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FMP Evaluation
Chelsea Kierans
Production Process Evaluation
Research
The strengths of my research were that there were different games in which I researched and
different aims to these games, which makes them different genres. My research was in depth and
in exquisite detail, and I picked apart these games to look at the pixel character and take
inspiration from the characters and the games they were in. This also made it easier to make my
product as I had inspiration and it helped me know what I wanted to be included in my game,
such as I wanted it to be a jumping game because I saw some jumping games and I wanted it to
be a side scrolling game as I didn’t like the way the one that scrolled upwards looked like. The
research I did also helped me get a better understanding of what side scrolling is, as I would have
not known if I didn’t look within my research first.
The weaknesses of my research was that there wasn’t really a rage of games, they all jumped and
had the same idea behind them, and if I had a bit more of a range of games then my game might
have been different as I would have had a better understanding of different games. To improve I
could have had a wider knowledge of different games and tried to make my game different from
the others that I researched, then I could not be accused of copying (which I did not do). The
effect this would have had on my product is that it would be nothing like mine is now. It would
maybe have been a maze game or something like that, as the genre of game that I used was very
generic and if I had more time I don’t think I would have gone down that route.
Planning
The strengths of my planning are that I had a range of detailed ideas that consisted of
games called ‘Cat Trap’, ‘Alien Jump’ and ‘Alien Chase’. Whereas all my ideas were
good, I chose the idea that I like the most in which I felt like I could expand on which
was ‘Alien Jump’. My plan was very detailed and had everything I wanted on include in
the game in it. This plan helped me with my game as I could go back and look at it if I
forgot or wanted to add something to my plan. Everything was there in case I needed
it.
The weaknesses of my plans were that all the games I planned for were jumping
games, they were of different things but I feel like I could have planned for different
games then had a better choice to chose from as there would have been a better
range of plans to choose from. I should have made sure I had covered different types
of games in my research before moving on to my plans straight away. If I had done
this, I think my product would have been very different as I would have had a broader
vision of what different games were like and I’d have chosen a more complex game to
make and play.
Time Management
I managed my time okay, but I could have managed it better. I did not have my
game made for the deadline I was given, but I think the game I made was
pretty good. If I had more time, like most things, it would have improved. This
is because I would have made significant changes to my product, like maybe
the colour of the game or the music played in the background, because I
would have had more time to experiment within these different areas and
see what really fitted, looked right and sounded right. If I had more time I
think I would have changed the colours of my game, and the music in the
background, because even though I am happy with my game and the
outcome of it, I think it could be better. There’s always room for
improvement.
Technical Qualities
In my Photoshop, I used basic pixel design to create my characters and
background. I animated the individual characters separately on different layers
so they could move. The existing game below, of the dinosaur is similar to mine
as it doesn’t have much going on in the background, and doesn't take much
attention away from the animation and the characters in the foreground. This
also makes it easier for people to work out how to play the games. A difference
between my product and the existing one is that mine is very colourful and
draws a lot of attention to it, whereas the other game have kept everything
simple in black and white, to try and focus everything on the dinosaur and not
everything
Aesthetic Qualities
I like to think my work does look good, and different from most games I've seen,
personally. Apart from it was side scrolling and jumping, it was pretty unique. It was
creative as I made up the alien idea and that the alien as to be the main character and
be the one you want to win, instead of the humans winning. This made it different
from other games as the alien isn’t ever really the one you’re playing for. The aspects
of my game that I like are the fact that it is so different from other games that are out
there, and the way the game moves (Side Scrolling), I know it is limited, what you can
do in Photoshop with animation but I think it works well with my design. I could
improve maybe the look of the alien, as it looks simple and not as good as I maybe
wanted it to be. I also could’ve added screaming when the humans got squashed to
increase the tension in the game and make it more fun. A strength to my game was
that it was well thought and planned out, and ended up being quite good at the end.
Another strength to my game is that it helped me develop my knowledge of Photoshop
and made me more confident in the field. I developed a game I am proud of and that is
a good strength as well. A weakness my game has is that it wasn’t as unique as I
wanted it to be when it came to the side scrolling aspect and the jumping. I also wish I
could have found better music for the games background, as I don’t personally think it
does it justice as much as other ones would have done.
