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Evaluation
Will Cave
Production Process Evaluation
Research
I think one of the strengths of my research was how in-depth I went into the each factor of
the games I chose to research, the factors were things like mechanics, setting, lighting,
format, etc. The games were Thief, Fallout 4, Mark Of The Ninja, and Assassin’s Creed:
Chronicles. Another strength was the decent amount of responses to my survey. The survey
was helpful to let me see into the what my audience wanted in a video game.
I’d say that my research has helped me to really picture what my audience wants and prefers
,when it comes to games. This helped me to keep some sense of rewards in the game, as
games that incorporate this seem to be the most popular. Even using terminology like “well
done” “you won” level cleared” and many more give a similar effect of players. This reward
system plays into the way our brains work, giving us hits of Dopamine. Doing this to much
can lead to be addicted to that hit, meaning being addicted to its source. In this case, the
video game. An example of this is Candy crush, and many other mobile games. I tried to
reflect this part through the reward system, using a score system.
I think I’d say that my research into my audience was a strength, as I went quite in-depth. I
went into things like their age range, their social status’s, what physiographic they would fit
into, how this effects them in conjunction with gaming and the gaming industry. For example
gamers in the physiographic “needs driven” are easily influenced, things like deals and offers
will appeal primarily to these people, without stating it. The gaming industry knows these
peoples weaknesses but continue to manipulate them for profit. These people are referred
to as “Whales” in the gaming industry.
Research
One weakness of my research is how a good chunk of it was focused upon stealth
mechanics. From my end product, I see that this didn’t help me in it, as it ended up
not being a stealth game. However, it helps to show my aims at the time of my
research. So it does show where I started out, and what wanted, compared to now,
with the end product. I think I could have probably looked into how practical my ideas
and concepts were, this could have been reflected in my research. Through
researching other genres, other than stealth games. I think I would also have
researched into my audience’s art style preferences. As some people prefer more
retro looking games than games like GTA V, which goes for more of a realism art style.
Planning
I think one strength with my planning was that the style sheet sheet. As it shows the parts I
was able to do and ended up n the end product. For example I did use a very similar pixel
font design in the end, it fit so well with the retro feel to the animation. In addition I used
very similar colours throughout, from the colour schemes. My planning helped me to
picture the style I was going for, the colours I wanted use, the font I wanted. Now sure,
some things I couldn’t do, some things I changed a bit, but the planning helped to put it in
motion. To keep me on track I a design sense.
I’d say that a weakness of my planning is doesn't show the exact art style, colour pallet, and
font. I think that’s useful, as it shows what I wanted to create before I started production, it
shows that I changed that throughout production. This came down to many issues I had with
many aspects the animation, its creation and in its finalization. Many of these I noted down,
as I thought I would allow me to see a more accurate path from before production to after
production. From the things I couldn’t include you can tell that with more time I could have
included them. As they are mainly things like sound effects. More time would have been
very helpful for this. I think these improvements would have ended up with a higher quality
product.
Time Management
I found the time management a bit difficult. As I didn’t stick to my original plan for the 4
weeks of production. There was a few reasons for this. The first being the increase in
required time for many parts of the early production. As the first 2 weeks were allocated for
the creation of the layers and others pieces of the animation. I wanted to get these
completely ready, so that the animation stage would go as smoothly as possible. This
didn't’t happen. I took quite a bit longer than I thought with the layer creation and
completion.
The second reason was that due to poor time management by the College itself, there was
a spanner thrown into to the works. The days where certain students had exams was right
in one of our most busiest weeks of production. It was the 4th week. This meant we had to
move the evaluation back by one week and use its week for production. The evaluation
week move into our week of contingency, we no longer had a week to fallback on. As the
deadline couldn’t really be moved, I guess. This effected everyone's time management
quite a bit.
I’d say that I only just finished the project, and that came down to me ditching parts of it
that I hadn't quite got to yet. These were a customization screen and a leaderboard screen.
