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Evaluation
Erin Stephenson
Research
One of the strengths of my research was that i was able to go into deeper
depth when looking up background information on the franchise that the
product was based off. I had the advantage of being able to pull inspiration
from something previous and be able to adapt it in my own way into a game
format still relating to the franchise but having my own touch.This also
helped me because it made me more inspired for this project as it was based
on something I was already passionate about. One of the other strengths in
my research was that I was able to go into depth easily and explain why I was
going to put certain things in my video game to connect to what I am basing
this project off.A weakness of my research was that I maybe didn’t focus on
multiple aspects of my theme and instead kept to a certain point for focus.
To improve this I could have broadened the areas of my research such as
where it was sourced from, different people to cover a variety also.
Planning
A strength of my planning was that it made my production easier.This helped me
in production as I already knew what I needed to do for each ‘level’. By doing
extensive planning paired with my research, it made the work flow also easier
which also helped with my time management. A weakness in my planning was
that I did not think about timing, more specifically how long each level would
last. I already knew that I had a song which I would then turn to 8 bit sound that
way I could use it as background audio throughout the entirety of the game,
including all the different levels, intro and outro. By not thinking about my timing
it meant when putting all the levels together and flowing between each one, I
didn’t have a specific number of frames that I would have between each level.
One thing that I could have done better in terms of my planning I would plan my
timing out for each level which would help with my time management and make
all the levels have a similar length of frames.The effect this would have had on
my product would be that I could have had more time to focus on the editing of
the levels and making them flow together more easily.
Time Management
I think that I did manage my time well. In terms of planning and research, my
time management worked well as it meant that I had more time to create
the levels in adobe photoshop.
I did hand my work in on time however nearer to the deadline for this
project, I did find myself rushing through the proformas so in the future I will
make sure that after the project is finished that I leave myself a decent
amount of time to be able to thoroughly finish all the proforma and written
work.
Technical Qualities
Looking at the detail in my pixel art for the game, I didn’t end up going into
much detail for the runes which was the main focus and biggest link to my
theme and what this project was based off of which was the books. As the
runes are not very detailed in terms of colour, it meant that they were easy to
recreate on photoshop however the detail could not be added, showing
simplicity. Focusing on smoothness of the animation, the transition between
they levels where they fade between I would say is the smoothest of my
animations. But as this is a 8-bit styled game, I wanted to keep some of the
choppy animations in, an example of this is the selection of each card to
reveal the rune
Aural Qualities
One of the strengths in terms of the audio elements in my product was the
background music which I found to be one of my favourite parts of this
project.The way in which i did this was by using the software audacity to
recreate the theme tune off of the show associated with my theme for this
project. By converting the standard mp3 file to an 8-bit audio, this help
emphasise the ‘vintage style’ approach that I wanted for my game and also
uses intertextuality as it is directly referencing another media product.
Another audio element I used in this project was the correct and incorrect
sound effects used when selecting the cards and finding a matching pair.
What I personally liked about these sound effects was that it is a perfect way
to tell the player when they are following the right track. One of the earliest
and most effective examples of sound being employed for psychological effect
psychological effect in games is the use of pentatonic scales – via the
the psychology of sound
Aural Qualities
 The major pentatonic scale is a great example of an audible
reward cue: five little notes that can be played in any order for
a musical motif that says universally, “you are on the right
track, kid” – also via the psychology of sound
The software I used to create the incorrect and correct sound
beepbox which helps you create quick and simple sounds.
An audio element that I could have added to improve my final
the clicking of the cursor as the player was selecting the cards.
Aural Qualities
The game that I compared with for similarities and differences was ‘Sonic the
Hedgehog’. Specifically for this comparison I have compared the correct card
selection in my game with the ring collection in sonic the hedgehog.A
similarity between these two is that they both use a higher pitch from the
pentatonic scale which signals to the player that they are following the
correct path.
Aesthetic Qualities
In my opinion, I believe that my final product looks good.An aspect of my
game’s visual that I like is that all the different levels reference and represent
a different book from the series ‘the mortal instruments’, I like this because it
will connect with the audience subtly as they will be able to pick up on the
colour palette used in each level as the colours were pulled directly from the
front art covers.
However one weakness in my aesthetic qualities is that I could have gone
into some more detail to help the level have more complexity to them rather
than a gradient background and simple cards. An example of doing that
could be adding more shades of each colour in the cards to create depth but
also help add a 3d effect to my game.
Aesthetic Qualities
Comparing my game to another
online card matching game. A
similarity between them is the
layout of the cards.The difference
between the two howver in terms
of layout is that mine change
colour as you go down each row
whereas on the game I compared
to; has a red card with a question
mark.
Audience Appeal
I have appealed to my target audience by directly referencing my theme and
using intertextuality also.The way in which I directly referenced my theme
was the use of the runes which will be easily recognised by a fan of the
franchise I was targeting as they are commonly associated with this brand. I
also have used intertextuality in my product as I have directly referenced
another existing media product and added it to my own.This was including
the theme tune into the game and using it as background sound however
instead of just using the theme tune with lyrics, I used audacity to create the
song in 8-bit sound.

