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Evaluation
Your name
Production Process Evaluation
Research
• I think that overall my research for this project went well, starting with my existing product research, as all
games can be linked to the game that I have created, as well as having a good variety of games that I
looked at. As well as this I went into a lot of detail about parts of the game that were more relevant to
what I was creating, for example I talked about FIFA 18 as one of the existing product, and one game
mode, The Journey, was more relevant to my game and similar to the style of product I wanted to make, so
I concentrated more on this, I think this benefited my work as it made sure that all research I conducted
made sense and helped me think more about the certain style that my product was going to be. Also the
way I annotated images from the games was also done well, I think I got every aspect of the game that
stood out and took that apart, for example in the NBA 2K18 existing product research the aspect of the
game that shows your characters performance was pulled apart, I explained how it works and how it
shows you what you need to do to win the game, rather than it just being a simple performance rating. I
also think my audience research mostly went well, I got a lot of responses to my survey, this being 21,
which means all of my audience research could be much more in depth than if I had only got around half
of the responses, the questions were also good on the survey as they helped me decide certain things in
my game, for example in question 8, “What would you like a main character in a game to be?”, the vast
majority of people answered that they would want the main character of a game to be created by
themselves and therefore be relatable, so when I came to make my final piece this came in very handy as I
added a lot of in detail creation aspects, to make the character feel more relatable to the player, and make
them feel like they have a more unique experience.
• I think a weakness of my research could have been my interviews, this is because I feel like the
interviewee’s I had chosen weren’t the best for the subject, as is shown in the first question, in which I ask
if they play sports games, and the first answer is that they no longer do, and the second is that they only
play one, this makes my game irrelevant to these people as they do not enjoy sports games, if I were to do
these interviews again I would find people based on the fact that they enjoy sports games, as it would
make the answers they provide me mean more, and be more useful when it comes to my final game.
Planning
• I think the planning section of my work was done well overall, in my pre-production
PowerPoint the style sheets that I made really helped me to decide certain aspects of my
game, from fonts to colour schemes, the best example of this is the third style sheet, in which
I decide my main colour scheme for the game and a way that I can work this out, to do this I
used “Adobe Color CC” and uploaded images of football shirts, in order to pick out a colour
scheme based on these pictures, here was where I decided that the colour scheme I used
would be based on what team you play for, once again making the experience for each
different player very unique, and not having everyone have the same journey. As well as this
the fonts on my first style sheet came in handy as they were the only fonts I used in my actual
game, I kept going back to this to see what fonts look good in comparison to others that may
also fit my game. I also think the first style sheet was done well and helped me when it came
to the actual design of my game, this style sheet was based on the menu screens of my game
and did prove useful once I went to design the menu’s, as I came back to this to decide
certain parts of my menu’s. Also another thing done well in my planning was the game
narrative, as it helped a lot to write out what I had in my head of the games storyline, this
was also good for me to come back to and check when I’m in the middle of production and
stuck on where to go next.
• A weakness of my planning was my second style sheet, as this wasn’t done in the style that
ended up being in my game, this may have been as the style sheet was too complicated of a
design to replicate in the game, or just based on that when I went to design the in game
aspects I just found a different way to design that I think went a lot better with the rest of the
game, as it fits in with the same design theme.
Time Management
• Overall this project I don’t think my time management was done very well,
this could have been because of absences from college due to illness, but I
have left a lot of things to the last minute, as the production of my game took
longer than expected, and longer than the original schedule had stated. I think
with more time a lot of things would have benefited, for example I could have
come to a natural end point of my game rather than throwing in a end of trial
screen in order to find an ending point, as well as this I think my production
reflection and the evaluations would benefit from more time as they may
seem rushed due to me taking too much time to complete my actual product.
This has also effected my end product as I did not have the time to add sound
effects or music, so my product is silent as there isn’t any time left for me to
complete this.
• One thing in the time management I think I did well was with the original
PowerPoints that were completed before production started, as with the
majority of these I had finished before the deadlines and swiftly moved on to
the next aspect of the work.
Technical Qualities
• There are a few similarities in these games, for example the basis of them both being football, and you having your
own character as the main basis of a storyline in the game, the in game aspects though are very different.
• The first example of this is what is shown in each game, in my game you are shown a lot more and from a lot further
out, therefore in certain places of the game you can see more and have a better opportunity to score, due to you being
able to se everything around you, and being able to know every option available to you, where as in “Score! Hero” you
are given an angle which is just behind the ball, as well as being given a limited space in which you are allowed to kick
the ball into, this limits your characters chances as well as limiting the creativity of a player, as you are basically telling
them what to do in the game.
• Another example of this is the style of the graphics of each game, in “Score! Hero” the graphics are made to look
realistic and give the character a feeling of being in a real football environment, where as my graphics are pixelated and
made to be arcade like graphics.
