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Evaluation
Harry
Research
• For my research I looked at seven different games similar to what I wanted
to make. I looked at the locations, sound effects, music colour schemes.
These gave me an idea of how to make my game look/sound good and
appeal to the audience.
• Strengths of research
• It made me understand how much effort is needed to make a game, even
though I knew it would take a lot of effort to make mine.
• It helped me decide what game to make.
• It made me think about the game theme and colour schemes.
• It made me think about animations, sound effects and special effects.
Weaknesses of research
• I had trouble describing things like use of sound effects and locations.
Planning
• I made three mind maps of different game ideas. I
chose the idea I thought the target audience would like
most. I looked at real games that had a similar concept
to mine, so I knew what to include in my game. I
designed three game layouts, a menu layout and a
storyboard to give me an idea of how to make the
game work/make sense.
• Strengths
• It was easy to sort out the work I needed to do and
when to do it. I looked at how much time I had to do
everything and sorted out what tasks to do on which
day/week. This helped so I didn’t get stressed, even
though some of the work was stressful.
• The work up to production I managed to complete
ahead of schedule. Most of the pre-production and
planning I did in my spare time because I knew
production would take the longest time.
• Weaknesses
• I had to draw the characters several times because I
had problems reducing the size – it made them look
dis-orientated.
Time Management
• I managed the time really well. I did lots
of the planning and pre production in my
spare time to get further ahead. This was
mainly drawing the characters and game
set, and designing the game layout and
making a storyboard. I got ahead of
schedule and focused on the animations
for two weeks.
• If I had more time, I would add more
features to the game like a health bar,
number of lives and a timer. This would
make the game more challenging
because there would be a certain amount
of time to complete the level in, and
there would be a certain amount of times
for the player to retry the game. Also, I
would make the background look more
like space by adding planets and
spaceships. This would make the game
more atmospheric because it would
make the theme more understandable,
and it would make the game even more
challenging because the character would
have more to avoid.
Technical Qualities
The animation is really smooth throughout, apart from C3PO’s arm not working in certain
frames. The movements are nice and even throughout, they’re not too jumpy, and the
explosions look real.
In the menu the mouse movements are quite fast. In the loading page, the dots move slightly
faster than was I was hoping.
Strengths
• The explosion animations look and sound real, making it effective because they look realistic.
• The part where C3PO speaks, his mouth flashes red, making it look like he’s talking. It would
have been better if his mouth could move, which would make it more realistic.
• The sound when the paths are falling sounds like it’s falling with it, making it effective. I
thought about making the sound start with each path falling, but decided not to because it
would have ruined the sound.
Weaknesses
• C3PO’s arms had a fault which couldn’t be fixed. They wouldn’t work in certain frames even
with the layers turned on.
Technical Qualities Similarities
• There both the same style of game and
they both entertain the audience.
• They both have a similar concept
• All sound effects are effective which
makes the game good
• The speed is very similar.
• Overall the real game look better. The
font they used is easy to read, it’s big and
bold and it’s not pixelated. On my game,
the font is pixelated. Although it’s still
easy to read, it would have been better
with a design font. The real game has
more colour which makes it look better
because of where it’s set, and it’s clear to
see where it’s set. whereas my game has
less colour because it set in space. It
would be more colourful if I drew planets
in the background, then it would be
clearer to see it’s a space/star wars game.
Technical Qualities Differences
• Super Mario bros animations are a lot smoother because it’s not been made using frame
animation. My game animations are smooth, but jumpy at the same time because it’s pixel
art and frame animations.
• The graphics in the real game look more modern because of the game being made using
proper animation software. My game graphics look old fashioned because they’ve been
made with pixel art. Pixel art is not what game makers use now.
• The fonts in super Mario bros are a design font. It’s big, bold and easy to read. The font in my
game is something I made in Photoshop. Even though it’s clear to read, I think it would have
been better to use a design font because it would be clearer and not pixelated.
• On Super Mario Bros, there’s text in the top corners, telling them how much time they have
left and how many coins they’ve collected. The only time I’ve used text on my game is on the
menu, loading page and when the character wins the game.
• There’s a lot more use of colour on Super Mario Bros, but it all works to make the
background/setting look good. I’ve only used a few colours on my game.
Aural Qualities
• In my work, overall the sounds are very clear, apart from one when C3PO is speaking
because there is unwanted noise in the background. The sound effects sound very
realistic and atmospheric like the gun shots, screaming and explosions, making it appeal
to the audience because there effective.
