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Evaluation
Jay Birkin
Production Process Evaluation
Research
My research was a starting point for my project. It was of a big help to me for my project. In it I wrote about already existing
games, My research was very productive and involved looking at existing products, different facts as well as doing quizzes and
questionnaires and deciding my audience. The strongest part of these were the existing products because I had so much to offer
on this but like on all of my other projects I dropped just a little on the fact that my audience isn’t always just right. The strengths
of my research were creating existing products pages, for these I got a collection of images of similar products that I wanted to
make and see what made them good and attract an audience and I did this for each different product. I think I could have changed
anything to better my research it had everything included in and more and it was extremely detailed and understanding so you
could see clearly where I was heading with this project however I just needed to do little tweaks to better my grade and overall
project. I learned that games that were very similar too my idea used lots of brighter colours and that generally suits the genre of
the game so I would base my final product of off some of these ideas, except id prefer to make mine unique. My research also
involved finding out the small details which are relevant for selling any product, these include age range, gender and price range.
This helped me so I could choose weather or not to make it violent and dark or do the exact opposite. I did other means of
research such as interviews, I did a few of these, these interviews were 5 questions long. These questions helped me to
understand what other people liked but even if their opinions were different to mine I would still stick with what I wanted to make
because some opinions can be biased. A strength which I can see in my research would have to be the amount of detail which I
have put into my existing products pages because I have gone through many different products such as posters, merchandise and
games and talked about each part which I could take inspiration from and what I could do differently, the reason why I decided to
talk about things which might change was because I want to make sure that my work will be to the best of ability and make sure
that I take out anything that could lower my grade depending on the design. Another strength with looking at different pieces of
work would have to be that I can see what makes this have an audience want to buy there product because of the choices which
they have used and then the pricing and class of the game because you can see which each brand whether or not they are aimed
towards a lower class or an upper class. With these in mind this drastically helped my product because I had to make sure that I
portrayed my work to the kind of audience which I think would want to buy my product.
Research
The whole point of research was to further my idea and I had exactly a week too do this in PowerPoint which was rather large
probably the biggest in the project. The size and quality of work I did are great and really portray methods and other products
across rather well. Production experiments were the final part of my research and I spent longer on these then power points
because I would be doing this towards the end anyway but making something interests me more than writing but of course they
are both as important as each other and I think that I have showed this in my work. My experiments were really great and I got a
good grade for them, it showed of my thought process and ideas that I had in my mind which I could similarly use in the project.
These were great because they got me ready for everything that I was going to use so I didn’t go in blind not knowing what to
create. An improvement which I think I could have made to my research would have to be the summary of my Existing products
because I think that at the moment it is very lacking in detail as I don’t think that I have put much effort into the summary, this is
the same in my planning, so hopefully my summary at the end of this project will be very great in detail and of good standards,
instead I have put effort into the other parts of existing products even though there is still improvements to be to them such as
more explanation towards my choices, which is something I am getting better at as time goes on. I think with the research
analysis I could have talked about a lot more than what I have done because with more detail I have the better it looks to the
person grading my work. In the future if I have the time to improve my work I will use the time wisely by focusing more on my
audience research and ask relevant questions and analyse the responses well and in detail because this is where it seemed to
have not gone so well for me due to some feedback I received.
Planning
Planning is the process I stated with, I first stared off by making my ideas. The planning was very helpful because it started with
ideas for what I was going to make by an initial ideas and these just explored some options and talked about my thought process,
this would lead all the way towards the end of the project. My ideas were very well generated and it was a hard choice of picking
what I was going to choose to make for my video game but this was definitely what I wanted in the end because it is one of my
favourite topics and I also got a good grade from a similar project. In the end the choice I went with was a mixture of my decisions
because I really liked certain aspects of them. These ideas were all generated through mind maps which are the best form of
planning and I wouldn’t go any other way to do this. As well as mind maps I also created a mood board, the mood board was a
collection of images which I gathered for a purpose, that purpose was to get ideas and influence my final product. I generated
many ideas using mind maps that went into detail about specific things and lots of ideas which I wasn’t going to carry some of
them through, so I decided on that when I made my mood board. I got a collection of images of the different products I could
create and chose these because they looked great and I wanted them to inspire my game. The mood board want into a lot of
detail but this was all helpful towards me because at the time I was stuck about which way I was going to go with the project, so
this helped. I think that I could not change anything on my planning PowerPoint, it is as good as it can be and I would not change
it, I did actually get feedback on it and it said I was at distinction so there was no need to change anything. All of this was just one
part of my planning however to continue this later in my project I generated some style sheets, the style sheets were similar to
that of a mood board but they were more focused on what was included in the project. The fonts, I chose these because they
most related to the adventure genre. Also I had a selection of colours on here and I decided to explore different options until I
could discover the best one which would show of my products the best. This style sheet had the effect of me making the right
decision for my product for the best possible outcome. The style sheet had just enough detail on it and my feedback on it was
rather great so I will definitely not be changing anything about this. After style sheets I made a few layout plans, these were
simple but showed off how my project was going to look, these were helpful because I could already get it too a certain degree
that I liked before even starting. I annotated these because annotation is always key In any project to show off the work. What I
had made was on a level of distinction so I don’t think that I could change anything, the only thing which I think I could have done
was included a few more slides to put even more great work on. To improve on my pre-production PowerPoint I believe that I
could have explored larger fonts and colour schemes instead of just including the one which I thought was the best that would
work. My work I have done has stuck to my planning and I followed it through to the end, it turned out good and related to the
criteria of what I wanted. The PowerPoint which included all the information and detail was very helpful and made me push
myself further on all of my work including this evaluation which I believe I have met all criteria that it was expecting me to include.