• As well as this my game has no features that can give an advantage to someone that has payed more money when it
comes to the game, whereas in the real game they have a lives system, where if you run out of lives you have to
purchase more or wait a certain amount of time to be able to play the game again, this gives the game more longevity
and the player more playing time, as it doesn’t limit them to certain things, therefore making them want to play more
of it as more of it is available to them.
My product Score! Hero
Aesthetic Qualities
• I think most of my work looks good and flows well, my favourite part of this is the way that all the menu’s work, I think
the main menu itself looks good as it shows you all important aspects of the game right there, this being the next event
available to you, as well as the league table of your team, which shows you how well your team is performing, making
you know how crucial your upcoming events may be. As well as this having your character as the main part of the menu
makes the game even more unique and shows you what your character looks like at a new club if you have just changed
club, due to the difference in colour schemes and kits. I think that the flow of the menu’s is very good as each one goes
into another one very well and there are no points in which menu’s overlap, avoiding possible confusion within the
audience. As well as the menu’s I like the way the gameplay looks during the matches, as the original match menu
works well as it tells you what is going on without having to have you involved just yet, as well as when you have an
opportunity having the graphics of the movement look good, this meaning the arrow and power bar before the final
kick of the ball.
• One thing I would want to improve is the smoothness of the gameplay during the match, as some of the animations
don’t look great, I would do this with more time by focusing more on little details, rather than having big chunks of
movements happening at the same time, this would make the transitions in the game much smoother, as well as the
look of each aspect of the on pitch game.
Audience Appeal
• I think I have definitely appealed to the original audience I set out for, in my proposal I
stated that the audience I was aiming for would be from the age of around 7 until about
16, I think I have done this well as the game is suited to a younger audience, due to the
simplicity of the gameplay, as well as the flashiness of certain aspects, for example the
colour schemes. I have also targeted the psychographic of emulators very well, as they
play games in order to emulate something that they may not be able to do, and as the
majority of football fans do not get to experience anything along the lines of a footballing
career, emulators will definitely want to do so within a game, and that is the whole base
of my game, therefore appealing very well to this audience.
• As well as this I used the feedback from the audience through the questionnaires and
interviews while making my game, for example both of my interviewee’s stated they
prefer realism in the type of game that I am creating, and my game is based mostly on
realism. In addition to this questions 8 and 9 of my survey, these being “What would you
like a main character in a game to be?” and “Would you prefer a continuous game or a
definitive story ending?” were very helpful while making the game and I appeal to the
majority of the audience in there answers to these questions, as I made the main
character be a relatable created character, and I made the game a continuous game, that
does not have a storyline ending involved in it.
Peer
Feedback
Feedback 1
• What did you like about the product?
– I really like the level of detail that was put into
every aspect of the game. The character creation
was very good and the story was created to be
very realistic.
• What improvements could have been made to
the product?
– Add sound to create the a more realistic game.
Feedback 2
• What did you like about the product?
– I really liked all the character customisation and the variety of options
that could be chosen, shows that a lot of effort was put in
– The way the game itself plays out is very realistic with the starting out
at a big club and then playing actual games on loan
– The training element of the game also shows that a lot of effort has
been put in
– Very good piece of work with a lot of gameplay and very realistic in
relation to actual games
• What improvements could have been made to the product?
– I think adding some sound effects to the video game would be very
beneficial
– Some of the parts of the video game hold pauses for too long so
maybe just shortening some clips would make the whole thing flow
better.
Feedback 3
• What did you like about the product?
– I liked the creation of the player, it was done well and was
in lots of detail which is good for a main character.
– The storyline seems real as a young player struggles to get
a lot of time at a big club and would need to go out on
loan for experience.
– I like the menu’s and how they show a lot of things, like the
league table and what you’ve got next.
• What improvements could have been made to the
product?
– If there was maybe more time spent on the actual
animation of the match.
– Some of the menu’s take a while to move on.
Peer Feedback Summary
• What do you agree with from your peer feedback?
– I agree with the majority of the feedback, firstly I agree with all of
them that the creation is in detail and also a good aspect of the game.
– Also I agree that the detail put into the game overall was good.
– As well as this I agree that the game should have had sound in, as it
would have made it more realistic and authentic during the gameplay,
but I have addressed in the time management that this turned out to
be impossible within the time frame.
– I also agree with that the menu’s at some points take too long and
aren’t very consistent throughout the whole game.
• What do you disagree with from your peer feedback?
– Firstly I disagree with the statement that I should have spent more
time on the gameplay, but that is only as I didn’t have the time to do
so.
Peer Feedback Summary
Based on my peer feedback I would make sure to go over my work once again and
make sure all the menu’s seem consistent with each other, as some of the timings of
them are off with the majority of the others, there are points in the game where the
menu’s seem to just stall. As well as this I would go into more detail with the
gameplay during a match, have this in much more detail. Finally I would add sound
effects and music to the game based on my feedback, as the audience who gave
feedback stated that this would make the game seem more realistic.

