The document provides a summary and evaluation of Scott Mandis' production process evaluation project. Some key points:
- Research strengths included familiarity with pixel art games and understanding the target audience. Weaknesses were not researching how game assets were created.
- Planning strengths were inspiration from other games' characters and backgrounds. Weaknesses were not planning how to create assets and not reviewing other trailers.
- Production was limited by a lack of research into asset creation and lack of practice creating assets during experiments.
- Time management and lack of motivation impacted the project. More organization during research and planning could have helped production.
- Peer feedback noted areas for improvement like character animation, using varied tree
3. Research
• A strengths that really helped me with my Research was already knowing a few
games that were successful in pixel art this help me start my research off in a
nice familiar way as I already knew some things about these games for example
Terraria. This motivated me to try and research more in depth into these games
and why they have set a certain target audience as it was nice to look more into
the games I used to play when I was younger. Another strength that was good in
my research was finding what my target audience is going to be and why I
always knew that I was going to aim in at a younger audience but with the help
of my research I started understand why every detail is so important to match
the target audience you are going for and trying to keep everything simple but
yet detailed enough that anyone with a interest in these games can still enjoy it.
This helped my overall project as it allowed anyone to watch it and understand it
even if they don’t have any interest or knowledge in pixel art games or games in
general.
• A main weakness of my research was not looking into how they made certain
assets the game. For example, the characters in the game the cause of
this really did limit my production as I never looked at how people made their
characters in their games so it limited me to what I could make in my trailer as I
didn’t have knowledge or inspiration to create better assets. I focused too much
on what colours they used and how much detail they put into their games to fit
my target audience instead of the how they made these games. I think this had
a massive impact in my overall project as I couldn't create the assets, I want to
make which didn’t make the animation as good as it could have been.
4. Research
• Another strength of my research was looking at questionnaire
about pixel art games. For example, this helped me see other
people opinions not just my own on what makes a good pixel art
game. This help me understand a better perspective on why
certain games got so many sales and what other people love
about pixel art games and not just my opinion. This helped me
with my planning as well as it showed me what i should focus
more attention on. Another weakness was my experiments at the
time I didn’t think they were so important however it had a huge
impact on my production. For example, all i did was a running
scene as my experiments which would have helped me a lot more
If I also practiced drawing assets in pixel art it would have helped
me in so many ways. One it one of helped me make them quicker
and it would have also made them look so much better this then
make me behind schedule and made me lose motivation in what I
was making. Overall, my research had some strengths and some
weaknesses I would say I have learnt that in the future its
essential to really research what you're creating as it has a
massive impact in production and can limit you as you only have a
certain amount of knowledge in what you're making.
5. Planning
• A main strength I had when planning was looking at different
background and characters to see what other games have used and
how I can design my own. For example, I used these to inspire me to
get idea for my own design and already have an idea in my head of
how I wanted my main character to look like. This really did help me
later as I was finding it challenging to create my main character, so I
looked back at what I did here to find out how I could create it in a
good amount of time.
• Another strength was that I was already familiar with some of these
characters from games I played so It was easy to find inspiration for my
production I would say this helped me however as I did plan how I was
going to make it I couldn’t make different versions of the character to
look like he was running. Another strength was the talking about the
story and the gameplay in the game this helped me when It came to
production as I already knew how I was going to start the trailer. This
did make the start of production easier as I already planned out how it
was going to go and not have to make something up on the day.
6. Planning
• A major weakness In my planning was not planning out how I would
make these characters and assets as the backgrounds were straight
forward making all the assets and different versions of them really let
my trailer down. For example, I wanted to animate my main character
running along different regions of the game however I couldn’t make
him look like he was really running so instead I had to improvise by
adding another character there to try and create something in that
scene. Another weakness I had when it came to planning was not
looking more existing trailers pixel art or not. I think this really let me
down as it would have inspired me to do more with my trailer and also
made it better by adding somethings other people have added in their
trailers that worked really well for example even just running and
jumping like in the Super Mario Bros trailer.
7. Time Management
• I feel that I could have managed my time a lot better throughout my entire project. I think that I could have
put in so much more effort which would have really helped me make a lot better trailer. For example, there
was so many things I still wanted to do in the trailer and also make a poster however I didn’t have time to do
that because I stopped getting things done on time because of lack of motivation. However, with the time I
had I would say my backgrounds for my production is the best thing I did as I didn’t really animate that much
as I lacked the skills to do so which would have taken even more time. I feel that I could of organise
my research and planning better which would have massively helped my production however at the time I
didn’t think they were too important but when production came around, I started to realise how wrong I
was. Due to lack of motivation, I did not complete my project on time however even with more time the
outcome would still be the same as at the start of this project I picked pixel art animation because I thought
it would be a nice easy thing to do however, I didn’t really enjoy doing it which was my biggest downfall. I
think If I did have more time to do my work and was motivated, I would have showed off the UI for the game
and what the crafting menu would have looked like I would have also made 2 different posters to show off
the game.