Time Management
• My time throughout this entire project was managed really well which was better because it was a larger important project.
The work that I wasn’t really far behind on I just finished at home and this was only PowerPoints because they are much
more easily accessible rather than Photoshop. My time was managed very well because I handed everything in on time with
it all complete and nothing to change except for the exception of my production, mainly because this was a huge project. To
make sure everything ran smoothly I had a time schedule and I stuck to this time schedule very well. I didn’t miss out on
anything important, plus I got all work in on time. My time was managed well I think. I was on time for every deadline and
sometimes finished my work before which gave me a bit of time to look at what I wrote and if it was good. This is a table
that I had made earlier on in the project before going on to production and this was a great guideline and I stuck too it well
and followed it. If I had more time then I would have probably just ended up creating even more parts for my game. I think
the product and designs I made were great but of course there is always time for improvements so if I had more time I
would have just tried to make them look even better even though they look good as they are now. I only just finished my
game together at last second because my sounds needed to be added a second time after all of the files got corrupted and
didn’t work, this sound of course would draw in the audience due to the extra depth that it adds. I also had a problem whilst
writing up a page on my production reflection where my computer crashed but luckily I save regularly so it didn’t set me
back that much just about half a slide. A reason which I didn't manage to keep to my Schedule toward the end would be that
a lot of the days which we had we missed a lot of lessons due to exams which reduced the amount of time which we had to
do our work, instead I managed most of this at home.
Technical Qualities
The text that is put together is timed just right and pops up on screen the
correct amount of time to read and it is large enough to understand and
read. This is great and is something different which it looks like other games
don’t really use. It even has an animation.
A difference which I can see
between the two products would
have to be the style which they have
because they have gone with a
more formal style not only in the
backgrounds but also the way that
they have set everything out so that
the audience can visually see what
they have to offer and are not
confused with anything on the
screen, which is very different
compared to mine because
although you can really easily see
what I have to offer to the audience
it is a bit more different style as I
tried to go with a little fantasy in
their adding in some floating islands
which intrigues the younger
generation because they don’t like
things which are boring.
The only similarity which I can see myself would have to be that they are both very simple designs
because with mine although it looks rather simple it took quiet a while to it, it could be seen as simple in
the fact that it just looks like a few pixels on a page but I think that this simplicity just makes it look
better. With the other game it is also very simple but it is not as simple as mine because it uses a little
more pixel detailing with its colours and shading. This is very hard to do but maybe next time I should
look into this.
The technical process behind the making of the backgrounds were not that difficult at all. All I did was
open up Photoshop and mostly just started drawing in pixels which was probably not the best way too
do it but it worked out so well for me
Aesthetic Qualities
Both of the games have
similar HuD bars which
are obviously a regular
part of adventure games.
I think that my work looks great and professional because It looks just like a game of that
genre should. It was creative especially since I had to draw everything by hand and design it
all myself, I had to use my imagination and this is the best I could come up with, which was
great. Visually the game works with its bright colours because it catches the eye and is
easier to play/understand. I like the spacing and the detailing of everything on the
background and think that it shows off my skills rather well. One part I could improve is the
house in the center and this just feels too plain and does not have that 3D effects which the
rest of the map most has. Too improve this I would just have to make the shape isometric
whilst it still being 2D.
This was the first
task I carried out
on my project and
it took the longest
to complete which
was not effective
but it was worth it
because it turned
out great.
My strengths in my video game I
would say is that I think it visually
looks great. I just went with it and
drew/added anything I thought
would appeal. A weakness of
mine would be not adding enough
detail for example I could have
added rocks in the dirt to better
improve the aesthetics of the
game.
They both use side on views
which is classic for games and is
an easy one too stick with,
however mine is more
interesting and appealing
because it has view changes
placed in it.
The existing game includes much more
detail than mine does but my game just
looks more effective by going with
something different instead of including a
simple looking house and an enemy in it
which is rather standard.
The major difference between the two
products is the tone that they both create.
Mine uses vibrant colours which of course
are appealing to look at and they work rather
well with every genre of game except horror,
then there's using dark colours which is great
because it creates mystery and adds to that
adventure but I think brighter was the way to
go with this because it draws you in and its
easier to look at.
Technical Qualities
The shape and most of the info that is included on these
game cases are the same, this is because they have to be
like this because it is for a specific product which requires
these to be such.
All of the age rating and warnings on the
back of the game case re all very technical
and required to be on their because this
product needs them and there is absolutely
no way around this.
They both use
the similar
amount of
images on the
entire case.
This is just the
right amount to
include so they
don’t confuse
the audiences
eyes.
The difference between these two different cases would have to be the style which they have been portrayed because the right case
which is existing they are trying to get across a different message because they have gone with very dark and mysterious for a style which
is well known and a good technique where as for mine I have gone with a more subtle design for my audience, the main message with my
design would have to that even though it is simple and vibrant it is still very effective, where as the existing game case they are trying to
grab your attention and pull you in with mystery which mine also does a little bit of because you cant tell much from the games with what
is shown.
