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Research
Strengths:
The main strength to my research was that I knew lots of examples in the
genre that I wanted to use. The examples I used in my research some of them
were the same genre, for example, New Star GP and Super Pixel Racers. This
gave me products to look at and take inspiration from to use some features
and develop into my game. The other game I researched was Geometry Dash
which also gave me inspiration as that game used the same feature that I
used with the levels getting gradually harder with obstacles.
Weakness:
Some weaknesses with my planning was trying to find a game thatโ€™s close to
my idea of the racing game where you have to dodge objects that are on the
road. Most of the games I found were top down racers where you race against
AI. I could improve my research my trying to look into more games of
different genres to find more styles/colours/ideas from a range of genres to
get a more unique and complete game.
Planning
Strengths:
The main strength of my planning was that I had my idea thought up straight
away. The idea came to me quick and this help me develop it more as I had
the basic idea quickly. The mood board was very easy to make as there were
lots of examples of games that used features and colours that I wanted to use
in my project. The mind maps I made were very helpful as they gave me a
basic structure to use throughout the whole project, I went back to these
throughout the project to guide me in the direction where I wanted my game
to go.
Weaknesses:
The mind maps could have been detailed more, with more types of games
and more in depth detail with my final idea to give me a better guideline
through the project. This would have given me a stronger project and end
product.
Time Management
My time management was fine as I finished all my production and
PowerPoints for the right deadline to the right standard. If I had additional
time I would have made more levels to my game including more obstacles. I
would also look at my peer feedback to see what improvements were needed
to please my audience. This would improve my game and develop it further
My products would have improved with more time as I would have more time
to make better animations and more in depth levels. This would make my
game more complete and better looking
Overall my game was good for the time given to me. All work got completed
before the deadline and extra time will be used to make a app cover to make
the game a bit more realistic and add more to the project.
Technical Qualities
Strengths:
My game looked very good with the pixel art of the menus and loading screens. The
detail was not big but this was the style I was going for, a simple mobile game that would
play nice. The game had all the elements it needed and looked overall nice. It
incorporated features from other games that I researched.
Weaknesses:
The main weakness would be the levels themselves. They could have been a bit more
detailed with more objects and the environment in my levels, maybe adding other cars
that the player had to overtake or buildings in the background, just to give the game a bit
more depth and detail. The animations could have been a bit smoother to help the look
of the game.
Aural Qualities
Strengths:
The main strength about the audio that I took away from my peer feedback was the amount
of different music. I had different music for my; loading screen, title screen, levels, game over
screen and level complete screen. This gave each screen its own fresh new feel. The game did
not have many sound effects, the only sound effect was the one for the lights going out at the
start of the game. The music/sounds were not very complex but that was the aim, the game
was very simple and the music matches the aesthetic of the game.
Weaknesses:
The game could have used more sound effects like; engine noises, flag sounds and finish
sounds. This would have given the game more detail. The audio could have been altered a bit
in the final edit to make the audio quieter and made all of the audio the same level
I used BeepBox to make all the audio which was an easy site to make the audio on, the audio
was not as complex as it could have been by using a different site.
Aesthetic Qualities
My work looked the way I wanted it to work with the simplistic style I was aiming to
make. The simplistic style goes with the simplicity of the game. The game was also
creative as I found lots of games that were top down but they were racing games
and did not have the aspect of dodging incoming objects that mine did. I like the
scenes between the levels as they were unique and reinforced the point that this is
a video game, my audience also enjoyed this as I saw from my peer feedback. I
could have done more with my levels though by improving the detail in the objects
or the environment the car was driving in. My art was easy to figure out what it
represents.
I tried to use bright colours to reflect the mood of the whole game. The background
of the title screen and car selection was the same orange background which creates
the mood of the game, partnered with the joyful music it shows the audience
straight away what the game is about.
Audience Appeal
The simplicity has been the main thing that has appealed to my target audience, the
simplicity appeals to them as the target audience was males from the ages 11-19. The
younger part of the spectrum likes the simplicity as they are young and will want to
play something that is easy to play and pick up. The game also appeals to the males as
the racing genre is aimed toward them. The bright colours of my project appeals to
the younger audience as brighter colours catch their eyes and they like that. From my
peer feedback the target audience stated that they liked the often change in music as
it does not cause repetition within my game.

