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Evaluation
James cooper-abel
ResearchStrengths
• One of the strengths of my research
was that I stuck to theme of what I
planed on doing as most of the
products I researched were on rail
shooters.
• Another strength of my research
was that I felt that I had a clear
understanding of the similarities
between each and their differences
so that I could understand what I
needed to take form existing
products for my product to be
considered apart of that group of
product and what I need to do
different so my product stands out
among other existing products.
• A final strength of my research is
that the examples of research I used
gave me a clear understanding of
what I needed to implement into my
games.
How my research helped my
product
The way my research helped my product
was giving me a clear understanding of
what I need to take from existing on rail
shooter game and implement them into
my product for example power ups and
the direction the player character
moves.
Weaknesses
• A weakness of my research is that
two of the products I research
didn’t really have didn't use an 8-
bit art style which breaks with the
theme of the project which was to
make and 8-bit style game.
• Another weakness was that one of
the product I researched was a
farming sim which has nothing to
do with what I planed to do which
was an on-rail shooter and
another was a 3d on rail shooter.
What I could have done better
and how it would effect my
project
One improvement I could have made
to my research was look at more 8 bit
on rail shooters and the way this
would have effected my work would
probably be that my project would
have had more aspects drawn from
other games.
Planning
Strengths
• One strength of my initial planning was that my
mind map was clearly set out and easy to
understand.
• Another strength of my initial plan was my mood
board analysis as I feel I had a good understanding
of what similarity each image shared.
• A final strength of my initial planning is I feel the
images I collected stated quite clearly what kind of
theme I was aim for in my game.
How my planning helped my product
The way my planning helped my product was what the
theme of the game would be which was a military on
rails shooter based in the halo universe.
Weaknesses
• One weakness of my initial planning was that the
first mood board is way to simple and doesn’t
explore more ideas.
What could I have done better and how it
would effect my project.
On the first mind map I could have explored more ideas
and the effect this would have on my project would be
that my game may have not been an on rails shooter or
set in the halo universe
Time Management
• I believe I have managed my time well though I hadn't finished the project
on the hand in date, but it wasn't long until I finished the animation and
able to put it on blogger however I do believe my project would have been
better if I had more time.
• What I would improve if I had more time, I would have added more assets
to the background such as other banshees and seraphs and hornets flying
around and even frigate and cruisers fighting each other to create a sense
of a massive battle going on
Technical Qualities
Strengths
• One strength of my product was the
smooth movement of the player
character enemy's and projectiles
creating the illusion of the game being
real and being played.
• Another strength of my product was
the audio sync for the projectile's
banshees exploding, the player getting
hit and collecting a power up.
• A final strength of my project was the
music I used for the title screen
mission and victory which were taken
from previous halo games which my
games theme is so the music fits well.
Weaknesses
• One weakness of my product is that
the footage doesn’t have a score
counter which a lot of 8-bit games
have only an objective counter which
can really break the illusion of a game
being played.
• Another weakness of my product is
that the information given to the
player at the beginning go's by too
quickly meaning if the objective
counter wasn't there the player would
be confused on what to do.
Similarity’s
• One similarity between my product
and the existing one is that both are
set in space.
• Another similarity between my
product and the existing one is that
both games have a lives systeam
Differences
• One difference between my product
and the existing one is that the existing
one has a high score counter whilst
mine has an objective counter.
• Another difference between my
product and the existing one is that my
game is based on the existing theme
whilst the other is its own theme.
Aural Qualities
Strengths
• One strength of my audio was the
accuracy in which they payed as at the
exact moment when the banshees blow
up the explosion sound effect played.
• Another strength was how the sound
effect sounded which were 8-bit which
was the theme of the project being an 8-
bit game, so it stuck to the theme.
• A final strength of my audio is the music
I used which really fit well with the
action military shooter theme I was
going for to pump the player up whilst
playing and wining the level
Weaknesses
• A weakness of my audio was that when
n the player character is dodging the
banshees instead of fighting them it
becomes awkward to watch s if I was the
improve it, I would have a sound effect
of a banshee flying by.
Similarity’s
One similarity between the existing
product and mine is that both use
sound effects for when the player
fires a projectile and when the player
or enemy gets destroyed.
Differences
A difference between my product
and the existing one is that my
product has background music whilst
the other doesn't
Aesthetic Qualities
I believe my work looks quite good as I feel it fits with the them of an 8-bit game with its visuals
with the dark blue background representing space and the white dots scattered around being
stars and having the player character green which is usually represented as a color of good and
the supply pod being green as well meaning the player would see it would help them as it share
the same color as them, and for the covenant I used purple to give off that alien feel and I used
the blue for the text to give off a feel of a computer
Strengths
• A strength I feel my aesthetic has is its
simplistic art style which fits with theme
of it being an 8-bit game.
• Another strength I feel my aesthetics had
was the use of colour as the brighter
colours I used for the player and enemy's
stand out more amongst the dark blue
background.
Weaknesses
• A weakness I feel my aesthetic had was
the there wasn't enough detail on the
sprite and the improvement I would
make would be to add shadows to the
sprites to make them look more 3d.
Audience Appeal
One way I have
appealed to my
audience being
men ages 16-40 is
by having the game
be a sci –fi only rail
military shooter
which is popular
with this audience
whi I have done
since the game is
set in space and
the player
character Is a
military vehicle
Another way I have appealed to my
target audience of men age 16-40 is
by having the game based on halo
which has a brand loyal fan base of
this description which I have done
since the player character is a
sparrow hawk and the enemy's are
banshees two thing know form the
halo universe by fans
In my opinion I feel like I have appeal to my target audience with the way I have presented it and
using specific bits of content which are described above.