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(7) evaluation

  • 2. Research One of the strengths of my research was that i was able to go into deeper depth when looking up background information on the franchise that the product was based off. I had the advantage of being able to pull inspiration from something previous and be able to adapt it in my own way into a game format still relating to the franchise but having my own touch.This also helped me because it made me more inspired for this project as it was based on something I was already passionate about. One of the other strengths in my research was that I was able to go into depth easily and explain why I was going to put certain things in my video game to connect to what I am basing this project off.A weakness of my research was that I maybe didn’t focus on multiple aspects of my theme and instead kept to a certain point for focus. To improve this I could have broadened the areas of my research such as where it was sourced from, different people to cover a variety also.
  • 3. Planning A strength of my planning was that it made my production easier.This helped me in production as I already knew what I needed to do for each ‘level’. By doing extensive planning paired with my research, it made the work flow also easier which also helped with my time management. A weakness in my planning was that I did not think about timing, more specifically how long each level would last. I already knew that I had a song which I would then turn to 8 bit sound that way I could use it as background audio throughout the entirety of the game, including all the different levels, intro and outro. By not thinking about my timing it meant when putting all the levels together and flowing between each one, I didn’t have a specific number of frames that I would have between each level. One thing that I could have done better in terms of my planning I would plan my timing out for each level which would help with my time management and make all the levels have a similar length of frames.The effect this would have had on my product would be that I could have had more time to focus on the editing of the levels and making them flow together more easily.
  • 4. Time Management I think that I did manage my time well. In terms of planning and research, my time management worked well as it meant that I had more time to create the levels in adobe photoshop. I did hand my work in on time however nearer to the deadline for this project, I did find myself rushing through the proformas so in the future I will make sure that after the project is finished that I leave myself a decent amount of time to be able to thoroughly finish all the proforma and written work.
  • 5. Technical Qualities Looking at the detail in my pixel art for the game, I didn’t end up going into much detail for the runes which was the main focus and biggest link to my theme and what this project was based off of which was the books. As the runes are not very detailed in terms of colour, it meant that they were easy to recreate on photoshop however the detail could not be added, showing simplicity. Focusing on smoothness of the animation, the transition between they levels where they fade between I would say is the smoothest of my animations. But as this is a 8-bit styled game, I wanted to keep some of the choppy animations in, an example of this is the selection of each card to reveal the rune
  • 6. Aural Qualities One of the strengths in terms of the audio elements in my product was the background music which I found to be one of my favourite parts of this project.The way in which i did this was by using the software audacity to recreate the theme tune off of the show associated with my theme for this project. By converting the standard mp3 file to an 8-bit audio, this help emphasise the ‘vintage style’ approach that I wanted for my game and also uses intertextuality as it is directly referencing another media product. Another audio element I used in this project was the correct and incorrect sound effects used when selecting the cards and finding a matching pair. What I personally liked about these sound effects was that it is a perfect way to tell the player when they are following the right track. One of the earliest and most effective examples of sound being employed for psychological effect psychological effect in games is the use of pentatonic scales – via the the psychology of sound
  • 7. Aural Qualities  The major pentatonic scale is a great example of an audible reward cue: five little notes that can be played in any order for a musical motif that says universally, “you are on the right track, kid” – also via the psychology of sound The software I used to create the incorrect and correct sound beepbox which helps you create quick and simple sounds. An audio element that I could have added to improve my final the clicking of the cursor as the player was selecting the cards.
  • 8. Aural Qualities The game that I compared with for similarities and differences was ‘Sonic the Hedgehog’. Specifically for this comparison I have compared the correct card selection in my game with the ring collection in sonic the hedgehog.A similarity between these two is that they both use a higher pitch from the pentatonic scale which signals to the player that they are following the correct path.
  • 9. Aesthetic Qualities In my opinion, I believe that my final product looks good.An aspect of my game’s visual that I like is that all the different levels reference and represent a different book from the series ‘the mortal instruments’, I like this because it will connect with the audience subtly as they will be able to pick up on the colour palette used in each level as the colours were pulled directly from the front art covers. However one weakness in my aesthetic qualities is that I could have gone into some more detail to help the level have more complexity to them rather than a gradient background and simple cards. An example of doing that could be adding more shades of each colour in the cards to create depth but also help add a 3d effect to my game.
  • 10. Aesthetic Qualities Comparing my game to another online card matching game. A similarity between them is the layout of the cards.The difference between the two howver in terms of layout is that mine change colour as you go down each row whereas on the game I compared to; has a red card with a question mark.
  • 11. Audience Appeal I have appealed to my target audience by directly referencing my theme and using intertextuality also.The way in which I directly referenced my theme was the use of the runes which will be easily recognised by a fan of the franchise I was targeting as they are commonly associated with this brand. I also have used intertextuality in my product as I have directly referenced another existing media product and added it to my own.This was including the theme tune into the game and using it as background sound however instead of just using the theme tune with lyrics, I used audacity to create the song in 8-bit sound.

Editor's Notes

  1. What were the strengths of your research? How did your research help your product? Discuss product research and experiments. 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. Discuss the strengths and weaknesses of the technical aspects of your work; level of detail in the pixel art, smoothness of the animation, complexity of animated elements. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences Consider putting your final piece(s) in the centre of a page alongside an existing product- Use text boxes and arrows
  5. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  6. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  7. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  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? Consider use of colour, if you can tell what your art is meant to represent, backgrounds, characters, pick-ups, enemies etc 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. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  10. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows Consider using you https://yougov.co.uk/profileslite#/ to develop your audience description