3. Initial Plans
I would say the strengths within the plans would be
the research of existing games and how inspiring
their colours and layouts would be inspiring for my
game. The plans helped my product because it
drew inspiration for my characters and setting of the
game. The weakness in my opinion would be
coming up with the best form of game ideas such as
role playing and racing, it was not easy choosing the
best form. I could improve by adding more about
the games plot and what will be involved. These
plans would have a great effect because they back
up my work strongly and follows on the same lines
as the final product.
4. Research
The strengths within the research would be analysing existing
products about their colour, fonts and setting of the
gameplay, it was easy to explain. The research helped my
product a lot because it helped give me an idea of how to set
out my game in an interesting setting that really captures the
hearts of the players. I would say the weakness of my research
would be commenting upon the audience profile because it
was hard to explain about the psychographics of the game
and it would appeal the audience. I could improve by adding
more about what they all have in common and how they will
grab the audiences attention. This research will have a great
effect upon my work because it backs up my product as a
relevance, meaning it’s a great inspiration based on colour
and layout.
5. Production ExperimentsPersonally, I would say the strength of my product experiment
is the drawing of the graphics to make it look more 3D and
interesting. These experiments backed up my work greatly
because this is experimenting gameplay, however mine was
not drawn out in pixels, mine was drawn out more carton like
to make it more modern and complex. The weakness however,
was drawing out the more complex graphics such as the
bookshelf because I had to make it more 3D so it would stand
out. How to improve is to add some sound effects to make it
more interesting and attracting. This will have a good effect on
my product because the colours are inspiring and bold that
seeks attention.
6. Formal Proposal In terms of strengths, I would say for the Proposal,
was explaining as best as I could in detail about the
different sectors of the games such as the purpose,
genre etc. The proposal backed up my game really
well because it has all the detail within that has been
put into the game during development. The
weakness I would say is explaining the Legal & Ethical
Considerations and how the game will avoid any
offence causing around the world. I could improve by
adding more in the genre section, explain more on
how I think why a Match-Three Puzzle style game is
the best layout of game. The proposal has aa great
effect upon my product because it’s content is what I
included within the game, and that makes it very
organised.
7. Pre-Production
I would say the strengths of the pre-production is annotating
the essential parts of the app logo and gameplay, explaining
in detail about what each feature means. This preparation
backed my work up so well because the app logo seen is the
one I created, as for the gameplay, it’s a simple draft of what
I need to create and what's to be expected. In terms of
weaknesses, I would say explaining the Health & Safety
considerations, as well as forming a daily plan, because it was
hard to figure out the best safety precautions and how I
would figure out each day what to work on. I could improve
by adding more to the plan, as well as the problems and
solutions to make it more detailed and clear. This planning
would have a great effect on my word, because it is a clear
draft of what is to be expected in the final product.
8. Colour Schemes: Existing
GamesThe strength I’d say to this was explaining what the colours
mean within the games and the mixture of light and dark
ones. These colour schemes helped with my product because
they are inspiring and just what I need for my game: great
inspirations. The weakness however, was trying to find good
examples of the existing games, meaning the ones that the
public play frequently. I could have improved by adding more
examples for a more frequent inspiration and find some more
seasonal themed ones as well. I think that these schemes have
a great effect upon my product because like before, they are
inspiring and eye catching, some that the public would want
to see.
9. Colour Schemes: My Game (Sweet Swipe)In terms of the strengths, the explaining I think was defiant, I
did the best I could to explain what the colours are like within
the different sectors of my game. Like the existing ones, I
think that the schemes back up my work well because it
explains what I used to make it. The weakness though was
explaining about the layout and how its not always the same
to not bring boredom to the viewing public. I could have
improved by adding more detail about the colours could
symbolise, such as happiness and colourful feelings. I would
say these have a good effect because they help me recap on
what I used and what I could use to improve.
10. Production
The strengths I could say within the
production of my game is the drawing and
animation, it was easy to animate and fun to
put it together. The app logo was easy to
draw as well, an I added some shading to
make it more accurate and interesting. I
would say the weakness is finding the right
music and sound effects, because it had to
make sure it ties in well with the theme and
really brings out a essential element of joy
and happiness. I could improve by adding
more gameplay time to give the players a
much bigger glimpse of what to expect in
the game.
12. Planning
Within planning, the strengths I found out were coming up with the best theme,
something that really captures the heart of the public. The planning helped because
I felt more organised whilst constructing the game. The weakness however was
trying to figure out the best game genre, finding which form attracts the public best.
