The document discusses the evaluation of a product created by the author. It covers research, planning, time management, technical qualities, aesthetic qualities, and audience appeal. For research, the author analyzed existing similar games but could have improved interviews. For planning, mind maps helped but character designs were not usable. Time management was mostly good but more could be spent on experiments and animation. Technical qualities like layout and genre were similar to examples, but the author's game had less features. Aesthetics like color and creativity were good but the fight scene could be improved. Audience appeal elements like fantasy aspects and rewards were included but more graphic content may have helped.
2. Research
• After finishing my product i have looked back at my work to see what has gone well and what
I think could have gone better, my research I believe was a big help towards the final product
I got as I looked at various existing products that I have played and enjoyed and then took
apart what's good about them, doing this helped me gather an idea of the sort of style I
could use and helped lead me more towards a fantasy rpg as the games I looked at have
similar genres. I also gathered some information form my target audience with the interviews
I made however I believe these could have gone better if I were to ask more people and a
larger range of opinions, as the people I asked all prefer online shooters.
• If I were to do this again to make my research better and help bring me to a better product I
would take part in my interview sooner and ask lots more people so I know what people
want from the start and I have a more accurate result not a biased one.
• This would help me choose aa genre which will appeal to a larger audience and be popular to
people my age at the moment rather then to make something which may have been popular
awhile ago or to a small target group.
3. Planning
• Planning was also very important for my production as it gives you an idea of what you are
going to make and so your not going in blind, my production went quite well I already had my
idea but then making a mind map aloud me to be more specific with the gameplay, the style
and the games concept so you can have more of an understanding of what you need to do.
Also making mood boards and style sheets allows you to choose what fonts and colours you
are going to use so that they are ready to be put straight in and speed up the production.
• However I feel that I could have done more with my experiments and could have made the
characters look far more detailed and interesting if I were to spend more time on them and
fight scene rather then the menu screen and end screen , also I made character designs and a
couple of thing on Photoshop before but hadn't set it on the right pixels so couldn't’t really
use them properly in my game, so in my planning I should make notes of how I should set up
my Photoshop folder.
• Doing this in my planning would have meant sure I had an idea of what my characters will
look like and so I don’t waste time on something I cant use again as that was just a waste of
time .
4. Time Management
• When it comes to the time management
for my game mine was quite good I
finished my production and sound in
time and even had extra too make a
logo, however I think I could have maybe
spent more time on Photoshop if I had
tested out with the 8-bit art style abit
more, and if I had done this I would have
been able to draw a more detailed game
which hopefully may have looked better.
• In my planning I made a production
schedule that I believe I could have
followed more and spent my time more
evenly on each part of the game.
• I also would have liked more time with
the experiments as I missed some time
to do this, as it would have given me to
play around with the animation more,
and when making the product I could
have included more movement and
maybe made it move smoother and not
quite as bumpy.
5. Technical Qualities
Comparing my final piece with an existing product I can look back at what both my product and the existing have in common and what
may be different, the first similarity that I see with the two products is the layout of the battlefield with your team on the right and the
boss to the left with all the buttons and options at the bottom, this is a typical layout for most turn based RPGs as its easy to show who's
turn it is and simple to animate.
another big similarity between the two games is the fantasy genre and the style ,both games have unrealistic aspects through the
characters and the props as well as the animation and visual aspects.
However the games also have several differences that make the games differ, firstly the existing game has a different way of laying out
there menu screen having more visuals and saved progress whereas mine is simpler with less options as I only made a small clip of the
game. Also the existing product has a page for the characters stats and items alone here as I made a page which shows the levels
outcome and the stats this is again because of time and not making a full game.
Also looking at my final product I believe that I could have improved my games animation if I was to spend more time on the fight scene,
rather then moving on to other parts of my game such as the menu and end scene, I could have used this time to include more moves
and made the characters move more or even including more items and weapons.
A big part of the two games come into the audio within the game, being a game where you are not constantly moving and playing having
music in the background is key as its not there to pump you up as you play but almost to help pass the time per turn, also having sound
effects for the selection process helps to really show what's going on and brings it to life. Both my game and the existing do both of
these quite nicely having steady music in the back that isn't to loud and overpowering the sound effects.
If I was to improve or change my game a big part I would have liked to work differently would have been the rewarding system, where I
would have liked either enemy's to physically drop them or find chests in the levels which may have been possible if again I was to spend
more time on the fight scene in general.
6. Technical qualities
I have chosen to compare my game again with another turn based game however this is an example of the same game
but has a lot of different qualities, firstly both the games are turn based and follow a simple 8bit art style, both the
games follow a fight sequence where you choose how you characters attack or not and where you take it in turns
doing so, this has made both the games have a similar interface for your choices and similar gameplay.
However the existing product also has a big part of the game which is free roam and you can look around the map
however with limitations, it also follows a table top view where as the game I have made is more from the side view.
Another big difference in the two games falls down to the audio especially the music used, Pokémon's music is always
there to make the fights more exciting and almost intense having fast passed music that pumps you up, where as my
games music is there as background noise and to pass time as your not always on the ball playing constantly.
Comparing these products I can see that if I were to improve my game or make another I would like to maybe include
more upbeat music like Pokémon, as I would have liked the game to keep you on your toes and come across more fast
passed.
7. Aesthetic Qualities
After finishing the production then looking at my finished work I found that visually my game has came out quite good
especially the logo and the last frames with the character page and end of the level, I have used colors which I believe all
work well together and also are related to the fantasy genre. I also believe my product is quite creative as everything has
been drawn from scratch with very little being based of real work except for the concept of the game, I am particularly
happy with how the last page turned out as I believe it looks and runs like something you may find In a real product.
However I am not totally happy with the outcome of the actual fight scene It came out looking pretty rubbish as I didn't’t
know we had to stick to such small pixels and drew lots in the wrong size, and struggled to add detail whilst trying to
include a lot into the game, so if I were to re-do the work or do something similar I would spend ore time on my charters
and not as much trying to fill in time as well as making the animation for the attacks and turns more interesting and
detailed.
I also believe if I were to spend more time just on the fight scene rather then trying to include a menu and end screen I
would have had much more time to add to the animation, where I could have made my characters attack more obvious
as well as included items such as the weapons and staffs also the armor and other pick ups I would have liked to include,
so if I were to do another similar product in the future I will try to include this.
8. Audience Appeal
Making my game I have made sure to keep my target audience in mind through each step remembering
who I am trying to reach out to and remembering to include qualities and techniques that are a must for
my type of game. Making a fantasy RPG leaves me with quite a specific target audience mainly of the male
gender ranging from 16-20 therefore when making the game I have made sure to include lots of
unrealistic and fantasy props or characters and included as many fantasy aspects as possible such as magic,
monsters and dungeons.
My game also includes a rewarding system where you receive new items as you go on and progressively
get stronger, this is usually a big appeal for these types of games and especially for the psychographic I
chose.
Although looking back at my questionnaire my game doesn't’t really match the response I received as I
would have liked to ask more people and not only FPS players.
After finishing the product and looking at what I have done to reach my target audience there are several
things I would have liked to focus more on, I believe I could have included more graphic content as my
target audience are older.
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