I didn’t really go that advanced with technical stuff, the furthest I went was a stroke
and this was fine my case still looked just as good. The effects on other cases though
is more common as they use different shading and fogs which are more mysterious
but the strokes make things stand out more and pop at the audience.
One major part I forgot to include on my game case was a developer
company name which would go on the front and this is required to show
off the game and its originality.
Aesthetic Qualities
The fonts that are on both of the games are unique towards themselves
however they both use orange as a colour which stands out well and is a
great colour for titles. My game uses a font which specifies the adventure
genre, the existing one also does this but in larger form and uses gradients
inside the individual letters. Both of the texts use curves and this just define
the titles more because it makes the audience want it more.
The colours that are used are both different. Mine
uses brighter colours to show off adventure however
the existing one uses darker to connote its mystery.The backgrounds on both of
these are so different and
vary massively but they
both relate to their own
games and genre. The
leaves although drawn look
visually real and appealing.
I think that my work looks good because it is the right size and suits my project well showing off a few extra of my skills. Visually it was
very limited but it was effective and showed off the game rather well in such a small package. I had such little time to create this that
creativity wise I would say it looks good for the amount of time I had but I could have made this much more better. Something I would
improve would be the text on the back of the case I don’t like the size or font and think that It doesn’t look correct. I would improve this
by just changing the size of it mostly but still have it readable because this always need to be considered visually.
A strength would be
just how much the
game case looks
realistic, exactly like
the existing one, a
weakness would be
the picture on the
front I could have got a
better one and actually
made it myself to
better improve my
grade but I really like
how easy it is.
Technical Qualities Aesthetic Qualities
Visually between the two posters I do not really think that mine is that
great and this is because I didn’t really spend any time on it and I think
that it is too simple and not all done by me.
I think that my work looks good but I could have made something much
better. It wasn’t very creative for what it was honestly I just replicated
what I had already made which was nothing special at all. To improve this
I would just do it all differently by doing it all from scratch and making it
my own which is something I would have done if I had the time. A
weakness would be how plain it looks I feel like it needs something extra
to it too make it visually better.
Something I don’t like about the existing product is that its title is very
hard to read and is not clear at all but if this were changed then I think
that it would be perfect.
Vibrant colours are used in both of these which is in my opinion the best
for a poster but with anything else it depends. A poster should be
colourful to attract the eye but also because it is one of the major forms
of advertising which should be considered greatly into consideration.
A major similarity which you can see between the two posters would
have to be that the visuals are completely similar because in mine you
can see that It is green and natural, the reason I think that this is the
main focus would be because there is a completely different audience
which they are trying to Portray for the game but the fact that the
posters look so similar means that some things can cross over. Nothing
needs to be changed about these at all they both show off little to
make the audience want to buy it but they show off enough to make it
interesting.
The difference weather or not the poster is landscape or portrait is
huge, in my opinion the landscape suits the genre well making it seem
rather vast and open which is something I didn’t think about at the
time.
The effects on the posters are very different mine only uses a simple
stroke which just boldness and emphasises something which could be
important or not the existing one uses lighter shades to make it look
like beaming lamps which is a task I am uncertain of in Photoshop but I
feel like if this was added to my poster it would make it so much more.
Aesthetic Qualities
The logos for both games use bright colours. Green is the colour of nature. It
symbolizes growth, harmony, freshness, and fertility. Green has strong emotional
correspondence with safety. So it is a great colour to use for a adventure video
game title. Orange however represents enthusiasm, fascination, happiness,
creativity, determination, attraction, encouragement all of which I would say are
key for a game or even just a title in general because they are all for marketing not
really adventure genre material which is where the colour brown comes in. Brown
is a neutral colour, the color of earth, wood, stone, wholesomeness, grounding,
foundations and is associated with the seasons of fall and winter which really
relates it too the genre.
I think that my logo looks great and that it really sells my game well. The fact that I have
used these colours and shapes shows off the creativity of my product and the fact that I
designed this logo entirely myself from scratch. The logo is visually appealing and really
relates to the adventure genre, its colours are bright so they attract the eye more. I don’t
think that I would change anything about my logo, I like it and think that it fits rather well
and works on a certain level. A weakness of this would be that I didn't include my own
drawings in it I just used the shape tool on Photoshop which when placed together gave
me this.
The bird that is included
looks great and is the
symbol for freedom and
perspective. Because
they fly high into the sky.
Freedom relates to my
game being out their.
Both of the titles use
bold lettering. This is
done because it is easy
to read and makes
them stand out more
for the audience.
The existing logo uses a stroke to make it stand
out however I did not feel that my game needed
this because it used curves which already made it
stand out and become unique because the
informality of it makes you read it in a different
way.
Something I could have done was make a
sub title or selling line for the game which I
could have placed underneath the title and
would have made it seem that much better
giving it more feeling and description into
the game and what it was going to be like,
emphasising its point across more.
