The document provides an evaluation of an FMP (Final Major Project) involving the development of a side-scroller game. It summarizes the student's research process, planning, time management, and peer feedback. Key weaknesses identified include a lack of focus in research, not clarifying specific design elements, and poor time management. Peers provided feedback that the background artwork was clear but that character detail and gameplay duration could be improved to increase replay value. The student agrees the background was a strength but disagrees that more character detail was needed, feeling it would improve layer contrast instead.
3. Research
• My research was founded of getting an idea of the comparisons of different side-scroller
mechanics, it helped me due to me being able to comprehend a general scheme for my
product and the necessary elements to make it a “genre” of that.
• My weakness was maybe using my research to find a more strict topic of the game itself and
the similar objectives instead of general mechanics. This would have helped my product as
the elements of similar objectives would help me lay out a plot more quickly for the game.
4. Planning
• The planning helped me include a dramatic change in deciding certain
plot-lines and such which helped me decide rhythms in impact etc.
• The weakness was not clarifying specific additions like fonts etc. This
would have helped me and improved the product because it would have
made me think about the contrasts o the background in a more intense
light etc.
5. Time Management
• Tht time wasn’t made well due to me forgetting to do specific tasks and
having to get “caught "up
• My product would have improved with additional time because could
focus more instead of making changes to fit in with the decreasing time
limits.
6. Technical Qualities
Games are both side-
scrollers so they work
with the same basic
platform
It has a similar moment
scheme wit the characters
both progressing forwards
and such which also hints as
the same “uphill” feature.
The existing product is
much more detailed
which furthers its
intensity and
seriousness
The additional features such
as the examples at the top of
te screen on the existing
product promotes more
depth to the character and
its objectives.
7. Aesthetic Qualities
The background gives
a defined absorbing
piece because of its
solid colour.
The different layers
are more clear and
less merging due to
the colour scheme
which gives a clear
outlie.
The weakness is definitely the lack of difficulty
so it lacks a general replay value.
8. Audience Appeal
Specific contents
such as the objects
you have to collect
provides some
entertainment in
trying to the most
while also being
simple
The general tone not
being complex
correlates with the
results I also
collected.
10. Feedback 1
• What did you like about the product?
– The impact of the level 1 notes down anticipation
in other levels.
• What improvements could have been made to
the product?
– The duration could have been longer to increase
the replay value.
11. Feedback 2
• What did you like about the product?
– The background being clearly outlined in its
colour.
• What improvements could have been made to
the product?
• The detail of the character could have been
more in depth.
12. Feedback 3
• What did you like about the product?
– It’s elements of movement being forward
• What improvements could have been made to
the product?
- Could have more objectives to triumph over.
13. Peer Feedback Summary
• What do you agree with from your peer
feedback?
• That the background gave a solid outline
• What do you disagree with from your peer
feedback?
– That the the character could have more detail – it
would have definitely made the contrasts
between layers in the game more apparent.
14. Peer Feedback Summary
The duration I would have made longer to
give me more motivation to make the
game “fuller” instead of lacking in certain
additions; because as the game stands
now it lacks a solid approach to replay
value.
Editor's Notes
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?
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?
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?
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
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
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
What changes would you make to your product based upon your peer feedback and why?