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Evaluation
Fred Clayton
Research
• I felt that my research was fairly well done, considering that my product
closely resembles several of the products that I looked into, I feel that
looking at games and shows that had similar themes, aesthetic qualities
and gameplay styles helped greatly with my final vision for the screenshot;
as I could look for specific design choices that each game used.
• If I were to do my research again I would probably do more research into:
pixel art production, general animation fundamentals (e.g squash and
stretch.) As I feel these were lacking in my final product.
Planning
• I can not express how glad I am that I created come concept art for Moelle
as It meant that I wasn’t going in blind when creating a pixel art character
which sped up the time it took to draw and animate him significantly.
• The rest of my planning was fairly slap dash, I wrote a short script, some
experiments with chiptune music and completed my proforma on the
planning of the project which I felt helped my concentrate my vision on
what the screenshot would eventually become.
• I feel that I could’ve done more planning but to be honest I feel that my
piece came out better for coming up with ideas while I was creating it.
Time Management
• I’m not great with time management which obviously isn’t great but I feel
that my work came out better than I expected, of course if I had managed
my time better I could’ve improved the art assets, made the screenshot
longer and written more dialog; this is moot point however as any work
could be improved in some way with more time or resources.
Technical Qualities
I feel that my work takes elements from both of
these sources that are fairly obvious to see
(backgrounds, slightly animated character
portraits.) I think that despite those similarities my
screenshot is distinct enough with its tone and
other major elements like its soundtrack to be
considered a spiritual successor to these products
and those like them and not a rip-off, at least I
hope that’s how it comes across.
Aesthetic Qualities
I’m very happy with how my project
came out, I think that at the very least
it’s unique, I doubt that there are many
games about a bureaucratic exorcist
having a chat with a pathetic 17th
century bohemian spirt. I think that
the visuals are utilitarian, they get
across the tone that I wanted them to
convey but not much else. I feel that I
could’ve done more frames of
animation and some other portraits,
despite this I feel that not much more
could’ve been done given the limits of
this project.
Audience Appeal
I think that this screenshot will appeal to
people who are fans of older dialog
heavy games like Tim Schafer’s older
work, or even text based games, with
limited visuals. I hope that the jokes
about bohemia are taken as darkly
humorous and not just poor taste. My
ideal audience would be someone
looking for a unique dialog driven game
with plenty of personality, who is alright
with a slow pace.

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7. evaluation

  • 2. Research • I felt that my research was fairly well done, considering that my product closely resembles several of the products that I looked into, I feel that looking at games and shows that had similar themes, aesthetic qualities and gameplay styles helped greatly with my final vision for the screenshot; as I could look for specific design choices that each game used. • If I were to do my research again I would probably do more research into: pixel art production, general animation fundamentals (e.g squash and stretch.) As I feel these were lacking in my final product.
  • 3. Planning • I can not express how glad I am that I created come concept art for Moelle as It meant that I wasn’t going in blind when creating a pixel art character which sped up the time it took to draw and animate him significantly. • The rest of my planning was fairly slap dash, I wrote a short script, some experiments with chiptune music and completed my proforma on the planning of the project which I felt helped my concentrate my vision on what the screenshot would eventually become. • I feel that I could’ve done more planning but to be honest I feel that my piece came out better for coming up with ideas while I was creating it.
  • 4. Time Management • I’m not great with time management which obviously isn’t great but I feel that my work came out better than I expected, of course if I had managed my time better I could’ve improved the art assets, made the screenshot longer and written more dialog; this is moot point however as any work could be improved in some way with more time or resources.
  • 5. Technical Qualities I feel that my work takes elements from both of these sources that are fairly obvious to see (backgrounds, slightly animated character portraits.) I think that despite those similarities my screenshot is distinct enough with its tone and other major elements like its soundtrack to be considered a spiritual successor to these products and those like them and not a rip-off, at least I hope that’s how it comes across.
  • 6. Aesthetic Qualities I’m very happy with how my project came out, I think that at the very least it’s unique, I doubt that there are many games about a bureaucratic exorcist having a chat with a pathetic 17th century bohemian spirt. I think that the visuals are utilitarian, they get across the tone that I wanted them to convey but not much else. I feel that I could’ve done more frames of animation and some other portraits, despite this I feel that not much more could’ve been done given the limits of this project.
  • 7. Audience Appeal I think that this screenshot will appeal to people who are fans of older dialog heavy games like Tim Schafer’s older work, or even text based games, with limited visuals. I hope that the jokes about bohemia are taken as darkly humorous and not just poor taste. My ideal audience would be someone looking for a unique dialog driven game with plenty of personality, who is alright with a slow pace.

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