Audience Appeal
My target audience for my game was that of 15-24 year old males and in my opinion this was met. I think this because all of my products were
similar to those which were used by this age group. I thought that it should have been at that age because it has some violence and it which is
why I made it for this age range group. Other things that I decided were psychographic, demographic and social status of my audience. 10-20 is
the general age for gamers which is why they would buy my product . Every product that I have made I would say is intended for males but some
females might like them but a small ratio, they appeal more too the male gender because they are focused on genres which this group prefers.
Geodemographically doesn’t really apply to my product because it is different and unique and vary massively so if somebody sees a product of
my brand they are going too have to collect all the merchandise if they want it all even more than others. The social grade is any and I would say
I achieved this because it will be a free to play game which is very reasonable. My product is very appealing and looked good so people would
impulse play it, They were appealing because they used darker colours and cool styles.
The colour red is used
here because it really
catches the eye so it
is greatly placed
being center and is
used as an
advertising technique
Another reason which I
think that my work appeals
to my audience would
have to be that the designs
have been made to appear
to a younger audience
because I have used very
vibrant colours in some of
my designs and the effects
which I have used in
Photoshop to
make my posters I wanted
to make my work towards
a younger generation
because they prefer
designs which are more
unique with the colouring
which I found out from my
audience research.
The reason why I chose adventure as my genre is because from doing research I found out that this was
very popular and also from this I could see how much more easier this was going to be because the
possibilities are endless and I could go any different way. also another thing which I have appealed well to
my audience would have to be the style of game which I have gone with because it is very simplistic which
is what my audience said that they wanted because that is what they have grown to like and also some
people have different opinions but I general combined what I really wanted because overall this was my
project which I could create whatever I wanted.
Peer
Feedback
Feedback 1
• What did you like about the product?
The animations are smooth and believable. The art style is really interesting and has
much more detail than I would have expected but is still cartoony and in a stylized
form.
The dialogue and descriptions appear on the screen for the perfect amount of time
and are easy to read.
The characters that appear down in the bottom corner are interesting and animated
and make the speech more convincing to read.
The loading screen animation is a nice way to go form the title screen to the game.
There is a phone case and a key chain for the game as appose to just having a front
cover and a poster.
• What improvements could have been made to the product?
the game has no sound effects or music.
You use the word “appears” 3 times in 20 seconds
The main menu and the character selection have not got an animation for when you
are selecting a button or hitting the button.
Feedback 2
• What did you like about the product?
• The details on the interior and exterior of the game were brilliant
and it really felt like I was watching an old ninties game. The
soundtrack fit quite well too and the walking animation outside was
really good. The design and detail on the Xbox case were very well
done as well.
• What improvements could have been made to the product?
• The soundtrack was a bit boring, and repetitive, and the words on
the screen were very difficult to read in the time they were given
when a character talks. The main menu also felt a bit rushed and
undetailed. The design on the phone case looks a bit too pixelated.
Feedback 3
• What did you like about the product?
I like the amount of detail that was put into the designs through out. However, I feel
like this could be improved for the introduction.
I liked the colour scheme because it worked effectively and you can tell you have
thought about it.
The font style chosen was basic and simple which helps make the writing clear for the
audience.
The merchandise for the game is unique and effect. I feel like you have put a lot of
thought and presented the main logo on phone cases, effectively.
• What improvements could have been made to the product?
I feel like you could improve the soundtrack. This is because it is repetitive which I can
see getting rather annoying for the audience. Also, some of the sound effects were out
of sync with the game. For example: with the loading screen as the ‘…’ move around
the sound doesn’t go in time to this animation.
I feel like you could improve the Games box. I feel like you could work around with the
fonts better so that they have more definition. This would help add a 3D effect to the
overall game which would make it more exciting and interesting for the audience.
Peer Feedback Summary
• What do you agree with from your peer feedback?
The parts that I agree with from my peer feedback are The main menu and the character selection have not got
an animation for when you are selecting a button or hitting the button so I am going to want to change this for
the better. The main menu also felt a bit rushed and undetailed. I agree with the font style chosen was basic
and simple which helps make the writing clear for the audience to understand. The merchandise for the game
is unique and effective is something I also think is true. I feel like you have put a lot of thought and presented
the main logo on phone cases, effectively.
The major piece of feedback which I like and agree with is that the animations are smooth and believable. The
art style is really interesting and has much more detail than I would have expected but is still cartoony and in a
stylized form. This is the best because it talks about my main focus and subjects it well in detail.
• What do you disagree with from your peer feedback?
Feedback that I disagree with would have to be that the game has no sound effects or music because it did
they mustn't have listened to it which was not helpful because it was half of my project. Also “You use the word
“appears” 3 times in 20 seconds”. I feel like this was silly and not really taken into consideration because
constructive feedback is always helpful. Finally the words on the screen were very difficult to read in the time
they were given when a character talks was not correct especially since two different people contradicted this
and I felt that it was enough time.
Peer Feedback Summary
I will change mostly of what I decided in my production reflection because I could see at the end of each day what I really wanted to
change but this feedback was useful as well. The major part I would change is too focus upon my beginning of the video and detail it
more because it is way too simple, then it would be to make my poster and game case just a little better because these are all okay but I
want them to be outstanding pieces of work. The whole power points in the project were of high level and don’t need to be changed at
all because they are already getting me a good grade so these are what I need to focus on. With these improvements I have mentioned
in my feedback I think that I can achieve a really high graded game because I have a lot of things which I had aimed to do at the start of
the FMP which I have achieved, everything I set out to do in my project all links together and it ties well nicely so you can see my product
develop rather than have different points to it. Even though I haven't done many things with games I still think that I have come up with
a very unique and great idea for a game which could become professional if I wanted to pursue that line of work because I am very
passionate towards this subject. I have come far in this course and my work is getting better as I am moving on which is rather good and
great because improving is something that should always be happening. With that said my work will definitely be better as of next year.

