3. Research
• Strengths
– The quantitative research helped me come up with a setting and theme for my
game. I looked into abandoned / apocalyptic environments and themes such as
buildings and textures, which helped me land the idea of an abandoned /
apocalyptic world setting.
– The primary research allowed me to take control of materials & sources that
helped me progress with my product during the research.
– I took time looking into different products that were similar to what I wanted to do,
and it helped me expand on my ideas and create new ones.
– I was able to find different valid ideas from existing products such as games, and
change them so they would fit with my theme.
• Weaknesses
– It took a while to put all of my primary research together to help me come up with
a full, working idea of what my project was going to be about and how it would
function.
– Finding suitable sources and websites during my secondary research that gave me
valid ideas on my project were not easy to find, and I spent a lot of time going
through different sites.
4. Planning
• Strengths
– I was able to map out all of my ideas in a way that I could process my thoughts
clearly, and have them expressed clearly via mind maps.
– The planning kept my ideas organized, and it was easy to change something in
my planning of I didn't want it or wanted to change something, as well as
focusing all of my attention on my main idea, that I would eventually use to
create my product.
• Weaknesses
– I was only able to use one of my ideas out of three that I had mapped out.
– Although the planning was organized on paper, I was unable to know if my
project was going to be hard to make, or if I would run into any problems
during the production of the game.
– I feel I could have mapped out time a little better on my planning, e.g. how
long I should spend on certain things. I believe this would have helped me
finish my product a lot quicker, as I did find myself rushing towards the end.
5. Time Management
• I believe I should have managed my time a lot better by either
creating a time management sheet, or mapped out how long I
would spend on certain things in my planning. Although I
completed my product on time, I feel I did spend too much
time on things that I shouldn’t have, and I did find myself
struggling and rushing towards the end of the project. I think
if I had mapped out my time, I would have spent a lot more
time on more important things in my product, rather than
wasting time on things that didn't need too much attention,
and I feel this could have effected the quality of my final
product, and could have maybe given me some extra time to
work on other things / adding new things in.
6. Technical Qualities
The Manhattan Project (My Game)
Sword of Xolan (Existing Game)
Both feature a 1
on 1 combat
system.
Both survival based.
Both feature a main
antagonist &
protagonist.
Both feature a working
health system.
Both feature
enemies you must
defeat.
Weapon / item
collection
system.
Similar settings / design.
Both feature boss battles.
Horror theme.
7. Aesthetic Qualities
I really like the atmosphere in my game, and how it
contrasts to the theme of a zombie apocalypse, e.g. the
rotting abandoned buildings. I also like how the
characters fit the theme of the game and their overall
designs, I think it makes the game look extra gritty, and
highlights to the player that they are not in a good
situation. I feel like one way I could improve next time, is
by adding a little more scenery, for example putting in
some more buildings & playable areas.
Dark & scary
setting which
fits the horror
theme.
Good use of textures
to make certain things
stand out.
Cinematic sounds
which fits the current
scene.
Abandoned building which links
to research.
Working
heart health
system.
Intimidating
looking boss
character
antagonist.
Minor additions e.g. working weapons.
8. Audience Appeal
My target audience is people specifically male &
female aged 16 – 24, that are interested in survival
video games. The games social status will appeal to
those who are interested in the more violent &
horror styled games, and I feel this game will most
definitely appeal to my audience, as it has content
such as zombies, shooting and has an overall horror
themed atmosphere.
I feel that the gameplay itself will appeal to my
audience from different social economic groups, as
it has the basic survival styled gameplay where you
have to defend yourself and survive, and is free to
play. Product analysis would suggest that my game
has features that appeal to communities & fans of
the horror survival genre, as found by speaking
with multiple people about my product, giving me
in depth detail on what features my product has
that fits this criteria, such as interesting & exciting
gameplay, as well as survival mechanics.
10. Feedback 1
• What did you like about the product?
– 'Good use of terrain obstacles and textures in the
buildings. I also really like the effects used, like the
gunshots and the health system. Good use of characters
also, and the characters fit the game with their designs. I
also thought the use of sound effects were done very well
and the background music fit the scene of what was going
on.'
• What improvements could have been made to the
product?
– 'Maybe introduce more playable areas into the map and
make the map a little bigger by adding some more places
for the characters to go.'
11. Feedback 2
• What did you like about the product?
– 'I really liked the overall design and the colour scheme. I
also really like the characters and the action displayed, e.g.
the gunfire. I think the location of the game suits the
situation very well and it look very apocalyptic like.'
• What improvements could have been made to the
product?
– 'I think that there could have been more buildings and
zombies in the game to make it have more of a variety and
to make it look more apocalyptic.'
12. Feedback 3
• What did you like about the product?
– 'I think the gameplay looked very good, as well as the use
of characters and the roles they play. I really liked the
addition of a boss fight. I think that the character designs
are appropriate for the situation and theme of the game
also.'
• What improvements could have been made to the
product?
– 'I think that the boss battle could have lasted a little longer
to make the fight seem more interesting and tense.'
13. Peer Feedback Summary
• What do you agree with from your peer
feedback?
– 'I agree that I could have added more playable areas
to give the game more realistic gameplay, and add
areas so the player has more of a variety of options to
chose from, e.g. where they would like to defend
themselves from.'
• What do you disagree with from your peer
feedback?
– I feel like adding more characters would have been a
little difficult, as I only had a limited amount of space
to work with.
14. Peer Feedback Summary
I would like to add more playable areas in my project as I feel it would
have expanded the game out and the player would feel as though they
had more of a choice as to what they wanted to do in the game, as well
as making the gameplay itself more interesting by adding new areas
that the players stumble across as the game goes on. Though I only had
a little space to work with, I feel like one thing I could also improve
upon next time is creating my terrain a little smaller, so I would have
had more room to add different areas for the players to venture to.
One reason I feel like I should have added more playable areas is
because it gives the game more of a realistic tone, when the player is
given a free choice in the game, and is able to make their own
decisions about how they want to play the game. I feel this would give
the game more publicity, and would improve the games social status,
as it would fit more into the category of survival horror, because most
games in this genre typically give the player freedom of choice in the
game.
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
What changes would you make to your product based upon your peer feedback and why?