Audience Appeal
I have appealed to my target audience by making sure I used things in my
game that they would like. My target audience was Boys, aged 7-14 and in
working to middle class. I included aliens as I know that typically a boy in the
age range that I have chosen like aliens of the extra terrestrial or maybe even
monsters. I decided to go for an alien because everyone has an opinion on
them and like them in some shape or form. I made it an easy game to play
because of the age range I have chosen. It is a simple jumping game, as if the
game was more complicated then the audience that the game is aimed at may
not play it. I also made it short for the purpose that working and middle class
people are busy, so a quick game here and there between homework and
school clubs would maybe help the child with having something to motivate
them, as there will be a treat after or before doing something they may not
necessarily enjoy.
Peer
Feedback
Feedback 1
• What did you like about the product?
I liked the music you included as it makes it sound like a
real game.
I also like the design of the characters
• What improvements could have been made to
the product?
One improvement is that you could make it longer.
Another improvement is that you could add different
characters.
Feedback 2
• What did you like about the product?
I like the music that goes along with the game and another
thing that I like is the look of the alien and with the glasses its
something different. One last thing that I like is the “you win”
to make it feel more like a game.
• What improvements could have been made to the
product?
I would make the game a bit longer so it feels more like a
game and with the you win I would make it longer and also
the flashes.
Feedback 3
• What did you like about the product?
I like the music you put in your game, I also like the
short simplicity that you implemented.
• What improvements could have been made to
the product?
Since it was short I think you could have looped the
game more then added the victory at the end.
Peer Feedback Summary
• What do you agree with from your peer feedback?
I do agree with the feedback given, because the things that
they all commented on, I thought myself. These things are
that the game was too short, and that the music was good. I
was surprised the music was taken to so well because I
personally didn’t like it as much but I’m glad my peers did.
• What do you disagree with from your peer feedback?
I disagreed with the one comment that said IU needed to add
more characters. The only reason I didn't have more
characters is because I didn’t want to confuse anyone by
adding too many to the game. I wanted people to associate
the game with aliens, not more characters.
Peer Feedback Summary
Based on my feedback, I would change the length of
my game to make it longer so people can enjoy it
for longer. I would not change the music, based on
the feedback I got on it, and I would have done
otherwise because I didn’t think it was that good. I
would also make the time that the ‘you win’ flashes
up on the screen longer. This is because then it
would emphasise that you have won and made it
more fun to watch and listen to.

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7. evaluation

  • 3. Research The strengths of my research were that there were different games in which I researched and different aims to these games, which makes them different genres. My research was in depth and in exquisite detail, and I picked apart these games to look at the pixel character and take inspiration from the characters and the games they were in. This also made it easier to make my product as I had inspiration and it helped me know what I wanted to be included in my game, such as I wanted it to be a jumping game because I saw some jumping games and I wanted it to be a side scrolling game as I didn’t like the way the one that scrolled upwards looked like. The research I did also helped me get a better understanding of what side scrolling is, as I would have not known if I didn’t look within my research first. The weaknesses of my research was that there wasn’t really a rage of games, they all jumped and had the same idea behind them, and if I had a bit more of a range of games then my game might have been different as I would have had a better understanding of different games. To improve I could have had a wider knowledge of different games and tried to make my game different from the others that I researched, then I could not be accused of copying (which I did not do). The effect this would have had on my product is that it would be nothing like mine is now. It would maybe have been a maze game or something like that, as the genre of game that I used was very generic and if I had more time I don’t think I would have gone down that route.
  • 4. Planning The strengths of my planning are that I had a range of detailed ideas that consisted of games called ‘Cat Trap’, ‘Alien Jump’ and ‘Alien Chase’. Whereas all my ideas were good, I chose the idea that I like the most in which I felt like I could expand on which was ‘Alien Jump’. My plan was very detailed and had everything I wanted on include in the game in it. This plan helped me with my game as I could go back and look at it if I forgot or wanted to add something to my plan. Everything was there in case I needed it. The weaknesses of my plans were that all the games I planned for were jumping games, they were of different things but I feel like I could have planned for different games then had a better choice to chose from as there would have been a better range of plans to choose from. I should have made sure I had covered different types of games in my research before moving on to my plans straight away. If I had done this, I think my product would have been very different as I would have had a broader vision of what different games were like and I’d have chosen a more complex game to make and play.