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7. Evaluation

  • 3. Research • I think that overall my research for this project went well, starting with my existing product research, as all games can be linked to the game that I have created, as well as having a good variety of games that I looked at. As well as this I went into a lot of detail about parts of the game that were more relevant to what I was creating, for example I talked about FIFA 18 as one of the existing product, and one game mode, The Journey, was more relevant to my game and similar to the style of product I wanted to make, so I concentrated more on this, I think this benefited my work as it made sure that all research I conducted made sense and helped me think more about the certain style that my product was going to be. Also the way I annotated images from the games was also done well, I think I got every aspect of the game that stood out and took that apart, for example in the NBA 2K18 existing product research the aspect of the game that shows your characters performance was pulled apart, I explained how it works and how it shows you what you need to do to win the game, rather than it just being a simple performance rating. I also think my audience research mostly went well, I got a lot of responses to my survey, this being 21, which means all of my audience research could be much more in depth than if I had only got around half of the responses, the questions were also good on the survey as they helped me decide certain things in my game, for example in question 8, “What would you like a main character in a game to be?”, the vast majority of people answered that they would want the main character of a game to be created by themselves and therefore be relatable, so when I came to make my final piece this came in very handy as I added a lot of in detail creation aspects, to make the character feel more relatable to the player, and make them feel like they have a more unique experience. • I think a weakness of my research could have been my interviews, this is because I feel like the interviewee’s I had chosen weren’t the best for the subject, as is shown in the first question, in which I ask if they play sports games, and the first answer is that they no longer do, and the second is that they only play one, this makes my game irrelevant to these people as they do not enjoy sports games, if I were to do these interviews again I would find people based on the fact that they enjoy sports games, as it would make the answers they provide me mean more, and be more useful when it comes to my final game.
  • 4. Planning • I think the planning section of my work was done well overall, in my pre-production PowerPoint the style sheets that I made really helped me to decide certain aspects of my game, from fonts to colour schemes, the best example of this is the third style sheet, in which I decide my main colour scheme for the game and a way that I can work this out, to do this I used “Adobe Color CC” and uploaded images of football shirts, in order to pick out a colour scheme based on these pictures, here was where I decided that the colour scheme I used would be based on what team you play for, once again making the experience for each different player very unique, and not having everyone have the same journey. As well as this the fonts on my first style sheet came in handy as they were the only fonts I used in my actual game, I kept going back to this to see what fonts look good in comparison to others that may also fit my game. I also think the first style sheet was done well and helped me when it came to the actual design of my game, this style sheet was based on the menu screens of my game and did prove useful once I went to design the menu’s, as I came back to this to decide certain parts of my menu’s. Also another thing done well in my planning was the game narrative, as it helped a lot to write out what I had in my head of the games storyline, this was also good for me to come back to and check when I’m in the middle of production and stuck on where to go next. • A weakness of my planning was my second style sheet, as this wasn’t done in the style that ended up being in my game, this may have been as the style sheet was too complicated of a design to replicate in the game, or just based on that when I went to design the in game aspects I just found a different way to design that I think went a lot better with the rest of the game, as it fits in with the same design theme.
  • 5. Time Management • Overall this project I don’t think my time management was done very well, this could have been because of absences from college due to illness, but I have left a lot of things to the last minute, as the production of my game took longer than expected, and longer than the original schedule had stated. I think with more time a lot of things would have benefited, for example I could have come to a natural end point of my game rather than throwing in a end of trial screen in order to find an ending point, as well as this I think my production reflection and the evaluations would benefit from more time as they may seem rushed due to me taking too much time to complete my actual product. This has also effected my end product as I did not have the time to add sound effects or music, so my product is silent as there isn’t any time left for me to complete this. • One thing in the time management I think I did well was with the original PowerPoints that were completed before production started, as with the majority of these I had finished before the deadlines and swiftly moved on to the next aspect of the work.
