreboard which has more information on it and in my
opinion looks better than my own. To gain points in my game you collect coins and defeat the enemy. However in this screenshot there isnā€™t anything thatā€™s been achieved
yet as itā€™s the start of the game. The other game however gains points by collecting coins, power-ups, defeating enemy creatures and jumping over certain obstacles. Iā€™m
comparing my game to a far better game with more complex features and that has probably had more time making it than mine.
Aesthetic Qualities
I think my work is creative and looks good. I will start off with this, the starter screen. This is after the company logo and the Space bar part of the animation. I think this
starter screen overall could have been better with the background design. I could have made it like the starter level instead of something completely different. On the starter
screen I like the handmade lock which is for things to unlock in the game. I also like the ā€˜Playā€™ and the ā€˜Optionsā€™ featured on the starter level. It add something to the game
making sure it looks like a proper game.
The other screenshot is the actual gameplay of the animation and looks different to the starter menu. When looking back on it I wish I made the background for the starter
screen the same as the level. I think this is the creative part of my game because I can include whatever I want to the game. Majority of the additional features in the game
such as a weapon on each character and coins is from the questionnaire from the research PowerPoint.
When the company logo appears it shows that itā€™s a pixel game and not a a real-life game for example.
Aesthetic Qualities
These two products are the other products made alongside my game. The first
one is a poster which looks basic, simple, but looks really good. I took a
screenshot from my game and put it onto the poster so people know what to
expect from the game. From the picture itself, it shows the main character in the
game whoā€™s called Oscar. The genre of the game is adventure thatā€™s why Oscar
has a hammer. This was recommended off the quantitative
research/questionnaire and that helped me get ideas for my game and add
peopleā€™s ideas as well. The tools that I used to create this were the brush tool,
eye drop tool, select tool, eraser tool and the guides to help me get everything
accurate. These tools were really useful because they were the easiest to use in
my opinion. The background on the poster is a screenshot from the level Iā€™ve
made within the animation. This shows the character, a crate, hills and grassy
hills. This is all to do with the adventure genre, I wanted to make it as
adventurous as possible. The weapon was chosen from the survey which a
member of my audience answered for one of the questions. The colours
mentioned in my style sheet are in this poster and app logo so hopefully these
two products will inflict on how my audience feel for the game, in a positive way.
This is the app logo that I made for my game because itā€™s available on many different devices and
consoles. The tools I used were the same ones I used in the poster. The main tools that I used were
the eye drop tool, brush tool, and crop tool. I cropped the image out of the poster and put it as the
main background for the app logo. This didnā€™t take me long to make as itā€™s something small and
easy to make. The main character is apart of the image so I have stuck with the same character
throughout all my products. I think my audience will rate my app logo really highly as itā€™s simple,
not too complex and has all the basics on it.
Audience Appeal
ā€¢ I think overall I have appealed to my target audience. I ended up finishing my product and it looked really good. I definitely
appealed to my target audience because I included some of the suggestions from the questionnaire into my game which my
audience will like about my game. I included the weapon suggestions and the type of character they wanted. Theyā€™re the
specific points of my game that appeal to my audience.
ā€¢ I also took the suggestions from the last question from the questionnaire. Which was what other side products would you
recommend making along with the main product. People said to do a magazine double page spread and front cover, a
poster or merchandise. I chose the poster as someoneā€™s idea and then I chose one for myself, an app logo. All the features
that are in my game from the questionnaire appeal to my audience because itā€™s there ideas combined with mine.
ā€¢ - There was a couple of questions that had high percentages and were easy to pick the answers from. For example the first
question is ā€˜male or female?ā€™ and the percentage was 100% men and 0% women. This shows that from the questionnaire
that my whole audience is aimed at male gamers and I had to make my game good for a male gamerā€™s perspective. I had to
think of what I would include in my game as the whole of my audience is male. I did this by making all the characters male
and some unlockable character(s) that are male and female so thereā€™s a mix of gender in the game. Including these features
will make people of 7 and above to enjoy the game and play it for a long period of time.
