FMP Evaluation
Your name
Production Process Evaluation
Research
• What were the strengths of your research?
– One strength is that it made me change my mind about what I should do in the final product
because I realised that it was not the best option I could do. At first I was going to a jumping game
but then I did research and found out it would be better to do a golf game (even though I didn’t plan
out a gold game). I realised this when I was doing analysing ‘the graveyard tilest’. I saw the layout of
it and realised that it would work much better for my ideas. However I did not want to copy it so I
chose to do golf.
• How did your research help your product?
– My research helped my product because I changed my idea half way through to a golf game that I feel
I made really well. It made me realise there were more pros than cons in a golf game. Rather than in a
jumping game.
• What were the weaknesses of your research?
• I could not think of any weaknesses apart from the fact that all my products were similar.
• What could you have done better/improve?
• I would have chose a wider range of products
• What effect would this have had on your product?
• I made me stick to a specific type of horror game.
Planning
• What were the strengths of your planning?
• One strength of my planning was that I got the chance to pick the style of the product. For this one I chose to do
pixel fonts. This helped in my pixel game a lot as I got a chance to see which one would work and wouldn’t.
Another strength would be that I got the chance to plan out layout of my game. Also I got the chance to plan for
all the contingencies in my planning.
• How did your planning help your product?
• It helped it a lot because I had the chance to plan potential things before they actually happened. It was good
because it lifted a lot of weight off my shoulders. It helped me think off things before I actually put them in my
final product and it also helped me plan the contingencies.
• What were the weaknesses of your planning?
• One weakness was that I took too much time one it than needed. I feel like I spent too
much time on the style sheet and wasted it. This time could have gone into my
production.
• What could you have done better/improve?
• I could have done it more briefly so I would have more time in the production stage of
my prduct.
• What effect would this have had on your product?
• It made my actual product not as good as I didn’t have a lot off time so I was more
stressed.
Time Management
• Did you manage your time well?
• I feel like I managed my time well, until I got onto the pre-production. . I feel like
I spent too much time on the style sheet and wasted it. This time could have
gone into my production.
• Did you complete your project on time or would your products have improved
with additional time?
• Yes most definitely. My products would have been a lot better if I had more
time. One thing was that it was stressing my out to get my work in on a dead
line. I managed to get my work in on a deadline, but I didn’t have enough time
to improve it the way I would have done with another hour or so.
• What would you have done if you had more time to produce your work?
• I would have done some more detailed title screens that interested the
customers. I would have also done a few more worlds with different biomes and
levels. Then I would have scrolled through them with sfx in a time lapse. This
would have shown the customers a variety of things about the game in a short
time.
Technical Qualities
• 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
I think that my advergame is really good as my
background is really detailed. It works well
with the horror genre as it has dark colour,
which makes it looks dark. If you were to go to
a grave yard you in a horror game you would
expect it to be dark.
My characters are really
small in comparison to
the grave stones. Their
character is really big
and a lot more detailed.
They have a back ground that
is to do with their main
product and it has different
layers to it.
Aesthetic Qualities
• 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
I think that my work
looks really good as
I have made some
really good looking
effects, such as the
props in the mud so
It doesn’t look plain.
I think that it was pretty
creative because I have
different kinds of props and
background. Also the coins
look really good.
The background looks really good as it is a
horror game and it is a half dark
background. To improve I would have
made the mud more defined as mud with
different shades.
For a trailer I would
have added more
levels and time
lapsed through
them with writing at
the bottom.
Audience Appeal
• 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
My game was
designed for 9 – 18
year olds. I have
made it not that scary
because of this age
group.
I put in objectives so
that student could
spend ages on the
game.
I made the colours
more male colour
based as it was my
target audience.
Peer
Feedback
Feedback 1
• What did you like about the product?
– i like the images that you have created to make
the game look more appealing to the audience.
• What improvements could have been made to
the product?
– If you had more time you could of added another
level.
Feedback 2
• What did you like about the product?
– I like the background it is really good and well
done
• What improvements could have been made to
the product?
– Make progression system
Feedback 3
• What did you like about the product?
– I enjoy the sfx and the background
• What improvements could have been made to
the product?
– I would like to see a bit more people
– Some background music would be good
Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree that more levels would be really good
because it seems a bit dry.
• What do you disagree with from your peer
feedback?
– I disagree the fact that someone said to make a
progression system as I have coins they can
collect.
Peer Feedback Summary
Firstly I would make a more levels a time lapse through the levels with
narrative or narrative writing. I would also make more of a progression system
with levels and when you get coins you can buy new characters. I would add
some background people watching the player in his level as it would fit the
scene as it is a golf game. Finally I would add background music that would be
in time with the golf gameplay.

7. evaluation

  • 1.
  • 2.
  • 3.
    Research • What werethe strengths of your research? – One strength is that it made me change my mind about what I should do in the final product because I realised that it was not the best option I could do. At first I was going to a jumping game but then I did research and found out it would be better to do a golf game (even though I didn’t plan out a gold game). I realised this when I was doing analysing ‘the graveyard tilest’. I saw the layout of it and realised that it would work much better for my ideas. However I did not want to copy it so I chose to do golf. • How did your research help your product? – My research helped my product because I changed my idea half way through to a golf game that I feel I made really well. It made me realise there were more pros than cons in a golf game. Rather than in a jumping game. • What were the weaknesses of your research? • I could not think of any weaknesses apart from the fact that all my products were similar. • What could you have done better/improve? • I would have chose a wider range of products • What effect would this have had on your product? • I made me stick to a specific type of horror game.
  • 4.
    Planning • What werethe strengths of your planning? • One strength of my planning was that I got the chance to pick the style of the product. For this one I chose to do pixel fonts. This helped in my pixel game a lot as I got a chance to see which one would work and wouldn’t. Another strength would be that I got the chance to plan out layout of my game. Also I got the chance to plan for all the contingencies in my planning. • How did your planning help your product? • It helped it a lot because I had the chance to plan potential things before they actually happened. It was good because it lifted a lot of weight off my shoulders. It helped me think off things before I actually put them in my final product and it also helped me plan the contingencies. • What were the weaknesses of your planning? • One weakness was that I took too much time one it than needed. I feel like I spent too much time on the style sheet and wasted it. This time could have gone into my production. • What could you have done better/improve? • I could have done it more briefly so I would have more time in the production stage of my prduct. • What effect would this have had on your product? • It made my actual product not as good as I didn’t have a lot off time so I was more stressed.
  • 5.
    Time Management • Didyou manage your time well? • I feel like I managed my time well, until I got onto the pre-production. . I feel like I spent too much time on the style sheet and wasted it. This time could have gone into my production. • Did you complete your project on time or would your products have improved with additional time? • Yes most definitely. My products would have been a lot better if I had more time. One thing was that it was stressing my out to get my work in on a dead line. I managed to get my work in on a deadline, but I didn’t have enough time to improve it the way I would have done with another hour or so. • What would you have done if you had more time to produce your work? • I would have done some more detailed title screens that interested the customers. I would have also done a few more worlds with different biomes and levels. Then I would have scrolled through them with sfx in a time lapse. This would have shown the customers a variety of things about the game in a short time.
  • 6.
    Technical Qualities • Compareyour 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 I think that my advergame is really good as my background is really detailed. It works well with the horror genre as it has dark colour, which makes it looks dark. If you were to go to a grave yard you in a horror game you would expect it to be dark. My characters are really small in comparison to the grave stones. Their character is really big and a lot more detailed. They have a back ground that is to do with their main product and it has different layers to it.
  • 7.
    Aesthetic Qualities • Doesyour 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 I think that my work looks really good as I have made some really good looking effects, such as the props in the mud so It doesn’t look plain. I think that it was pretty creative because I have different kinds of props and background. Also the coins look really good. The background looks really good as it is a horror game and it is a half dark background. To improve I would have made the mud more defined as mud with different shades. For a trailer I would have added more levels and time lapsed through them with writing at the bottom.
  • 8.
    Audience Appeal • Howhave 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 My game was designed for 9 – 18 year olds. I have made it not that scary because of this age group. I put in objectives so that student could spend ages on the game. I made the colours more male colour based as it was my target audience.
  • 9.
  • 10.
    Feedback 1 • Whatdid you like about the product? – i like the images that you have created to make the game look more appealing to the audience. • What improvements could have been made to the product? – If you had more time you could of added another level.
  • 11.
    Feedback 2 • Whatdid you like about the product? – I like the background it is really good and well done • What improvements could have been made to the product? – Make progression system
  • 12.
    Feedback 3 • Whatdid you like about the product? – I enjoy the sfx and the background • What improvements could have been made to the product? – I would like to see a bit more people – Some background music would be good
  • 13.
    Peer Feedback Summary •What do you agree with from your peer feedback? – I agree that more levels would be really good because it seems a bit dry. • What do you disagree with from your peer feedback? – I disagree the fact that someone said to make a progression system as I have coins they can collect.
  • 14.
    Peer Feedback Summary FirstlyI would make a more levels a time lapse through the levels with narrative or narrative writing. I would also make more of a progression system with levels and when you get coins you can buy new characters. I would add some background people watching the player in his level as it would fit the scene as it is a golf game. Finally I would add background music that would be in time with the golf gameplay.

Editor's Notes

  • #4 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?
  • #5 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?
  • #6 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?
  • #7 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
  • #8 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
  • #9 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
  • #15 What changes would you make to your product based upon your peer feedback and why?