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Evaluation
Ewan Wild
Research
• I think for video games, my research has been stronger than the other
times in the past year. I have used more examples of games than other
times, and I have plenty of writing about their similarities and differences
compared to my game. The research was really useful to me as it gave me
an idea of the colours and the wide variety of styles that basketball video
games can offer.
• A weakness of my research is probably that there’s areas of research that I
didn’t talk about as much as I could’ve done. For example, I talk about the
different pixel art styles of the different game, however I didn’t mention
how the style goes with the game. A more pixelated game goes better as
an unrealistic game, looking back at bouncy basketball. This might change
my game as I am doing a very pixelated style game, and so I might have
made it more strange and weird, adding some more unrealistic areas.
Planning
• My planning had both strengths and weaknesses to it. During initial plans,
I made mind maps and assorted other items to help create an early vision
of my final video game. My first mind map, which had my three ideas on
it, was a definite strength. It gave me three strong ideas which I could
complete any of, as well as little extra ideas which I could incorporate into
any of them. Another strength of my planning was the mood board. This
was extremely useful to making a colour scheme for my game. The board
shows just how colourful basketball is, and so it gives me colour schemes
for my game.
• A weakness would be my second mind map. It didn’t have as much detail
as it could’ve had, and so I fell slightly more behind on my image. If I was
to create a more detailed mind map, I might’ve had a more clear idea for
my game earlier on, and so it would’ve been easier to make it.
Time Management
• I think that time management is one of the things I do well, everything
section I did from production experiments to now was done in the time I
was given. With additional time, I would have concentrated more on initial
plans. It’s one of my weaker spots throughout the process and so if I had
more time, I would spend most of it going through that again and adding
more detail to different areas. Especially my second mind map with my
final idea on it, that didn’t nearly have as much detail on it as I could’ve
added to it. I would also add a third experiment to my first PowerPoint. I’m
happy with the two I have, however a third one would’ve made it even
stronger. I don’t know if this would’ve improved my grade, however it
would make whatever I get much stronger.
Technical Qualities
For my final game, I had some very obvious weaknesses that I wasn’t too pleased with,
but it also had some strengths. The main weakness of my technical skills is that I am not
very good at pixel art, the style I used was basic and although consistent, it was quite
simple. Mine next to another pixel based basketball game, such as Bouncy Basketball
(bottom left), shows a distinct difference in pixel art quality. This other game compared
to mine has just as simplistic controls, however the visuals are much better quality. One
strength however, is the movements for my game. I had around 40-50 layers for the
different movements my characters would do, from walking, to dribbling with the ball,
to shooting. The movements really helped add some detail into the game, as well as the
various menus I added. These two really improved the game, and made up for my lack
of skill in pixel art.
Aural Qualities
Like the technical qualities, my aural qualities are very hit and miss. After creating my
animation I created all the sounds and music (other than the cheering noise of the
audience). When I made all my sound effects, I was pleased with them. They did what the
were supposed to do, and sounded how I wanted them to sound. On the other hand, I
wasn’t so pleased with the music. No matter how much time I spent on it, it sounded
rushed. Next time, I would rather just start all of my music from scratch rather than just try
to edit it to make it better. I had my heart set on a certain sound, and so I didn’t want to
change it, which eventually led to some music that wasn’t quite as good as it could have
been.
Looking at other pixel games, for example looking at the sound effects of the original Super
Mario Bros, the sound effects last a similar amount of time to mine. They drag on a little bit
after the action, like mine. The main difference is just what I expected, the quality of the
music. Super Mario Bros has different songs for different levels, and they all have layers to
them, my music is quite thin and not as good quality. It’s a big point to improve on next
time as music is a very important part of a game. Everyone remembers the music to Mario,
it can be an iconic part of a game.
Aesthetic Qualities
Although simple, I quite liked my games aesthetics. The game was colourful and
the background has a good amount of detail. Throughout the whole process,
creating the background was what took the most time. One after another, I made
fifteen different characters that would be randomly placed around the background.
After this was done, I duplicated some of them and placed them in different areas.
As it was the background, I thought making some duplicates wouldn’t matter too
much, and there was a lot of open space so I thought it would be better to fill it up.
Once this was done, there was still some space behind them with nothing there, so
I traced a photo of a chair and duplicated it a lot of times just to add something to
behind the background, so there isn’t just one colour there looking out of place.
I tried to make the foreground colourful as well, so to do this I made a create a
character menu. My game isn’t supposed to be realistic, and this was the way I
showed that. I created a ridiculous looking character that would be controlled by
the user. This is not only the best way to show that my game is meant to be the
silly, unrealistic style, but it also adds colour to the foreground, acting as an
opposite to the bland floorboards and greys of the scoreboard
Audience Appeal
I think I have made my game appeal to my target audience. The game would work
with the geodemographic I chose as well as following my chosen social class. The
game follows the simplicity I wrote about in my portfolio with it’s limited controls
and simple rules. This will appeal to a lot of people, especially younger people, as it
is easy to pick up what to do. This is where I might argue that it doesn’t follow my
target audience. The game might be too simple, and so my original target of 15-24
years might be one stage too old for the game. I think that if I targeted my game
towards kids rather than teens, then I would’ve had a more successful outcome with
my audience appeal. However everything else works. Like I mentioned, it is targeted
towards males. Not only because the sport is stereotypically targeted more for men,
but also because my create a character only includes a male character, and I didn’t
have to time to do a female section as well. Finally, my game is in English, this again
suits it more to the USA rather than the other listed countries I had, Spain and
Lithuania.

