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Evaluation
Jake Greenwood
Production Process Evaluation
Research
The strengths of my research were, I found out what features
work well in video games, for instance good sound design,
strong narrative and perfect colour correction, I also found out
from my research that all these features have to match with
the style of the game. Another strength to my research is that it
gave me ideas for stuff to add in my game for instance the type
of effects used in dragon ball xenoverse 2. another strength to
my research is that I was able to see how they link the games
to there box art and how they are able to advertise there
games. Another strength to my research is the questionnaire,
where I got more than 18 people to do a survey that I created
on survey monkey, which had questions about my products
that I was going to create, the reason this was a strength to my
research was because I could find out what my audience
wanted to see in my products. A negative to my research was
the interviews because I didn’t chose the people who did them,
they where chosen at random, so one of the people who did
my interview doesn't know anything about video games, so
they couldn’t answer the questions very well. This could have
been avoided if I could choose the people I wanted to do the
interviews. Another reason the survey was a good part of my
research was because I could find out what target audience
was, for instance I found out that audience is mostly male,
however one negative to the survey was that I didn’t ask
enough questions for the box art and I mainly focused on the
video game question.
Research
To complete the existing products research I used
websites such as YouTube, yougove and video game
company websites. This was to get as much information
as possible about the games. I decided to research up to 5
similar existing products, most of if not all the games I
chose I already had pre existing knowledge about. So
doing research on them wasn’t to difficult. I wrote about
there target audiences and how they appeal to them,
there style of gameplay, how there combat works, the
colours that they advertise with, there themes and
camera angles. After the existing products research I
made a survey on survey monkey, I wrote 10 different
question, so that I could find out who my audience was
and what they wanted to see in my products, after
completing the survey I sent it out. When I gathered
enough responses I wrote an overview for each question
and basically explain how I will appeal to this audience.
Finally for the research I made and interview consisting of
three question, I made sure that the question forced the
interviewee to write full extended answers. After that was
done, I wrote an overview on there answers, and talk
about what I agree with and what I disagree with.
Planning
The strengths of my planning where, I was easily able to come up
with ideas for a video game, because of the research and my own
knowledge of video game, plus I had planed to do video game for
FMP for a while so I had plenty of ideas. Because of this I was able
to go into detail about what I wanted to do for a video game.
Another strength of my planning was, I made a schedule in my
proposal which planed out weeks of video game production, this
helped me to keep on track with my work. When planning I wrote
down what colours I would use, and why I would use them, which
gave me a preview to how well they blend together, another
strength to my planning was that because I made a contingency
plan I knew what to do if something went wrong. The weaknesses
of my planning are, I could have written more on the style sheet, it
doesn't really explain the video game in full. Another thing I could
have written more for was the health and safety. A big strength to
my research was my proposal, I managed to write so much about
what my products where, who they were tailored to, and it gave a
nice overview of my project, although I could have gone into more
detail about my target audience, I didn’t explain well enough why
my audience would play my game. The initial plans were the
foundation to my planning, it was were I came up with the ideas for
my project, and I think the best part of it was the mind maps, I
wrote a lot about all the different features the game and box art
would have, and with those foundations to the product, I could
then change it a little over time. A negative to my initial plans was
my mood boards, they focused to heavily on pre existing work, to
the point where its almost not a mood board.
Planning
In the first part of the initial plans I did a initial reaction to
the project, I wrote done down what I thought about it
and what I plan to make. The next part of the initial plans
was the mind maps. I drew multiple minds maps talking
about my different ideas, the mind maps where the first
opportunity for me to write my ideas down. For each
game I wrote down what some of the features will be like,
and how they would effect the game. After the mind
maps I did two mood boards, one for the video game and
one for the box art. I then did an overview of them,
talking about the common features the images have and
how I will utilize them. The last thing I did for the initial
plans was the positives and negatives of the product I had
chosen to make. Pre-production was the final part of
planning, I wrote about everything that will be in the two
product, the colours, the layouts, the costumes and the
backgrounds, just to name a few features. After discussing
what my game will be like, I then made a couple tables
where I wrote about health and safety and how I will stay
safe, as well as a contingence plan, so that I’ll know what
to do if a peace of equipment broke.