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7. evaluation

  • 3. Research My research was a starting point for my project. It was of a big help to me for my project. In it I wrote about already existing games, My research was very productive and involved looking at existing products, different facts as well as doing quizzes and questionnaires and deciding my audience. The strongest part of these were the existing products because I had so much to offer on this but like on all of my other projects I dropped just a little on the fact that my audience isn’t always just right. The strengths of my research were creating existing products pages, for these I got a collection of images of similar products that I wanted to make and see what made them good and attract an audience and I did this for each different product. I think I could have changed anything to better my research it had everything included in and more and it was extremely detailed and understanding so you could see clearly where I was heading with this project however I just needed to do little tweaks to better my grade and overall project. I learned that games that were very similar too my idea used lots of brighter colours and that generally suits the genre of the game so I would base my final product of off some of these ideas, except id prefer to make mine unique. My research also involved finding out the small details which are relevant for selling any product, these include age range, gender and price range. This helped me so I could choose weather or not to make it violent and dark or do the exact opposite. I did other means of research such as interviews, I did a few of these, these interviews were 5 questions long. These questions helped me to understand what other people liked but even if their opinions were different to mine I would still stick with what I wanted to make because some opinions can be biased. A strength which I can see in my research would have to be the amount of detail which I have put into my existing products pages because I have gone through many different products such as posters, merchandise and games and talked about each part which I could take inspiration from and what I could do differently, the reason why I decided to talk about things which might change was because I want to make sure that my work will be to the best of ability and make sure that I take out anything that could lower my grade depending on the design. Another strength with looking at different pieces of work would have to be that I can see what makes this have an audience want to buy there product because of the choices which they have used and then the pricing and class of the game because you can see which each brand whether or not they are aimed towards a lower class or an upper class. With these in mind this drastically helped my product because I had to make sure that I portrayed my work to the kind of audience which I think would want to buy my product.
  • 4. Research The whole point of research was to further my idea and I had exactly a week too do this in PowerPoint which was rather large probably the biggest in the project. The size and quality of work I did are great and really portray methods and other products across rather well. Production experiments were the final part of my research and I spent longer on these then power points because I would be doing this towards the end anyway but making something interests me more than writing but of course they are both as important as each other and I think that I have showed this in my work. My experiments were really great and I got a good grade for them, it showed of my thought process and ideas that I had in my mind which I could similarly use in the project. These were great because they got me ready for everything that I was going to use so I didn’t go in blind not knowing what to create. An improvement which I think I could have made to my research would have to be the summary of my Existing products because I think that at the moment it is very lacking in detail as I don’t think that I have put much effort into the summary, this is the same in my planning, so hopefully my summary at the end of this project will be very great in detail and of good standards, instead I have put effort into the other parts of existing products even though there is still improvements to be to them such as more explanation towards my choices, which is something I am getting better at as time goes on. I think with the research analysis I could have talked about a lot more than what I have done because with more detail I have the better it looks to the person grading my work. In the future if I have the time to improve my work I will use the time wisely by focusing more on my audience research and ask relevant questions and analyse the responses well and in detail because this is where it seemed to have not gone so well for me due to some feedback I received.
  • 5. Planning Planning is the process I stated with, I first stared off by making my ideas. The planning was very helpful because it started with ideas for what I was going to make by an initial ideas and these just explored some options and talked about my thought process, this would lead all the way towards the end of the project. My ideas were very well generated and it was a hard choice of picking what I was going to choose to make for my video game but this was definitely what I wanted in the end because it is one of my favourite topics and I also got a good grade from a similar project. In the end the choice I went with was a mixture of my decisions because I really liked certain aspects of them. These ideas were all generated through mind maps which are the best form of planning and I wouldn’t go any other way to do this. As well as mind maps I also created a mood board, the mood board was a collection of images which I gathered for a purpose, that purpose was to get ideas and influence my final product. I generated many ideas using mind maps that went into detail about specific things and lots of ideas which I wasn’t going to carry some of them through, so I decided on that when I made my mood board. I got a collection of images of the different products I could create and chose these because they looked great and I wanted them to inspire my game. The mood board want into a lot of detail but this was all helpful towards me because at the time I was stuck about which way I was going to go with the project, so this helped. I think that I could not change anything on my planning PowerPoint, it is as good as it can be and I would not change it, I did actually get feedback on it and it said I was at distinction so there was no need to change anything. All of this was just one part of my planning however to continue this later in my project I generated some style sheets, the style sheets were similar to that of a mood board but they were more focused on what was included in the project. The fonts, I chose these because they most related to the adventure genre. Also I had a selection of colours on here and I decided to explore different options until I could discover the best one which would show of my products the best. This style sheet had the effect of me making the right decision for my product for the best possible outcome. The style sheet had just enough detail on it and my feedback on it was rather great so I will definitely not be changing anything about this. After style sheets I made a few layout plans, these were simple but showed off how my project was going to look, these were helpful because I could already get it too a certain degree that I liked before even starting. I annotated these because annotation is always key In any project to show off the work. What I had made was on a level of distinction so I don’t think that I could change anything, the only thing which I think I could have done was included a few more slides to put even more great work on. To improve on my pre-production PowerPoint I believe that I could have explored larger fonts and colour schemes instead of just including the one which I thought was the best that would work. My work I have done has stuck to my planning and I followed it through to the end, it turned out good and related to the criteria of what I wanted. The PowerPoint which included all the information and detail was very helpful and made me push myself further on all of my work including this evaluation which I believe I have met all criteria that it was expecting me to include.