ā€¢ My audience age range is 7+ and I think my audience which starts at such a young age will enjoy the additional features
from my own ideas and from others. Younger people will enjoy the game more because it might not be something theyā€™ve
seen before so seeing something for the first time inspires them and want to play it more or other games. The
psychographic would be Belonger as itā€™s to do with family. My game would be a game you can play anytime and involve
family, thatā€™s how my game can appeal to my target audience. Also my age range is 7+ which children of that age will tell
there parents about the game.
ā€¢ - These have appealed to my audience because I have included features that appeal to people of a young age. For example I
have made an adventure game that included the like of cool-looking characters, enemy creatures, collectables in the game
and decent music and sound effects throughout the animation.
Peer
Feedback
Feedback 1
ā€¢ What did you like about the product?
ā€“ Overall I like the animation, I think the character looks really cool and the level
design is well thought out. On the level I like the additional features such as
the coins, enemy characters and weapons. The character selection part of the
animation and the starter menu are very well designed and make the
animation look like a proper game.
ā€¢ What improvements could have been made to
the product?
ā€¢ Improvements would be to get go over the blurry layers because it will make it
look better.
Feedback 2
ā€¢ What did you like about the product?
ā€“ Overall I think the products were really good especially the animation which
was excellent. I like how thereā€™s a main menu screen and a screen to select
characters. I like how the coins, enemies and weapons are included, without
them it would make the game boring and standard. The app logo looks
professional and the poster is good as well. The ending score line is also a
good addition.
ā€¢ What improvements could have been made to
the product?
ā€“ Go over the blurry parts apart from that thereā€™s nothing to change. Add some
more enemies and life-like nature.
Feedback 3
ā€¢ What did you like about the product?
ā€“ The animation is really good. I like how the game restarts after the character
dies near he checkpoint. I like how the character does summersaults
throughout the animation it makes it looks like a proper adventure game.
ā€“ The character selection part of the animation is good because it makes it look
like a proper game selecting which character you want.
ā€“ Overall I think the animation is top-notch.
ā€¢ What improvements could have been made to
the product?
ā€“ Nothing to include or improve.
Peer Feedback Summary
ā€¢ What do you agree with from your peer
feedback?
ā€“ I agree with my feedback because I could of improved on my blurriness on my
main product. I think the improvement feedback makes sense because it takes
a long time to make the animation and I didn't have time to get rid of the
blurriness wherever it was. I agree with the positive feedback that the
animation wouldnā€™t feel like a proper game without additional features. The
additional features being the coins, weapons and the enemies.
ā€¢ What do you disagree with from your peer
feedback?
ā€“ I donā€™t disagree with any of my feedback because I want to improve my
product to its best. Therefore, I will listen to both the positive and the negative
feedback and see what needs changing.
Peer Feedback Summary
The main improvement was to get rid of all the blurry parts of the animation on the character.
This mainly occurred when the character did a summersault and I had to rotate the character
which made it blurry. If I had the time to go over the blurry bits I would have but the process of
making the animation took a long time to do.
The improvement of making it look like real life with for example trees and animals could have
been a decent idea to include in my game, however I didn't think that far when planning the
animation.
Overall the feedback I think is really positive and I canā€™t disagree with anything. Any
improvements or ideas to include I will listen to and I will make some of those suggestions
possible. This would improve my work a lot.