Time Management
In my proposal I made a time schedule which mapped out
ten weeks of production. In my opinion my time
management went ok, I stayed on track with my work and
didn’t fall behind. Things I could have improved on my
schedule were, making a plan for if I fell behind on work. I
should have given myself more time to complete certain
work because exams took up a lot of time, I should have
also made plans in case college closed for a day and I fell
behind on work, I should have made a plan in case I lost any
work, so basically I should have planned for something to
go wrong. In my opinion I took too long when making the
video game, so if I planned better that could have been
avoided. I also kept into consideration how much time
features of the game would take, for instance how long a
fight scene would take, the positives of doing this where
that I could get and idea for how long my video game would
be, a negative of doing this was that it was kind of a ruff
estimate, so it wasn’t completely accurate.
Technical Qualities (VG)
The similarities between these
games are, there colours which are
bright and vibrant which
symbolizes hope, and joy. Another
similarity is there combat
mechanics, Powers uses super
powers in its combat and dragon
ball also uses super powers in
there combat, except the
difference between there combat
styles are, dragon ball’s is 3D whilst
Powers is 2D. A big difference
between these two games is that
dragon ball is a multiplayer game
whilst Powers is a single player
game.
The similarities between
these two games are
there both about super
heroes and villains, they
both have the same
combat style except DC
universe is 3D and powers
is 2D, they both have a
city map and a building
map. The differences
between these games are
the colours, Powers has
bright and vibrant colours,
whilst DC universe has
dark and gloomy colours.
The similarities of these games are the style, there both 2D
style games however mortal combat has 3D style elements,
for instance there cut scenes are 3D, another similarity is the
characters powers, in mortal combat there's a guy with ice
powers and a guy with fire powers, which is the same as two
characters from Powers. The differences between the two
products are, mortal combat has photo realistic graphics,
whilst Powers is pixelated.
Technical Qualities VG
To create all the effects, characters and backgrounds, I
used the pencil tool on Photoshop. So it was effectively
the most important tool in the product, because without
it I wouldn’t have been able to do anything. To create the
animations I made multiple layers for character and
effects, so that when it came to animating, I would used
one character layer for one frame, and then in the next
frame I would change the layer. I would compare the way I
animated it to stop motion. I didn’t just use Photoshop to
make this product, I also used premiere pro. The main
reason for using premiere pro was because it’s the best
software to add music and sounds, the tools I used on
premiere pro were, the razor and the move tool, the razor
tool was used to trim or cut music or video clips. To make
the sound effects and music I used beep box and garage
band. Garage band to make the music and beep box to
make the sound effects. The reason for using beep box
was because you can create 8-bit music on it, which fits
the style of my video game. I used garage band because
it’s a really easy peace of software to use.
Technical Qualities (Box art)
The similarities between the two
products are, they both show playable
characters on the front cover, they
both show lots of vibrant colours, and
the title is in front of the playable
characters. The differences between
the products are, the title in powers
in the the center of the image whilst
on the dragon ball game its at the top
of the page. Another differences is
the main character in the dragon ball
game takes up most of the image,
whilst in the powers game the
characters and the background evenly
take up the space.
These two products are very different, powers has bright and
vibrant colours whilst mortal combat is black and has dark
colours, so that it fits with the tone of the game. Another
difference is that mortal combat shows only one playable
character, whilst powers shows multiple character and has a
background. A similarity between the products is that there
tiles are in the center of there images.
The similarities between
these products are the
layouts, they both do a
triangle formation with
the characters, also they
both show someone using
there power. The
differences between the
products are, DC universe
colours are dark whilst
powers has bright colours.
I used the colour tab on
Photoshop to pick the
colours I wanted.
Technical qualities (BA)
First of all I set the image size to
portrait, because that’s what most box
arts are. To create the box art I only
used two tools, the pencil and the
move tool. I used the pencil to create
everything, and I used the move tool to
place characters and effects. Certain
effects like the explosion would take
longer because they need more detail.
