2. Research
• I think my research was good for my game. I looked at a good amount of
games and different styles that did influence my final product. The games I
used were appropriate for my ideas.
• I also looked at the right type of architecture to fit with the theme of my
game. I even went as far as to look at a Disney film (Mulan) that is set at the
same time as my game is set. This helped me create the best backgrounds I
could. It also meant that I could design a game hat respected the history of
that particular country.
• Looking at games such as Super Mario Bros was helpful because they were
similar to the type of game that I was going to create. They influenced my final
product as I could just the same structure and design of the game, but
manipulate it to fit the theme of my game. The character style helped me
design my own characters as it showed me how to use different colours and
how little details are needed to create a pixel character. This helped me a lot
as it meant that I didn’t over detail my characters and make them hard to see.
I kept them simple and easy.
3. Research
• I probably could’ve looked at more gameplay of pixel games as they
had more relevance, rather then animated game, and I could have
looked at the styles of animation and the walking sequences of the
characters. This would have made my game looked more fluid and
professional as it would mirror a proper game. This would have
helped me improve the sequences that my character used. I could’ve
made my walking and fighting sequences for natural and make them
flow more.
• I could have also looked at more background designing, and include
an extra house in my first background. This would have effected my
game by making the buildings look more realistic and make it look
more realistic and more varied.
• Doing both of these things, it would have made my game run
smoother and look all-round cleaner and more fluid. I think that my
game came out the way I wanted it look, but adding these extra
elements would have boosted the games aesthetics and the style of
the game.
4. Planning
• My finished product came out the way I planned. I did more locations then
I thought I would. The first background came out the way I wanted it to,
with the building styles and the character sequences. To improve the first
scroll background, I could have tweened more screens, like 30/35 screens
rather then 25 screens. This would have made the scroll slower and made
the game slower pace, rather then the character go through the first level
quicker. This would have slowed the pace of the game and made it look
more natural.
• I planned the sequences well, making sure I had at least 2 for each
character - a standing/walking/fighting. This made my game look better
when the characters were walking, making them move
5. Time Management
• I had enough more then enough time to complete my animation. I
managed to get all of my backgrounds and music done by the end of the
first week of production. I edited them all together on premiere pro during
the second week. The designing of the backgrounds didn’t take as long as I
thought it would. I managed to complete all of my planned (and more!)
backgrounds pretty quickly.
• The music was easy to make on beatbox and edit a song that fit perfectly. I
had enough time to complete everything I needed to. I had planned
enough time for me to finish everything. I made sure that my last week
would be for my Production Evaluation and Evaluation, then any other
PowerPoints that needed cleaning up.
• This also meant that I could upload everything on my blog and have all my
work finished for my deadline.
6. Technical Qualities
• My game could have been smoother, the walking sequence of my main character
looked a bit dodgy, and could have been smoother. This would make it look more
natural and fluid. I could have added another sequence to the main character, one
in between standing and walking, to make it look more natural and fluid. This
would have made it look better.
• My scroll background isn’t as smooth as it would be in Super Mario Bros or The
Stranger Things Game. They would have used a lot more screens when tweening
them. More screens would make it look smoother as well. My final background
looked the smoothest because of the fact that there were no buildings in the
background, it was just a plain sky with a few clouds, this made it look smoother.
• The enemies walking sequences came out well, the dragon didn’t have a walking
sequence, just a fire breathing sequence. A walking sequence would have added
extra details into the game and made it just that little bit better.
7. Aural Qualities
• To make my sounds, I used a program called BeepBox and remixed a song called Gasoline
by Halsey. The song starts with a Koto sound, making it perfect to fit with my game.
• I took the start of the song and cut it to the parts that I wanted, then adjusted the sound
levels and bass levels. I did this so it wasn’t an exact copy of the song, and I still did some
editing to get the music that I wanted, rather then copying it straight up.
• For the game play, I used a BeepBox sound that I created myself. This was a heavy bass
song, to create tension when the character is moving through the game. I used a Koto to
create the rising sound and higher pitch noises, in the main sound.
• When the main character is attacking enemies, I used a ‘shinggg’ sword sound, to imply
that she is attacking the enemies. These noises stick out from the other sounds and the
music, to make it obvious that the player is attacking. It also shows the player the noise it
should make when attacking a character.
8. Aesthetic Qualities
To make my game match, I used the
eyedropper tool over the different locations
to make sure the shades of red/gold/green
matched with the other locations. This kept
the aesthetics consistent throughout the
entire game. It made the finished product
look more clean and professional.
The colours I used were inspired by
traditional Chinese architecture, I did this to
make sure I was accurate as possible.
I think that my game looked good. It came out
the way I wanted it too, it had more
backgrounds then I thought it would and the
animation was easier then I thought. All round,
the scroll could have been smoother but it came
out how I wanted it too. A weakness would
have been the walking sequences and not
including a health bar aspect to show that it was
a game, rather then just an animation.
9. Audience Appeal
• I think my game appeals to my audience. There isn’t a lot of violence or gruesome
murders, it stays within the planned areas that I wanted it to.
Simple fighting sequence – the swords go down –
there is no blood splatter sequence. The ‘hit’
enemies just blink on an off, then eventually
disappear. This makes my game suitable for any ages,
both young and old. The simplicity of the game also
makes it available for all ages, as it is easy to
understand and work out how to play. I wanted to
make an easy game so that it could be played and
suitable for any ages.
I think the theme would appeal to those
interested in ancient history of China or
cultures. The art style could appeal to those
who enjoy graphics or art in general. I
wanted to appeal to those kind of people, as
am one of those people and wanted to
attract a similar crowd of people.
Editor's Notes
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?
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?
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?
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
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?
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
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