  • 6. Time Management • My time throughout this entire project was managed really well which was better because it was a larger important project. The work that I wasn’t really far behind on I just finished at home and this was only PowerPoints because they are much more easily accessible rather than Photoshop. My time was managed very well because I handed everything in on time with it all complete and nothing to change except for the exception of my production, mainly because this was a huge project. To make sure everything ran smoothly I had a time schedule and I stuck to this time schedule very well. I didn’t miss out on anything important, plus I got all work in on time. My time was managed well I think. I was on time for every deadline and sometimes finished my work before which gave me a bit of time to look at what I wrote and if it was good. This is a table that I had made earlier on in the project before going on to production and this was a great guideline and I stuck too it well and followed it. If I had more time then I would have probably just ended up creating even more parts for my game. I think the product and designs I made were great but of course there is always time for improvements so if I had more time I would have just tried to make them look even better even though they look good as they are now. I only just finished my game together at last second because my sounds needed to be added a second time after all of the files got corrupted and didn’t work, this sound of course would draw in the audience due to the extra depth that it adds. I also had a problem whilst writing up a page on my production reflection where my computer crashed but luckily I save regularly so it didn’t set me back that much just about half a slide. A reason which I didn't manage to keep to my Schedule toward the end would be that a lot of the days which we had we missed a lot of lessons due to exams which reduced the amount of time which we had to do our work, instead I managed most of this at home.
  • 7. Technical Qualities The text that is put together is timed just right and pops up on screen the correct amount of time to read and it is large enough to understand and read. This is great and is something different which it looks like other games don’t really use. It even has an animation. A difference which I can see between the two products would have to be the style which they have because they have gone with a more formal style not only in the backgrounds but also the way that they have set everything out so that the audience can visually see what they have to offer and are not confused with anything on the screen, which is very different compared to mine because although you can really easily see what I have to offer to the audience it is a bit more different style as I tried to go with a little fantasy in their adding in some floating islands which intrigues the younger generation because they don’t like things which are boring. The only similarity which I can see myself would have to be that they are both very simple designs because with mine although it looks rather simple it took quiet a while to it, it could be seen as simple in the fact that it just looks like a few pixels on a page but I think that this simplicity just makes it look better. With the other game it is also very simple but it is not as simple as mine because it uses a little more pixel detailing with its colours and shading. This is very hard to do but maybe next time I should look into this. The technical process behind the making of the backgrounds were not that difficult at all. All I did was open up Photoshop and mostly just started drawing in pixels which was probably not the best way too do it but it worked out so well for me
  • 8. Aesthetic Qualities Both of the games have similar HuD bars which are obviously a regular part of adventure games. I think that my work looks great and professional because It looks just like a game of that genre should. It was creative especially since I had to draw everything by hand and design it all myself, I had to use my imagination and this is the best I could come up with, which was great. Visually the game works with its bright colours because it catches the eye and is easier to play/understand. I like the spacing and the detailing of everything on the background and think that it shows off my skills rather well. One part I could improve is the house in the center and this just feels too plain and does not have that 3D effects which the rest of the map most has. Too improve this I would just have to make the shape isometric whilst it still being 2D. This was the first task I carried out on my project and it took the longest to complete which was not effective but it was worth it because it turned out great. My strengths in my video game I would say is that I think it visually looks great. I just went with it and drew/added anything I thought would appeal. A weakness of mine would be not adding enough detail for example I could have added rocks in the dirt to better improve the aesthetics of the game. They both use side on views which is classic for games and is an easy one too stick with, however mine is more interesting and appealing because it has view changes placed in it. The existing game includes much more detail than mine does but my game just looks more effective by going with something different instead of including a simple looking house and an enemy in it which is rather standard. The major difference between the two products is the tone that they both create. Mine uses vibrant colours which of course are appealing to look at and they work rather well with every genre of game except horror, then there's using dark colours which is great because it creates mystery and adds to that adventure but I think brighter was the way to go with this because it draws you in and its easier to look at.
  • 9. Technical Qualities The shape and most of the info that is included on these game cases are the same, this is because they have to be like this because it is for a specific product which requires these to be such. All of the age rating and warnings on the back of the game case re all very technical and required to be on their because this product needs them and there is absolutely no way around this. They both use the similar amount of images on the entire case. This is just the right amount to include so they don’t confuse the audiences eyes. The difference between these two different cases would have to be the style which they have been portrayed because the right case which is existing they are trying to get across a different message because they have gone with very dark and mysterious for a style which is well known and a good technique where as for mine I have gone with a more subtle design for my audience, the main message with my design would have to that even though it is simple and vibrant it is still very effective, where as the existing game case they are trying to grab your attention and pull you in with mystery which mine also does a little bit of because you cant tell much from the games with what is shown. I didn’t really go that advanced with technical stuff, the furthest I went was a stroke and this was fine my case still looked just as good. The effects on other cases though is more common as they use different shading and fogs which are more mysterious but the strokes make things stand out more and pop at the audience. One major part I forgot to include on my game case was a developer company name which would go on the front and this is required to show off the game and its originality.