Overall, I would say that my project could have been way better if I
managed my time more effectively and used it in a different way I
would have started off planning and research the same however
then go and look into how to make these assets and what works and
what doesn’t I would have also spent more time on experiments to
practice these skills for my production.
8. Technical Qualities
A project similar to mine is by Nintendo called Zelda the minish cap I would say these too
games have some similarities however they are different in so many ways. They used
backgrounds with white text to showcase the game similar to what my trailer looks like.
We both did use pixel art for the text however what they did that worked really well was
adding some images into the black backgrounds to keep it more engaging. I would a big
difference between the trailers is Zelda has a lot more content shown off and it has more
animation however I had a big problem making the characters in my trailer which was
trying to make them look like they're running and jumping so it could have been more like
Zelda. I would say the colours we used are more or less the same we both used bright
colours to bring out the trailer and keep it engaging. Overall, they are similar in some ways
but still a lot different I would say mine would have been more like this however due to
lack of time and research I didn’t turn out the best it could be.
9. Aesthetic Qualities
I feel that overall, my project looked okay it had good bright colours however it did lose quality when
exporting out of photoshop. I really liked the different backgrounds I made the desert I made looked
really good it was simple however effective as I added shading and use bright colours. I didn’t like the
look of the characters in the game I think they could have been more creative and looked a lot better.
I think the main thing I would improve on is making better assets and animating more I think this
would have taken my trailer to the next level. I would improve this my going back and looking at how
other people have main their assets and animated their trailers and looked at a few more trailers in
lots of detail to get a real Idea of what I can add to mine to make it better. The main strength was
using the bright colours together to make the scenes look nice and engaging I would say the rocket
was my best asset and it looked the best compared to my characters. The big trees in the scene
below went well with the background I would say this is one of the better-looking scene however the
trees all together didn’t really look that good as I was going for a forest look, I should have made the
trees different lengths to give off that effect. Overall, I would say It could have looked a lot better
with more time, effort and knowledge added into this I would say next time I would really focus on
the research and planning.
10. Audience Appeal
I feel that I have appealed to my target audience with the colours I have used the text and
animation. The colours were really bright and draws you in and the text was simple but effective
with the audio. I think that really helps my target audience understand what is going on and
want to know more about the game and I also think that I told somewhat of the story I think
that i still kept it mysterious without giving away too much I did this because the game is meant
to be played in your own way, so I think giving off a certain path of following the story goes away
from that and as my target audience is kids they might think that’s the only way the game can be
played. In my questionnaire I got told that the adventure and the story is the best part of the
game which I think I did well in showing that as it does how some of the story and I think what
makes this game so great is being able to explore and do things at your own pace and not be in a
rush to do anything. Overall, I would say I did appeal to my audience by using different colours
and telling it in a certain way however I defiantly think I could have done way better with my
experience and knowledge as I could have added more scenes and animation.
12. Feedback 1
• What did you like about the product?
– I think the desert background looked good with the pyramids having shading on them. It gave a 3d
effect.
– I liked the use of bright colours
– The use of a black screen and text worked well
• What improvements could have been made to
the product?
• A way you cold improve the backgrounds is to make the trees different hights to give the look of a forest.
• Use more animation in the background
13. Feedback 2
• What did you like about the product?
– I liked the use of the music throughout the trailer
– I liked the way the story was told I think it's good for a younger audience
• What improvements could have been made to
the product?
– The rocket scene looked a bit choppy
– The quality good of been better
– The main character doesn’t look like he is walking
14. Feedback 3
• What did you like about the product?
• I liked the intro to the trailer
• The scene changes to the beat of the music
• What improvements could have been made to
the product?
I think the trailer could have been longer
Should of showcased off more gameplay
15. Peer Feedback Summary
• What do you agree with from your peer
feedback?
• I agree that the main character could of looked better across the screen
• I also agree with the trees at different hights to look more like a forest.
• I agree that I could of shown more gameplay
• What do you disagree with from your peer
feedback?
• I don’t agree with the quality being better it is pixel art and when you export it with depending on the
resolution and I can look very pixelated, but I don’t think that is a bad thing.
16. Peer Feedback Summary
I agree that there was defiantly some areas of improvement with ever scene I do
also agree I could have added more content and gameplay to the trailer. However,
I don’t agree that the quality of the game could have been better I think it being
quite low brings back the same look for the older games for example Super Mario
Bros. I think changing adding more gameplay would defiantly help my target
audience as they are a younger audience, I think adding more gameplay would
keep them engaged and what them to find out more. Overall, I think the feedback
was fair I think there is a lot of areas of improvement and If I did it all again, I
would put a lot more effort into it as I see the potential there in making
something better for my audience.
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?