2. Research
The strengths of my research is that I wrote quite a bit and analysed what
games have in them and how they become attractive to us to play I also chose
games that connect with me because I have played them and know why I like
them I don’t play games like violent or involving a lot of movement that can
make you loose concentration I like to be able to see the game and
understand it. I don’t enjoy guns in games. I wanted to bring a game that
would be easy to follow like the games I did research on because I knew that
it is a lot more fun when you understand what its going on in the game.
Weaknesses is the fact I chose games I like and didn’t think that that might be
an unpopular choice for other people I didn’t challenge myself to research
games I couldn’t do and only did games I knew. If I re did my research I would
have a look at a larger range of games and what makes them interesting for
other people.
3. Planning
• I think one thing that was good about my work is I already had an idea in
my head so when I was planning my game I already had a very strong idea
in my head. Because of this I didn’t have to spend a lot of time to try and
find out what I was wanting to plan. I think I could have planned a lot
better because I didn’t really plan a lot because I already had my idea.
• My planning is definitely going to help my product because I got to do a
layout so I found out how I was going to do it all this will assure I stick to
my idea otherwise I would just change my idea when making the product.
I think I should have opened up to new ideas but because I wasn’t sure
whether I could do a good game I wanted to keep it simple as I've
struggled with games before so I wanted it to be perfect with what I knew
now I've done it I think I could have really done some different things in
my game to make it as good as I actually could do even though I didn’t
think I could.
4. Time Management
• I didn’t manage time well at the beginning as I found it difficult to get into but
soon as I started to do my game I made good progress and made up for time
as I did my game in only two days, this was good for me as I struggled with
making games before and I thought I wouldn’t be able to do it quick so I
thought I would become even more behind. Luckily I remembered how to do
the game and I created it quickly and didn’t have to go through the full process
as well. I also managed my time well because I didn’t make any mistakes which
meant I didn’t have to go through and fix things, its hard to change mistakes
when you have already started making frames so because I didn’t I didn’t have
to delete loads of frames and start again I think if I spent more time on it I
could have made it better but because I had to catch up with my PowerPoints I
didn’t want to spend too long even though I didn’t spend that time I believe
my work was a good standard considering I could never make a decent game
with good length and good structure. If I have had more time I would have
made a better starting page with more options and show the different options
like to change character or difficulty.
5. Technical Qualities
• Software considerations (making music, using premiere to export etc.)
• Compare your work to pre-existing content
• I started off by using the pen tool on the left hand side of photoshop on the
tool bar and designed the background to the game I used the colour wheel to
change my colours. After I did this I had to design a character. I used again the
pen tool to do so, I made sure I did this on a different layer so that it was stuck
to the background. After I had created all my moving objects like the character
and the records I opened up the time line so I could capture my movement. I
did this by making a new layer on the time line each time I moved the
character I didn’t make the character jump I just wanted a left to right game
collecting the records that fell from the top of the page, almost like a crab
movement. To make it easier for straight movements I used a technique that
the photoshop software gave which was the tween tool on the time line which
means I can drag my object or character across the page and then click the
tween tool and it will fill in the gaps between one area to another with layers
to show a smooth movement between them both. This is helpful as it makes it
smoother and easier to do not only that it makes sure its even movement
between the too places. I used this technique all the way through my game as
it helped with the speed process to get it done.
• When creating my music for the game I used beep box to form the music for
my game it was simple to uses
6. Aesthetic Qualities
I wanted this to have the same style as an old school
Mario game so I wanted it to look pixelized and flattened
like a traditional game my older siblings would have
played. I wanted it to make it easy and fun to play so I
made sure it was different and attractive to look at. I
really like the look of the first page with the pillars and
the vines with the sand I got the idea from Mario kart and
the sand dunes I wanted it to look abandoned and
deserted because without the records and the music the
world had got to ruin.
I think if I could improve anything it would be the maze as
it looked quite messy and I could have made it larger so
you could see it better as it was quite small. To improve it
I would have just put more effort into the last bit of the
game so it wasn’t looking as rushed as it did you could
see I rushed it.
I think the strengths of my game was the game play as it
was simple but fun and the backgrounds and layouts
were good to look at I was really pleased with the work I
did as it was the best game I've made before. My
weaknesses would be the fact I didn’t do anything like
making the legs move which I could have done but I
wasn’t too confident in doing so as I knew it would have
made me fall behind as I would have spent longer on it
but if I had enough time I would have loved to try it.
7. Audience Appeal
I feel like appealed to my target audience as it was a
younger audience and the game is quite simple and
easy to understand, obviously this is a good thing as
not many younger people will understand how to
play difficult games so to make it easier really helped
hit my audience. Not only that the style and the
colours used and how they all help make it look
appealing to younger people. As the game looks
inviting as well it wont scare the kids playing it and its
making them see the fun side of games amongst all
the violent games, this also makes it appealing to the
parents of there children as they might not want
there kids playing violent games.
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