The box art didn’t need as many layers
as the video game because I wasn’t
animating it, so for instance one
character only needed one layer.
Aesthetic Qualities (VG)
I like how the character models
look, there all very unique, and you
can tell what power they have just
by looking at them, however they
could be better, I could have added
more detail in there armor, because
at the moment it looks a bit plain.
And that’s one of the negatives to
using the pencil tool, I didn’t use
any pre-existing designs or
templates so its all my own creative
designs.
I like how the effects look, in my opinion
its some of my best work, they flow and
blend well with the surroundings. I
aseptically like the quick time events
because it lets the audience know that
this is a console game, you can easily tell
that it’s a quick time event so there no
confusion. I made the quick time events
by making two X’s, one darker and one
lighter, and then when animating I would
show the lighter one first then the darker
one and then the lighter one again, I
would repeat this pattern and it would
make it look like someone's rapidly
tapping the X button.
The main menu and loading screen looked ok, but they are a bit
bland, to improve it I could have spent more time on it, and added
a bit more detail and style to it. For instance I could have had more
than one loading screen or made the main menu title more stylish.
I made the title on the loading screen using the pencil tool on
photoshop, a positive to doing it this way is that its quick and easy,
so I didn’t waste any time, a negatives to doing it this way is that
the title ends up have no style, it doesn't have anything that makes
it stand out.
I really like the city background, it took me a
long time to make, but it was defiantly worth it.
I made it using the pencil tool and paint bucket
tool in Photoshop and I didn’t use any
templates, positives of doing it this way are, its
all my own work so its very unique, I can also be
more precise when using the pencil tool, the
negatives of doing it this way are, it might not
look very professional and it takes longer
because I not using a template
Aesthetic Qualities (Box art)
I think the triangle formation
is the best part of the
product, it gives off a
dramatic feel to the product,
and lets the audience know
that those characters are a
team. I used the move tool
to position the characters
where I wanted them.
The city in the background
looks good because it fill out
most of the page, it also
helps to make the characters
in the center stand out. The
background also lets the
audience know that there's
a city map
The explosion effect at the
bottom of the page looks quite
good, and it lets the audience
know that it’s a action game. And
the layout of where the action is
show is good, middle of the page
shows three characters posing
whilst bottom of the page is an
action shot. It took one layer to
make and I used the pencil tool
to create it.
The colours are very bright and
vibrant which make the box art
very eye catching. To fill an image
with colour faster I used the paint
bucket tool, however a negative to
using the paint bucket tool is that
it can be very unreliable and
sometimes colours spill in to the
wrong part of the image
Aesthetic qualities (VG)
If I had more time, or if I could improve it, I would
for inspiration online, because I feel like my
designs look a bit dull, and they don’t really stand
out, and when I found my inspiration, I would
tweak it with my own ideas so that it becomes
unique to my products. And I would do the same
for the box art.
Audience Appeal
This is how my products appeal to my audience, my video game appeals to males because its
violent, the main focus of the game is combat, I made the combat scenes using the move tool and
switching between layers that I created, the box art also appeals to this audience because it also
shows violence, all I did to make this was draw it using the pencil tool. In my questionnaire most
people asked for the game to longer than three minutes, and I made it four minutes, so I gave my
audience more than what they originally wanted. Another thing people asked for in the
questionnaire was to have at least four playable character, so I made four different playable
characters, using the pencil tool on Photoshop, and I didn’t use any templates so there completely
original. The main thing everyone ask for was upgrades, so I made an upgrade system to appeal to
them, I made the upgrade system with the pencil and move tool, the design is also completely
original. However with more time I could given the upgrade menu a bit more style. For instance I
could have added some patterns to it, just to make it appear more stylish.
Peer
Feedback
Feedback 1
• What did you like about the product?
– I first of all think the cover the game is very detailed and looks incredibly realistic
and I can see this being in a gaming store on the shelves. As for the actual game
itself the intro screen is simple but works well. Along with the character selection
and the loading screen is very impressive. The music is very suiting to the game and
really feels like a arcade style game. Finally as for the game play the animations, I
was shocked and surprised as how well done they were. Everything ran through
smoothly.
