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Evaluation
Harry Morton
Research
• The strengths of my research was that it help me pick a style and a setting
for my game. It also help me choose what game it was going to be. I think
the research I did was better this project than the last because it help a lot
more. The experiments were helpful as well because it help me
understand animating in Photoshop and also how much time it takes to
create an animation. I did an experiment on a guy running and jumping
this help me figure how the character should move and how to make look
realistic. Another experiment I did was a flying taking of this help
understand how to use tween and how to make the character look like
he’s moving.
• The weaknesses of my research was that I didn't research different genres
of games. I only researched side strollers. If research a wider range of
games my product would of very different and might have had different
elements from different genres.
Planning
• The strengths of my planning was that it help get a good idea
on what my game was going to look like before I started
making it because I made a screenshot layout which was a
general idea on what the game is going to look like. The
planning also help choose what art style I was going to use.
The planning also help list what sound effects I needed and
also what to do if anything went wrong because I made a
contingency plan. I also made a mood board to help refine the
style of the game.
• The weaknesses of my planning was that I should of made a
storyboard to show how the level plays out. This would
improve the project and would on save time and could of
made the game more interesting.
Time Management
• I think I manage my time well because I finished my project on
time but during production week the Photoshop licence ran
out so for one week everyone didn’t have Photoshop. If this
didn’t happen I would added a another level to my game but
because we had less time because of this problem I had to get
rid of the second bit of the level which was going to be the
character running around a train station trying to get on the
train. If I had more time I might of also improved the running
animation because its too simple and looks out of place.
Technical Qualities
My technical strengths are the moving background when the
character has defeated the enemies. Another strength is the tweens
used in the start and level completed screen which move the flying
cars in the start screen and the train in the level complete screen. I
also added a count down before the level starts so the player knows
when they can play. Another strength is the cut scene animation is
smooth and is more realistic then the gameplay.
My technical weaknesses are the simple walking and attacking
animations. These animations aren't smooth and take the player out
of the game experience. Another weaknesses is that I didn't add any
health bar or ammo system which makes it look like an animations
more than a video game.
Technical Qualities
• My game is similar to Broforce. The art style is similar in both games because
Broforce was one of the games that influence my art style. The character are very
similar as well. Both games are 2D action side scrollers were you try and get to
the end of the level. The difference between the games are setting and different
mechanics. Broforce is set in a jungle were you have to save fellow comrades and
escape were as my game is set in the future were you try and save the city from
evil robots. Broforce has some cool mechanics like destructible terrain and every
time you die you change character and each character as a unique ability which
makes the player change their play style every time they die, were as my game
doesn't have many mechanics except from jumping and attacking.
Aural Qualities
One of my strengths for audio is that a added a lot of sound effects to
match what the character does. When the character jumps or attacks
creates a noise and if the player hits and enemy it creates a satisfying
noise which is to reward the player for killing an enemy. The game
also has a satisfying jumping noise which rewards the player for
jumping. I also adding sound effects for the start screen which is like
a confirmation noise which tells the player they have selected
something. The game also has sound effects for vehicles so the player
can hear when its coming so they can get ready to jump over it.
One of my weaknesses for audio was that I didn’t put any music in
any part of the game. This makes the game feel empty and can be
boring to listen to because they is no music. I also didn’t put any
dialogue in the game which will make hard to follow the story.
Aesthetic Qualities
I think my games aesthetic quality is creative and looks good. The
contrast between the dark and light colours make the game stand
out and make it eye catcher for the player. The game art style has
some shading but it could have more to make the game more
realistic. The characters stand out from the background because I
used dark colours so it contrasts between the bright colours. I made
the enemies have red eyes so that the player knowns that they are
evil. When I player kills an enemy the enemies character gets a hole
in their head to show that they are dead.
Audience Appeal
My target audience was 16-19 year olds males. To appeal to my
audience I made the game violent because older age groups like
violent games. The game is an action game this appeals more to
males then females and appeals more to my target audience. The
game requires a bit of skill so its more suitable for older people like
my target audience. The game also has a missions which give you a
bit of story as you complete them so I give people a reason to keep
playing the game. The games colour scheme contrasts with its self
which appeals to the target audience because it stands out and
makes the game nice to look at.