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fmp evaluation

  • 3. Research ā€¢ I think overall my research went well because before the project even started, I knew what I wanted to do. I started by going through the research PowerPoint and the Initial Plans PowerPoint to see what ideas I can come up with from the top of my head and to create a questionnaire for people of the public to answer. The public meaning majority of the people in my Media class and some relatives and thatā€™s about it. I started the first PowerPoint just thinking of ideas and trying to come up with a decent idea, however with the second PowerPoint I decided to look on the internet and get some ideas of there. I took some images of the internet and talked about the positive and negative features of the image and this helped me figure out what I should do for my game. Talking about different images helped me further on in the project when it came to talking about specific parts of my game. ā€¢ The questionnaire was useful as well because I added a lot of suggestions that were requested by people in my class and other media classes. I got some positive feedback and not stupid answers which helped me figure out what to include and what not to include. Some of the answers got me in a bit of a struggle as there were so many good answers. Because some of the answers were good I took some of them and added them into my game. This questionnaire probably helped me the most out of everything because it gave me ideas when I was struggling for them. People answered properly and not stupidly which was also a positive about my research. I didnā€™t want any stupid answers as it would be harder for me to take ideas from the questionnaire. ā€¢ The weaknesses of my work were that the processes could have been better and been in more detail. Other than that thereā€™s no other weaknesses I could think of. If I was to improve on my processes I would go over all the blurry parts of my product which would of taken longer, but would of ended up being better. ā€¢ My existing products helped my design my game. I was trying to base my game off Mario and it turned out quite successfully. I ended up changing the level design, the characters and weaponry, all I have kept the same is the concept / storyline. ā€¢ My quantitative research is from my survey which I ended up getting some positive feedback from. And my qualitative research is from my interviews that were good as well. Overall I got good feedback from both pieces of work.
  • 4. Planning ā€¢ The planning went as well as the research. I thought overall the planning went to plan and helped me really well. The planning was mainly done on the initial plans and the production experiments PowerPoints and I did pretty well. On the initial plans PowerPoint I got all the ideas I wanted and put them together to put them into my game. And the experiments PowerPoint was based on making an experiment of what my game could look like and this helped massively. This gave my a basis of what to do with my game so I made two characters that could have been included into the game, but unfortunately I canā€™t include experiments in the proper product, therefore I had to make different characters in the end. However this helped massively as said previously because it gave me an idea on what characters to make and it made it easier when it comes to making them properly a Iā€™ve made experimental ones. And when I talked about the characters afterwards it helped me when it came to the production reflection because it was easier to talk about the situation and what tools and processes I used. ā€¢ The weaknesses of my planning were the existing products. I think I could of put more effort into the existing products because all I did was take a image of a pixel game level off the internet and added the title of my game and a 2D pixelated character cropped out of an image. I could of gone of Photoshop and made it a lot more better but there was quite a few existing products to complete so I didnā€™t do that. If I did this I would have got more marks and would of helped my product out more. This is because I could of used more tools and processes towards my final product which would of hopefully made the production better.
  • 5. Time Management ā€¢ Honestly, my time management was good for the first 4-5 PowerPoints but when it came to the production work I got caught behind and was behind majority of the people in my class and on my work. This is because Iā€™m making a game, a pixel game, which takes a long time to do and has unfortunately put me behind on my work. However that was only on my main product, my two side products on the other hand were completed on time which is a positive. The production reflection took my a bit longer because of the amount of screenshots I took and had to describe and go into detail on. So overall I think I managed my time well on the majority of the work I had to complete itā€™s just the main product that takes a long time to do. Making a video game is a long process because you have to make each individual character, background, starter menu, enemies and additional features which takes a long time. And with only two weeks to make all of it put me under pressure and didnā€™t get it finished on time. However in the end I got it finished before the end of the next week which is a positive. If I had more time after going behind on my work I would check everything is okay and looks good and thereā€™s no mistakes. Thatā€™s for the main product for my poster and app logo I would of seen in I could have added anything to them and checked for spelling mistakes and so forth. With the PowerPoints I would do the same, check for spelling mistakes, make sure everything makes sense and make sure thereā€™s plenty of detail and information about the topic. ā€¢ When it came to handing in the PowerPoint's in on time I did this successfully until the end when I didnā€™t hand in my evaluation in as it was incomplete. However I then handed it in later on in the week and completed it.