• The music sounds very dramatic which draws the audiences attention in because they
want to know what it is, what it’s about and what could happen. It flows well with the
speed of the animation.
• There is little use of dialogue, only when C3PO speaks when the storm troopers run
towards him, and when he wins, R2D2 speaks.
• To improve the sound I would remove the background noise when C3PO speaks because
it’s not needed.
Aural Qualities Similarities
• The sound effects on both games are really
effective. On Super Mario bros, Mario is
shot in the air by a green pipe, it makes a
shooting sound which sounds like heavy
wind.
• The sounds of the voices show the
characters emotions. In Super Mario bros,
Mario says ‘mamma mia!’ When he’s lost
the game, meaning he’s upset. In my game,
C3PO sounds like he panics when the
storm troopers run towards him.
• Overall, my game sounds better because
the sound effects sound realistic and
dramatic, making the audience want to
carry on playing because they want to
know what might happen next. Super
Mario Bros music and sound effects sound
too jolly which might put people off
because it’s high pitched
Aural Qualities Differences
• The sounds on super Mario bros sound very cartoony. My game sounds
sound very dramatic, realistic and atmospheric because of what happens
in it.
• The music in super Mario bros sounds very jolly. The music in my game
sounds very dramatic because of what happens.
• There’s more sound effects in Super Mario Bros making it more effective.
Whereas I’ve only used a few making it less effective.
• The worlds change in Super Mario Bros as it goes on, which makes it more
challenging because there’s more to do. In my game, there’s only one
setting, which could get boring after a while.
Aesthetic Qualities
Overall the game looks really good, apart from C3PO’s arm fault which couldn’t be fixed. There isn’t too much colour, making it
not look too busy. All the colours work well together to make it look good. The red colour represents the enemy characters. The
orange is meant to show explosions/fire, making it look real. The black background is meant to show it’s a space/star wars
themed game.
I like the moving paths because there really effective and they make the game challenging because they move down as the
character walks along them.
It was creative because I designed the characters, background and animations myself. The sound effect for the falling path I made
in beep box. If I could, I would have recorded some sound effects myself (e.g Scream). But some weren’t possible to record
(explosions and gun shots).
Strengths
• Everything is clear to see, nothing is distorted or fuzzy.
Weaknesses
• There is some shadow on C3Po’s left arm which is noticeable. There isn’t any shadow anywhere else on his body.
• The house outline can still be seen after the explosion happens. In some ways it’s a good thing because it shows something
has happened, but it shouldn’t be there because
• C3PO only has one facial expression, which doesn’t explain how he feels as the game goes on, until the time he speaks when
the storm troopers run after him.
The background could do with planets and spaceships so it’s clear it’s a space themed/star wars game. It could have done with a
timer in one corner of the screen so it shows how much time the player has to complete the level in. it could have done with a
health bar in the top centre of the screen, so the character had a certain amount of life left. It could have had more features like
bombs and grenades so there was more for the character to try and avoid. It would have been better with R2D2 on the winning
path because he speaks, but he’s not visible. This is because I struggled to draw him in a tiny space.
Aesthetic Qualities Similarities
• Both games are platform games.
• They both don’t have a health bar
so the character doesn’t know how
much life they have left.
• Overall the real game looks better
because it looks more modern,
whereas my game looks old because
I made it with pixel art. The real
game is set in different places as it
goes on, and there is more to do
because items need to be collected
on the way, whereas mine is set in
one place which can get boring, and
you need to run away/avoid from
enemies, making it more
challenging.
Aesthetic Qualities Differences
• My game is set in one place, whereas
super Mario bros is set in a number of
worlds, making there game better
because it’s set in different locations.
• Super Mario bros has a timer and a
number of lives, making it challenging
because they have a certain of amount
of time to complete the level in, and a
certain amount of times they can try to
complete the level in.
• Super Mario bros looks more modern
because it’s been made using modern
computer animation software, and it’s
3D. My game has been made using
pixel art and it’s 2D, making it look old-
fashioned.
Audience Appeal
My game appeals to the audience (boys age 13-19 years) because it’s entertaining, but
challenging. It’s not relaxing because of the challenges it involves. It’s very dramatic, but it
has a sense of humour at the same time.
Specific bits that would appeal are weapons because people in my target audience play a
lot of games that have weapons in.
My game has a very interesting concept. C3PO needs to get to the top without being shot
at by the storm troopers.
If I had more time, I would make some items for the character to collect (e.g keys to
unlock each house) while he makes his way up. This would make the game more
interesting because there would be more to do, making it more challenging. Also, I would
add a timer so the player had a certain amount of time to complete the game in. I would
add the millennium falcon and spaceship into it so there was more for the character to try
and avoid as he made his way to the top.