I think these would have helped to make the animation feel more well-rounded and whole,
complete if you will. If I had more time I would had added those screens in, as well as some
more sound effects. I would added some for the character walking, climbing etc.
Technical Qualities
As my animation is in the form of a 2-d platformer, I think that Mark Of The Ninja (MOTN) is a good
product to compare it against. One big difference is the appearance, as MOTN has a higher resolution.
MOTN was my biggest inspiration for my original concepts for how it would all look. I thought so much of
the elements would be great to incorporate in my animation. I wasn’t able to do this, many couldn’t
easily be done, some just out right wouldn’t have worked.
The goals of MOTN to reach the end of each level, whilst earning points to then upgrade the character.
These aren't the same as the goals in my animation. But they also aren't that different, as mine were to
reach the end of the level before the time runs out, whilst looting furniture for money, this was then
multiplies by the remaining time to give you the score. One major difference is that MOTN is centered
around stealth mechanics. This is done by having NPC’s having a line of sight, score bonuses, penalty for
breaking stealth. The penalty is that you will e hunted down for a set time, as they will be on alert. My
animation is not centered around stealth. However, it was during the planning stage, this changed early
into production. I realized how much work it would require, and not to mention the time. I certainly
wouldn't’t have finished it in time.
Aesthetic Qualities
Taking in to account the time I had, the pixel resolution and how much I put in, I'd say it
looks good. But not what originally imagined or wanted. If I had a larger amount of time to
work with from the start I think I’d have done it in a larger resolution, meaning I could have
had way more detail, allowing me to make it look better. I like the character itself, with the
space I ended up with it turned out well. Sure, I wanted something more than what I
created but the limited space stopped me. The size of the level meant I had a small space
to create a character that would fit.
Well I suppose it was creative, as it was created from the ground up, creating as I went
along. I had a few inspirations but I made sure that it was all from me, nothing was
external, all original. If that’s feasible anymore, as everything uses something else as
inspiration. I liked creating the tree, I like the shading it used. One of the most prominent
things I would improve upon is the environment. The environment in and around the level
is almost none existent. More vegetation would have gone a long way to making it feel
more real, in the sense that it could look similar to an existing place.
I think that my animations simplicity is both a strength and a weakness. It’s a strength
because of how it looks similar to many older games, retro games. I also tried to reflect this
in my music/ sound effects. I think this will appeal to people who grew up with similar
looking games, the nostalgia attracts them. However, its also a weakness as many people
prefer better looking games, mainly games that go for Photorealism. The simplicity means
that those people most likely wont be attracted to this.
Audience Appeal
First off, my target audience is aged between 15-24. Age is a key factor in this, as the
target audience is mostly in that specific age range. There are some exceptions. I chose
this age range because a good amount of people in it played similar looking games
growing up. I think that the simplicity and art style of my animation should appeal to
many of them. The nostalgia is the main attraction with my animation, to those in my
target audience anyway.
It also appeals to the audience through its entertainment. Most people this age have
more free time than many older people. This free time means many seek out
entertainment. Some watch movies, videos, listen to music etc. Some of them use video
games as their entertainment. So I think it appeals to them through it being a form of
entertainment. In addition to art style/ simplicity appealing them, I think that my music
appeals to them. As its very 8 bit sounding, this kind of music was in many older more
retro games, so it’s appeal is in the nostalgia.
Peer
Feedback
Feedback 1
what i like about the product:
I really like the music that you have implemented in your game it really fits the theme of your
game especially the 8 bit feel.
I also like the transition into the skyscraper it is very smooth transition.
the zip line animation is very smooth as well
and finally the level completion screen is very good because it looks really professional
what improvements could have been made to the production:
there are only a few things i would change, the music for your game is very repetitive and also
the the intro screen is a bit long but apart from that it is really good.