I could improve by doing more research on gameplay and to make my game look
more advanced and interesting. This would have a good effect because it’s a well put
together schedule and planned out carefully.
13. Time Management
Luckily, I managed my time well, I even did some of my
reflection and other parts of my project at home, not just at
college. I don’t think I would need additional time to improve
my work, I did the best I could, I don’t think it could be better,
but the images could be more sharper. If I had more time to
produce my work, I would use a sharper brush tool, in order to
make my work look clearer.
14. Technical Qualities: App Logo
My
Logo
Candy
Crush
Saga
The logo
has stripy
boarders
around
the
edges,
but my
logo
does not.
Both
have
sweets
within
their
images
The sweets
within these
picture are
more
detailed than
mine.
There is no characters
within the logo.
There is a single
letter, identifying
the maker of the
game: me.
Both of the logos have bright colours, cherry and happy
colours that will catch attention, and encourage the public to
download the game and play with joy.
This game has a
character in it, it gives a
glimpse of what to
expect in the game.
The
background is
a gradient
and not one
solid colour
like Candy
Crush.
15. Technical Qualities: Game
Candy Crush Friends
https://www.youtube.com/watch?v=W8hG
MI_q1Xo
My Game
Candy Crush Friends is animated in
CGI (Computer Generated Image),
meaning it looks more 3D instead of
2D, also much more detail is
included.
The person
playing it is
in reality,
not drawn
like mine.
This is cool
because it
shows the
public how
to play.
They both
have bright
colours to
attract the
public.
My game has more than one music
soundtracks whilst candy crush friends
only has one. This to create some
interest and hype for the viewers.
The
animation
is not as
freely and
fluently,
unlike
Candy
Crush
Friends
which is
animated
expertly.
16. Aesthetic Qualities
In terms of strength, I
would say animating
was the strongest part
of my work because I
made the images as
detailed as possible.
I would say my work looks
good, it looks detailed, but the
images could be more sharp
and clear.
Another strength I
would say is putting it
together on Movie
Maker, I think it was
the best solution to
used.
The weaknesses
however I would
say were finding
the right music
for the game, I
had to find
something that
fits the game’s
theme perfectly
so that the
players would be
interested to play
the game.
The aspects of my game’s visuals I like is the title
screen, how the words float down and also how they
are so colourful. I also like my app logo, I added
some shadow and shading for detail and effect, in
order to show an interesting theme.
I honestly think
that the game
was creative, the
plot is interesting
and the game’s
functions are
occupying. If I
pick a part to
improve, it would
be making the
images more
sharper and less
blurry. I would
improve this by
using a smaller
brush tool on
Photoshop not a
huge brush that
makes it blurry,
but small that
makes it all clear.
17. Audience Appeal
I think I have appealed my
target audience because there
are lots of childish and
teenager elements enticed
such as bright colours and
complicated puzzles.
In terms of specific contents, I would say the
characters and the colours schemes were the
keys to success, meaning they were the main
parts appealing to the audience.
From what
other
game
ratings
says, I’m
sure they
would like
my game
just like
existing
sweet
themed
puzzle
game.
I think that
players will
play this
game a lot
because as
the
puzzles
get harder,
they
become
more
occupied.The app logo really dies gives a glimpse of the game,
and if the audience believes this, they will be excited to
play. Like they say, you can’t judge a book by its cover,
so don’t do the same with this.
19. Feedback 1
What did you like about the product?
The concept is very good, a good game for all the family
play.
What improvements could have been made to the
product?
Build up a more clearer pictures instead of it being blurry
for some pictures
20. Feedback 2
What did you like about the product?
Good music and colours, very catchy
What improvements could have been
made to the product?
Images could be sharper
21. Feedback 3
What did you like about the product?
Seems like a really good game, for all ages, I would enjoy
it myself.
What improvements could have been made to the
product?
Seem a little bit blurred could be a little strain on the
22. Peer Feedback Summary
What do you agree with from your peer feedback?
I agree with the fact that the game is blurry and not sharp
and clear, it could do with to be a more clear image
What do you disagree with from your peer feedback?
I don’t think there is anything to disagree on, I agree
with all their statements.
23. Peer Feedback Summary
In terms of changes, I would make the images more
sharper, and more clearer so that they do not cause
irritation.
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
What changes would you make to your product based upon your peer feedback and why?