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Evaluation
Matthew Burniston
Research
To start of my research, I looked into product that shared similarities with the game I was
hoping to create – with the idea that elements would inspire me – such as art style,
narrative and game play. Breaking down and reflecting the art style, setting, colours and
audience appeal...
Furthermore, to further the inspiration fed into the look aesthetic of game – I created a
mood board of images I wanted my game to look like in to like – weather it be in style,
colour or setting/aesthetic.
Strengths -
• Looking at other games and breaking them down could help inspire me and provide with
things that I wouldn't of thought about.
• On top of this, if I ever struggle with pixel art (having looked at some and added it to my
mood board,) and I could look at how they've done it and mimic/imitate it.
Weaknesses -
• On the other hand, whilst inspiration can be a positive thing – it can also take from the
originality of a product – whilst also having to avoid the temptation of stealing from
others.
Planning
To start of this project, I started experiment with pixel art and animating it –
with a .GIF of a vector of a sloth firing lasers from it's eyes and quick game –
synced up with sound effects.
In which I then created three mind maps to planning for three different
games – fleshing out one of the three to later turn into my final game – going
over things that I'd include (such as colour schemes, style and sound effects;)
whilst also discussing game concepts and characters (even if they hadn't
made it into the final animation.)
I also did a mood board which made me think about how and what I'd like my
game to look like if not help inspire the actual outcome.
Time Management
Strengths -
• I took a lot of the course work out of class and a lot of the practical work in
class – meaning that what little time I had left during the time in class (e.g.
when I finished the practical work before it's deadline,) I continued on
with the paperwork in class to ensure that I'd get all my work finished earl,
so I could maybe later go back to it and improve the quality.
• I split up my game into different sections so I could always keep adding to
it – after I ensured I at least had the bare minimum to at least get the pass
required.
Weaknesses -
• Unfortunately, in some of the classes I found my self either messing about
or worrying about what work I could actually achieve before my deadlines
- which would often limit me in the work I got done (whilst still not bad,) I
think I could've done a lot more.
Technical Qualities
(the use of tiles for my game was a technique inspired by classic
RPGs such as Zelda and Pokémon - even going as far as taking
the way they create path ways through the use of tiles – e.g. 4,
5 and 6.)
1. Originally I was trying to create a texture of sand however I
found the texture to be too rough so I chose to change the
colour to a blue and make it rough ground (coral.)
2. To diversify some of ground as well as finding an in game
excuse for a boarder, I chose to add coral onto the rough
ground – to act line a fence.
3. To help show make my game look more like Atlantis and to
add more diversity into the coral, I added broken pillar
bases, which I'd later use to create more structures.
4. Much like many pixelated RPGs, I added path ways creating
a circle on 3 by 3 block section.
5. So make my map appear less repetitive and more
adventurous map – so I added a stone ground.
6. Because I found out that with the path blocks were all well
and good, but they were missing some corners, when I
tried to create turn in paths.
7. This is the players character – a scuba diver as it's set in
Atlantis – thus under the sea.
(As for the little coin collected half way through the game, that
was added a lot later in production with a walk cycle to take my
product to a higher standard.)
1 2 3
4
5
6
7
Technical Qualities
In creating a map/world for my map I created a canvas that would fit in certain number of
tiles (in a square,) added the tiles I wanted in the way that I wanted and cropped it down to
just them blocks – creating a boarder with coral tiles and holes that'd lead to other world
sections...
To save time when I was animating this (only having used one side of the map in the first part
of the animation,) I chose to use the other half (in the second half,) as not to waster it...
Aural Qualities
For all the music in the game – e.g. the two
musical scours in my game (one for the
start screen and another for the main game
play,) I created on a website in Beepbox.
Further more, I also created both the walking
sound effects (for the path ways and the
rock,) both being variations of two
alternating pitches. However the main
differences between these two sound effect
are the overall pitches – the path being
higher pitch because my intention for the
path way to be made of sand and a much
deeper interpretation for the rock. Also, the
reason for me to apply different sounds for
different sound is to add and easy variation
to the mock up gameplay.
Despite creating a walking sound effect and
music in Beepbox, I found it easier to apply a
classical coin sound effect for the coin being
Aesthetic Qualities
For the final media experiment, I think my game looks good! At the start of
this project I set out create something different to what I had in previous
projects – in regard to pixel games and I felt like I've achieved that – creating a
2D world to explore, that has character.
Furthermore, I really like the artwork I created for this – On top of sticking to
the style of classical, pixelated RPGs, use of tiles; I also successfully created
textures and drawn things to look as accurate as possible in pixelated and
repetitive restrictions. On top of this I quite happy with how the tiles came
together when creating a world, as nothing feels too out of place and it all
fixes together well.
Audience Appeal
Male -
• As this is an action game, this appeals to a more violent tendencies –
relating to the action to the action in the game (though minimalistic,) the
player will have to fight of various sea-based enemies through the game.
Primary Age (15 to 24) -
• Teenagers are stereotypically obsessed with video games and screens -
which automatically fits them into my medium's primary
audience/demographic.
Secondary (25+) -
• As a lot of people who fit into this age bracket will recall their childhood of
playing games like Pokémon, Mario and Zelda – games in which mine were
inspired by...
Achiever -
• As this game has side quests set in the game and things to collect – this
will appeal to the achiever.

