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Evaluation
Toni Gibson
Research
• For my research I looked into two different games. One that was created in
the 90s and one that has been created recently. This research allowed me
to see how graphics and gameplay have improved in 10 years. I found that
the older game doesn't really have a storyline. This is something that puts
off players to play the game. With the newer game there is a very detailed
storyline which caters to the way the player plays the game, meaning the
outcome can change depending on what choices the player makes. The
length of the two different games are complete opposites. The 90s game
can last as short as 30 seconds, this can make the player uninterested in
playing anymore of the game. The newer game on the other hand, can
have people for playing over an hour straight because its not the same
gameplay over and over.
• The strengths of my research was that I could find out a lot of information
on newer games. This allowed me to see what types of games are popular
and what aren't as much. With this information I was able to design my
game to resemble something that if it was to actually be made, people
would buy. The weakness of this is that I couldn't find much information
on the older games. So to find things out about the older games I would
• Have to download the games for myself to play and understand what the
idea of the game is.
• To improve this research I would of chosen a game that has some online
information about it. This would of effect my product because I would
have better knowledge of what to include and what not to include.
• As well as online research I also asked other people what they thought
about different games and gameplay. I asked three questions (“When
playing a side scrolling game what are three things you look for in game
play, and why?”, “What would draw you in to play a game, and why?”,
“What console do you prefer to play games on, and why?”). These
questions allowed me get truthful answers from my target age group. I
found that people prefer when a game has easier controls, is enjoyable to
play and the graphics are good. The main thing I found out is that my
target audience mostly play the games for the storyline and less for the
game play. I found that pc and PlayStation are the most popular choice of
console, due to the easy download system and controls.
• This research allowed my take into consideration what consoles my game
would be compatible on. I think that my game will most likely be played on
played on pc because it would be easier to control the game. The
weakness of this research is that I only have two peoples opinions, to get a
• More accurate result I would have to ask a larger body of people. I would
also of asked what type of games people like to play. This would of
affected my product because I would have more detailed information of
what types of games people are interested in playing.
Planning
• When planning my product, I looked into how my game would be
designed and themed. To decide this I looked into other zombie pixel
games. This gave me an Idea of what well played games looked like.
• After looking at the type of background I looked into the character style I
would have. I needed my character to look like the main character in the
film that I have chose to focus on. Columbus, who is the main character I
found to be the easiest to create into a pixel character, because he looks
like a stereotypical teenager.
• The strengths of my planning was that I knew what my target audience
likes because I fall into the age category.
• Planning helped strength my product because I had an idea of where I
wanted my game to go because I had something to base it on.
• The weakness of my planning was that because I
chose something surrounding zombies there has
already been a lot of zombie related things created.
That the main reason I chose to base my game off a
film so there was an actual reason that it was
created.
• If I had more time I would of looked in more zombie
games so I knew what drew in people from other
target audiences. This would of effected my product
because I could of made it so it targeted more to
other age categories.
Time Management
Time Management
• I think that I managed my time quite well due
to having nearly 2 weeks out of class due to
the weather and being ill.
• If I had more time I would of like to of added
more layers to my game to show difficulties,
because that would of shown off my
photoshop and premier skills.
Technical Qualities
I chose to compare my game to SCD Recon
because both games are side scroller games
and have and have the same end objective
to get to the end without dying. Both
games have a similar dark color scheme.
Both games only have one hero character
there are about 5+ enemy characters.
I chose to compare my game to an older
game so that I can see how far game styles
have come, and by comparing these game it
looks like not very far.
A difference between the games is that they
flow differently. My games character moves
better than the older game.
Aesthetic Qualities
I think my game worked out quite given that I only have basic knowledge on
how to use photoshop. I think that my game does look good, because it flows
quite well and there isn’t any glitches when it has come to editing the video
together. I think that my game is quite similar to other games so to make it
stand out I made the weapons involved comically bigger. I liked how my
character came out because the walking sequence came out quite well.
If I could improve my game I would add more detail to the background of my
game, to make it look better and give off a more professional look. I like how
the movement came out, the movement is quite simple but I like the way it
looks. I think the movement helps fit my game into its target audience which
is teenagers and under.
I like how the game menu game out because I spent a lot of time on that to
make it look like someone was actually controlling it. I wanted my game to
look like it was a screen recording of someone playing it.
Aesthetic Qualities
• The biggest weakness of my game is the background visuals. If I added
more detail to my game it would of made my game look more
professional. I could of added more detail in the sky of my game to give it
a better look.
• For the font of my game I took the font from the film and edited it into my
own font.
• With the time I had I'm happy with how my game eventually game out
because I got a level completed even though I would love to of been able
to create other levels to show off my skills.
Audience AppealHere I added a menu
screen, so that it looks
like an actual game and
not just an animation
I added in a curser so
that it looks like
someone is actually
playing the game
I included different characters, so
that there can be a variety to
choose from.
I designed my game from
the movie ”Zombieland”, so
the characters I created are
the main characters in the
film. Due to the game being
based off a film, the game
would appeal to most
people if not everyone who
is a fan of the film. I wanted
the product to look like
someone else was playing it
and that it doesn't just look
like a pixel animation, which
is why I added in a curser
when the menu is on the
screen to give the feel that
someone else is playing it.
Audience Appeal
I made the weapons
comically big, to give
the player something
to laugh about
For my target audience
(male 13+), it
stereotypical that they
like weapons and
violence. I decided to
include this in my work in
a comedic way, with the
weapons being large and
the explosion only being
small.
The background buildings move as
the level progresses. To keep from
looking the same, I changed some of
the windows to look like lights are
switched on
The characters are supposed to
come across scary but in the end
that wasn’t the case.