• What improvements could have been made to
the product?
• Its hard to think of any improvements but I would say add more detail to the intro screen
at the start just like a picture or something. Another thing maybe the music could get a
bit boring and repetitive.
Feedback 2
• What did you like about the product?
– The video game very well edited, as it looks very professional. It is clear that many layers
were used in the making, for example when the character kills an enemy they flash a
few times before disappearing, making it look like they are fading away. Along with
when a button is being pressed the effects used are very aesthetically pleasing they
darken slightly around the edges. The detail in the characters and in the background are
also very impressive, as well as the movements of the characters and other moving
features, as it flows nicely and doesn't glitch. the box art for the video game is also very
impressive as it is eye-catching and contains a lot of detail.
• What improvements could have been made to the
product?
• The audio transitions are quite abrupt when changing onto different parts of the
game, as the music suddenly stops leaving no audio. The length of the production
may be quite long, leaving screens such as option pages where buttons are being
pressed left on screen for too long.
Feedback 3
• What did you like about the product?
– After watching the video I am really impressed with the game,
the aspect which I found particularly awesome was each
characters moving animation worked really well and was super
creative.
– I really enjoyed the fact that you have included several attacks
for each character and included a move that hits multiple mobs.
• What improvements could have been made to the product?
• If I was to improve it the first problem was the change in music, the
first music used and the stuff at the start worked really well but
nearer the end it was not as thrilling and engaging.
– And the game had some point which were a bit slow and
nothing happened but apart from this it was really cool.
Peer Feedback Summary
• What do you agree with from your peer feedback?
I agree with most of the feedback, I defiantly think the main
menu could have been improved, and the music could have been
a little bit better.
I agree that the music can get a bit repetitive after a while so if I
did it again I would change the music.
• What do you disagree with from your peer feedback?
– I disagree that the video game is too long, it needed to be
long to show all the qualities of the game.
– I disagree that the audio cuts are abrupt, If they faded out
it would take you out of the game.
Peer Feedback Summary
I would defiantly change the music so that it
doesn't sound so repetitive to the audience, also
I would change the style of the title screen so
that it suits the theme of the game a lot more, I
would achieve this by getting inspiration from
the internet. I would probably make the product
a bit shorter because some people might get a
bit board if its too long, I would achieve this by
going back to the basics and rethink the
narrative so that it doesn't go on for too long.

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7. evaluation fmp l3

  • 3. Research The strengths of my research were, I found out what features work well in video games, for instance good sound design, strong narrative and perfect colour correction, I also found out from my research that all these features have to match with the style of the game. Another strength to my research is that it gave me ideas for stuff to add in my game for instance the type of effects used in dragon ball xenoverse 2. another strength to my research is that I was able to see how they link the games to there box art and how they are able to advertise there games. Another strength to my research is the questionnaire, where I got more than 18 people to do a survey that I created on survey monkey, which had questions about my products that I was going to create, the reason this was a strength to my research was because I could find out what my audience wanted to see in my products. A negative to my research was the interviews because I didn’t chose the people who did them, they where chosen at random, so one of the people who did my interview doesn't know anything about video games, so they couldn’t answer the questions very well. This could have been avoided if I could choose the people I wanted to do the interviews. Another reason the survey was a good part of my research was because I could find out what target audience was, for instance I found out that audience is mostly male, however one negative to the survey was that I didn’t ask enough questions for the box art and I mainly focused on the video game question.
  • 4. Research To complete the existing products research I used websites such as YouTube, yougove and video game company websites. This was to get as much information as possible about the games. I decided to research up to 5 similar existing products, most of if not all the games I chose I already had pre existing knowledge about. So doing research on them wasn’t to difficult. I wrote about there target audiences and how they appeal to them, there style of gameplay, how there combat works, the colours that they advertise with, there themes and camera angles. After the existing products research I made a survey on survey monkey, I wrote 10 different question, so that I could find out who my audience was and what they wanted to see in my products, after completing the survey I sent it out. When I gathered enough responses I wrote an overview for each question and basically explain how I will appeal to this audience. Finally for the research I made and interview consisting of three question, I made sure that the question forced the interviewee to write full extended answers. After that was done, I wrote an overview on there answers, and talk about what I agree with and what I disagree with.
