The document provides an evaluation of Leah Ellis' research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for her project. Some key points included:
- The research had strengths in looking at a range of games and interviewees but could have been improved by exploring a wider variety of games and including more diverse interview subjects.
- Planning strengths included exploring many initial ideas through a mind map, but weaknesses were not exploring all possible game types and only using one planning method.
- Time management was effective in completing the project on deadline, but left little time for character and movement details.
- Technical qualities showed similarities to and differences from reference games in aspects like menus, maps, and battles.
2. Research
The strengths of my research were that I looked at a range of games and
interviewees to ensure that I got a wide range of opinions and so it was even
and fair for all involved. This was very even as I could then take an influence
from each aspect that I researched into my planning. I was looking at games
like Pokémon Pearl and Undertale as this was the sort of game that I am a big
fan of and would like to make. This helped me to make my product as it
helped me discover all the usually conventions of those types of games that I
was interested in.
3. Research
The weakness of my research would be that I have not delved into a wider
range of these types of games. This may have limited my research slightly to
just very specifically the ones that I was already aware of and liked and not
others with slightly different aspects. As well as this, I only interviewed 2
people. This may have limited the impact of those as they were both males
around the age of 16/17. This could have been improved by varying my
interviews to include a wider range of genders and age ranges. This could
have improved my view of what a majority of the world would prefer.
4. Planning
Some strengths of my planning is that I looked into a lot of different ideas at
first for all different approaches that I could have taken. This allowed me to be
able to explore a wide variety of options instead of limiting it down to a small
area to explore. I used a different colour in my mind map to show a different
game style that I was wanting to explore and then limited it down to my top
pick as a way to go through the options available.
This helped me to decide which was my favourite to go onto doing as it
helped me see that I could do whichever I wanted to and not just what others
said at first.
5. Planning
Some weakness of my planning was that I did not quite explore every possible
type of game. As I just went from my own mind and not research more, this
means that I possibly ignored some big types that could have been much
better than what I ended up exploring.
I could have also explored more ways to do my planning than just a mind
map. This could have possibly helped me to expand my ideas more and have a
fresh mind if I had changed it up and done planning in more ways as it
wouldn’t have been looking at the same layout all day that could become
monotonous and idea compressing. For example, if I had taken a break from
the computer and hand written some things, it may have helped generate
more ideas.
6. Time Management
I feel like I have completed my project on time to the deadlines that were
given to me. I feel like this is because I managed to manage m time well as I
looked at what I had to do and managed to figure out how long I could spend
on each aspect of it required by my tutors. This was a hard and complicated
thing to do but I feel as though I have managed to do it with this project and
through focusing it was made quite a bit easier to manage than other times
when it may not have been as easy to put your full attention into it.
I do feel like if I had more time then I may have been able to improve it and
put more details into my characters and movements as that may have been
slightly rushed for a lack of time.
7. Technical Qualities
One similarity is that they both
have big titles that are very
bold and take up a large
amount of the screen.
A difference between these is that the
other game has a picture of all the
characters within the game whereas I
did not present that into my work.
Another difference is that mine
has a arrow to show you which
option is selected whereas they
are a phone game so they do not
require that.
Another similarity is that they both have
social, and credits tabs within the home
screen. This makes it so that they have
quite similar aspects in that.
8. Technical Qualities
One similarity is that there is the layout of 1
player facing the screen and the other
facing away. This is a slight difference as well
as they have the enemy facing you whereas
I have the hero facing the player.
Another similarity is that there is an
arrow going between different options
within the fight of what the player may
be able to use/do.
A difference between the games is that
the health in Pokémon is shown with
specifics in one case and is very clearly for
whichever character where as I have done
it all together instead of separated.
Another difference is in that there
is a text box on screen in
Pokémon that tells you what you
are selecting for which character.
9. Technical Qualities
A similarity is that there is a not
straight, winding path to present
the level numbers over.
Another similarity is that there is a
clear show of the game’s setting
through that being led into this
screen.
A difference is that they have a star rating on
each of their levels indicating that there is some
form of target that may be hard to achieve.
Another difference is that there are
no characters on their map screen.
This shows that there isn’t as much
need to present them.
10. Technical Qualities
A similarity is that there is an attack
shown on the victim and nothing
linking it to the character that did the
attack.
Another similarity is that they are
stood almost facing each other at
opposite sides of the screen.
A difference is that mine are shown to
just be there whereas the other one is
shown on platforms.
Another difference is that mine shows
the health bar during the attack and
not which attack is happening at the
time.
11. Aesthetic Qualities
I would say that my
work looks
acceptable, although
not particularly good.
This is because I feel it
needs more details.
I feel it may have
been quite
creative as I did
take inspiration
from existing
products but I
worked on making
it my own and not
just a copy.
If I were to do
it again, I
would
probably
improve the
look of the
background as
I was
experimenting
with some
other designs
but didn’t feel
I could achieve
them well
enough.
The main thing
that I find
appealing in my
designs is the
characters. I feel
like these
worked well and
I achieved what
I was wanting to
and am proud
of my hero
design.
A strength of my work is that I feel you can tell what is
happening which makes it easier for the player. Although I
feel a weakness is that there is not much of a story aspect
which could make it look and play better.
12. Audience Appeal
I feel that the attacking
aspect will appeal to my
audience as teenagers
often seem to appreciate
violence in games.
My research shows that players like to be
able to compare their progress with
others and make it more competitive so I
feel that the leader-board helps with this.
With my research, I was shown
that social connectivity was
something that players liked so in
me allowing connections to social
media, this may be appreciated
more by the players. My map screen shows that there are multiple
levels that the player can go through, which
from looking at other popular games, for
example Candy Crush, is something that
players like as they can go back and play levels
again without repeating the entire game and
never lose where in the game they were up
to.
Editor's Notes
What were the strengths of your research? How did your research help your product?
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?
Compare your work to similar existing products and discuss the similarities and differences
Put your final piece(s) in the centre of a page alongside an existing product
Use text boxes and arrows
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?
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.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows