2. Research
• The strengths of my research were the similarities in the different games I
decided to research. The games I researched had a link which was mainly a
link to fighting and combat sports like UFC 3 and Streetfighter 2.
• The strengths of my research were the consistency in the amount
researched in each of the 4 games. I did a lot of research for each work
although I already knew what I wanted to make that I researched a
different style of combat game (streetfighter 2) in case I struggled too
much to make the MMA game.
• The weaknesses are that I could've added more variety to the difference in
the games I researched as they all focused on combat games although if I
did a completely different game I may have decided to cerate a completely
different game to the one I made.
3. Planning
• My planning of the project was easy and didn’t take long due to my game
plan not being complex so it was easier to create and made the planning
very time efficient although it made the final product more of a basic
creation than expected which restricted me to learning and using different
skills .
• The strengths of my animations planning consisted of mainly the levels of
knowledge on what I wanted to make as I knew from very early that I
wanted to make a combat focused game.
• The weaknesses of my games planning were that I didn’t spend much time
planning which restricted my game and didn’t allow me to develop mmy
ideas and the actual production itself.
4. Time Management
• I did manage my time better than most of the other projects as I have not
been that far behind compared to other projects. Although my time
management could be improved due to still not finishing quicker than
most due to a lack of days being here. If I had additional time I would've
made cut scenes in the game like a weigh-in or a press conference then
maybe mad a logo and starting screen could've been made in more detail.
Although my time management began slacking and I fell back when in
production as I was ill for a couple of days so my adver-game fell behind
which made the actual production rushed and not as good as I would've
liked. My time management is the reoccurring problem in every project as
I lose concentration and then all my work is pushed back in a domino
effect.
5. Technical Qualities
The technical qualities of my game are fairly good for a pixel game as mine is more
MMA based game as I involved not only the punches but kicks aswell and so the
game is fairly good although the the smoothness of the movements could e
improved as pasts of the game move slowly then the fighting scene some hits are
very quick and are even quite hard to see.
6. Aural Qualities
The strengths of my audio qualities are that the song does changes when the game
goes from the loading scene and menus etc. to when the fighters are in the cage as it
becomes for up beat to build up tension for the user although there isnt much
specialty in the sound as there are no sound effects for the punches and kicks which
is what I would've intended on doing but dealing with poor time management I had
no time.
7. Aesthetic Qualities
My game looks very good (personally) as this I one of my better products as my skills
on Photoshop had improved loads and now at its peak almost and I understood the
timeline features etc. although parts of the game could be etter as the kicks could be
more smoother looking and are very quick but my idea was hard to make but is very
creative and looks faily good .
8. Audience Appeal
I believe my product does appeal to the target audience as it was aimed for a
teenager audience and they're most likely going to enjoy a combat based game
and is different to a basic boxing game as it involves different features (as its
MMA) like kicking etc. in conclusion I think this product does appeal to its target
audience as it’s a fairly smooth, creative design.
Editor's Notes
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?
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?
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
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?
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?
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
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