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Evaluation
Imogen Minto
Research
• For the research I really think research helps the most for
me as I get to research games and see which one I think will
work well for me and to still challenge myself to do
something I’m not use to doing and video games aren’t my
favourite project to do but I feel that I can still try and do
something that is challenging for me. In the research
PowerPoint I went onto Google to see what games stood
out to me and what are the most popular to the audience
playing it, which was a running game so I went onto Google
and googled running games and loads of games came up
like; Temple Run, Subway Surfers and Minion Rush, so I
thought I would do something similar to that for my game. I
collected a few images of each game and wrote things about
the game like the colouring that is used, the music put to it
and the sound effects which I put around the image. I then
wrote what they had in common and what I would like to
include in my game. The weaknesses to the research is that
if you Google games and don’t play games yourself and
don’t really know what games are popular it could be hard
to pick one. However I feel that people know some games
even without playing them so you will have a rough idea on
what to do even if it’s jumping over objects to stay alive and
put some hearts at the top to make it look more like a game.
Planning
• For the planning I also think this is important like the research as
you get to see what you think will look best for your product as
you have researched what people like in a game and what
attracts them to that specific game. Also for planning I got to do
two mind maps the first one you get to write down three ideas
you might want to do for you product and write information
about each one like what the game is about and the colouring of
the game and what the aim is for the game. The second mind
map is the one you’re going to do for your actual product so for
mine I’m doing a running game so I wrote more information I
would like to do for my video game in the mind map so if I forget
or want to add more to it as I go along with the product I can
look back and do so to either recap what I have written or to
include more information I would like to add so I can look back
and remind myself when I need to. We also got to do a mood
board of what we want to include in our game so I put pictures
of the games I found on Google and the gems/coins I would like
to include with the colours I would like to add to make it look
entertaining to look at. What we also did was a schedule for
each part we have to do for this project so we can look back to
see what we have to do next. The weaknesses for planning is
again if you still don’t know what to do for a game then it’ll be
hard to plan anything as you don’t have any idea what to do for
the game which can then slow you down and be behind the
schedule and will have to do loads of work in a rush and might
no get the grade you are wanting to get.
Time Management
I personally think that I have planned my time very well as I had done my production
at the same time as doing my product which I tend not to do as I either forget about
it or forget to take screenshots till I finish doing my product. Also when I finished my
research and my planning for this product I went onto evaluation to start the first
two slides so I wouldn’t forget what I did for them so them two were done before I
even started my product which I felt helped a lot as I could of come straight to this
PowerPoint and read what I wrote as it’s a overall on all the work I did for that
specific part for the work. I completed my work when it needed to and uploaded as
well so I have enough time to complete my evaluation with enough time to spare to
check through all my work and see if it’s at it best standards.
If I did have even more time to complete my work then I would maybe tried a little
harder with the beginning PowerPoint's as I felt I needed to get them done so I could
get started with the actual project then to realise I had enough time to take more
time with it. However because I feel that I do still have enough time to go back and
see if I can add more to my work and I will do that obviously after I finish this
PowerPoint.
Technical Qualities
The strengths for the technical aspects of my work are, telling if it’s a game
or not. I feel that is the most important part as that’s what it’s meant to be as
I’m not that interested in video games I feel that mine looks like a game so
I’m proud with that. I also think that the pixel isn’t that bad I feel that there
could be some improvement but I feel for someone who isn’t that interested
and doesn’t like games I feel it looks good. I feel that the smoothness is okay
as it plays probably could make it better however when I actually finished
and exported it, it went a bit out of time so it doesn’t look as smooth as I was
making it.
Comparing my work to Temple Run or Subway Surfer obviously they’re a lot
better than mine as they are professional however I feel that you can see
what I was kind of going for as it looks like a game. The similarities are the
actions the character does I feel that with theses type of games they are
similar in the character part and the scenery kind of mine doesn't have
colours where the actual games have proper sceneries but I wanted to make
mine bright and colour which I did so I feel that mine and the existing game
are similar in that way.
The differences between mine and the existing products are the platforms
mine are more of a jumping type where the two games I mentioned are a
straight line with objects in their way where you have to jump over them or
move to the side so that’s what's different with the existing game and mine.
Another difference is the music that I added their songs for the existing
product is a lot more professional and thought through where mine is made
on ‘Beepbox’ and is made very quickly as I didn’t really know what type of
song and sound effects to do for each part as I found that fairly hard to do
and create.