I would make a pre gameplay story, telling the player what they need to do, making it
more understandable.

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7. evaluation

  • 2. Research • For my research I looked at seven different games similar to what I wanted to make. I looked at the locations, sound effects, music colour schemes. These gave me an idea of how to make my game look/sound good and appeal to the audience. • Strengths of research • It made me understand how much effort is needed to make a game, even though I knew it would take a lot of effort to make mine. • It helped me decide what game to make. • It made me think about the game theme and colour schemes. • It made me think about animations, sound effects and special effects. Weaknesses of research • I had trouble describing things like use of sound effects and locations.
  • 3. Planning • I made three mind maps of different game ideas. I chose the idea I thought the target audience would like most. I looked at real games that had a similar concept to mine, so I knew what to include in my game. I designed three game layouts, a menu layout and a storyboard to give me an idea of how to make the game work/make sense. • Strengths • It was easy to sort out the work I needed to do and when to do it. I looked at how much time I had to do everything and sorted out what tasks to do on which day/week. This helped so I didn’t get stressed, even though some of the work was stressful. • The work up to production I managed to complete ahead of schedule. Most of the pre-production and planning I did in my spare time because I knew production would take the longest time. • Weaknesses • I had to draw the characters several times because I had problems reducing the size – it made them look dis-orientated.
  • 4. Time Management • I managed the time really well. I did lots of the planning and pre production in my spare time to get further ahead. This was mainly drawing the characters and game set, and designing the game layout and making a storyboard. I got ahead of schedule and focused on the animations for two weeks. • If I had more time, I would add more features to the game like a health bar, number of lives and a timer. This would make the game more challenging because there would be a certain amount of time to complete the level in, and there would be a certain amount of times for the player to retry the game. Also, I would make the background look more like space by adding planets and spaceships. This would make the game more atmospheric because it would make the theme more understandable, and it would make the game even more challenging because the character would have more to avoid.
  • 5. Technical Qualities The animation is really smooth throughout, apart from C3PO’s arm not working in certain frames. The movements are nice and even throughout, they’re not too jumpy, and the explosions look real. In the menu the mouse movements are quite fast. In the loading page, the dots move slightly faster than was I was hoping. Strengths • The explosion animations look and sound real, making it effective because they look realistic. • The part where C3PO speaks, his mouth flashes red, making it look like he’s talking. It would have been better if his mouth could move, which would make it more realistic. • The sound when the paths are falling sounds like it’s falling with it, making it effective. I thought about making the sound start with each path falling, but decided not to because it would have ruined the sound. Weaknesses • C3PO’s arms had a fault which couldn’t be fixed. They wouldn’t work in certain frames even with the layers turned on.
  • 6. Technical Qualities Similarities • There both the same style of game and they both entertain the audience. • They both have a similar concept • All sound effects are effective which makes the game good • The speed is very similar. • Overall the real game look better. The font they used is easy to read, it’s big and bold and it’s not pixelated. On my game, the font is pixelated. Although it’s still easy to read, it would have been better with a design font. The real game has more colour which makes it look better because of where it’s set, and it’s clear to see where it’s set. whereas my game has less colour because it set in space. It would be more colourful if I drew planets in the background, then it would be clearer to see it’s a space/star wars game.
  • 7. Technical Qualities Differences • Super Mario bros animations are a lot smoother because it’s not been made using frame animation. My game animations are smooth, but jumpy at the same time because it’s pixel art and frame animations. • The graphics in the real game look more modern because of the game being made using proper animation software. My game graphics look old fashioned because they’ve been made with pixel art. Pixel art is not what game makers use now. • The fonts in super Mario bros are a design font. It’s big, bold and easy to read. The font in my game is something I made in Photoshop. Even though it’s clear to read, I think it would have been better to use a design font because it would be clearer and not pixelated. • On Super Mario Bros, there’s text in the top corners, telling them how much time they have left and how many coins they’ve collected. The only time I’ve used text on my game is on the menu, loading page and when the character wins the game. • There’s a lot more use of colour on Super Mario Bros, but it all works to make the background/setting look good. I’ve only used a few colours on my game.
  • 8. Aural Qualities • In my work, overall the sounds are very clear, apart from one when C3PO is speaking because there is unwanted noise in the background. The sound effects sound very realistic and atmospheric like the gun shots, screaming and explosions, making it appeal to the audience because there effective. • The music sounds very dramatic which draws the audiences attention in because they want to know what it is, what it’s about and what could happen. It flows well with the speed of the animation. • There is little use of dialogue, only when C3PO speaks when the storm troopers run towards him, and when he wins, R2D2 speaks. • To improve the sound I would remove the background noise when C3PO speaks because it’s not needed.