  • 6. Technical Qualities Similarities The similarities between both products are that they both have a similar story line and concept. They both have someone captured and have to find them through a load of different obstacles and enemies on the way. The level design is very similar with the hills and mountains in the background. The idea of my game was to base it off Mario and I did that pretty well. Differences The differences between the two products were that there was different characters made up, the time was set differently from day to night and my game had less additional features as itā€™s a proper game and mine isnā€™t. However the main differences is the character changes and level design. The left image is a lot more complex whereas mine isnā€™t. This is because I couldnā€™t make mine as good as a proper Mario game because it would be too hard and take too much time. Even though I was meant to base my game off Mario, I had both similarities and differences which shows that I had some of my own ideas in my game and not all based off Mario. I obviously had a very similar concept and level style but I wanted my own ideas and ideas from other people which were included in my game. In both games there are good flows to the animation. Meaning that there isn't any boredom in the games and entertains people easily. When it comes to the scoreboards my gameā€™s scoreboard is simple with a score, time and lives count. However in the other game thereā€™s a more complex scoreboard which has more information on it and in my opinion looks better than my own. To gain points in my game you collect coins and defeat the enemy. However in this screenshot there isnā€™t anything thatā€™s been achieved yet as itā€™s the start of the game. The other game however gains points by collecting coins, power-ups, defeating enemy creatures and jumping over certain obstacles. Iā€™m comparing my game to a far better game with more complex features and that has probably had more time making it than mine.
  • 7. Aesthetic Qualities I think my work is creative and looks good. I will start off with this, the starter screen. This is after the company logo and the Space bar part of the animation. I think this starter screen overall could have been better with the background design. I could have made it like the starter level instead of something completely different. On the starter screen I like the handmade lock which is for things to unlock in the game. I also like the ā€˜Playā€™ and the ā€˜Optionsā€™ featured on the starter level. It add something to the game making sure it looks like a proper game. The other screenshot is the actual gameplay of the animation and looks different to the starter menu. When looking back on it I wish I made the background for the starter screen the same as the level. I think this is the creative part of my game because I can include whatever I want to the game. Majority of the additional features in the game such as a weapon on each character and coins is from the questionnaire from the research PowerPoint. When the company logo appears it shows that itā€™s a pixel game and not a a real-life game for example.
  • 8. Aesthetic Qualities These two products are the other products made alongside my game. The first one is a poster which looks basic, simple, but looks really good. I took a screenshot from my game and put it onto the poster so people know what to expect from the game. From the picture itself, it shows the main character in the game whoā€™s called Oscar. The genre of the game is adventure thatā€™s why Oscar has a hammer. This was recommended off the quantitative research/questionnaire and that helped me get ideas for my game and add peopleā€™s ideas as well. The tools that I used to create this were the brush tool, eye drop tool, select tool, eraser tool and the guides to help me get everything accurate. These tools were really useful because they were the easiest to use in my opinion. The background on the poster is a screenshot from the level Iā€™ve made within the animation. This shows the character, a crate, hills and grassy hills. This is all to do with the adventure genre, I wanted to make it as adventurous as possible. The weapon was chosen from the survey which a member of my audience answered for one of the questions. The colours mentioned in my style sheet are in this poster and app logo so hopefully these two products will inflict on how my audience feel for the game, in a positive way. This is the app logo that I made for my game because itā€™s available on many different devices and consoles. The tools I used were the same ones I used in the poster. The main tools that I used were the eye drop tool, brush tool, and crop tool. I cropped the image out of the poster and put it as the main background for the app logo. This didnā€™t take me long to make as itā€™s something small and easy to make. The main character is apart of the image so I have stuck with the same character throughout all my products. I think my audience will rate my app logo really highly as itā€™s simple, not too complex and has all the basics on it.
