2. R e s e a r c h
A part of my research, I did a Case Studies Powerpoint talking about a gameâs surroundings. This helped with my research as it made me think
about my game and what I could add to mine to make it appealing to my target audience. After this, I looked at four different existing products to
talk about why the audience would want to buy/play the game. When I looked at these games, I noticed that they follow a simple concept. In the
analysis for the existing products, I talked about the aspects that I would bring into my own game. Most of the games that I researched had a
timer within the game so I thought about adding a timer into my game so then it would help the player know how they are doing. When it comes
to playing the next level of the game the player can see if they can beat their time from the past level. This will appeal to my psychographic
which is emulator as they will feel good when they match the tiles together within a certain time.
However, I didnât add in a timer because it didnât work with how I laid out my game. The existing products helped me with my product as it made
me think about the colour scheme for my game and what would work. As, I was doing a game like Mahjong, I knew it would be hard as the game
had to be 2D and the player would not be able to make out the tiles. So, the game Candy Crush helped with how to set out my game as this
game uses the same colours for the background as well as the grid and the candy pieces. Another, thing that helped with my final product was
the target audience because I knew that the games that I had a similar target audience to mine so it was helpful when producing my game.
Furthermore, I conducted two interviews which helped as I knew if I should make my game multiplayer or single player. I left my game in single
player though because I found it easier to leave it in single player as I didnât know how I would set out the game in multiplayer and I was running
out of time.
One weakness of researching different games was it took lots of time and as I didnât know what I was doing, it took me longer to figure out what
to do.
If I had to do my research again, I would ask more relevant questions according to my game or I could have asked more questions than three so I
got more of an idea of what kind of game my audience would prefer. The questions I asked were appropriate but just not to my game. This
would have helped me more with my game.
3. P l a n n i n g
For planning, I did one mind map for the three potential ideas that I could do. It was difficult as I wasnât too sure
what I wanted to do. The second mind map was my final idea. I expanded that particular idea into more detail and
talked about different colours that I could use for my game. Usually, I do my mind maps on paper but this time I
decided to do on the PowerPoint with arrows and I used tables and added colours into it. I found it easier doing it
by computer as I could add in the different colours I was wanting to use.
I research three different games: Mike and Milkbox, Candy Crush and Asphalt Nitro. I picked Candy Crush and
Asphalt Nitro because I have played these games before so I could talk about them. Also, the colours really help
when I was producing my own game and even the experiment. The experiment is a good way to start your
planning for the main game as it helps you understand how to use Photoshop and how the animate.
I put together images to form a mood board. I put in images of different games, this helped with the colour
scheme depending on the genre of the game. Some of the characters such as Sonic and Mario were added to the
mood board so then I knew what kind of colours I could use for my own character and what form of character I
wanted.
The main weakness in planning was that I wasnât too sure on what to do for my game, so it took me longer to
think about it. Once I got my idea of a game, it was fine. If I had to do this again, I would plan before to give myself
a head start.
4. T i m e M a n a g e m e n t
For my first rotation, I didn't use my time very wisely and wasted it, this made me fall behind. However, I used my days
off and my weekends to try and finish any work I hadnât done. This rotation I had five weeks to produce my
experiment, my final product and all the PowerPoints. To be honest, I had struggled from the beginning as video games
is not my strongest point. This meant that I was going to take longer to think of ideas for my final idea and my
experiment.
For some PowerPoints, I had to drag them over to the next week. But then sometimes they didn't get finished and then
I was behind and had to start onto the next PowerPoint.
However, if I had extra time, I would do exactly the same as I did with this time and waste it. I think five weeks was
enough, I just need to plan better and use my time more wisely. I should use my schedule next time for my work as
that had my plan of my work on. I should follow or even check it to see what is needed for the next week or have I
finished this current work?
I think the part of my game that took the longest was the tiles because I made them in a light pink colour which then
blended in with background so then I had to change the colour to a yellow. However, I had another problem as I wasnât
sure how I wanted the tiles to be placed so I had to edit it them again. This took me a long time.
Next time, I will keep on top of my work by thinking ahead of what I want to do for my product. This way, I will know
what to do because I thought ahead. Also, I would make sure I know what my idea is properly and write them down on
my mind map so when it comes to producing them on Photoshop, I can just get on with them.