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Video: Evaluation

  • 2. Research • I think for video games, my research has been stronger than the other times in the past year. I have used more examples of games than other times, and I have plenty of writing about their similarities and differences compared to my game. The research was really useful to me as it gave me an idea of the colours and the wide variety of styles that basketball video games can offer. • A weakness of my research is probably that there’s areas of research that I didn’t talk about as much as I could’ve done. For example, I talk about the different pixel art styles of the different game, however I didn’t mention how the style goes with the game. A more pixelated game goes better as an unrealistic game, looking back at bouncy basketball. This might change my game as I am doing a very pixelated style game, and so I might have made it more strange and weird, adding some more unrealistic areas.
  • 3. Planning • My planning had both strengths and weaknesses to it. During initial plans, I made mind maps and assorted other items to help create an early vision of my final video game. My first mind map, which had my three ideas on it, was a definite strength. It gave me three strong ideas which I could complete any of, as well as little extra ideas which I could incorporate into any of them. Another strength of my planning was the mood board. This was extremely useful to making a colour scheme for my game. The board shows just how colourful basketball is, and so it gives me colour schemes for my game. • A weakness would be my second mind map. It didn’t have as much detail as it could’ve had, and so I fell slightly more behind on my image. If I was to create a more detailed mind map, I might’ve had a more clear idea for my game earlier on, and so it would’ve been easier to make it.
  • 4. Time Management • I think that time management is one of the things I do well, everything section I did from production experiments to now was done in the time I was given. With additional time, I would have concentrated more on initial plans. It’s one of my weaker spots throughout the process and so if I had more time, I would spend most of it going through that again and adding more detail to different areas. Especially my second mind map with my final idea on it, that didn’t nearly have as much detail on it as I could’ve added to it. I would also add a third experiment to my first PowerPoint. I’m happy with the two I have, however a third one would’ve made it even stronger. I don’t know if this would’ve improved my grade, however it would make whatever I get much stronger.
  • 5. Technical Qualities For my final game, I had some very obvious weaknesses that I wasn’t too pleased with, but it also had some strengths. The main weakness of my technical skills is that I am not very good at pixel art, the style I used was basic and although consistent, it was quite simple. Mine next to another pixel based basketball game, such as Bouncy Basketball (bottom left), shows a distinct difference in pixel art quality. This other game compared to mine has just as simplistic controls, however the visuals are much better quality. One strength however, is the movements for my game. I had around 40-50 layers for the different movements my characters would do, from walking, to dribbling with the ball, to shooting. The movements really helped add some detail into the game, as well as the various menus I added. These two really improved the game, and made up for my lack of skill in pixel art.
  • 6. Aural Qualities Like the technical qualities, my aural qualities are very hit and miss. After creating my animation I created all the sounds and music (other than the cheering noise of the audience). When I made all my sound effects, I was pleased with them. They did what the were supposed to do, and sounded how I wanted them to sound. On the other hand, I wasn’t so pleased with the music. No matter how much time I spent on it, it sounded rushed. Next time, I would rather just start all of my music from scratch rather than just try to edit it to make it better. I had my heart set on a certain sound, and so I didn’t want to change it, which eventually led to some music that wasn’t quite as good as it could have been. Looking at other pixel games, for example looking at the sound effects of the original Super Mario Bros, the sound effects last a similar amount of time to mine. They drag on a little bit after the action, like mine. The main difference is just what I expected, the quality of the music. Super Mario Bros has different songs for different levels, and they all have layers to them, my music is quite thin and not as good quality. It’s a big point to improve on next time as music is a very important part of a game. Everyone remembers the music to Mario, it can be an iconic part of a game.
  • 7. Aesthetic Qualities Although simple, I quite liked my games aesthetics. The game was colourful and the background has a good amount of detail. Throughout the whole process, creating the background was what took the most time. One after another, I made fifteen different characters that would be randomly placed around the background. After this was done, I duplicated some of them and placed them in different areas. As it was the background, I thought making some duplicates wouldn’t matter too much, and there was a lot of open space so I thought it would be better to fill it up. Once this was done, there was still some space behind them with nothing there, so I traced a photo of a chair and duplicated it a lot of times just to add something to behind the background, so there isn’t just one colour there looking out of place. I tried to make the foreground colourful as well, so to do this I made a create a character menu. My game isn’t supposed to be realistic, and this was the way I showed that. I created a ridiculous looking character that would be controlled by the user. This is not only the best way to show that my game is meant to be the silly, unrealistic style, but it also adds colour to the foreground, acting as an opposite to the bland floorboards and greys of the scoreboard
  • 8. Audience Appeal I think I have made my game appeal to my target audience. The game would work with the geodemographic I chose as well as following my chosen social class. The game follows the simplicity I wrote about in my portfolio with it’s limited controls and simple rules. This will appeal to a lot of people, especially younger people, as it is easy to pick up what to do. This is where I might argue that it doesn’t follow my target audience. The game might be too simple, and so my original target of 15-24 years might be one stage too old for the game. I think that if I targeted my game towards kids rather than teens, then I would’ve had a more successful outcome with my audience appeal. However everything else works. Like I mentioned, it is targeted towards males. Not only because the sport is stereotypically targeted more for men, but also because my create a character only includes a male character, and I didn’t have to time to do a female section as well. Finally, my game is in English, this again suits it more to the USA rather than the other listed countries I had, Spain and Lithuania.

Editor's Notes

  1. What were the strengths of your research? How did your research help your product? Discuss product research and experiments. 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. Discuss the strengths and weaknesses of the technical aspects of your work; level of detail in the pixel art, smoothness of the animation, complexity of animated elements. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences Consider putting your final piece(s) in the centre of a page alongside an existing product- Use text boxes and arrows
  5. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  6. 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? Consider use of colour, if you can tell what your art is meant to represent, backgrounds, characters, pick-ups, enemies etc 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. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows Consider using you https://yougov.co.uk/profileslite#/ to develop your audience description