Feedback 2
what i like about the product:
I love the sheer detail that this game has such as the the building fading
away and back when the character goes inside and exists it. I also love
how good the artwork it as it must have taken lots of time and effort to
get something as detailed as you have. The same goes for the
animation i am impressed by house smooth it all is and how well it
works.
what improvements could have been made to the production:
I am struggling to think of anything to improve but maybe you could
speed it up slightly artificially in premier just to see how it looks as the
walk animation looks a bit slow but other then that it is very good!
Feedback 3
what did i like:
The first thing that I liked about your product would be the aim of the game. I like the fact
that the payer has to spree the buildings to get the money, as it shows mystery to the
game to find as much money as you can. i also like the way the character has to work his
way up and go over the obstacles, which adds to the challenge of the game. lastly, the
layout. i like the way the game has placed the buildings to make it look like a busy area,
and an interesting place. if you had a plain background, then the game would have no
excitement to it, as there is nothing interesting to look at.
How to improve:
Maybe make the gameplay a bit longer. i would have liked to have seen the character spree
the other building he lands on. i would have liked to have see the character wanted. you
could have made a police officer come in the game to try to hunt for the character.
Feedback 4
what did I like:
I love the background! There is so much detail in the design! It’s awesome! I think it would
be cool if the guy could interact with more stuff like the stalls, I think it would make the
game play more fun. I LOVE the jump animation! I think the characters movements are
amazing, especially because you had such a small character I think you managed to do it
really well.
How to improve:
The image is blurry, but I know you tried to fix that so its not that bad. I find the music a
little repetitive and loud, it would annoy me after a while and I don’t think it really fits with
the theme of the game.
Peer Feedback Summary
• What do you agree with from your peer feedback?
– I agree with all the points each of them made about what they
liked, they reflected many areas of my work. I also agree with
their improvements. If I would certainly have attempted to add
them in if I had more time.
• What do you disagree with from your peer feedback?
• I only disagree with one improvement. That my title screen
duration could have been shorter. The reason I wanted it as it is, is
because I wanted to give the audience enough time to read the text
and understand what its/ is happening. But I can understand why I
can seem a little too long.

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Evaluation (fmp) v1.5

  • 3. Research I think one of the strengths of my research was how in-depth I went into the each factor of the games I chose to research, the factors were things like mechanics, setting, lighting, format, etc. The games were Thief, Fallout 4, Mark Of The Ninja, and Assassin’s Creed: Chronicles. Another strength was the decent amount of responses to my survey. The survey was helpful to let me see into the what my audience wanted in a video game. I’d say that my research has helped me to really picture what my audience wants and prefers ,when it comes to games. This helped me to keep some sense of rewards in the game, as games that incorporate this seem to be the most popular. Even using terminology like “well done” “you won” level cleared” and many more give a similar effect of players. This reward system plays into the way our brains work, giving us hits of Dopamine. Doing this to much can lead to be addicted to that hit, meaning being addicted to its source. In this case, the video game. An example of this is Candy crush, and many other mobile games. I tried to reflect this part through the reward system, using a score system. I think I’d say that my research into my audience was a strength, as I went quite in-depth. I went into things like their age range, their social status’s, what physiographic they would fit into, how this effects them in conjunction with gaming and the gaming industry. For example gamers in the physiographic “needs driven” are easily influenced, things like deals and offers will appeal primarily to these people, without stating it. The gaming industry knows these peoples weaknesses but continue to manipulate them for profit. These people are referred to as “Whales” in the gaming industry.
  • 4. Research One weakness of my research is how a good chunk of it was focused upon stealth mechanics. From my end product, I see that this didn’t help me in it, as it ended up not being a stealth game. However, it helps to show my aims at the time of my research. So it does show where I started out, and what wanted, compared to now, with the end product. I think I could have probably looked into how practical my ideas and concepts were, this could have been reflected in my research. Through researching other genres, other than stealth games. I think I would also have researched into my audience’s art style preferences. As some people prefer more retro looking games than games like GTA V, which goes for more of a realism art style.