  • 5. Planning The strengths of my planning where, I was easily able to come up with ideas for a video game, because of the research and my own knowledge of video game, plus I had planed to do video game for FMP for a while so I had plenty of ideas. Because of this I was able to go into detail about what I wanted to do for a video game. Another strength of my planning was, I made a schedule in my proposal which planed out weeks of video game production, this helped me to keep on track with my work. When planning I wrote down what colours I would use, and why I would use them, which gave me a preview to how well they blend together, another strength to my planning was that because I made a contingency plan I knew what to do if something went wrong. The weaknesses of my planning are, I could have written more on the style sheet, it doesn't really explain the video game in full. Another thing I could have written more for was the health and safety. A big strength to my research was my proposal, I managed to write so much about what my products where, who they were tailored to, and it gave a nice overview of my project, although I could have gone into more detail about my target audience, I didn’t explain well enough why my audience would play my game. The initial plans were the foundation to my planning, it was were I came up with the ideas for my project, and I think the best part of it was the mind maps, I wrote a lot about all the different features the game and box art would have, and with those foundations to the product, I could then change it a little over time. A negative to my initial plans was my mood boards, they focused to heavily on pre existing work, to the point where its almost not a mood board.
  • 6. Planning In the first part of the initial plans I did a initial reaction to the project, I wrote done down what I thought about it and what I plan to make. The next part of the initial plans was the mind maps. I drew multiple minds maps talking about my different ideas, the mind maps where the first opportunity for me to write my ideas down. For each game I wrote down what some of the features will be like, and how they would effect the game. After the mind maps I did two mood boards, one for the video game and one for the box art. I then did an overview of them, talking about the common features the images have and how I will utilize them. The last thing I did for the initial plans was the positives and negatives of the product I had chosen to make. Pre-production was the final part of planning, I wrote about everything that will be in the two product, the colours, the layouts, the costumes and the backgrounds, just to name a few features. After discussing what my game will be like, I then made a couple tables where I wrote about health and safety and how I will stay safe, as well as a contingence plan, so that I’ll know what to do if a peace of equipment broke.
  • 7. Time Management In my proposal I made a time schedule which mapped out ten weeks of production. In my opinion my time management went ok, I stayed on track with my work and didn’t fall behind. Things I could have improved on my schedule were, making a plan for if I fell behind on work. I should have given myself more time to complete certain work because exams took up a lot of time, I should have also made plans in case college closed for a day and I fell behind on work, I should have made a plan in case I lost any work, so basically I should have planned for something to go wrong. In my opinion I took too long when making the video game, so if I planned better that could have been avoided. I also kept into consideration how much time features of the game would take, for instance how long a fight scene would take, the positives of doing this where that I could get and idea for how long my video game would be, a negative of doing this was that it was kind of a ruff estimate, so it wasn’t completely accurate.
  • 8. Technical Qualities (VG) The similarities between these games are, there colours which are bright and vibrant which symbolizes hope, and joy. Another similarity is there combat mechanics, Powers uses super powers in its combat and dragon ball also uses super powers in there combat, except the difference between there combat styles are, dragon ball’s is 3D whilst Powers is 2D. A big difference between these two games is that dragon ball is a multiplayer game whilst Powers is a single player game. The similarities between these two games are there both about super heroes and villains, they both have the same combat style except DC universe is 3D and powers is 2D, they both have a city map and a building map. The differences between these games are the colours, Powers has bright and vibrant colours, whilst DC universe has dark and gloomy colours. The similarities of these games are the style, there both 2D style games however mortal combat has 3D style elements, for instance there cut scenes are 3D, another similarity is the characters powers, in mortal combat there's a guy with ice powers and a guy with fire powers, which is the same as two characters from Powers. The differences between the two products are, mortal combat has photo realistic graphics, whilst Powers is pixelated.