  • 9. Audience Appeal ā€¢ I think overall I have appealed to my target audience. I ended up finishing my product and it looked really good. I definitely appealed to my target audience because I included some of the suggestions from the questionnaire into my game which my audience will like about my game. I included the weapon suggestions and the type of character they wanted. Theyā€™re the specific points of my game that appeal to my audience. ā€¢ I also took the suggestions from the last question from the questionnaire. Which was what other side products would you recommend making along with the main product. People said to do a magazine double page spread and front cover, a poster or merchandise. I chose the poster as someoneā€™s idea and then I chose one for myself, an app logo. All the features that are in my game from the questionnaire appeal to my audience because itā€™s there ideas combined with mine. ā€¢ - There was a couple of questions that had high percentages and were easy to pick the answers from. For example the first question is ā€˜male or female?ā€™ and the percentage was 100% men and 0% women. This shows that from the questionnaire that my whole audience is aimed at male gamers and I had to make my game good for a male gamerā€™s perspective. I had to think of what I would include in my game as the whole of my audience is male. I did this by making all the characters male and some unlockable character(s) that are male and female so thereā€™s a mix of gender in the game. Including these features will make people of 7 and above to enjoy the game and play it for a long period of time. ā€¢ My audience age range is 7+ and I think my audience which starts at such a young age will enjoy the additional features from my own ideas and from others. Younger people will enjoy the game more because it might not be something theyā€™ve seen before so seeing something for the first time inspires them and want to play it more or other games. The psychographic would be Belonger as itā€™s to do with family. My game would be a game you can play anytime and involve family, thatā€™s how my game can appeal to my target audience. Also my age range is 7+ which children of that age will tell there parents about the game. ā€¢ - These have appealed to my audience because I have included features that appeal to people of a young age. For example I have made an adventure game that included the like of cool-looking characters, enemy creatures, collectables in the game and decent music and sound effects throughout the animation.
  • 11. Feedback 1 ā€¢ What did you like about the product? ā€“ Overall I like the animation, I think the character looks really cool and the level design is well thought out. On the level I like the additional features such as the coins, enemy characters and weapons. The character selection part of the animation and the starter menu are very well designed and make the animation look like a proper game. ā€¢ What improvements could have been made to the product? ā€¢ Improvements would be to get go over the blurry layers because it will make it look better.
  • 12. Feedback 2 ā€¢ What did you like about the product? ā€“ Overall I think the products were really good especially the animation which was excellent. I like how thereā€™s a main menu screen and a screen to select characters. I like how the coins, enemies and weapons are included, without them it would make the game boring and standard. The app logo looks professional and the poster is good as well. The ending score line is also a good addition. ā€¢ What improvements could have been made to the product? ā€“ Go over the blurry parts apart from that thereā€™s nothing to change. Add some more enemies and life-like nature.
  • 13. Feedback 3 ā€¢ What did you like about the product? ā€“ The animation is really good. I like how the game restarts after the character dies near he checkpoint. I like how the character does summersaults throughout the animation it makes it looks like a proper adventure game. ā€“ The character selection part of the animation is good because it makes it look like a proper game selecting which character you want. ā€“ Overall I think the animation is top-notch. ā€¢ What improvements could have been made to the product? ā€“ Nothing to include or improve.
  • 14. Peer Feedback Summary ā€¢ What do you agree with from your peer feedback? ā€“ I agree with my feedback because I could of improved on my blurriness on my main product. I think the improvement feedback makes sense because it takes a long time to make the animation and I didn't have time to get rid of the blurriness wherever it was. I agree with the positive feedback that the animation wouldnā€™t feel like a proper game without additional features. The additional features being the coins, weapons and the enemies. ā€¢ What do you disagree with from your peer feedback? ā€“ I donā€™t disagree with any of my feedback because I want to improve my product to its best. Therefore, I will listen to both the positive and the negative feedback and see what needs changing.
  • 15. Peer Feedback Summary The main improvement was to get rid of all the blurry parts of the animation on the character. This mainly occurred when the character did a summersault and I had to rotate the character which made it blurry. If I had the time to go over the blurry bits I would have but the process of making the animation took a long time to do. The improvement of making it look like real life with for example trees and animals could have been a decent idea to include in my game, however I didn't think that far when planning the animation. Overall the feedback I think is really positive and I canā€™t disagree with anything. Any improvements or ideas to include I will listen to and I will make some of those suggestions possible. This would improve my work a lot.

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 gameā€™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. Does your work look good? Was it creative? What aspects of your gameā€™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
  7. 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
  8. What changes would you make to your product based upon your peer feedback and why?