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Evaluation

  • 2. Research • The strengths of my research was that it help me pick a style and a setting for my game. It also help me choose what game it was going to be. I think the research I did was better this project than the last because it help a lot more. The experiments were helpful as well because it help me understand animating in Photoshop and also how much time it takes to create an animation. I did an experiment on a guy running and jumping this help me figure how the character should move and how to make look realistic. Another experiment I did was a flying taking of this help understand how to use tween and how to make the character look like he’s moving. • The weaknesses of my research was that I didn't research different genres of games. I only researched side strollers. If research a wider range of games my product would of very different and might have had different elements from different genres.
  • 3. Planning • The strengths of my planning was that it help get a good idea on what my game was going to look like before I started making it because I made a screenshot layout which was a general idea on what the game is going to look like. The planning also help choose what art style I was going to use. The planning also help list what sound effects I needed and also what to do if anything went wrong because I made a contingency plan. I also made a mood board to help refine the style of the game. • The weaknesses of my planning was that I should of made a storyboard to show how the level plays out. This would improve the project and would on save time and could of made the game more interesting.
  • 4. Time Management • I think I manage my time well because I finished my project on time but during production week the Photoshop licence ran out so for one week everyone didn’t have Photoshop. If this didn’t happen I would added a another level to my game but because we had less time because of this problem I had to get rid of the second bit of the level which was going to be the character running around a train station trying to get on the train. If I had more time I might of also improved the running animation because its too simple and looks out of place.
  • 5. Technical Qualities My technical strengths are the moving background when the character has defeated the enemies. Another strength is the tweens used in the start and level completed screen which move the flying cars in the start screen and the train in the level complete screen. I also added a count down before the level starts so the player knows when they can play. Another strength is the cut scene animation is smooth and is more realistic then the gameplay. My technical weaknesses are the simple walking and attacking animations. These animations aren't smooth and take the player out of the game experience. Another weaknesses is that I didn't add any health bar or ammo system which makes it look like an animations more than a video game.
  • 6. Technical Qualities • My game is similar to Broforce. The art style is similar in both games because Broforce was one of the games that influence my art style. The character are very similar as well. Both games are 2D action side scrollers were you try and get to the end of the level. The difference between the games are setting and different mechanics. Broforce is set in a jungle were you have to save fellow comrades and escape were as my game is set in the future were you try and save the city from evil robots. Broforce has some cool mechanics like destructible terrain and every time you die you change character and each character as a unique ability which makes the player change their play style every time they die, were as my game doesn't have many mechanics except from jumping and attacking.
  • 7. Aural Qualities One of my strengths for audio is that a added a lot of sound effects to match what the character does. When the character jumps or attacks creates a noise and if the player hits and enemy it creates a satisfying noise which is to reward the player for killing an enemy. The game also has a satisfying jumping noise which rewards the player for jumping. I also adding sound effects for the start screen which is like a confirmation noise which tells the player they have selected something. The game also has sound effects for vehicles so the player can hear when its coming so they can get ready to jump over it. One of my weaknesses for audio was that I didn’t put any music in any part of the game. This makes the game feel empty and can be boring to listen to because they is no music. I also didn’t put any dialogue in the game which will make hard to follow the story.
  • 8. Aesthetic Qualities I think my games aesthetic quality is creative and looks good. The contrast between the dark and light colours make the game stand out and make it eye catcher for the player. The game art style has some shading but it could have more to make the game more realistic. The characters stand out from the background because I used dark colours so it contrasts between the bright colours. I made the enemies have red eyes so that the player knowns that they are evil. When I player kills an enemy the enemies character gets a hole in their head to show that they are dead.
  • 9. Audience Appeal My target audience was 16-19 year olds males. To appeal to my audience I made the game violent because older age groups like violent games. The game is an action game this appeals more to males then females and appeals more to my target audience. The game requires a bit of skill so its more suitable for older people like my target audience. The game also has a missions which give you a bit of story as you complete them so I give people a reason to keep playing the game. The games colour scheme contrasts with its self which appeals to the target audience because it stands out and makes the game nice to look at.

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 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
  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