  • 6. Technical Qualities • There are a few similarities in these games, for example the basis of them both being football, and you having your own character as the main basis of a storyline in the game, the in game aspects though are very different. • The first example of this is what is shown in each game, in my game you are shown a lot more and from a lot further out, therefore in certain places of the game you can see more and have a better opportunity to score, due to you being able to se everything around you, and being able to know every option available to you, where as in “Score! Hero” you are given an angle which is just behind the ball, as well as being given a limited space in which you are allowed to kick the ball into, this limits your characters chances as well as limiting the creativity of a player, as you are basically telling them what to do in the game. • Another example of this is the style of the graphics of each game, in “Score! Hero” the graphics are made to look realistic and give the character a feeling of being in a real football environment, where as my graphics are pixelated and made to be arcade like graphics. • As well as this my game has no features that can give an advantage to someone that has payed more money when it comes to the game, whereas in the real game they have a lives system, where if you run out of lives you have to purchase more or wait a certain amount of time to be able to play the game again, this gives the game more longevity and the player more playing time, as it doesn’t limit them to certain things, therefore making them want to play more of it as more of it is available to them. My product Score! Hero
  • 7. Aesthetic Qualities • I think most of my work looks good and flows well, my favourite part of this is the way that all the menu’s work, I think the main menu itself looks good as it shows you all important aspects of the game right there, this being the next event available to you, as well as the league table of your team, which shows you how well your team is performing, making you know how crucial your upcoming events may be. As well as this having your character as the main part of the menu makes the game even more unique and shows you what your character looks like at a new club if you have just changed club, due to the difference in colour schemes and kits. I think that the flow of the menu’s is very good as each one goes into another one very well and there are no points in which menu’s overlap, avoiding possible confusion within the audience. As well as the menu’s I like the way the gameplay looks during the matches, as the original match menu works well as it tells you what is going on without having to have you involved just yet, as well as when you have an opportunity having the graphics of the movement look good, this meaning the arrow and power bar before the final kick of the ball. • One thing I would want to improve is the smoothness of the gameplay during the match, as some of the animations don’t look great, I would do this with more time by focusing more on little details, rather than having big chunks of movements happening at the same time, this would make the transitions in the game much smoother, as well as the look of each aspect of the on pitch game.
  • 8. Audience Appeal • I think I have definitely appealed to the original audience I set out for, in my proposal I stated that the audience I was aiming for would be from the age of around 7 until about 16, I think I have done this well as the game is suited to a younger audience, due to the simplicity of the gameplay, as well as the flashiness of certain aspects, for example the colour schemes. I have also targeted the psychographic of emulators very well, as they play games in order to emulate something that they may not be able to do, and as the majority of football fans do not get to experience anything along the lines of a footballing career, emulators will definitely want to do so within a game, and that is the whole base of my game, therefore appealing very well to this audience. • As well as this I used the feedback from the audience through the questionnaires and interviews while making my game, for example both of my interviewee’s stated they prefer realism in the type of game that I am creating, and my game is based mostly on realism. In addition to this questions 8 and 9 of my survey, these being “What would you like a main character in a game to be?” and “Would you prefer a continuous game or a definitive story ending?” were very helpful while making the game and I appeal to the majority of the audience in there answers to these questions, as I made the main character be a relatable created character, and I made the game a continuous game, that does not have a storyline ending involved in it.
  • 10. Feedback 1 • What did you like about the product? – I really like the level of detail that was put into every aspect of the game. The character creation was very good and the story was created to be very realistic. • What improvements could have been made to the product? – Add sound to create the a more realistic game.
  • 11. Feedback 2 • What did you like about the product? – I really liked all the character customisation and the variety of options that could be chosen, shows that a lot of effort was put in – The way the game itself plays out is very realistic with the starting out at a big club and then playing actual games on loan – The training element of the game also shows that a lot of effort has been put in – Very good piece of work with a lot of gameplay and very realistic in relation to actual games • What improvements could have been made to the product? – I think adding some sound effects to the video game would be very beneficial – Some of the parts of the video game hold pauses for too long so maybe just shortening some clips would make the whole thing flow better.
  • 12. Feedback 3 • What did you like about the product? – I liked the creation of the player, it was done well and was in lots of detail which is good for a main character. – The storyline seems real as a young player struggles to get a lot of time at a big club and would need to go out on loan for experience. – I like the menu’s and how they show a lot of things, like the league table and what you’ve got next. • What improvements could have been made to the product? – If there was maybe more time spent on the actual animation of the match. – Some of the menu’s take a while to move on.
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? – I agree with the majority of the feedback, firstly I agree with all of them that the creation is in detail and also a good aspect of the game. – Also I agree that the detail put into the game overall was good. – As well as this I agree that the game should have had sound in, as it would have made it more realistic and authentic during the gameplay, but I have addressed in the time management that this turned out to be impossible within the time frame. – I also agree with that the menu’s at some points take too long and aren’t very consistent throughout the whole game. • What do you disagree with from your peer feedback? – Firstly I disagree with the statement that I should have spent more time on the gameplay, but that is only as I didn’t have the time to do so.
  • 14. Peer Feedback Summary Based on my peer feedback I would make sure to go over my work once again and make sure all the menu’s seem consistent with each other, as some of the timings of them are off with the majority of the others, there are points in the game where the menu’s seem to just stall. As well as this I would go into more detail with the gameplay during a match, have this in much more detail. Finally I would add sound effects and music to the game based on my feedback, as the audience who gave feedback stated that this would make the game seem more realistic.

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?