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Meghan Sutherland In Media Res Media Component
 

7. evaluation

  • 2. ResearchStrengths • One of the strengths of my research was that I stuck to theme of what I planed on doing as most of the products I researched were on rail shooters. • Another strength of my research was that I felt that I had a clear understanding of the similarities between each and their differences so that I could understand what I needed to take form existing products for my product to be considered apart of that group of product and what I need to do different so my product stands out among other existing products. • A final strength of my research is that the examples of research I used gave me a clear understanding of what I needed to implement into my games. How my research helped my product The way my research helped my product was giving me a clear understanding of what I need to take from existing on rail shooter game and implement them into my product for example power ups and the direction the player character moves. Weaknesses • A weakness of my research is that two of the products I research didn’t really have didn't use an 8- bit art style which breaks with the theme of the project which was to make and 8-bit style game. • Another weakness was that one of the product I researched was a farming sim which has nothing to do with what I planed to do which was an on-rail shooter and another was a 3d on rail shooter. What I could have done better and how it would effect my project One improvement I could have made to my research was look at more 8 bit on rail shooters and the way this would have effected my work would probably be that my project would have had more aspects drawn from other games.
  • 3. Planning Strengths • One strength of my initial planning was that my mind map was clearly set out and easy to understand. • Another strength of my initial plan was my mood board analysis as I feel I had a good understanding of what similarity each image shared. • A final strength of my initial planning is I feel the images I collected stated quite clearly what kind of theme I was aim for in my game. How my planning helped my product The way my planning helped my product was what the theme of the game would be which was a military on rails shooter based in the halo universe. Weaknesses • One weakness of my initial planning was that the first mood board is way to simple and doesn’t explore more ideas. What could I have done better and how it would effect my project. On the first mind map I could have explored more ideas and the effect this would have on my project would be that my game may have not been an on rails shooter or set in the halo universe
  • 4. Time Management • I believe I have managed my time well though I hadn't finished the project on the hand in date, but it wasn't long until I finished the animation and able to put it on blogger however I do believe my project would have been better if I had more time. • What I would improve if I had more time, I would have added more assets to the background such as other banshees and seraphs and hornets flying around and even frigate and cruisers fighting each other to create a sense of a massive battle going on
  • 5. Technical Qualities Strengths • One strength of my product was the smooth movement of the player character enemy's and projectiles creating the illusion of the game being real and being played. • Another strength of my product was the audio sync for the projectile's banshees exploding, the player getting hit and collecting a power up. • A final strength of my project was the music I used for the title screen mission and victory which were taken from previous halo games which my games theme is so the music fits well. Weaknesses • One weakness of my product is that the footage doesn’t have a score counter which a lot of 8-bit games have only an objective counter which can really break the illusion of a game being played. • Another weakness of my product is that the information given to the player at the beginning go's by too quickly meaning if the objective counter wasn't there the player would be confused on what to do. Similarity’s • One similarity between my product and the existing one is that both are set in space. • Another similarity between my product and the existing one is that both games have a lives systeam Differences • One difference between my product and the existing one is that the existing one has a high score counter whilst mine has an objective counter. • Another difference between my product and the existing one is that my game is based on the existing theme whilst the other is its own theme.
  • 6. Aural Qualities Strengths • One strength of my audio was the accuracy in which they payed as at the exact moment when the banshees blow up the explosion sound effect played. • Another strength was how the sound effect sounded which were 8-bit which was the theme of the project being an 8- bit game, so it stuck to the theme. • A final strength of my audio is the music I used which really fit well with the action military shooter theme I was going for to pump the player up whilst playing and wining the level Weaknesses • A weakness of my audio was that when n the player character is dodging the banshees instead of fighting them it becomes awkward to watch s if I was the improve it, I would have a sound effect of a banshee flying by. Similarity’s One similarity between the existing product and mine is that both use sound effects for when the player fires a projectile and when the player or enemy gets destroyed. Differences A difference between my product and the existing one is that my product has background music whilst the other doesn't
  • 7. Aesthetic Qualities I believe my work looks quite good as I feel it fits with the them of an 8-bit game with its visuals with the dark blue background representing space and the white dots scattered around being stars and having the player character green which is usually represented as a color of good and the supply pod being green as well meaning the player would see it would help them as it share the same color as them, and for the covenant I used purple to give off that alien feel and I used the blue for the text to give off a feel of a computer Strengths • A strength I feel my aesthetic has is its simplistic art style which fits with theme of it being an 8-bit game. • Another strength I feel my aesthetics had was the use of colour as the brighter colours I used for the player and enemy's stand out more amongst the dark blue background. Weaknesses • A weakness I feel my aesthetic had was the there wasn't enough detail on the sprite and the improvement I would make would be to add shadows to the sprites to make them look more 3d.
  • 8. Audience Appeal One way I have appealed to my audience being men ages 16-40 is by having the game be a sci –fi only rail military shooter which is popular with this audience whi I have done since the game is set in space and the player character Is a military vehicle Another way I have appealed to my target audience of men age 16-40 is by having the game based on halo which has a brand loyal fan base of this description which I have done since the player character is a sparrow hawk and the enemy's are banshees two thing know form the halo universe by fans In my opinion I feel like I have appeal to my target audience with the way I have presented it and using specific bits of content which are described above.

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