  • 9. Technical Qualities VG To create all the effects, characters and backgrounds, I used the pencil tool on Photoshop. So it was effectively the most important tool in the product, because without it I wouldn’t have been able to do anything. To create the animations I made multiple layers for character and effects, so that when it came to animating, I would used one character layer for one frame, and then in the next frame I would change the layer. I would compare the way I animated it to stop motion. I didn’t just use Photoshop to make this product, I also used premiere pro. The main reason for using premiere pro was because it’s the best software to add music and sounds, the tools I used on premiere pro were, the razor and the move tool, the razor tool was used to trim or cut music or video clips. To make the sound effects and music I used beep box and garage band. Garage band to make the music and beep box to make the sound effects. The reason for using beep box was because you can create 8-bit music on it, which fits the style of my video game. I used garage band because it’s a really easy peace of software to use.
  • 10. Technical Qualities (Box art) The similarities between the two products are, they both show playable characters on the front cover, they both show lots of vibrant colours, and the title is in front of the playable characters. The differences between the products are, the title in powers in the the center of the image whilst on the dragon ball game its at the top of the page. Another differences is the main character in the dragon ball game takes up most of the image, whilst in the powers game the characters and the background evenly take up the space. These two products are very different, powers has bright and vibrant colours whilst mortal combat is black and has dark colours, so that it fits with the tone of the game. Another difference is that mortal combat shows only one playable character, whilst powers shows multiple character and has a background. A similarity between the products is that there tiles are in the center of there images. The similarities between these products are the layouts, they both do a triangle formation with the characters, also they both show someone using there power. The differences between the products are, DC universe colours are dark whilst powers has bright colours. I used the colour tab on Photoshop to pick the colours I wanted.
  • 11. Technical qualities (BA) First of all I set the image size to portrait, because that’s what most box arts are. To create the box art I only used two tools, the pencil and the move tool. I used the pencil to create everything, and I used the move tool to place characters and effects. Certain effects like the explosion would take longer because they need more detail. The box art didn’t need as many layers as the video game because I wasn’t animating it, so for instance one character only needed one layer.
  • 12. Aesthetic Qualities (VG) I like how the character models look, there all very unique, and you can tell what power they have just by looking at them, however they could be better, I could have added more detail in there armor, because at the moment it looks a bit plain. And that’s one of the negatives to using the pencil tool, I didn’t use any pre-existing designs or templates so its all my own creative designs. I like how the effects look, in my opinion its some of my best work, they flow and blend well with the surroundings. I aseptically like the quick time events because it lets the audience know that this is a console game, you can easily tell that it’s a quick time event so there no confusion. I made the quick time events by making two X’s, one darker and one lighter, and then when animating I would show the lighter one first then the darker one and then the lighter one again, I would repeat this pattern and it would make it look like someone's rapidly tapping the X button. The main menu and loading screen looked ok, but they are a bit bland, to improve it I could have spent more time on it, and added a bit more detail and style to it. For instance I could have had more than one loading screen or made the main menu title more stylish. I made the title on the loading screen using the pencil tool on photoshop, a positive to doing it this way is that its quick and easy, so I didn’t waste any time, a negatives to doing it this way is that the title ends up have no style, it doesn't have anything that makes it stand out. I really like the city background, it took me a long time to make, but it was defiantly worth it. I made it using the pencil tool and paint bucket tool in Photoshop and I didn’t use any templates, positives of doing it this way are, its all my own work so its very unique, I can also be more precise when using the pencil tool, the negatives of doing it this way are, it might not look very professional and it takes longer because I not using a template
  • 13. Aesthetic Qualities (Box art) I think the triangle formation is the best part of the product, it gives off a dramatic feel to the product, and lets the audience know that those characters are a team. I used the move tool to position the characters where I wanted them. The city in the background looks good because it fill out most of the page, it also helps to make the characters in the center stand out. The background also lets the audience know that there's a city map The explosion effect at the bottom of the page looks quite good, and it lets the audience know that it’s a action game. And the layout of where the action is show is good, middle of the page shows three characters posing whilst bottom of the page is an action shot. It took one layer to make and I used the pencil tool to create it. The colours are very bright and vibrant which make the box art very eye catching. To fill an image with colour faster I used the paint bucket tool, however a negative to using the paint bucket tool is that it can be very unreliable and sometimes colours spill in to the wrong part of the image
  • 14. Aesthetic qualities (VG) If I had more time, or if I could improve it, I would for inspiration online, because I feel like my designs look a bit dull, and they don’t really stand out, and when I found my inspiration, I would tweak it with my own ideas so that it becomes unique to my products. And I would do the same for the box art.