  • 10. Aesthetic Qualities The fonts that are on both of the games are unique towards themselves however they both use orange as a colour which stands out well and is a great colour for titles. My game uses a font which specifies the adventure genre, the existing one also does this but in larger form and uses gradients inside the individual letters. Both of the texts use curves and this just define the titles more because it makes the audience want it more. The colours that are used are both different. Mine uses brighter colours to show off adventure however the existing one uses darker to connote its mystery.The backgrounds on both of these are so different and vary massively but they both relate to their own games and genre. The leaves although drawn look visually real and appealing. I think that my work looks good because it is the right size and suits my project well showing off a few extra of my skills. Visually it was very limited but it was effective and showed off the game rather well in such a small package. I had such little time to create this that creativity wise I would say it looks good for the amount of time I had but I could have made this much more better. Something I would improve would be the text on the back of the case I don’t like the size or font and think that It doesn’t look correct. I would improve this by just changing the size of it mostly but still have it readable because this always need to be considered visually. A strength would be just how much the game case looks realistic, exactly like the existing one, a weakness would be the picture on the front I could have got a better one and actually made it myself to better improve my grade but I really like how easy it is.
  • 11. Technical Qualities Aesthetic Qualities Visually between the two posters I do not really think that mine is that great and this is because I didn’t really spend any time on it and I think that it is too simple and not all done by me. I think that my work looks good but I could have made something much better. It wasn’t very creative for what it was honestly I just replicated what I had already made which was nothing special at all. To improve this I would just do it all differently by doing it all from scratch and making it my own which is something I would have done if I had the time. A weakness would be how plain it looks I feel like it needs something extra to it too make it visually better. Something I don’t like about the existing product is that its title is very hard to read and is not clear at all but if this were changed then I think that it would be perfect. Vibrant colours are used in both of these which is in my opinion the best for a poster but with anything else it depends. A poster should be colourful to attract the eye but also because it is one of the major forms of advertising which should be considered greatly into consideration. A major similarity which you can see between the two posters would have to be that the visuals are completely similar because in mine you can see that It is green and natural, the reason I think that this is the main focus would be because there is a completely different audience which they are trying to Portray for the game but the fact that the posters look so similar means that some things can cross over. Nothing needs to be changed about these at all they both show off little to make the audience want to buy it but they show off enough to make it interesting. The difference weather or not the poster is landscape or portrait is huge, in my opinion the landscape suits the genre well making it seem rather vast and open which is something I didn’t think about at the time. The effects on the posters are very different mine only uses a simple stroke which just boldness and emphasises something which could be important or not the existing one uses lighter shades to make it look like beaming lamps which is a task I am uncertain of in Photoshop but I feel like if this was added to my poster it would make it so much more.
  • 12. Aesthetic Qualities The logos for both games use bright colours. Green is the colour of nature. It symbolizes growth, harmony, freshness, and fertility. Green has strong emotional correspondence with safety. So it is a great colour to use for a adventure video game title. Orange however represents enthusiasm, fascination, happiness, creativity, determination, attraction, encouragement all of which I would say are key for a game or even just a title in general because they are all for marketing not really adventure genre material which is where the colour brown comes in. Brown is a neutral colour, the color of earth, wood, stone, wholesomeness, grounding, foundations and is associated with the seasons of fall and winter which really relates it too the genre. I think that my logo looks great and that it really sells my game well. The fact that I have used these colours and shapes shows off the creativity of my product and the fact that I designed this logo entirely myself from scratch. The logo is visually appealing and really relates to the adventure genre, its colours are bright so they attract the eye more. I don’t think that I would change anything about my logo, I like it and think that it fits rather well and works on a certain level. A weakness of this would be that I didn't include my own drawings in it I just used the shape tool on Photoshop which when placed together gave me this. The bird that is included looks great and is the symbol for freedom and perspective. Because they fly high into the sky. Freedom relates to my game being out their. Both of the titles use bold lettering. This is done because it is easy to read and makes them stand out more for the audience. The existing logo uses a stroke to make it stand out however I did not feel that my game needed this because it used curves which already made it stand out and become unique because the informality of it makes you read it in a different way. Something I could have done was make a sub title or selling line for the game which I could have placed underneath the title and would have made it seem that much better giving it more feeling and description into the game and what it was going to be like, emphasising its point across more.