  • 5. Planning I think one strength with my planning was that the style sheet sheet. As it shows the parts I was able to do and ended up n the end product. For example I did use a very similar pixel font design in the end, it fit so well with the retro feel to the animation. In addition I used very similar colours throughout, from the colour schemes. My planning helped me to picture the style I was going for, the colours I wanted use, the font I wanted. Now sure, some things I couldn’t do, some things I changed a bit, but the planning helped to put it in motion. To keep me on track I a design sense. I’d say that a weakness of my planning is doesn't show the exact art style, colour pallet, and font. I think that’s useful, as it shows what I wanted to create before I started production, it shows that I changed that throughout production. This came down to many issues I had with many aspects the animation, its creation and in its finalization. Many of these I noted down, as I thought I would allow me to see a more accurate path from before production to after production. From the things I couldn’t include you can tell that with more time I could have included them. As they are mainly things like sound effects. More time would have been very helpful for this. I think these improvements would have ended up with a higher quality product.
  • 6. Time Management I found the time management a bit difficult. As I didn’t stick to my original plan for the 4 weeks of production. There was a few reasons for this. The first being the increase in required time for many parts of the early production. As the first 2 weeks were allocated for the creation of the layers and others pieces of the animation. I wanted to get these completely ready, so that the animation stage would go as smoothly as possible. This didn't’t happen. I took quite a bit longer than I thought with the layer creation and completion. The second reason was that due to poor time management by the College itself, there was a spanner thrown into to the works. The days where certain students had exams was right in one of our most busiest weeks of production. It was the 4th week. This meant we had to move the evaluation back by one week and use its week for production. The evaluation week move into our week of contingency, we no longer had a week to fallback on. As the deadline couldn’t really be moved, I guess. This effected everyone's time management quite a bit. I’d say that I only just finished the project, and that came down to me ditching parts of it that I hadn't quite got to yet. These were a customization screen and a leaderboard screen. I think these would have helped to make the animation feel more well-rounded and whole, complete if you will. If I had more time I would had added those screens in, as well as some more sound effects. I would added some for the character walking, climbing etc.
  • 7. Technical Qualities As my animation is in the form of a 2-d platformer, I think that Mark Of The Ninja (MOTN) is a good product to compare it against. One big difference is the appearance, as MOTN has a higher resolution. MOTN was my biggest inspiration for my original concepts for how it would all look. I thought so much of the elements would be great to incorporate in my animation. I wasn’t able to do this, many couldn’t easily be done, some just out right wouldn’t have worked. The goals of MOTN to reach the end of each level, whilst earning points to then upgrade the character. These aren't the same as the goals in my animation. But they also aren't that different, as mine were to reach the end of the level before the time runs out, whilst looting furniture for money, this was then multiplies by the remaining time to give you the score. One major difference is that MOTN is centered around stealth mechanics. This is done by having NPC’s having a line of sight, score bonuses, penalty for breaking stealth. The penalty is that you will e hunted down for a set time, as they will be on alert. My animation is not centered around stealth. However, it was during the planning stage, this changed early into production. I realized how much work it would require, and not to mention the time. I certainly wouldn't’t have finished it in time.
  • 8. Aesthetic Qualities Taking in to account the time I had, the pixel resolution and how much I put in, I'd say it looks good. But not what originally imagined or wanted. If I had a larger amount of time to work with from the start I think I’d have done it in a larger resolution, meaning I could have had way more detail, allowing me to make it look better. I like the character itself, with the space I ended up with it turned out well. Sure, I wanted something more than what I created but the limited space stopped me. The size of the level meant I had a small space to create a character that would fit. Well I suppose it was creative, as it was created from the ground up, creating as I went along. I had a few inspirations but I made sure that it was all from me, nothing was external, all original. If that’s feasible anymore, as everything uses something else as inspiration. I liked creating the tree, I like the shading it used. One of the most prominent things I would improve upon is the environment. The environment in and around the level is almost none existent. More vegetation would have gone a long way to making it feel more real, in the sense that it could look similar to an existing place. I think that my animations simplicity is both a strength and a weakness. It’s a strength because of how it looks similar to many older games, retro games. I also tried to reflect this in my music/ sound effects. I think this will appeal to people who grew up with similar looking games, the nostalgia attracts them. However, its also a weakness as many people prefer better looking games, mainly games that go for Photorealism. The simplicity means that those people most likely wont be attracted to this.