6. Te c h n i c a l Q u a l i t i e s
As you can see, there is a clear difference between Qing Dynasty and Mahjong. In this Mahjong image, the background
is very simple. They have used two different colours but different shades. This shows the complexity of the game and
keeping the background simple. For Qing Dynasty, I have used bright colours so they would stand out more. Colours
such as purples, pinks, white, yellow etc. I have tried to use many different colours so then the audience wouldnât think
the game is for a particular gender when the game is unisex.
The main similarity for both of them is the game. They are both Mahjong but differently produced. I have picked the
original Mahjong to compare to Qing Dynasty because I know there will be many differences and similarities for both.
Another, similarity is I have used more bright colours whereas Mahjong has stuck to simple reds and greens. Also, to
make the tiles look more 3D, Mahjong has used the colour green to do this. Whereas I have used a darker yellow to
highlight the outer tile.
A difference between the games, is the shape of Mahjong. As this game comes in different levels which means different
shapes. The one that I have made is very simple and I just placed them within the background. Qing Dynasty is in no
particular shape. I left Qing Dynasty like that because I didnât want to copy Mahjong fully aand I thought it looked good.
Also, as it is the easy option I have left it so the player didnât have to struggle if it was their first time playing the game.
The target audience for Mahjong would be 30+ and Qing Dynasty is 16 â 19. The age range is very different. For my
game to appeal to my audience, I have made it more modern. The background of the game is a mandala and used to
bevel tool to make stand out more. On the tiles are the horoscopes. When I was figuring out what to put on the tiles, I
wasnât too sure and I couldnât copy Mahjongâs tiles either.
8. A e s t h e t i c Q u a l i t i e s
Personally, I think Qing Dynasty looks good. I have used a wide range of colours for my game. I choose
bright colours so then it would stand out to my audience. I think my game is quite creative to a certain
extent. As I have never done a match game before, this was quite the challenge to make aesthetically
appealing. Some aspects that my audience will like is
I have used a very simple mustardy colour for the background so then all eyes would be on the main
background of the game. I have used this colour because the mandala background is very
Another aspect of the game that the player will find interesting is the monkey. I have used the monkey as
a loading idea. The eyes on the monkey move into every corner and then into the middle when the game
is ready.
I think the tiles are modern compared to the original tiles as I have put the
horoscopes on them in black. I used the colour black as it stands out more with the
yellow background.
One aspect I would add into Qing Dynasty, would be to add in a timer into the game
so then the player would know how long they had been playing for and then they
could challenge themselves to beating that time.
10. A u d i e n c e A p p e a l
My advergameâs target audience is 16-19 year olds for both genders. In my game, I have used a wide variety of colours so
then my audience will know it is not for a particular gender. Colours such as mustards, reds, black, white, purple, browns
and dark greys. For my background I have used a mandala and for that I have used many colours. However, I had to use dark
colours for my background because the audience would have not seen the tiles if I used light colours. At the start, you
couldnât see the tiles properly on the background so I had to add a bevel on it so it the tiles would stand out more. However,
this didnât work, so I had to adjust the tiles. I used a darker shade of the tile colour and put it around the tiles to give it a 3D
effect and for it to stand out when I put the other tiles on top of them. This worked so I changed them all.
I have tried to replicate the Monkey King by drawing out a simple pixel monkey and added a golden crown. However, you
canât really tell what the band is around his head so I have added a red gem in the middle so then you can tell it is a crown. I
picked out the Monkey King because Mahjong is a Chinese game so I thought it would be good to look at the Chinese
Mythology. This will appeal to my audience as it fits in with theme of the original Mahjong.
As my psychographic is emulator which means my game would appeal to them because the game is all about trying to
match the tiles correctly and once you have matched all of the tiles then you either get a reward, for example a new map
for that level or coins so you can get help when the player is stuck and canât find a match.
Lastly, the social status is C2DE. The game will appeal to this social status because it stands out. The colours that I have
used, the different effects Iâve used will stand out to this audience and want to play it.
From my interview, one of the questions was âWould you prefer multiplayer or single player?â. The response to that was âon
certain games and it would depend on the genreâ. From this answer, I made my game single player because it was easier to
do it in single player in the time that I had as I wasted most of my time. However, I worked it out that multiplayer was going
to be more of a challenge since Iâve never played the game in multiplayer and only in single player.
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
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 gameâs 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
Does your work look good? Was it creative? What aspects of your gameâs 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 interview.
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 interview.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows