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Evaluation
Madeleine Ross
Research
I enjoyed doing the research, as my knowledge on gaming is limited, so I needed
to get lots of information to build up my concept so it was solid. For my research, I
mainly focused on looking at 2D pixel games, and I tended to drift into looking
more at the arcade games of the 70’s and 80’s, as the aesthetic is good and they
are quite simple concepts. By researching it helped me build my concept a solid
base, mostly based off of Space Invaders, but it helped me look at other
possibilities for my game, that I might not have thought about before.
I think the strengths in my research was the fact that I looked at a wide range of
games, that were all mostly part of the “Shoot ‘em up” genre, but all had been
done in different and unique ways. The games in practice were all very similar
with simple controls and aims, but they all had different art styles, and themes,
which really helped to inspire me.
Saying this, a weakness was that I just focussed on researching this genre of
games. Although it was good to keep things simple, and not be coming up with
lots of complex ideas I possibly couldn’t execute, I never went into other simple
game concepts such as slide scrolling games, and platform games, which I might
have been able to execute better if I had researched and planned for these.
Planning
As my game was all played in the same setting throughout the whole game, with no world
transitions and no narrative, most of my planning was visual. During my research as well as
the pre-production stage, I looked at lots of different world designs, things such as 2D pixel
forests, characters, text choices and colour schemes for the different themes the game had.
I used websites such as Adobe Colour to give me colour schemes that would all work
together, I researched the audiences of the games and where it was most likely to be
played, and I also did a lot of planning on different versions of my characters, mostly my
monsters.
I think a strength in my planning was that I did it very visually, which I think is important in
the game that relies on visuals a lot, and the planning I did translated very well across to my
game, which was very helpful, as the game took longer than anticipated. I think the fact
that I also planned my characters and monster models before I began the proper
production, helped me know exactly where I needed to start, and also what needed to be
tweaked more.
I think a weakness in my planning was that I don’t think I took the size of the canvas and all
the things I wanted to put inside the canvas at too much importance, however that would
have been helpful to do, as when it came to creating the canvas and the world it was going
to be in, I had to resize my characters which meant they didn’t look exactly how I wanted,
and the banner at the top with all the text wasn’t as neat as I wanted it to be.
Time Management
Because I struggled quite a lot with the confusion of all of the layers in my
game, and all the movements I had to do for all the monsters on the screen, I
was quite slow in how I started creating the animations, as I didn’t want to
rush so that I would make a mistake. Once I got the hang of the layers and felt
comfortable that I knew I wouldn’t make mistakes, or new how to fix those
mistakes, production was already quite far in, and I was running out of time
for this stage. Although I did take a while to create the gameplay, I was quick
at putting it together in premier, and I created the music simply and quickly,
which meant I finished mostly on schedule, if not slightly over. If I had finished
earlier, and had more time, I would have maybe created a character bio
screen, so that the player felt like they new the Hunter they were playing
with, or would have maybe added some narrative intervals between levels.
Technical Qualities
As I struggled with my time management, the animation and all the layers I had to
animate, I don’t think it was technically the best. My animation was not as smooth as I
wanted it to be, as I was afraid of running out of time, and I think the overall execution of
the graphics wasn’t amazing. However it could be argued that the rough and choppy
animation made it look more authentic to the arcade games it was based off. However,
when I had the opportunity to add the Boss Level, I tried to step away from the
choppiness of the gameplay animation, however I think due to the type of game it was
and the amount of time I had left, I couldn’t avoid it.
Aural Qualities
To create most of my music, I used the website Beep Box. On there I decided to
create the main theme for the game, which I think works well as its not too
complex, which is similar to what I was inspired by, arcade games. If the theme was
anymore complicated, I think it could have come annoying, and would have taken
away from the game. To add to the impression that this was a game to be played
online, I used a recording I made myself of pressing the space bar, something the
player is told to do at the start to move on and to select their player. I think this
was effective as the recording was good quality and gave the impression someone
was actually playing the game. In the actual gameplay, I decided to only use sound
effects and not play the music, as I think it would have overwhelmed it and
annoyed the player. I think this was a good choice as it gives it a more authentic
feel, and still gives the player some positive and negative connotations. For
example at the end of the Boss Level, I used a sound effect that was going down in
tone to signify that the player had lost. I also used a synth sound when the Boss
appeared to tell the player that this was a new kind of monster and it would be
more difficult.
Aesthetic Qualities
The aesthetic qualities and the visuals were quite important to me, as I wasn’t so
good at the technical side. I think overall it doesn’t look bad, however the world I
did it in looked very flat, and I could have worked on more world building.
However, as before, it is based off of games such as space invaders and sea wolf,
which are very simple and easy to look at games, and I think the inclusion of some
more complex looking characters steps away from the blocky aliens that are so
iconic. I thin a strength is the fact that in the world I created, I tried to make it all
to the colour scheme I had created during the pre-production stage, which made
everything look cohesive and nothing seemed like it shouldn’t be there, which
made the colours of the monsters all the more jarring, as they had stronger and
brighter colours. I think the way that I set out the player screen worked well,
having the text all at one end so not to distract the player in the playing zone,
however some of the text looked a bit unreadable and maybe could have been
done better. Overall, whilst making it, I decided to use text that I had actually
typed instead of drawing it, as I felt that would let it down, so I think the pixelated
lettering and numbering gave it a good feeling that I was an arcade game, just it is
played on a PC instead.
Audience Appeal
Although the brief stated that it was a game for 16-19 year olds, I made it in a way that most
people with the skill levels to play the game, which was relatively low, could play the game. I
think in the way the graphics have been made, it looks like its more directed to younger
children and teenagers, as its very simple and there isn’t any graphic or gory content other
than the monsters and player flashing red when they are hit. I think something that would
appeal to the audience is the fact its quite a short game which has the same aim throughout,
so it is designed to be quick and addictive, which could be attractive to students with not much
time who prefer casual gaming with no narratives or boundaries keeping them in.

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7. evaluation

  • 2. Research I enjoyed doing the research, as my knowledge on gaming is limited, so I needed to get lots of information to build up my concept so it was solid. For my research, I mainly focused on looking at 2D pixel games, and I tended to drift into looking more at the arcade games of the 70’s and 80’s, as the aesthetic is good and they are quite simple concepts. By researching it helped me build my concept a solid base, mostly based off of Space Invaders, but it helped me look at other possibilities for my game, that I might not have thought about before. I think the strengths in my research was the fact that I looked at a wide range of games, that were all mostly part of the “Shoot ‘em up” genre, but all had been done in different and unique ways. The games in practice were all very similar with simple controls and aims, but they all had different art styles, and themes, which really helped to inspire me. Saying this, a weakness was that I just focussed on researching this genre of games. Although it was good to keep things simple, and not be coming up with lots of complex ideas I possibly couldn’t execute, I never went into other simple game concepts such as slide scrolling games, and platform games, which I might have been able to execute better if I had researched and planned for these.
  • 3. Planning As my game was all played in the same setting throughout the whole game, with no world transitions and no narrative, most of my planning was visual. During my research as well as the pre-production stage, I looked at lots of different world designs, things such as 2D pixel forests, characters, text choices and colour schemes for the different themes the game had. I used websites such as Adobe Colour to give me colour schemes that would all work together, I researched the audiences of the games and where it was most likely to be played, and I also did a lot of planning on different versions of my characters, mostly my monsters. I think a strength in my planning was that I did it very visually, which I think is important in the game that relies on visuals a lot, and the planning I did translated very well across to my game, which was very helpful, as the game took longer than anticipated. I think the fact that I also planned my characters and monster models before I began the proper production, helped me know exactly where I needed to start, and also what needed to be tweaked more. I think a weakness in my planning was that I don’t think I took the size of the canvas and all the things I wanted to put inside the canvas at too much importance, however that would have been helpful to do, as when it came to creating the canvas and the world it was going to be in, I had to resize my characters which meant they didn’t look exactly how I wanted, and the banner at the top with all the text wasn’t as neat as I wanted it to be.
  • 4. Time Management Because I struggled quite a lot with the confusion of all of the layers in my game, and all the movements I had to do for all the monsters on the screen, I was quite slow in how I started creating the animations, as I didn’t want to rush so that I would make a mistake. Once I got the hang of the layers and felt comfortable that I knew I wouldn’t make mistakes, or new how to fix those mistakes, production was already quite far in, and I was running out of time for this stage. Although I did take a while to create the gameplay, I was quick at putting it together in premier, and I created the music simply and quickly, which meant I finished mostly on schedule, if not slightly over. If I had finished earlier, and had more time, I would have maybe created a character bio screen, so that the player felt like they new the Hunter they were playing with, or would have maybe added some narrative intervals between levels.
  • 5. Technical Qualities As I struggled with my time management, the animation and all the layers I had to animate, I don’t think it was technically the best. My animation was not as smooth as I wanted it to be, as I was afraid of running out of time, and I think the overall execution of the graphics wasn’t amazing. However it could be argued that the rough and choppy animation made it look more authentic to the arcade games it was based off. However, when I had the opportunity to add the Boss Level, I tried to step away from the choppiness of the gameplay animation, however I think due to the type of game it was and the amount of time I had left, I couldn’t avoid it.
  • 6. Aural Qualities To create most of my music, I used the website Beep Box. On there I decided to create the main theme for the game, which I think works well as its not too complex, which is similar to what I was inspired by, arcade games. If the theme was anymore complicated, I think it could have come annoying, and would have taken away from the game. To add to the impression that this was a game to be played online, I used a recording I made myself of pressing the space bar, something the player is told to do at the start to move on and to select their player. I think this was effective as the recording was good quality and gave the impression someone was actually playing the game. In the actual gameplay, I decided to only use sound effects and not play the music, as I think it would have overwhelmed it and annoyed the player. I think this was a good choice as it gives it a more authentic feel, and still gives the player some positive and negative connotations. For example at the end of the Boss Level, I used a sound effect that was going down in tone to signify that the player had lost. I also used a synth sound when the Boss appeared to tell the player that this was a new kind of monster and it would be more difficult.
  • 7. Aesthetic Qualities The aesthetic qualities and the visuals were quite important to me, as I wasn’t so good at the technical side. I think overall it doesn’t look bad, however the world I did it in looked very flat, and I could have worked on more world building. However, as before, it is based off of games such as space invaders and sea wolf, which are very simple and easy to look at games, and I think the inclusion of some more complex looking characters steps away from the blocky aliens that are so iconic. I thin a strength is the fact that in the world I created, I tried to make it all to the colour scheme I had created during the pre-production stage, which made everything look cohesive and nothing seemed like it shouldn’t be there, which made the colours of the monsters all the more jarring, as they had stronger and brighter colours. I think the way that I set out the player screen worked well, having the text all at one end so not to distract the player in the playing zone, however some of the text looked a bit unreadable and maybe could have been done better. Overall, whilst making it, I decided to use text that I had actually typed instead of drawing it, as I felt that would let it down, so I think the pixelated lettering and numbering gave it a good feeling that I was an arcade game, just it is played on a PC instead.
  • 8. Audience Appeal Although the brief stated that it was a game for 16-19 year olds, I made it in a way that most people with the skill levels to play the game, which was relatively low, could play the game. I think in the way the graphics have been made, it looks like its more directed to younger children and teenagers, as its very simple and there isn’t any graphic or gory content other than the monsters and player flashing red when they are hit. I think something that would appeal to the audience is the fact its quite a short game which has the same aim throughout, so it is designed to be quick and addictive, which could be attractive to students with not much time who prefer casual gaming with no narratives or boundaries keeping them in.

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. 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
  7. 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