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FMP Evaluation
Matthew Burniston
Production Process Evaluation
Research
For my research I found that my strongest points were breaking
down the game's visuals with the colour schemes, textures and
tones. From this I gained inspiration for the visuals of my final
product with the addition understanding how the game works.
On the other hand I could've done more research into the actual
games examples and help further the inspiration for the games
technique and/or narrative. Instead I based my research heavily
on the visual aspect...
Planning
For the planning I found it quite easy as I could generate an idea and be very
persistent with that with that one idea on paper and furthermore expand
upon it (-build on with additional ideas.)
However, when it came to creating the final product I strayed a little bit away
from what I'd planned to keep it simple.
On the other hand, despite straying from the original – I kept close to main
idea. With my planning I gained an organised set of ideas set into what I'll do
for my final product – put into a big plan to later follow when it came to that.
Time Management
Though I still feel like I could do better with my time management I feel like
I've currently improved since the last project... With the knowledge that I take
more care and effort with cost of allot of time, knowing this I made the game
more simple and never overcomplicated things allowing me that time to
make it visually pleasing but not being overly cost affective on the matter of
time.
Having been provided more time I would spend for time animating the game
for longer rather than very brief animation I actually produced.
Technical Qualities
Because my game is based of retro arcade games I believe it best compares to
"Space Invaders." Though are games don't exactly share anything visually, both
our games work around a character shooting at in coming aliens to stay alive.
However, visually – it’s the games don’t look alike with the aliens coming down
from there's but from left to right in mine. On top of that the visuals shown are
really simple sticking to the colours green, red and white for everything.
Aesthetic Qualities
Because I put allot of time into designing the visuals I'm personally really
happy with how it came out – with the tonal shading and the character
designs.
However the Characters don't really look as if they if they fit into the style of
the background quite – so they look a bit out of place. On top of this with the
Some of the shading on the shark isn't blended as much as I'd like, leaving it
looking it look really blocky.
The overall game has the player play an astronaut with a ray gun who fights
the deadly space sharks. The player must move up and down, fighting sharks
in order to prevent themselves from dying (the players health tracked by the
three hear health bar...)
Audience Appeal
I appealed to my target audience by appealing to myself. Because my
"Audience profile" is based around me, all I have to do is appeal to myself
assuming that's what they'd want.
Final - Game Experimentation - Game
Peer
Feedback
Feedback 1
• What did you like about the product?
– It looks nice
• What improvements could have been made to
the product?
– It's too short
Feedback 2
• What did you like about the product?
– I like how everything looks
• What improvements could have been made to
the product?
– Sharks in space is a bit weird, maybe use aliens
next time.
Feedback 3
• What did you like about the product?
– The graphics
• What improvements could have been made to
the product?
– Not long enough
Peer Feedback Summary
• What do you agree with from your peer
feedback?
– That it's not long enough.
• What do you disagree with from your peer
feedback?
– The concept – though I get that concept doesn't
make sense but it's done under a satirical nature.
Peer Feedback Summary
I would make the animation longer as it's been
found quite often that it was too short - which was
done to save time under "time management."

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7. fmp evaluation

  • 3. Research For my research I found that my strongest points were breaking down the game's visuals with the colour schemes, textures and tones. From this I gained inspiration for the visuals of my final product with the addition understanding how the game works. On the other hand I could've done more research into the actual games examples and help further the inspiration for the games technique and/or narrative. Instead I based my research heavily on the visual aspect...
  • 4. Planning For the planning I found it quite easy as I could generate an idea and be very persistent with that with that one idea on paper and furthermore expand upon it (-build on with additional ideas.) However, when it came to creating the final product I strayed a little bit away from what I'd planned to keep it simple. On the other hand, despite straying from the original – I kept close to main idea. With my planning I gained an organised set of ideas set into what I'll do for my final product – put into a big plan to later follow when it came to that.
  • 5. Time Management Though I still feel like I could do better with my time management I feel like I've currently improved since the last project... With the knowledge that I take more care and effort with cost of allot of time, knowing this I made the game more simple and never overcomplicated things allowing me that time to make it visually pleasing but not being overly cost affective on the matter of time. Having been provided more time I would spend for time animating the game for longer rather than very brief animation I actually produced.
  • 6. Technical Qualities Because my game is based of retro arcade games I believe it best compares to "Space Invaders." Though are games don't exactly share anything visually, both our games work around a character shooting at in coming aliens to stay alive. However, visually – it’s the games don’t look alike with the aliens coming down from there's but from left to right in mine. On top of that the visuals shown are really simple sticking to the colours green, red and white for everything.
  • 7. Aesthetic Qualities Because I put allot of time into designing the visuals I'm personally really happy with how it came out – with the tonal shading and the character designs. However the Characters don't really look as if they if they fit into the style of the background quite – so they look a bit out of place. On top of this with the Some of the shading on the shark isn't blended as much as I'd like, leaving it looking it look really blocky. The overall game has the player play an astronaut with a ray gun who fights the deadly space sharks. The player must move up and down, fighting sharks in order to prevent themselves from dying (the players health tracked by the three hear health bar...)
  • 8. Audience Appeal I appealed to my target audience by appealing to myself. Because my "Audience profile" is based around me, all I have to do is appeal to myself assuming that's what they'd want. Final - Game Experimentation - Game
  • 10. Feedback 1 • What did you like about the product? – It looks nice • What improvements could have been made to the product? – It's too short
  • 11. Feedback 2 • What did you like about the product? – I like how everything looks • What improvements could have been made to the product? – Sharks in space is a bit weird, maybe use aliens next time.
  • 12. Feedback 3 • What did you like about the product? – The graphics • What improvements could have been made to the product? – Not long enough
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? – That it's not long enough. • What do you disagree with from your peer feedback? – The concept – though I get that concept doesn't make sense but it's done under a satirical nature.
  • 14. Peer Feedback Summary I would make the animation longer as it's been found quite often that it was too short - which was done to save time under "time management."

Editor's Notes

  1. 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?
  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. 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
  5. 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
  6. 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
  7. What changes would you make to your product based upon your peer feedback and why?