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FMP Evaluation
Amy Watson
Production Process Evaluation
InitialPlans Research
Production
Experiments
FormalProposal Pre-Production
Colour
Schemes
Production Evaluation ScreenShots
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.
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.
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.
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.
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.
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.
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.
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.
Screen Shots
These screen shots
were taken as
progress of what
happens throughout
day by day.
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.
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.
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.
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.
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.
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.
Peer Feedback
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
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
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
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.
Peer Feedback Summary
In terms of changes, I would make the images more
sharper, and more clearer so that they do not cause
irritation.
Final Result
App Logo The Game Animation

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7. evaluation

  • 2. Production Process Evaluation InitialPlans Research Production Experiments FormalProposal Pre-Production Colour Schemes Production Evaluation ScreenShots
  • 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.
  • 11. Screen Shots These screen shots were taken as progress of what happens throughout day by day.
  • 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.
  • 24. Final Result App Logo The Game Animation

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?