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Evaluation
Your name
Research
I feel like my research was really helpful in showing me the positive and negative
aspects of similar games allowing me to avoid certain techniques and features when
creating my game.
I found looking at the visual aspects of the other games very uselful as it gave me lots
of ideas of how I could design my game in the best possible way, by combining
different layouts and themes from each game to create my own.
I looked at each detail of every game and considered the positive and negatives, why
it was important and if I wanted to include it in my game. I think it was really
interesting to see the choice in colours,music etc in each product.
To improve I would maybe go into more detail on each aspect but due to the time
restrictions I wasn’t able too. I think if I had done this I would be more aware of the
impact of things like the audio on the player/ audience and how they change the
mood of the game and build tension etc.
Planning
Think my planning was very thorough and I I can see from my final
product that I stuck to my key idea and followed he plan I created. I
think this is really good as it shows where all my inspirations came from
and how I have developed different ideas.
I feel like I explored a few strong ideas but in the end I realised that lots
of my ideas didn’t fit the breif and the age catogoy we were aiming for
therefore they wouldn’t be appropriate. I think if I had thought about
this sooner, I could of saved time on looking into ideas that wouldn’t be
appropriate or appeal to my target audience and maybe given myself a
wider variety of options with my game but I was limited as so many of
my ideas werent suitable.
I think overall my planning was quite strong but I think I could improve
by adding more detail to some areas so when it came to writing my
proposal I had more information to go off. For example there wasn’t a
lot of detail on my target audience slide, so when I was completeing
that part in the proposal I had to spend time trying to find more
information which wasn’t helpful.
Planning slides
Time Management
I feel like compared to previous projects my time was managed a lot
better allowing me to spend more time making sure each part of my
product was complete and also to a standard I am happy with. I
allocated more time for things I’m less confident at so I was under less
time pressure which I hope will show through in the quality of my
game animation.
If I had more time I would of liked to add more detail to my game and
improve the animation. It was fairly simple due to the time limitations
but I would of liked to make my
animation smoother and more
time to perfect everything. I think I stuck to
my plan fairly well, and I dedicated the
correct amount of time to each part I needed to complete each part
of my game.
Aural qualities
For my music I created two tracks on beepbox using quite mellow and
dramatic tones to build tension. I wanted t create something similar to
the jaws soundtrack and that took inspiration from that. I think the
lower notes were great for making the game appear more scary and
they contrasted well with the sounds effects of youtube (the screams
and chomps)
I also used some sound effects I found on youtube because they were
ones I couldn’t create myself on beetbox and I didn’t have access to
recorder, but I also didn’t have time but if I was to do this project again
I would allocate more time and prepare before hand so I could have
my own sound effects instead.
To improve,I would also of preferred to have my two pieces of music to
be more imaginative as they both sound very similar, it would be nice
if the second piece had been more upbeat and had faster tempo so
there was more contrast between the two.
Technical Qualities
I think my work was very similar to hungry shark which wasn’t intentional but my ideas were
very similar before I had researched into the game. I think when I become aware of this I
tried to male the visuals as different as possible using different colours and persepectives
and style although the concept of both games is still the same. Hungry sharks animation is
made to look realistic by using 3D techniques and changing in perspectives throughout the
game whereas mine is almost the opposite. I also tried to simplify my game slightly more by
having less writing on my game screen but I chose to keep a health bar and target to give the
player a reason to play.
Aesthetic Qualities
Im happy with how my work looked in the end, I think the colours all complimented
eachother and the theme well. I also think my character design was a good, I liked
how they stood out clearly from my background so everything was clear.
I think my moodboards and style sheets were accurate in representing my final
product as I chose to stick to the same themes and colour schemes I looked at
originally and took my inspiration from images I had collected in my planning.
I found my moodboards really helpful as they gather all
the things that you like and feel inspired by onto one page
so you can see all your ideas at one glance. I feel confidnt that
my moodboards and style sheets were a good Reprisent-
Ation of what I wanted to create and I think I achieved
my original vision for the visuals and design of my game.
Clear bold writing that
contrasts with the other
colours on the screen so it
stands out to the veiwer.
Health bar to
show when
the player is
doing well
and
encourage
them to play
more to reach
a new level
and unlock a
new
character.
Variety of colours
makes the game
exciting and nice to
look at.
Blood to
make the
game more
thrilling and
more
appealing to
the target
audience.
Gradient
background
gives the
game more
depth and
appear
more 3D
therefore
more
realistic
too.
Most things are
animated in my game
to give the game the
illusion of realism.
The graphics are simple but
effective, everything is made
using pixel art so appears quite
stylized.
Detail on the seabed makes the game
more interesting and appealing but
also ads aspects of realism.
Audience Appeal
I think throughout my game I was really aware of my target audience
and tried to make sure my game fit the genres and themes my target
audience are interested specifically.
I feel that the audience appeal is really important because you want to
make the best possible product for the consumer and the best way to do
this is generate and audience profile and aim your game to fit those
specific interests to maximize the appeal. I think I had very clear vision
of the type of people that would play my game which allowed
me to create a well suited game.

