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FMP Evaluation
Your name
Production Process Evaluation
Research
• The strengths of my research were that I found the game I wanted to base my game around. I tried to base
it off Mario and Sonic and the product came out well. So I went on the internet and found sonic and Mario
levels, the classic ones and tried to somehow do it in my own version. Looking at the different levels
helped me because it gave me ideas of how and what to do with my own. Mario and sonic gameplay can
go upwards, downwards, left and right so I decided to base my game going in one of those directions and
from my initial plans I decided to go upwards.
• Because I didn’t want to copy the Mario and sonic levels I couldn’t find a decent level idea for mine so I
made some different backgrounds on Photoshop and eventually ended up with a desert-like level. That
was the only weakness of my research not being able to find the kind of level I wanted my game to have.
• I don’t really know what I could have done better with my research maybe type in different things so I
could get the results that I wanted, other than that nothing to improve.
• The research had a massive effect on my product because I kind of designed the basis of my game and
helped my figure out what to do with my game and what I wanted to do with my ideas.
Planning
• My planning was very similar to my research finding out ideas for my game and what I should do and
include to make it good. However my planning was all the stuff from my head and ideas I had already
which I then researched afterwards. I had quite a few plans and ideas which was a strength and some of
them really went in-depth. My planning helped my with my product because I picked the most reasonable
and best idea out of them all and went further in-depth and finally got a final idea and plan for my game.
• The weaknesses of my planning were that some of my ideas couldn’t be expanded enough so I didn’t
choose them. Other than that there wasn't any other weaknesses.
• My planning helped my product because I chose an idea and developed it and finally went onto making it.
• There wasn’t anything to improve, however it had a massive effect on my product because my planning is
where I started my ideas and finished with a product in the end therefore it’s an important part to making
a game.
Time Management
• I think I managed my time very well. I started my product off on the Tuesday and finished it the following
Friday. Tuesday was the day I got my menu sorted and my starting level background sorted as well as a
character made by myself. There was two lessons that day and started first lesson with the main menu and
second lesson with the starting level background and character design.
• The next day with three lessons on Wednesday I did my scoreboard for the game and a bit of animation.
The next lesson I did more of my animation. My game is about jumping on little platforms and getting to
the top of the level. So I did more of my animation whilst adding on the time from the scoreboards and
moving the character about. This happened during the next lesson also.
• The next day I nearly finished the animation, but wanted to add something to the game / animation so it
took at bit longer than usual because of the ideas I had towards the end of the animation.
• This then took me to Friday on my day off to finish my product off with an ending scoreboard to finish y
animation.
Technical Qualities
The picture on the left is a Mario level and the picture on the right is my own product. The Mario level is completely
different to my product because of the character, background and theme. The colours are also completely different and
my product also has a scoreboard which shows the time and score the person got whilst playing the game. Further on in
the Mario game at the end a scoreboard comes up, however mine is throughout the gameplay. The similarities are that
it has platforms to jump on and the door at the end which happens at the end of my game.
Aesthetic Qualities
I think my work does look good because I made everything myself instead of stealing it from the internet. However I got
ideas from the internet and put the ideas together. I think my game was creative because I designed and made my own
character. I made the character look like myself in a way so it’s something not stolen from another game. The aspects of
my game that I like the most are the character’s animation and the scoreboard. The characters animation is good
because it looks quite realistic, this is shown by the character jumping from different platforms and crouching when
making the jumps. These little additions make the game more realistic and better for the audience to play and look at.
The scoreboard is also a good feature because every second I had to change it by one which looks (in my opinion) quite
professional.
The strengths of my product are the animation itself, the character and the scoreboard. The only weakness is I didn’t
have enough time to finish the score animation on the scoreboard which would have changed drastically throughout the
gameplay.
Audience Appeal
I think I have appealed to my target audience because if they were to watch my game I think they would enjoy it and
want to play it. The bits of content that appealed to my target audience are the age range, I still think the audience at the
age of 7 and above will enjoy my game. I also think both genders will enjoy my content, but probably will mostly be male.
I think the psychographic and social status have appealed to the target audience.
My game has appealed to my target audience because I think people of 7 and above will like the game. The game is
similar to the likes of Mario and sonic which children of that age play often. Even older aged people over the likes of 16
still play these games because of how entertaining they are so making a game similar to those two was a good idea.
Peer
Feedback
Feedback 1
• What did you like about the product?
– I like the animation, especially the front flip near the end. It’s an original idea.
• What improvements could have been made to the product?
– Get everything finished on time.
Feedback 2
• What did you like about the product?
– I like the smoothness of the character running. Like the animation. Like the addition of a scoreboard.
• What improvements could have been made to the product?
– Make the character do more summersaults.
Feedback 3
• What did you like about the product?
– I like the animation and the background design. The character was well designed and looks like a cool
character.
• What improvements could have been made to the product?
– Finish work on time.
Peer Feedback Summary
• What do you agree with from your peer feedback?
– Yes I can agree with the feedback I have been given because it’s honest and true. I didn’t finish my
work on time so some of the improvements asked by the people want my product finished. T
• What do you disagree with from your peer feedback?
– I can’t really disagree with anything, if something needs improving or somebody dislikes something I
might have to change it.
Peer Feedback Summary
If I was to start my product again from scratch, I would like to finish my work on time and get a better plan.
Majority of the feedback suggests to finish my work off on time or finish certain parts of the game off on time
before other parts. Because I had so many different layers to cover I forgot about changing the score during the
animation. The first amount of feedback I got was about the front flip in the animation near the end. That was
their favourite part of the whole animation. I would change the animation a little bit by adding more
summersaults and that would bring more entertainment to the game for the players especially.