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Evaluation

  • 2. Research Strengths: The main strength to my research was that I knew lots of examples in the genre that I wanted to use. The examples I used in my research some of them were the same genre, for example, New Star GP and Super Pixel Racers. This gave me products to look at and take inspiration from to use some features and develop into my game. The other game I researched was Geometry Dash which also gave me inspiration as that game used the same feature that I used with the levels getting gradually harder with obstacles. Weakness: Some weaknesses with my planning was trying to find a game thatโ€™s close to my idea of the racing game where you have to dodge objects that are on the road. Most of the games I found were top down racers where you race against AI. I could improve my research my trying to look into more games of different genres to find more styles/colours/ideas from a range of genres to get a more unique and complete game.
  • 3. Planning Strengths: The main strength of my planning was that I had my idea thought up straight away. The idea came to me quick and this help me develop it more as I had the basic idea quickly. The mood board was very easy to make as there were lots of examples of games that used features and colours that I wanted to use in my project. The mind maps I made were very helpful as they gave me a basic structure to use throughout the whole project, I went back to these throughout the project to guide me in the direction where I wanted my game to go. Weaknesses: The mind maps could have been detailed more, with more types of games and more in depth detail with my final idea to give me a better guideline through the project. This would have given me a stronger project and end product.
  • 4. Time Management My time management was fine as I finished all my production and PowerPoints for the right deadline to the right standard. If I had additional time I would have made more levels to my game including more obstacles. I would also look at my peer feedback to see what improvements were needed to please my audience. This would improve my game and develop it further My products would have improved with more time as I would have more time to make better animations and more in depth levels. This would make my game more complete and better looking Overall my game was good for the time given to me. All work got completed before the deadline and extra time will be used to make a app cover to make the game a bit more realistic and add more to the project.
  • 5. Technical Qualities Strengths: My game looked very good with the pixel art of the menus and loading screens. The detail was not big but this was the style I was going for, a simple mobile game that would play nice. The game had all the elements it needed and looked overall nice. It incorporated features from other games that I researched. Weaknesses: The main weakness would be the levels themselves. They could have been a bit more detailed with more objects and the environment in my levels, maybe adding other cars that the player had to overtake or buildings in the background, just to give the game a bit more depth and detail. The animations could have been a bit smoother to help the look of the game.
  • 6. Aural Qualities Strengths: The main strength about the audio that I took away from my peer feedback was the amount of different music. I had different music for my; loading screen, title screen, levels, game over screen and level complete screen. This gave each screen its own fresh new feel. The game did not have many sound effects, the only sound effect was the one for the lights going out at the start of the game. The music/sounds were not very complex but that was the aim, the game was very simple and the music matches the aesthetic of the game. Weaknesses: The game could have used more sound effects like; engine noises, flag sounds and finish sounds. This would have given the game more detail. The audio could have been altered a bit in the final edit to make the audio quieter and made all of the audio the same level I used BeepBox to make all the audio which was an easy site to make the audio on, the audio was not as complex as it could have been by using a different site.
  • 7. Aesthetic Qualities My work looked the way I wanted it to work with the simplistic style I was aiming to make. The simplistic style goes with the simplicity of the game. The game was also creative as I found lots of games that were top down but they were racing games and did not have the aspect of dodging incoming objects that mine did. I like the scenes between the levels as they were unique and reinforced the point that this is a video game, my audience also enjoyed this as I saw from my peer feedback. I could have done more with my levels though by improving the detail in the objects or the environment the car was driving in. My art was easy to figure out what it represents. I tried to use bright colours to reflect the mood of the whole game. The background of the title screen and car selection was the same orange background which creates the mood of the game, partnered with the joyful music it shows the audience straight away what the game is about.
  • 8. Audience Appeal The simplicity has been the main thing that has appealed to my target audience, the simplicity appeals to them as the target audience was males from the ages 11-19. The younger part of the spectrum likes the simplicity as they are young and will want to play something that is easy to play and pick up. The game also appeals to the males as the racing genre is aimed toward them. The bright colours of my project appeals to the younger audience as brighter colours catch their eyes and they like that. From my peer feedback the target audience stated that they liked the often change in music as it does not cause repetition within my game.

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 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?
  6. Does your work look good? Was it creative? What aspects of your gameโ€™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
  7. 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