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7. evaluation

  • 2. Research To start of my research, I looked into product that shared similarities with the game I was hoping to create – with the idea that elements would inspire me – such as art style, narrative and game play. Breaking down and reflecting the art style, setting, colours and audience appeal... Furthermore, to further the inspiration fed into the look aesthetic of game – I created a mood board of images I wanted my game to look like in to like – weather it be in style, colour or setting/aesthetic. Strengths - • Looking at other games and breaking them down could help inspire me and provide with things that I wouldn't of thought about. • On top of this, if I ever struggle with pixel art (having looked at some and added it to my mood board,) and I could look at how they've done it and mimic/imitate it. Weaknesses - • On the other hand, whilst inspiration can be a positive thing – it can also take from the originality of a product – whilst also having to avoid the temptation of stealing from others.
  • 3. Planning To start of this project, I started experiment with pixel art and animating it – with a .GIF of a vector of a sloth firing lasers from it's eyes and quick game – synced up with sound effects. In which I then created three mind maps to planning for three different games – fleshing out one of the three to later turn into my final game – going over things that I'd include (such as colour schemes, style and sound effects;) whilst also discussing game concepts and characters (even if they hadn't made it into the final animation.) I also did a mood board which made me think about how and what I'd like my game to look like if not help inspire the actual outcome.
  • 4. Time Management Strengths - • I took a lot of the course work out of class and a lot of the practical work in class – meaning that what little time I had left during the time in class (e.g. when I finished the practical work before it's deadline,) I continued on with the paperwork in class to ensure that I'd get all my work finished earl, so I could maybe later go back to it and improve the quality. • I split up my game into different sections so I could always keep adding to it – after I ensured I at least had the bare minimum to at least get the pass required. Weaknesses - • Unfortunately, in some of the classes I found my self either messing about or worrying about what work I could actually achieve before my deadlines - which would often limit me in the work I got done (whilst still not bad,) I think I could've done a lot more.
  • 5. Technical Qualities (the use of tiles for my game was a technique inspired by classic RPGs such as Zelda and Pokémon - even going as far as taking the way they create path ways through the use of tiles – e.g. 4, 5 and 6.) 1. Originally I was trying to create a texture of sand however I found the texture to be too rough so I chose to change the colour to a blue and make it rough ground (coral.) 2. To diversify some of ground as well as finding an in game excuse for a boarder, I chose to add coral onto the rough ground – to act line a fence. 3. To help show make my game look more like Atlantis and to add more diversity into the coral, I added broken pillar bases, which I'd later use to create more structures. 4. Much like many pixelated RPGs, I added path ways creating a circle on 3 by 3 block section. 5. So make my map appear less repetitive and more adventurous map – so I added a stone ground. 6. Because I found out that with the path blocks were all well and good, but they were missing some corners, when I tried to create turn in paths. 7. This is the players character – a scuba diver as it's set in Atlantis – thus under the sea. (As for the little coin collected half way through the game, that was added a lot later in production with a walk cycle to take my product to a higher standard.) 1 2 3 4 5 6 7
  • 6. Technical Qualities In creating a map/world for my map I created a canvas that would fit in certain number of tiles (in a square,) added the tiles I wanted in the way that I wanted and cropped it down to just them blocks – creating a boarder with coral tiles and holes that'd lead to other world sections... To save time when I was animating this (only having used one side of the map in the first part of the animation,) I chose to use the other half (in the second half,) as not to waster it...
  • 7. Aural Qualities For all the music in the game – e.g. the two musical scours in my game (one for the start screen and another for the main game play,) I created on a website in Beepbox. Further more, I also created both the walking sound effects (for the path ways and the rock,) both being variations of two alternating pitches. However the main differences between these two sound effect are the overall pitches – the path being higher pitch because my intention for the path way to be made of sand and a much deeper interpretation for the rock. Also, the reason for me to apply different sounds for different sound is to add and easy variation to the mock up gameplay. Despite creating a walking sound effect and music in Beepbox, I found it easier to apply a classical coin sound effect for the coin being
  • 8. Aesthetic Qualities For the final media experiment, I think my game looks good! At the start of this project I set out create something different to what I had in previous projects – in regard to pixel games and I felt like I've achieved that – creating a 2D world to explore, that has character. Furthermore, I really like the artwork I created for this – On top of sticking to the style of classical, pixelated RPGs, use of tiles; I also successfully created textures and drawn things to look as accurate as possible in pixelated and repetitive restrictions. On top of this I quite happy with how the tiles came together when creating a world, as nothing feels too out of place and it all fixes together well.
  • 9. Audience Appeal Male - • As this is an action game, this appeals to a more violent tendencies – relating to the action to the action in the game (though minimalistic,) the player will have to fight of various sea-based enemies through the game. Primary Age (15 to 24) - • Teenagers are stereotypically obsessed with video games and screens - which automatically fits them into my medium's primary audience/demographic. Secondary (25+) - • As a lot of people who fit into this age bracket will recall their childhood of playing games like Pokémon, Mario and Zelda – games in which mine were inspired by... Achiever - • As this game has side quests set in the game and things to collect – this will appeal to the achiever.

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 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
  6. 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?
  7. 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
  8. 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