3. Research
• Strengths of the Research:
- Good way to gather ideas, by using existing products like what you are
doing, such as analysing how other magazine covers are laid out.
- Helps you notice key differences and similarities between the different
layouts and ways the products are designed, like the way things are
positioned and colour schemes.
- Helpful for planning, like trying to get used to using Photoshop.
Weaknesses of the Research:
- Trying to find specific examples of similar video game magazines can be
tricky.
- Research could be time consuming for the project, if you are taking a while
trying to find specific examples.
4. Planning
• Strengths of the Planning:
- Good way to help get ideas, such as the layouts and colour schemes other
magazines have.
- Able to try practice and experiment with parts of the project, such as learning
to add drop shadows to pictures as well as moving images and text around to
see what looks better.
- Can think of specific ideas of a game magazine you want to do, to make it
helpful when you get around to making the final product.
Weaknesses:
- Could be quite time consuming, when trying to experiment and think of a final
idea.
- I could try taking a bit less time planning, to have a bit more time for my final
product, which allows me to put more time towards making and designing the
final product.
5. Time Management
• I managed to finish my work earlier than I had expected, because I felt
confident with using Photoshop for making a magazine cover.
• I could take more time to improve certain areas of the work, to make the
magazine look a bit more appealing, or to fix any errors I have made with
the magazine cover.
- If I did have a bit of extra time to add to the magazine cover, I doubt much
would really change, aside from being able to try make small
improvements and changes to the magazine cover's overall presentation.
6. Technical Qualities
-
Similarities:
- They are both gaming magazines.
- Similar layouts.
- Have characters from the game being represented in
the centre.
- Similar masthead placement.
Differences:
- The games being represented
and advertised.
- Different prices.
- Different colour schemes and
text fonts.
- The Pokémon magazine does
not have a barcode, whilst mine
does.
(Pokémon
Game
Magazine)
(My magazine.)
7. Aesthetic Qualities
- I personally think my work does look good, since I feel I managed to put a good amount of effort
into it, I also feel like I have really learned how to use Photoshop.
- I feel it was a bit creative, since I have not seen that many Team Fortress 2 magazines, also I tried
to follow a more unique layout style and colour scheme.
- I would improve it by maybe moving some more stuff around and try add a small bit more text
to it.
- For strengths, I would say just being able to stick to a similar colour scheme to the game I was
advertising, as well as how much better I have gotten to using Photoshop.
- For weaknesses, I guess how I could try working on making it a bit more detailed in some areas.
8. Audience Appeal
- I have appealed to my target audience by using a popular game most people tend to enjoy. I
appealed to mostly middle class (maybe even lower class) Belongers by having an enjoyable game
anyone can play for free, as well as appealing to 12–17-year-olds who would be into first person
shooter type of games.
- Some people who might not like shooter games like Team Fortress 2 would also be interested
in reading about the other games mentioned on the cover.
10. Feedback 1
• What did you like about the product?
– Harrison said:
– “I like how there’s a good use of colours for both the front cover
and double spread page and how you also interest the reader into
other topics within the magazine, such as tips for building a good
gaming computer, Yu Gi Oh game cards and also including the steam
workshop”
• What improvements could have been made to the product?
- Some white text on the double paged spread outline to see it a
bit clearer on the fiery background.
- Different fonts underneath the Team Fortress 2 logo on
the magazine cover, since some people might struggle reading it.
11. Feedback 2
• What did you like about the product?
• What improvements could have been made to
the product?
12. Feedback 3
• What did you like about the product?
• What improvements could have been made to
the product?
13. Peer Feedback Summary
• What do you agree with from your peer
feedback?
• What do you disagree with from your peer
feedback?
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
What changes would you make to your product based upon your peer feedback and why?