Aural Qualities
The strengths of audio elements of my work were that I feel when I went onto Beepbox and
started to make the sound effects I didn’t find that hard to make. What I did for the sound
effects were looking at my game and seeing what I needed which was when the character
jumped, collected the gems and when they lose a health so how I did it for each specific
effect was by going onto Beepbox and when the character jumped I started with a deep
sound and went up higher and higher each time to make it sound that its jumping. With the
second sound effect for the gems I make a high pitch noise to make it sound like a good
sound so when it came to making the last sound effect for losing a health I started low and
went lower to make it sound like what happened was bad and wasn’t meant to do that so
they know who ever is playing lost a health. With the song that I put towards the actual
game I again went onto Beepbox and created a song to play with the game which I found
hard but I feel that it goes okay so it wasn’t jus a silent game with a few sound effects it at
least has some type of song to it. I would class the song that I made for the game a
weaknesses and if I was more into making songs I would of tried a lot harder to make the
song go well with the game I made but because I’m the best at making songs I didn’t try as
hard as you just plot the tune wherever and when you play it, its hard to go back and change
a few as it will be hard to remember which note it is to change.
The quality of the song and the sound effect has good sound it’s not jumpy or out of time I
feel that that’s really good quality and goes well with the game compared to the game which
isn’t the best. My work compared the again either ‘Temple Run’ or ‘Subway Surfers’ their
music is a lot better than mine as its make professionally and actually sounds good where
mine actually sounds like I just pressed anything and listened to how that sounded and used
it for my game where with the existing game they would of made it and listened to see what
else to add or remove.
With the similarities between mine and the existing games are not a lot really with the audio
as I haven't really heard the existing games and mine are just made quickly as I had no idea
what I was really doing with them and just made what I though sound okay. What I would of
done to make it better would have been to take more time and listened to other games to
see what they used for their games.
Aesthetic Qualities
I personally think that my work looks okay for what it is, there could be a lot
more improvements but I feel that for someone who isn’t the best with
making games or even paying games I feel that it went well for what I have
done. I think that it’s that creative as there’s games like it and better ones
out there as the game I wanted to create was a running one that you have to
jumping to different platforms to reach the end without losing too much
health and like most games there are a lot of them type of games so I wasn’t
creative with coming up with a new game. For my game the parts I like the
most is the background I really like the way I have done it by it looking like its
handmade as its just stripes of colours and how I made it fade into another
colour without it looking like it stops and the next part starts it has a nice
contract to the next part to that level.
What I would like to improve for my game if I could maybe make it look more
realistic, even though I really like my background how its different however I
do wish I did something where there's an actual scenery as it might make it
look a little more interesting to look at than it just having stripes of colours.
How I could improve that is by instead of just doing different colours id make
a place like a city that they have to collect stuff or have it on a beach just to
make it look different and nicer than it just being colours.
The colours I used where bright and colour to make it pop and for people like
the audience to notice it be eye catching rather than it being dull colours and
not fun to look at. So for the background for the first part I used oranges and
yellows fading into each other and then have the next part for the game I
had a pink background fading into a darker pink so they were both bright and
bold colours. For the character I made her with a brown/grey outfit on to
make her look like she’s on an adventure so she’s wearing anything bright but
I felt with the background and the character both being colourful I’ll be hard
to see that character jumping to different platforms. With the gems that the
character had to collect I made them bright with a blue colour so they
popped and were noticeable to see.
Audience Appeal
My target audience was aged 16-19 and I personally think I have reached it as some people
like that type of game to play, it might not be everyone's type of game to play but I would
play it as it has the bright colours and there's an aim to the game I'm not a huge fan of
games where there no target or aim to reach as that will getting bring so because there's
gems to collect in my game it will get people attached to it and will want to continue playing.
I personally think the parts that will attract that specific age group might be the colours as its
bright and will catch their eyes instead of it being just one solid colour or it even being dull
colours like black, grey or white it wont being bring any excitement to the game and won’t
do so well. As there isn't a lot happening in my game as it was hard to think of things to add
however they might like the platforms I chose as it’s a little different compared to the games
I looked at before making mine like I have said in previous slides the 2 games I have
mentioned are ‘Temple Run’ and ‘Subway Surfers’ their games are based on someone
running after them for example in Temple run there is a monster coming after then man so
he has to try and run away which is similar to the game subway surfer as he is drawing
graffiti on a train so they based a man maybe driving the train went after him and you
basically have to run away as fast as you can dodging objects that are in your way.

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Google Gemini An AI Revolution in Education.pptx
 

Evaluation

  • 2. Research • For the research I really think research helps the most for me as I get to research games and see which one I think will work well for me and to still challenge myself to do something I’m not use to doing and video games aren’t my favourite project to do but I feel that I can still try and do something that is challenging for me. In the research PowerPoint I went onto Google to see what games stood out to me and what are the most popular to the audience playing it, which was a running game so I went onto Google and googled running games and loads of games came up like; Temple Run, Subway Surfers and Minion Rush, so I thought I would do something similar to that for my game. I collected a few images of each game and wrote things about the game like the colouring that is used, the music put to it and the sound effects which I put around the image. I then wrote what they had in common and what I would like to include in my game. The weaknesses to the research is that if you Google games and don’t play games yourself and don’t really know what games are popular it could be hard to pick one. However I feel that people know some games even without playing them so you will have a rough idea on what to do even if it’s jumping over objects to stay alive and put some hearts at the top to make it look more like a game.
  • 3. Planning • For the planning I also think this is important like the research as you get to see what you think will look best for your product as you have researched what people like in a game and what attracts them to that specific game. Also for planning I got to do two mind maps the first one you get to write down three ideas you might want to do for you product and write information about each one like what the game is about and the colouring of the game and what the aim is for the game. The second mind map is the one you’re going to do for your actual product so for mine I’m doing a running game so I wrote more information I would like to do for my video game in the mind map so if I forget or want to add more to it as I go along with the product I can look back and do so to either recap what I have written or to include more information I would like to add so I can look back and remind myself when I need to. We also got to do a mood board of what we want to include in our game so I put pictures of the games I found on Google and the gems/coins I would like to include with the colours I would like to add to make it look entertaining to look at. What we also did was a schedule for each part we have to do for this project so we can look back to see what we have to do next. The weaknesses for planning is again if you still don’t know what to do for a game then it’ll be hard to plan anything as you don’t have any idea what to do for the game which can then slow you down and be behind the schedule and will have to do loads of work in a rush and might no get the grade you are wanting to get.
  • 4. Time Management I personally think that I have planned my time very well as I had done my production at the same time as doing my product which I tend not to do as I either forget about it or forget to take screenshots till I finish doing my product. Also when I finished my research and my planning for this product I went onto evaluation to start the first two slides so I wouldn’t forget what I did for them so them two were done before I even started my product which I felt helped a lot as I could of come straight to this PowerPoint and read what I wrote as it’s a overall on all the work I did for that specific part for the work. I completed my work when it needed to and uploaded as well so I have enough time to complete my evaluation with enough time to spare to check through all my work and see if it’s at it best standards. If I did have even more time to complete my work then I would maybe tried a little harder with the beginning PowerPoint's as I felt I needed to get them done so I could get started with the actual project then to realise I had enough time to take more time with it. However because I feel that I do still have enough time to go back and see if I can add more to my work and I will do that obviously after I finish this PowerPoint.
  • 5. Technical Qualities The strengths for the technical aspects of my work are, telling if it’s a game or not. I feel that is the most important part as that’s what it’s meant to be as I’m not that interested in video games I feel that mine looks like a game so I’m proud with that. I also think that the pixel isn’t that bad I feel that there could be some improvement but I feel for someone who isn’t that interested and doesn’t like games I feel it looks good. I feel that the smoothness is okay as it plays probably could make it better however when I actually finished and exported it, it went a bit out of time so it doesn’t look as smooth as I was making it. Comparing my work to Temple Run or Subway Surfer obviously they’re a lot better than mine as they are professional however I feel that you can see what I was kind of going for as it looks like a game. The similarities are the actions the character does I feel that with theses type of games they are similar in the character part and the scenery kind of mine doesn't have colours where the actual games have proper sceneries but I wanted to make mine bright and colour which I did so I feel that mine and the existing game are similar in that way. The differences between mine and the existing products are the platforms mine are more of a jumping type where the two games I mentioned are a straight line with objects in their way where you have to jump over them or move to the side so that’s what's different with the existing game and mine. Another difference is the music that I added their songs for the existing product is a lot more professional and thought through where mine is made on ‘Beepbox’ and is made very quickly as I didn’t really know what type of song and sound effects to do for each part as I found that fairly hard to do and create.