  • 9. Audience Appeal First off, my target audience is aged between 15-24. Age is a key factor in this, as the target audience is mostly in that specific age range. There are some exceptions. I chose this age range because a good amount of people in it played similar looking games growing up. I think that the simplicity and art style of my animation should appeal to many of them. The nostalgia is the main attraction with my animation, to those in my target audience anyway. It also appeals to the audience through its entertainment. Most people this age have more free time than many older people. This free time means many seek out entertainment. Some watch movies, videos, listen to music etc. Some of them use video games as their entertainment. So I think it appeals to them through it being a form of entertainment. In addition to art style/ simplicity appealing them, I think that my music appeals to them. As its very 8 bit sounding, this kind of music was in many older more retro games, so it’s appeal is in the nostalgia.
  • 11. Feedback 1 what i like about the product: I really like the music that you have implemented in your game it really fits the theme of your game especially the 8 bit feel. I also like the transition into the skyscraper it is very smooth transition. the zip line animation is very smooth as well and finally the level completion screen is very good because it looks really professional what improvements could have been made to the production: there are only a few things i would change, the music for your game is very repetitive and also the the intro screen is a bit long but apart from that it is really good.
  • 12. Feedback 2 what i like about the product: I love the sheer detail that this game has such as the the building fading away and back when the character goes inside and exists it. I also love how good the artwork it as it must have taken lots of time and effort to get something as detailed as you have. The same goes for the animation i am impressed by house smooth it all is and how well it works. what improvements could have been made to the production: I am struggling to think of anything to improve but maybe you could speed it up slightly artificially in premier just to see how it looks as the walk animation looks a bit slow but other then that it is very good!
  • 13. Feedback 3 what did i like: The first thing that I liked about your product would be the aim of the game. I like the fact that the payer has to spree the buildings to get the money, as it shows mystery to the game to find as much money as you can. i also like the way the character has to work his way up and go over the obstacles, which adds to the challenge of the game. lastly, the layout. i like the way the game has placed the buildings to make it look like a busy area, and an interesting place. if you had a plain background, then the game would have no excitement to it, as there is nothing interesting to look at. How to improve: Maybe make the gameplay a bit longer. i would have liked to have seen the character spree the other building he lands on. i would have liked to have see the character wanted. you could have made a police officer come in the game to try to hunt for the character.
  • 14. Feedback 4 what did I like: I love the background! There is so much detail in the design! It’s awesome! I think it would be cool if the guy could interact with more stuff like the stalls, I think it would make the game play more fun. I LOVE the jump animation! I think the characters movements are amazing, especially because you had such a small character I think you managed to do it really well. How to improve: The image is blurry, but I know you tried to fix that so its not that bad. I find the music a little repetitive and loud, it would annoy me after a while and I don’t think it really fits with the theme of the game.
  • 15. Peer Feedback Summary • What do you agree with from your peer feedback? – I agree with all the points each of them made about what they liked, they reflected many areas of my work. I also agree with their improvements. If I would certainly have attempted to add them in if I had more time. • What do you disagree with from your peer feedback? • I only disagree with one improvement. That my title screen duration could have been shorter. The reason I wanted it as it is, is because I wanted to give the audience enough time to read the text and understand what its/ is happening. But I can understand why I can seem a little too long.

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 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?
  4. 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?
  5. 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
  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? 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. 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