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Evaluation, Research, Planning and Design of a Pixel Art Game

  • 2. Research I feel like my research was really helpful in showing me the positive and negative aspects of similar games allowing me to avoid certain techniques and features when creating my game. I found looking at the visual aspects of the other games very uselful as it gave me lots of ideas of how I could design my game in the best possible way, by combining different layouts and themes from each game to create my own. I looked at each detail of every game and considered the positive and negatives, why it was important and if I wanted to include it in my game. I think it was really interesting to see the choice in colours,music etc in each product. To improve I would maybe go into more detail on each aspect but due to the time restrictions I wasn’t able too. I think if I had done this I would be more aware of the impact of things like the audio on the player/ audience and how they change the mood of the game and build tension etc.
  • 3. Planning Think my planning was very thorough and I I can see from my final product that I stuck to my key idea and followed he plan I created. I think this is really good as it shows where all my inspirations came from and how I have developed different ideas. I feel like I explored a few strong ideas but in the end I realised that lots of my ideas didn’t fit the breif and the age catogoy we were aiming for therefore they wouldn’t be appropriate. I think if I had thought about this sooner, I could of saved time on looking into ideas that wouldn’t be appropriate or appeal to my target audience and maybe given myself a wider variety of options with my game but I was limited as so many of my ideas werent suitable. I think overall my planning was quite strong but I think I could improve by adding more detail to some areas so when it came to writing my proposal I had more information to go off. For example there wasn’t a lot of detail on my target audience slide, so when I was completeing that part in the proposal I had to spend time trying to find more information which wasn’t helpful.
  • 5. Time Management I feel like compared to previous projects my time was managed a lot better allowing me to spend more time making sure each part of my product was complete and also to a standard I am happy with. I allocated more time for things I’m less confident at so I was under less time pressure which I hope will show through in the quality of my game animation. If I had more time I would of liked to add more detail to my game and improve the animation. It was fairly simple due to the time limitations but I would of liked to make my animation smoother and more time to perfect everything. I think I stuck to my plan fairly well, and I dedicated the correct amount of time to each part I needed to complete each part of my game.
  • 6. Aural qualities For my music I created two tracks on beepbox using quite mellow and dramatic tones to build tension. I wanted t create something similar to the jaws soundtrack and that took inspiration from that. I think the lower notes were great for making the game appear more scary and they contrasted well with the sounds effects of youtube (the screams and chomps) I also used some sound effects I found on youtube because they were ones I couldn’t create myself on beetbox and I didn’t have access to recorder, but I also didn’t have time but if I was to do this project again I would allocate more time and prepare before hand so I could have my own sound effects instead. To improve,I would also of preferred to have my two pieces of music to be more imaginative as they both sound very similar, it would be nice if the second piece had been more upbeat and had faster tempo so there was more contrast between the two.
  • 7. Technical Qualities I think my work was very similar to hungry shark which wasn’t intentional but my ideas were very similar before I had researched into the game. I think when I become aware of this I tried to male the visuals as different as possible using different colours and persepectives and style although the concept of both games is still the same. Hungry sharks animation is made to look realistic by using 3D techniques and changing in perspectives throughout the game whereas mine is almost the opposite. I also tried to simplify my game slightly more by having less writing on my game screen but I chose to keep a health bar and target to give the player a reason to play.
  • 8. Aesthetic Qualities Im happy with how my work looked in the end, I think the colours all complimented eachother and the theme well. I also think my character design was a good, I liked how they stood out clearly from my background so everything was clear. I think my moodboards and style sheets were accurate in representing my final product as I chose to stick to the same themes and colour schemes I looked at originally and took my inspiration from images I had collected in my planning. I found my moodboards really helpful as they gather all the things that you like and feel inspired by onto one page so you can see all your ideas at one glance. I feel confidnt that my moodboards and style sheets were a good Reprisent- Ation of what I wanted to create and I think I achieved my original vision for the visuals and design of my game.
  • 9. Clear bold writing that contrasts with the other colours on the screen so it stands out to the veiwer. Health bar to show when the player is doing well and encourage them to play more to reach a new level and unlock a new character. Variety of colours makes the game exciting and nice to look at. Blood to make the game more thrilling and more appealing to the target audience. Gradient background gives the game more depth and appear more 3D therefore more realistic too. Most things are animated in my game to give the game the illusion of realism. The graphics are simple but effective, everything is made using pixel art so appears quite stylized. Detail on the seabed makes the game more interesting and appealing but also ads aspects of realism.
  • 10. Audience Appeal I think throughout my game I was really aware of my target audience and tried to make sure my game fit the genres and themes my target audience are interested specifically. I feel that the audience appeal is really important because you want to make the best possible product for the consumer and the best way to do this is generate and audience profile and aim your game to fit those specific interests to maximize the appeal. I think I had very clear vision of the type of people that would play my game which allowed me to create a well suited game.

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