  • 6. Aural Qualities The strengths of audio elements of my work were that I feel when I went onto Beepbox and started to make the sound effects I didn’t find that hard to make. What I did for the sound effects were looking at my game and seeing what I needed which was when the character jumped, collected the gems and when they lose a health so how I did it for each specific effect was by going onto Beepbox and when the character jumped I started with a deep sound and went up higher and higher each time to make it sound that its jumping. With the second sound effect for the gems I make a high pitch noise to make it sound like a good sound so when it came to making the last sound effect for losing a health I started low and went lower to make it sound like what happened was bad and wasn’t meant to do that so they know who ever is playing lost a health. With the song that I put towards the actual game I again went onto Beepbox and created a song to play with the game which I found hard but I feel that it goes okay so it wasn’t jus a silent game with a few sound effects it at least has some type of song to it. I would class the song that I made for the game a weaknesses and if I was more into making songs I would of tried a lot harder to make the song go well with the game I made but because I’m the best at making songs I didn’t try as hard as you just plot the tune wherever and when you play it, its hard to go back and change a few as it will be hard to remember which note it is to change. The quality of the song and the sound effect has good sound it’s not jumpy or out of time I feel that that’s really good quality and goes well with the game compared to the game which isn’t the best. My work compared the again either ‘Temple Run’ or ‘Subway Surfers’ their music is a lot better than mine as its make professionally and actually sounds good where mine actually sounds like I just pressed anything and listened to how that sounded and used it for my game where with the existing game they would of made it and listened to see what else to add or remove. With the similarities between mine and the existing games are not a lot really with the audio as I haven't really heard the existing games and mine are just made quickly as I had no idea what I was really doing with them and just made what I though sound okay. What I would of done to make it better would have been to take more time and listened to other games to see what they used for their games.
  • 7. Aesthetic Qualities I personally think that my work looks okay for what it is, there could be a lot more improvements but I feel that for someone who isn’t the best with making games or even paying games I feel that it went well for what I have done. I think that it’s that creative as there’s games like it and better ones out there as the game I wanted to create was a running one that you have to jumping to different platforms to reach the end without losing too much health and like most games there are a lot of them type of games so I wasn’t creative with coming up with a new game. For my game the parts I like the most is the background I really like the way I have done it by it looking like its handmade as its just stripes of colours and how I made it fade into another colour without it looking like it stops and the next part starts it has a nice contract to the next part to that level. What I would like to improve for my game if I could maybe make it look more realistic, even though I really like my background how its different however I do wish I did something where there's an actual scenery as it might make it look a little more interesting to look at than it just having stripes of colours. How I could improve that is by instead of just doing different colours id make a place like a city that they have to collect stuff or have it on a beach just to make it look different and nicer than it just being colours. The colours I used where bright and colour to make it pop and for people like the audience to notice it be eye catching rather than it being dull colours and not fun to look at. So for the background for the first part I used oranges and yellows fading into each other and then have the next part for the game I had a pink background fading into a darker pink so they were both bright and bold colours. For the character I made her with a brown/grey outfit on to make her look like she’s on an adventure so she’s wearing anything bright but I felt with the background and the character both being colourful I’ll be hard to see that character jumping to different platforms. With the gems that the character had to collect I made them bright with a blue colour so they popped and were noticeable to see.
  • 8. Audience Appeal My target audience was aged 16-19 and I personally think I have reached it as some people like that type of game to play, it might not be everyone's type of game to play but I would play it as it has the bright colours and there's an aim to the game I'm not a huge fan of games where there no target or aim to reach as that will getting bring so because there's gems to collect in my game it will get people attached to it and will want to continue playing. I personally think the parts that will attract that specific age group might be the colours as its bright and will catch their eyes instead of it being just one solid colour or it even being dull colours like black, grey or white it wont being bring any excitement to the game and won’t do so well. As there isn't a lot happening in my game as it was hard to think of things to add however they might like the platforms I chose as it’s a little different compared to the games I looked at before making mine like I have said in previous slides the 2 games I have mentioned are ‘Temple Run’ and ‘Subway Surfers’ their games are based on someone running after them for example in Temple run there is a monster coming after then man so he has to try and run away which is similar to the game subway surfer as he is drawing graffiti on a train so they based a man maybe driving the train went after him and you basically have to run away as fast as you can dodging objects that are in your way.

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