  • 15. Audience Appeal This is how my products appeal to my audience, my video game appeals to males because its violent, the main focus of the game is combat, I made the combat scenes using the move tool and switching between layers that I created, the box art also appeals to this audience because it also shows violence, all I did to make this was draw it using the pencil tool. In my questionnaire most people asked for the game to longer than three minutes, and I made it four minutes, so I gave my audience more than what they originally wanted. Another thing people asked for in the questionnaire was to have at least four playable character, so I made four different playable characters, using the pencil tool on Photoshop, and I didn’t use any templates so there completely original. The main thing everyone ask for was upgrades, so I made an upgrade system to appeal to them, I made the upgrade system with the pencil and move tool, the design is also completely original. However with more time I could given the upgrade menu a bit more style. For instance I could have added some patterns to it, just to make it appear more stylish.
  • 17. Feedback 1 • What did you like about the product? – I first of all think the cover the game is very detailed and looks incredibly realistic and I can see this being in a gaming store on the shelves. As for the actual game itself the intro screen is simple but works well. Along with the character selection and the loading screen is very impressive. The music is very suiting to the game and really feels like a arcade style game. Finally as for the game play the animations, I was shocked and surprised as how well done they were. Everything ran through smoothly. • What improvements could have been made to the product? • Its hard to think of any improvements but I would say add more detail to the intro screen at the start just like a picture or something. Another thing maybe the music could get a bit boring and repetitive.
  • 18. Feedback 2 • What did you like about the product? – The video game very well edited, as it looks very professional. It is clear that many layers were used in the making, for example when the character kills an enemy they flash a few times before disappearing, making it look like they are fading away. Along with when a button is being pressed the effects used are very aesthetically pleasing they darken slightly around the edges. The detail in the characters and in the background are also very impressive, as well as the movements of the characters and other moving features, as it flows nicely and doesn't glitch. the box art for the video game is also very impressive as it is eye-catching and contains a lot of detail. • What improvements could have been made to the product? • The audio transitions are quite abrupt when changing onto different parts of the game, as the music suddenly stops leaving no audio. The length of the production may be quite long, leaving screens such as option pages where buttons are being pressed left on screen for too long.
  • 19. Feedback 3 • What did you like about the product? – After watching the video I am really impressed with the game, the aspect which I found particularly awesome was each characters moving animation worked really well and was super creative. – I really enjoyed the fact that you have included several attacks for each character and included a move that hits multiple mobs. • What improvements could have been made to the product? • If I was to improve it the first problem was the change in music, the first music used and the stuff at the start worked really well but nearer the end it was not as thrilling and engaging. – And the game had some point which were a bit slow and nothing happened but apart from this it was really cool.
  • 20. Peer Feedback Summary • What do you agree with from your peer feedback? I agree with most of the feedback, I defiantly think the main menu could have been improved, and the music could have been a little bit better. I agree that the music can get a bit repetitive after a while so if I did it again I would change the music. • What do you disagree with from your peer feedback? – I disagree that the video game is too long, it needed to be long to show all the qualities of the game. – I disagree that the audio cuts are abrupt, If they faded out it would take you out of the game.
  • 21. Peer Feedback Summary I would defiantly change the music so that it doesn't sound so repetitive to the audience, also I would change the style of the title screen so that it suits the theme of the game a lot more, I would achieve this by getting inspiration from the internet. I would probably make the product a bit shorter because some people might get a bit board if its too long, I would achieve this by going back to the basics and rethink the narrative so that it doesn't go on for 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 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. 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
  5. 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
  6. 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
  7. What changes would you make to your product based upon your peer feedback and why?