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8. evaluation

  • 2. Research • For my research I looked into two different games. One that was created in the 90s and one that has been created recently. This research allowed me to see how graphics and gameplay have improved in 10 years. I found that the older game doesn't really have a storyline. This is something that puts off players to play the game. With the newer game there is a very detailed storyline which caters to the way the player plays the game, meaning the outcome can change depending on what choices the player makes. The length of the two different games are complete opposites. The 90s game can last as short as 30 seconds, this can make the player uninterested in playing anymore of the game. The newer game on the other hand, can have people for playing over an hour straight because its not the same gameplay over and over. • The strengths of my research was that I could find out a lot of information on newer games. This allowed me to see what types of games are popular and what aren't as much. With this information I was able to design my game to resemble something that if it was to actually be made, people would buy. The weakness of this is that I couldn't find much information on the older games. So to find things out about the older games I would
  • 3. • Have to download the games for myself to play and understand what the idea of the game is. • To improve this research I would of chosen a game that has some online information about it. This would of effect my product because I would have better knowledge of what to include and what not to include. • As well as online research I also asked other people what they thought about different games and gameplay. I asked three questions (“When playing a side scrolling game what are three things you look for in game play, and why?”, “What would draw you in to play a game, and why?”, “What console do you prefer to play games on, and why?”). These questions allowed me get truthful answers from my target age group. I found that people prefer when a game has easier controls, is enjoyable to play and the graphics are good. The main thing I found out is that my target audience mostly play the games for the storyline and less for the game play. I found that pc and PlayStation are the most popular choice of console, due to the easy download system and controls. • This research allowed my take into consideration what consoles my game would be compatible on. I think that my game will most likely be played on played on pc because it would be easier to control the game. The weakness of this research is that I only have two peoples opinions, to get a
  • 4. • More accurate result I would have to ask a larger body of people. I would also of asked what type of games people like to play. This would of affected my product because I would have more detailed information of what types of games people are interested in playing.
  • 5. Planning • When planning my product, I looked into how my game would be designed and themed. To decide this I looked into other zombie pixel games. This gave me an Idea of what well played games looked like. • After looking at the type of background I looked into the character style I would have. I needed my character to look like the main character in the film that I have chose to focus on. Columbus, who is the main character I found to be the easiest to create into a pixel character, because he looks like a stereotypical teenager. • The strengths of my planning was that I knew what my target audience likes because I fall into the age category. • Planning helped strength my product because I had an idea of where I wanted my game to go because I had something to base it on.
  • 6. • The weakness of my planning was that because I chose something surrounding zombies there has already been a lot of zombie related things created. That the main reason I chose to base my game off a film so there was an actual reason that it was created. • If I had more time I would of looked in more zombie games so I knew what drew in people from other target audiences. This would of effected my product because I could of made it so it targeted more to other age categories.
  • 8. Time Management • I think that I managed my time quite well due to having nearly 2 weeks out of class due to the weather and being ill. • If I had more time I would of like to of added more layers to my game to show difficulties, because that would of shown off my photoshop and premier skills.
  • 9. Technical Qualities I chose to compare my game to SCD Recon because both games are side scroller games and have and have the same end objective to get to the end without dying. Both games have a similar dark color scheme. Both games only have one hero character there are about 5+ enemy characters. I chose to compare my game to an older game so that I can see how far game styles have come, and by comparing these game it looks like not very far. A difference between the games is that they flow differently. My games character moves better than the older game.
  • 10. Aesthetic Qualities I think my game worked out quite given that I only have basic knowledge on how to use photoshop. I think that my game does look good, because it flows quite well and there isn’t any glitches when it has come to editing the video together. I think that my game is quite similar to other games so to make it stand out I made the weapons involved comically bigger. I liked how my character came out because the walking sequence came out quite well. If I could improve my game I would add more detail to the background of my game, to make it look better and give off a more professional look. I like how the movement came out, the movement is quite simple but I like the way it looks. I think the movement helps fit my game into its target audience which is teenagers and under. I like how the game menu game out because I spent a lot of time on that to make it look like someone was actually controlling it. I wanted my game to look like it was a screen recording of someone playing it.
  • 11. Aesthetic Qualities • The biggest weakness of my game is the background visuals. If I added more detail to my game it would of made my game look more professional. I could of added more detail in the sky of my game to give it a better look. • For the font of my game I took the font from the film and edited it into my own font. • With the time I had I'm happy with how my game eventually game out because I got a level completed even though I would love to of been able to create other levels to show off my skills.
  • 12. Audience AppealHere I added a menu screen, so that it looks like an actual game and not just an animation I added in a curser so that it looks like someone is actually playing the game I included different characters, so that there can be a variety to choose from. I designed my game from the movie ”Zombieland”, so the characters I created are the main characters in the film. Due to the game being based off a film, the game would appeal to most people if not everyone who is a fan of the film. I wanted the product to look like someone else was playing it and that it doesn't just look like a pixel animation, which is why I added in a curser when the menu is on the screen to give the feel that someone else is playing it.
  • 13. Audience Appeal I made the weapons comically big, to give the player something to laugh about For my target audience (male 13+), it stereotypical that they like weapons and violence. I decided to include this in my work in a comedic way, with the weapons being large and the explosion only being small. The background buildings move as the level progresses. To keep from looking the same, I changed some of the windows to look like lights are switched on The characters are supposed to come across scary but in the end that wasn’t the case.

Editor's Notes

  1. 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?
  2. 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?
  3. 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?
  4. 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?
  5. 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?
  6. 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?
  7. 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?
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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