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FMP Evaluation
Your name
Production Process Evaluation
Research
My research worked well because the research helped me visualize my game
and helped me think of my game idea. The research also helped me to decide
what colour themes and fonts I should use in my game. It was very useful to
research other games to get an idea of what themes there are, different game
brands, how they operate and what types of games there are. The strengths
of my research were that the different styles and types of games gave me a
good idea of what to do, the weaknesses were that it was hard to decide one
game idea and what theme to use.
Planning
The strengths of planning my game were that it gave me a wide range of ideas
to choose from and one certain idea I can go in more depth to get a better
visual of my game and plan the themes and colours. The weaknesses of my
planning were that it was difficult to think of a lot of ideas because I don’t
play games, this made it difficult to come up with a certain theme and genre.
Time Management
I think my game could have been more detailed if we had more time, I would
have added more animations to the game and made the game more exciting
by adding problems. Such as things you needed to watch out for to make the
game more interesting and harder. I didn’t complete my work in time and
would’ve done if we had more time, my game may have got a higher mark if I
did have more time.
Technical Qualities
My work is similar to shooting games but my game isn’t as violent. Usual shooting
games are very graphic and have a lot detail, for example call of duty. However, my
game isn’t graphic and its quite simple. My game doesn’t show blood and guts or
anything the mushroom just simply flashes on the screen and disappears. The
mushroom is very similar to the angry mushrooms from super Mario brothers andf the
bullet idea also came from there.
Aesthetic Qualities
I think my game looked good and I did like how simple it was with the simple
background, characters and the aim of the game. A lot of game makers like
to make games very complicated and difficult to understand, the main target
of my game was not to make it complicated and hard to follow. I think I
would improve the features in my game by adding more detail to it as there's
only a blue background with a wall feature.
Audience Appeal
I think I have hit my target audience by not making the game too gory so younger
children can play it n their ow of under adult supervision. My other aim was to bring
back the simple games like super Mario brothers and flappy bird. I think my audience
will enjoy my game because its addictive to play and fun at the same time with very
little violence.
Peer
Feedback
Feedback 1
• What did you like about the product?
I liked the old look of the game.
• What improvements could have been made to
the product?
There could’ve been more detailed features.
Feedback 2
• What did you like about the product?
The game was simple and addictive.
• What improvements could have been made to
the product?
The game could have had abit more excitement.
Feedback 3
• What did you like about the product?
The game wasn’t too gory and violent.
• What improvements could have been made to
the product?
There could have been more things to do in the
game.
Peer Feedback Summary
• What do you agree with from your peer
feedback?
I agree that my game was good because it was
simple but I do agree that I could’ve added more
features to my game.
• What do you disagree with from your peer
feedback?
That the game should’ve been more interesting, the
whole aim was to keep it simple.
Peer Feedback Summary
The changes id make to my gamer are that I would add more features to
my game so it looks more eye catching and interesting. Id also maybe
add more events to the game so there's more to do other than shoot
the mushroom but it wouldn’t be much more so the game still stays
simple.

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7. evaluation

  • 3. Research My research worked well because the research helped me visualize my game and helped me think of my game idea. The research also helped me to decide what colour themes and fonts I should use in my game. It was very useful to research other games to get an idea of what themes there are, different game brands, how they operate and what types of games there are. The strengths of my research were that the different styles and types of games gave me a good idea of what to do, the weaknesses were that it was hard to decide one game idea and what theme to use.
  • 4. Planning The strengths of planning my game were that it gave me a wide range of ideas to choose from and one certain idea I can go in more depth to get a better visual of my game and plan the themes and colours. The weaknesses of my planning were that it was difficult to think of a lot of ideas because I don’t play games, this made it difficult to come up with a certain theme and genre.
  • 5. Time Management I think my game could have been more detailed if we had more time, I would have added more animations to the game and made the game more exciting by adding problems. Such as things you needed to watch out for to make the game more interesting and harder. I didn’t complete my work in time and would’ve done if we had more time, my game may have got a higher mark if I did have more time.
  • 6. Technical Qualities My work is similar to shooting games but my game isn’t as violent. Usual shooting games are very graphic and have a lot detail, for example call of duty. However, my game isn’t graphic and its quite simple. My game doesn’t show blood and guts or anything the mushroom just simply flashes on the screen and disappears. The mushroom is very similar to the angry mushrooms from super Mario brothers andf the bullet idea also came from there.
  • 7. Aesthetic Qualities I think my game looked good and I did like how simple it was with the simple background, characters and the aim of the game. A lot of game makers like to make games very complicated and difficult to understand, the main target of my game was not to make it complicated and hard to follow. I think I would improve the features in my game by adding more detail to it as there's only a blue background with a wall feature.
  • 8. Audience Appeal I think I have hit my target audience by not making the game too gory so younger children can play it n their ow of under adult supervision. My other aim was to bring back the simple games like super Mario brothers and flappy bird. I think my audience will enjoy my game because its addictive to play and fun at the same time with very little violence.
  • 10. Feedback 1 • What did you like about the product? I liked the old look of the game. • What improvements could have been made to the product? There could’ve been more detailed features.
  • 11. Feedback 2 • What did you like about the product? The game was simple and addictive. • What improvements could have been made to the product? The game could have had abit more excitement.
  • 12. Feedback 3 • What did you like about the product? The game wasn’t too gory and violent. • What improvements could have been made to the product? There could have been more things to do in the game.
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? I agree that my game was good because it was simple but I do agree that I could’ve added more features to my game. • What do you disagree with from your peer feedback? That the game should’ve been more interesting, the whole aim was to keep it simple.
  • 14. Peer Feedback Summary The changes id make to my gamer are that I would add more features to my game so it looks more eye catching and interesting. Id also maybe add more events to the game so there's more to do other than shoot the mushroom but it wouldn’t be much more so the game still stays simple.

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?