  • 5. Time Management I managed my time okay, but I could have managed it better. I did not have my game made for the deadline I was given, but I think the game I made was pretty good. If I had more time, like most things, it would have improved. This is because I would have made significant changes to my product, like maybe the colour of the game or the music played in the background, because I would have had more time to experiment within these different areas and see what really fitted, looked right and sounded right. If I had more time I think I would have changed the colours of my game, and the music in the background, because even though I am happy with my game and the outcome of it, I think it could be better. There’s always room for improvement.
  • 6. Technical Qualities In my Photoshop, I used basic pixel design to create my characters and background. I animated the individual characters separately on different layers so they could move. The existing game below, of the dinosaur is similar to mine as it doesn’t have much going on in the background, and doesn't take much attention away from the animation and the characters in the foreground. This also makes it easier for people to work out how to play the games. A difference between my product and the existing one is that mine is very colourful and draws a lot of attention to it, whereas the other game have kept everything simple in black and white, to try and focus everything on the dinosaur and not everything
  • 7. Aesthetic Qualities I like to think my work does look good, and different from most games I've seen, personally. Apart from it was side scrolling and jumping, it was pretty unique. It was creative as I made up the alien idea and that the alien as to be the main character and be the one you want to win, instead of the humans winning. This made it different from other games as the alien isn’t ever really the one you’re playing for. The aspects of my game that I like are the fact that it is so different from other games that are out there, and the way the game moves (Side Scrolling), I know it is limited, what you can do in Photoshop with animation but I think it works well with my design. I could improve maybe the look of the alien, as it looks simple and not as good as I maybe wanted it to be. I also could’ve added screaming when the humans got squashed to increase the tension in the game and make it more fun. A strength to my game was that it was well thought and planned out, and ended up being quite good at the end. Another strength to my game is that it helped me develop my knowledge of Photoshop and made me more confident in the field. I developed a game I am proud of and that is a good strength as well. A weakness my game has is that it wasn’t as unique as I wanted it to be when it came to the side scrolling aspect and the jumping. I also wish I could have found better music for the games background, as I don’t personally think it does it justice as much as other ones would have done.
  • 8. Audience Appeal I have appealed to my target audience by making sure I used things in my game that they would like. My target audience was Boys, aged 7-14 and in working to middle class. I included aliens as I know that typically a boy in the age range that I have chosen like aliens of the extra terrestrial or maybe even monsters. I decided to go for an alien because everyone has an opinion on them and like them in some shape or form. I made it an easy game to play because of the age range I have chosen. It is a simple jumping game, as if the game was more complicated then the audience that the game is aimed at may not play it. I also made it short for the purpose that working and middle class people are busy, so a quick game here and there between homework and school clubs would maybe help the child with having something to motivate them, as there will be a treat after or before doing something they may not necessarily enjoy.
  • 10. Feedback 1 • What did you like about the product? I liked the music you included as it makes it sound like a real game. I also like the design of the characters • What improvements could have been made to the product? One improvement is that you could make it longer. Another improvement is that you could add different characters.
  • 11. Feedback 2 • What did you like about the product? I like the music that goes along with the game and another thing that I like is the look of the alien and with the glasses its something different. One last thing that I like is the “you win” to make it feel more like a game. • What improvements could have been made to the product? I would make the game a bit longer so it feels more like a game and with the you win I would make it longer and also the flashes.
  • 12. Feedback 3 • What did you like about the product? I like the music you put in your game, I also like the short simplicity that you implemented. • What improvements could have been made to the product? Since it was short I think you could have looped the game more then added the victory at the end.
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? I do agree with the feedback given, because the things that they all commented on, I thought myself. These things are that the game was too short, and that the music was good. I was surprised the music was taken to so well because I personally didn’t like it as much but I’m glad my peers did. • What do you disagree with from your peer feedback? I disagreed with the one comment that said IU needed to add more characters. The only reason I didn't have more characters is because I didn’t want to confuse anyone by adding too many to the game. I wanted people to associate the game with aliens, not more characters.
  • 14. Peer Feedback Summary Based on my feedback, I would change the length of my game to make it longer so people can enjoy it for longer. I would not change the music, based on the feedback I got on it, and I would have done otherwise because I didn’t think it was that good. I would also make the time that the ‘you win’ flashes up on the screen longer. This is because then it would emphasise that you have won and made it more fun to watch and listen to.

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
  7. What changes would you make to your product based upon your peer feedback and why?