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Evaluation
Jake Greenwood
Research
• The strengths of my research where, I gained inspiration from some of the
products that I researched which helped me think of what type of genre I wanted
for my game, I was able to compare all the products I researched and see what
features work well and what features don’t work well. Another strength of my
research was the interviews, I asked questions involving my product, and it
helped me understand what my audience will like about my product and what
they might not like, so I was able to change things in my final product to suit the
audience. The weaknesses of my research where, I did write enough about
gameplay features, so if I was to do it again I would focus on doing that, if I did
write about gameplay features I would probably incorporate them into my game,
which would have defiantly improved it. Another weakness of my research is,
there's not enough screens shots of statistics, if every game I reviewed had there
statistics on them I could see which game did the best. Another weakness of my
research is, understanding the target audience of the existing products which I
could have done by researching on sites like yougov, doing this would have also
helped me to see what works well in a video game.
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,
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 which
planed out my five weeks of video game production, this helped me to keep on
track with my work. When planning I was able to write down what colours I
would use, this helped me to see if the colours work well together. The
weaknesses of my planning are, I didn’t write enough on health and safety,
there where many other hazards I could have talked about such as a power cut.
I also should have written a lot more on why I picked the colours, because the
colours where an important part of my project.
Time Management
• I made a schedule when planning so I knew what I had to do each week.
Thanks to my schedule I never fell behind on even when a storm prevented me
from coming in to college, the other reason I never fell behind, was because if I
felt like I was fall behind I did extra work at home and sped up my working
pace. I managed to complete three PowerPoints to the best of my ability in two
days. I also manged my time well when working on my final product, because I
finished it earlier than I expected. An improvement for next time though is to
be more detailed with my schedule, so I can plan out each day instead of each
week, that way my work will be high quality. Another thing I could improve on
is plan for something to go wrong, that way if something does go wrong like a
storm, I would have planed for it and will still be able to finish work on time.
Technical Qualities
Dragon age origins is the game I
gained most inspiration from, so
out of all the other existing
games, this one bears the most
resemblance to mine. They are
both medieval fantasy games,
and the reason I picked a fantasy
genre was to make the game
more unique. Another similarity
is the narrative, in dragon age
grey wardens save people from
the blight, in my game wardens
save people from criminals. The
differences between our
products are, my product is
pixelated and 2D, whilst dragon
age is a 3D photorealistic game.
The witcher 3’s similarities with
my game are, it’s set in a medieval
fantasy world, they both have an
inventory system, they both have
one playable character and they
both have a rewards system. The
differences between our products
are, the wither 3 is a 3D
photorealistic game whilst my
game is pixelated, The playable
character in the witcher has
special perks and powers that the
player can upgrade.
Skyrim’s similarities with my game are, The
both have bandits as enemies, they both have
an inventory and rewards system, they both
have one playable character, In both games
you can upgrade your equipment to become a
better fighter. The differences between our
games are, Skyrim has an open world, whilst
my game is more linier.
Aesthetic Qualities
The animations in my product are
the best thing about it, I spend a
long time making them and it
defiantly paid off because they
look amazing, I especially like the
running animation I did, because
of how realistic they look.
However if I could improve
anything I would improve the the
fighting animations, they do look
good but with a bit more
tweaking they could look great, I
could add variety to the fight so
instead of just swing the sword
they could stab as well. Another thing I really like about my product is the
inventory system, because it makes it look and feel like
an actual game, and all round just looks good. I would
improve it by adding more features to it, for instance I
could add apart where you can change your sword
The character models look very
unique and creative, this is
because I created them myself
and I didn’t use any templates
to help me. The reason for
doing this was to try and make
my own unique art style, so
that people will know which
games are mine. However I
could improve it by adding
some shading to them so that
they stand out.
Audience Appeal
I originally wanted to do a
medieval game, however
when I did my audience
research someone said that
they found medieval games
boring, so to appeal to my
audience I decided to make a
medieval fantasy game
instead to make it more
interesting and less boring.
I wanted to appeal to a wider
audience, so changed a
couple of things when
dealing with blood and gore,
I made it so when you kill and
enemy there's no blood, they
just disappear, but I do show
blood in the background, this
will appeal to a younger
audience as well as an older
audience.
In the interviews I asked what type of rewards
you would like to receive, one person said they
would prefer to receive weapons and armor to
help later in the game. So I made weapons and
armor a reward and I also made a final boss so
that the rewards would be useful.
One of the questions I asked was if
they prefer single player games or
multiplayer, and everyone said they
prefer single player games, Luckily for
me I already planned to make a single
player so I didn’t have to change much.