  • 13. Audience Appeal My target audience for my game was that of 15-24 year old males and in my opinion this was met. I think this because all of my products were similar to those which were used by this age group. I thought that it should have been at that age because it has some violence and it which is why I made it for this age range group. Other things that I decided were psychographic, demographic and social status of my audience. 10-20 is the general age for gamers which is why they would buy my product . Every product that I have made I would say is intended for males but some females might like them but a small ratio, they appeal more too the male gender because they are focused on genres which this group prefers. Geodemographically doesn’t really apply to my product because it is different and unique and vary massively so if somebody sees a product of my brand they are going too have to collect all the merchandise if they want it all even more than others. The social grade is any and I would say I achieved this because it will be a free to play game which is very reasonable. My product is very appealing and looked good so people would impulse play it, They were appealing because they used darker colours and cool styles. The colour red is used here because it really catches the eye so it is greatly placed being center and is used as an advertising technique Another reason which I think that my work appeals to my audience would have to be that the designs have been made to appear to a younger audience because I have used very vibrant colours in some of my designs and the effects which I have used in Photoshop to make my posters I wanted to make my work towards a younger generation because they prefer designs which are more unique with the colouring which I found out from my audience research. The reason why I chose adventure as my genre is because from doing research I found out that this was very popular and also from this I could see how much more easier this was going to be because the possibilities are endless and I could go any different way. also another thing which I have appealed well to my audience would have to be the style of game which I have gone with because it is very simplistic which is what my audience said that they wanted because that is what they have grown to like and also some people have different opinions but I general combined what I really wanted because overall this was my project which I could create whatever I wanted.
  • 15. Feedback 1 • What did you like about the product? The animations are smooth and believable. The art style is really interesting and has much more detail than I would have expected but is still cartoony and in a stylized form. The dialogue and descriptions appear on the screen for the perfect amount of time and are easy to read. The characters that appear down in the bottom corner are interesting and animated and make the speech more convincing to read. The loading screen animation is a nice way to go form the title screen to the game. There is a phone case and a key chain for the game as appose to just having a front cover and a poster. • What improvements could have been made to the product? the game has no sound effects or music. You use the word “appears” 3 times in 20 seconds The main menu and the character selection have not got an animation for when you are selecting a button or hitting the button.
  • 16. Feedback 2 • What did you like about the product? • The details on the interior and exterior of the game were brilliant and it really felt like I was watching an old ninties game. The soundtrack fit quite well too and the walking animation outside was really good. The design and detail on the Xbox case were very well done as well. • What improvements could have been made to the product? • The soundtrack was a bit boring, and repetitive, and the words on the screen were very difficult to read in the time they were given when a character talks. The main menu also felt a bit rushed and undetailed. The design on the phone case looks a bit too pixelated.
  • 17. Feedback 3 • What did you like about the product? I like the amount of detail that was put into the designs through out. However, I feel like this could be improved for the introduction. I liked the colour scheme because it worked effectively and you can tell you have thought about it. The font style chosen was basic and simple which helps make the writing clear for the audience. The merchandise for the game is unique and effect. I feel like you have put a lot of thought and presented the main logo on phone cases, effectively. • What improvements could have been made to the product? I feel like you could improve the soundtrack. This is because it is repetitive which I can see getting rather annoying for the audience. Also, some of the sound effects were out of sync with the game. For example: with the loading screen as the ‘…’ move around the sound doesn’t go in time to this animation. I feel like you could improve the Games box. I feel like you could work around with the fonts better so that they have more definition. This would help add a 3D effect to the overall game which would make it more exciting and interesting for the audience.
  • 18. Peer Feedback Summary • What do you agree with from your peer feedback? The parts that I agree with from my peer feedback are The main menu and the character selection have not got an animation for when you are selecting a button or hitting the button so I am going to want to change this for the better. The main menu also felt a bit rushed and undetailed. I agree with the font style chosen was basic and simple which helps make the writing clear for the audience to understand. The merchandise for the game is unique and effective is something I also think is true. I feel like you have put a lot of thought and presented the main logo on phone cases, effectively. The major piece of feedback which I like and agree with is that the animations are smooth and believable. The art style is really interesting and has much more detail than I would have expected but is still cartoony and in a stylized form. This is the best because it talks about my main focus and subjects it well in detail. • What do you disagree with from your peer feedback? Feedback that I disagree with would have to be that the game has no sound effects or music because it did they mustn't have listened to it which was not helpful because it was half of my project. Also “You use the word “appears” 3 times in 20 seconds”. I feel like this was silly and not really taken into consideration because constructive feedback is always helpful. Finally the words on the screen were very difficult to read in the time they were given when a character talks was not correct especially since two different people contradicted this and I felt that it was enough time.
  • 19. Peer Feedback Summary I will change mostly of what I decided in my production reflection because I could see at the end of each day what I really wanted to change but this feedback was useful as well. The major part I would change is too focus upon my beginning of the video and detail it more because it is way too simple, then it would be to make my poster and game case just a little better because these are all okay but I want them to be outstanding pieces of work. The whole power points in the project were of high level and don’t need to be changed at all because they are already getting me a good grade so these are what I need to focus on. With these improvements I have mentioned in my feedback I think that I can achieve a really high graded game because I have a lot of things which I had aimed to do at the start of the FMP which I have achieved, everything I set out to do in my project all links together and it ties well nicely so you can see my product develop rather than have different points to it. Even though I haven't done many things with games I still think that I have come up with a very unique and great idea for a game which could become professional if I wanted to pursue that line of work because I am very passionate towards this subject. I have come far in this course and my work is getting better as I am moving on which is rather good and great because improving is something that should always be happening. With that said my work will definitely be better as of next year.

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. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. What changes would you make to your product based upon your peer feedback and why?