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Interactive - Evaluation

  • 3. Research • The strengths of my research were that I found the game I wanted to base my game around. I tried to base it off Mario and Sonic and the product came out well. So I went on the internet and found sonic and Mario levels, the classic ones and tried to somehow do it in my own version. Looking at the different levels helped me because it gave me ideas of how and what to do with my own. Mario and sonic gameplay can go upwards, downwards, left and right so I decided to base my game going in one of those directions and from my initial plans I decided to go upwards. • Because I didn’t want to copy the Mario and sonic levels I couldn’t find a decent level idea for mine so I made some different backgrounds on Photoshop and eventually ended up with a desert-like level. That was the only weakness of my research not being able to find the kind of level I wanted my game to have. • I don’t really know what I could have done better with my research maybe type in different things so I could get the results that I wanted, other than that nothing to improve. • The research had a massive effect on my product because I kind of designed the basis of my game and helped my figure out what to do with my game and what I wanted to do with my ideas.
  • 4. Planning • My planning was very similar to my research finding out ideas for my game and what I should do and include to make it good. However my planning was all the stuff from my head and ideas I had already which I then researched afterwards. I had quite a few plans and ideas which was a strength and some of them really went in-depth. My planning helped my with my product because I picked the most reasonable and best idea out of them all and went further in-depth and finally got a final idea and plan for my game. • The weaknesses of my planning were that some of my ideas couldn’t be expanded enough so I didn’t choose them. Other than that there wasn't any other weaknesses. • My planning helped my product because I chose an idea and developed it and finally went onto making it. • There wasn’t anything to improve, however it had a massive effect on my product because my planning is where I started my ideas and finished with a product in the end therefore it’s an important part to making a game.
  • 5. Time Management • I think I managed my time very well. I started my product off on the Tuesday and finished it the following Friday. Tuesday was the day I got my menu sorted and my starting level background sorted as well as a character made by myself. There was two lessons that day and started first lesson with the main menu and second lesson with the starting level background and character design. • The next day with three lessons on Wednesday I did my scoreboard for the game and a bit of animation. The next lesson I did more of my animation. My game is about jumping on little platforms and getting to the top of the level. So I did more of my animation whilst adding on the time from the scoreboards and moving the character about. This happened during the next lesson also. • The next day I nearly finished the animation, but wanted to add something to the game / animation so it took at bit longer than usual because of the ideas I had towards the end of the animation. • This then took me to Friday on my day off to finish my product off with an ending scoreboard to finish y animation.
  • 6. Technical Qualities The picture on the left is a Mario level and the picture on the right is my own product. The Mario level is completely different to my product because of the character, background and theme. The colours are also completely different and my product also has a scoreboard which shows the time and score the person got whilst playing the game. Further on in the Mario game at the end a scoreboard comes up, however mine is throughout the gameplay. The similarities are that it has platforms to jump on and the door at the end which happens at the end of my game.
  • 7. Aesthetic Qualities I think my work does look good because I made everything myself instead of stealing it from the internet. However I got ideas from the internet and put the ideas together. I think my game was creative because I designed and made my own character. I made the character look like myself in a way so it’s something not stolen from another game. The aspects of my game that I like the most are the character’s animation and the scoreboard. The characters animation is good because it looks quite realistic, this is shown by the character jumping from different platforms and crouching when making the jumps. These little additions make the game more realistic and better for the audience to play and look at. The scoreboard is also a good feature because every second I had to change it by one which looks (in my opinion) quite professional. The strengths of my product are the animation itself, the character and the scoreboard. The only weakness is I didn’t have enough time to finish the score animation on the scoreboard which would have changed drastically throughout the gameplay.
  • 8. Audience Appeal I think I have appealed to my target audience because if they were to watch my game I think they would enjoy it and want to play it. The bits of content that appealed to my target audience are the age range, I still think the audience at the age of 7 and above will enjoy my game. I also think both genders will enjoy my content, but probably will mostly be male. I think the psychographic and social status have appealed to the target audience. My game has appealed to my target audience because I think people of 7 and above will like the game. The game is similar to the likes of Mario and sonic which children of that age play often. Even older aged people over the likes of 16 still play these games because of how entertaining they are so making a game similar to those two was a good idea.
  • 10. Feedback 1 • What did you like about the product? – I like the animation, especially the front flip near the end. It’s an original idea. • What improvements could have been made to the product? – Get everything finished on time.
  • 11. Feedback 2 • What did you like about the product? – I like the smoothness of the character running. Like the animation. Like the addition of a scoreboard. • What improvements could have been made to the product? – Make the character do more summersaults.
  • 12. Feedback 3 • What did you like about the product? – I like the animation and the background design. The character was well designed and looks like a cool character. • What improvements could have been made to the product? – Finish work on time.
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? – Yes I can agree with the feedback I have been given because it’s honest and true. I didn’t finish my work on time so some of the improvements asked by the people want my product finished. T • What do you disagree with from your peer feedback? – I can’t really disagree with anything, if something needs improving or somebody dislikes something I might have to change it.
  • 14. Peer Feedback Summary If I was to start my product again from scratch, I would like to finish my work on time and get a better plan. Majority of the feedback suggests to finish my work off on time or finish certain parts of the game off on time before other parts. Because I had so many different layers to cover I forgot about changing the score during the animation. The first amount of feedback I got was about the front flip in the animation near the end. That was their favourite part of the whole animation. I would change the animation a little bit by adding more summersaults and that would bring more entertainment to the game for the players especially.

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
  7. What changes would you make to your product based upon your peer feedback and why?