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8. Evaluation

  • 2. Research • The strengths of my research where, I gained inspiration from some of the products that I researched which helped me think of what type of genre I wanted for my game, I was able to compare all the products I researched and see what features work well and what features don’t work well. Another strength of my research was the interviews, I asked questions involving my product, and it helped me understand what my audience will like about my product and what they might not like, so I was able to change things in my final product to suit the audience. The weaknesses of my research where, I did write enough about gameplay features, so if I was to do it again I would focus on doing that, if I did write about gameplay features I would probably incorporate them into my game, which would have defiantly improved it. Another weakness of my research is, there's not enough screens shots of statistics, if every game I reviewed had there statistics on them I could see which game did the best. Another weakness of my research is, understanding the target audience of the existing products which I could have done by researching on sites like yougov, doing this would have also helped me to see what works well in a video game.
  • 3. 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, 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 which planed out my five weeks of video game production, this helped me to keep on track with my work. When planning I was able to write down what colours I would use, this helped me to see if the colours work well together. The weaknesses of my planning are, I didn’t write enough on health and safety, there where many other hazards I could have talked about such as a power cut. I also should have written a lot more on why I picked the colours, because the colours where an important part of my project.
  • 4. Time Management • I made a schedule when planning so I knew what I had to do each week. Thanks to my schedule I never fell behind on even when a storm prevented me from coming in to college, the other reason I never fell behind, was because if I felt like I was fall behind I did extra work at home and sped up my working pace. I managed to complete three PowerPoints to the best of my ability in two days. I also manged my time well when working on my final product, because I finished it earlier than I expected. An improvement for next time though is to be more detailed with my schedule, so I can plan out each day instead of each week, that way my work will be high quality. Another thing I could improve on is plan for something to go wrong, that way if something does go wrong like a storm, I would have planed for it and will still be able to finish work on time.
  • 5. Technical Qualities Dragon age origins is the game I gained most inspiration from, so out of all the other existing games, this one bears the most resemblance to mine. They are both medieval fantasy games, and the reason I picked a fantasy genre was to make the game more unique. Another similarity is the narrative, in dragon age grey wardens save people from the blight, in my game wardens save people from criminals. The differences between our products are, my product is pixelated and 2D, whilst dragon age is a 3D photorealistic game. The witcher 3’s similarities with my game are, it’s set in a medieval fantasy world, they both have an inventory system, they both have one playable character and they both have a rewards system. The differences between our products are, the wither 3 is a 3D photorealistic game whilst my game is pixelated, The playable character in the witcher has special perks and powers that the player can upgrade. Skyrim’s similarities with my game are, The both have bandits as enemies, they both have an inventory and rewards system, they both have one playable character, In both games you can upgrade your equipment to become a better fighter. The differences between our games are, Skyrim has an open world, whilst my game is more linier.
  • 6. Aesthetic Qualities The animations in my product are the best thing about it, I spend a long time making them and it defiantly paid off because they look amazing, I especially like the running animation I did, because of how realistic they look. However if I could improve anything I would improve the the fighting animations, they do look good but with a bit more tweaking they could look great, I could add variety to the fight so instead of just swing the sword they could stab as well. Another thing I really like about my product is the inventory system, because it makes it look and feel like an actual game, and all round just looks good. I would improve it by adding more features to it, for instance I could add apart where you can change your sword The character models look very unique and creative, this is because I created them myself and I didn’t use any templates to help me. The reason for doing this was to try and make my own unique art style, so that people will know which games are mine. However I could improve it by adding some shading to them so that they stand out.
  • 7. Audience Appeal I originally wanted to do a medieval game, however when I did my audience research someone said that they found medieval games boring, so to appeal to my audience I decided to make a medieval fantasy game instead to make it more interesting and less boring. I wanted to appeal to a wider audience, so changed a couple of things when dealing with blood and gore, I made it so when you kill and enemy there's no blood, they just disappear, but I do show blood in the background, this will appeal to a younger audience as well as an older audience. In the interviews I asked what type of rewards you would like to receive, one person said they would prefer to receive weapons and armor to help later in the game. So I made weapons and armor a reward and I also made a final boss so that the rewards would be useful. One of the questions I asked was if they prefer single player games or multiplayer, and everyone said they prefer single player games, Luckily for me I already planned to make a single player so I didn’t have to change much.

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