  • 9. Aural Qualities Similarities • The sound effects on both games are really effective. On Super Mario bros, Mario is shot in the air by a green pipe, it makes a shooting sound which sounds like heavy wind. • The sounds of the voices show the characters emotions. In Super Mario bros, Mario says ‘mamma mia!’ When he’s lost the game, meaning he’s upset. In my game, C3PO sounds like he panics when the storm troopers run towards him. • Overall, my game sounds better because the sound effects sound realistic and dramatic, making the audience want to carry on playing because they want to know what might happen next. Super Mario Bros music and sound effects sound too jolly which might put people off because it’s high pitched
  • 10. Aural Qualities Differences • The sounds on super Mario bros sound very cartoony. My game sounds sound very dramatic, realistic and atmospheric because of what happens in it. • The music in super Mario bros sounds very jolly. The music in my game sounds very dramatic because of what happens. • There’s more sound effects in Super Mario Bros making it more effective. Whereas I’ve only used a few making it less effective. • The worlds change in Super Mario Bros as it goes on, which makes it more challenging because there’s more to do. In my game, there’s only one setting, which could get boring after a while.
  • 11. Aesthetic Qualities Overall the game looks really good, apart from C3PO’s arm fault which couldn’t be fixed. There isn’t too much colour, making it not look too busy. All the colours work well together to make it look good. The red colour represents the enemy characters. The orange is meant to show explosions/fire, making it look real. The black background is meant to show it’s a space/star wars themed game. I like the moving paths because there really effective and they make the game challenging because they move down as the character walks along them. It was creative because I designed the characters, background and animations myself. The sound effect for the falling path I made in beep box. If I could, I would have recorded some sound effects myself (e.g Scream). But some weren’t possible to record (explosions and gun shots). Strengths • Everything is clear to see, nothing is distorted or fuzzy. Weaknesses • There is some shadow on C3Po’s left arm which is noticeable. There isn’t any shadow anywhere else on his body. • The house outline can still be seen after the explosion happens. In some ways it’s a good thing because it shows something has happened, but it shouldn’t be there because • C3PO only has one facial expression, which doesn’t explain how he feels as the game goes on, until the time he speaks when the storm troopers run after him. The background could do with planets and spaceships so it’s clear it’s a space themed/star wars game. It could have done with a timer in one corner of the screen so it shows how much time the player has to complete the level in. it could have done with a health bar in the top centre of the screen, so the character had a certain amount of life left. It could have had more features like bombs and grenades so there was more for the character to try and avoid. It would have been better with R2D2 on the winning path because he speaks, but he’s not visible. This is because I struggled to draw him in a tiny space.
  • 12. Aesthetic Qualities Similarities • Both games are platform games. • They both don’t have a health bar so the character doesn’t know how much life they have left. • Overall the real game looks better because it looks more modern, whereas my game looks old because I made it with pixel art. The real game is set in different places as it goes on, and there is more to do because items need to be collected on the way, whereas mine is set in one place which can get boring, and you need to run away/avoid from enemies, making it more challenging.
  • 13. Aesthetic Qualities Differences • My game is set in one place, whereas super Mario bros is set in a number of worlds, making there game better because it’s set in different locations. • Super Mario bros has a timer and a number of lives, making it challenging because they have a certain of amount of time to complete the level in, and a certain amount of times they can try to complete the level in. • Super Mario bros looks more modern because it’s been made using modern computer animation software, and it’s 3D. My game has been made using pixel art and it’s 2D, making it look old- fashioned.
  • 14. Audience Appeal My game appeals to the audience (boys age 13-19 years) because it’s entertaining, but challenging. It’s not relaxing because of the challenges it involves. It’s very dramatic, but it has a sense of humour at the same time. Specific bits that would appeal are weapons because people in my target audience play a lot of games that have weapons in. My game has a very interesting concept. C3PO needs to get to the top without being shot at by the storm troopers. If I had more time, I would make some items for the character to collect (e.g keys to unlock each house) while he makes his way up. This would make the game more interesting because there would be more to do, making it more challenging. Also, I would add a timer so the player had a certain amount of time to complete the game in. I would add the millennium falcon and spaceship into it so there was more for the character to try and avoid as he made his way to the top. I would make a pre gameplay story, telling the player what they need to do, making it more understandable.

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