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FMP
Evaluation
Sydney wratten
Production Process
Evaluation
Research
• The strengths of my research was that I researched the existing products
and I looked the games up in detail to make sure that I could fully explain
why I chose them as my existing products. The research helped my final
project by the way they were already so closely related to my final product
and what I was going to make it look like.
• The weaknesses of my research was that I didn’t really think about or
consider the post production of the existing products and I could have
explained a what the style of the image was a bit more. If the weaknesses
of research were strengthened or made better, I don’t think it would have
made very much of a difference to my final product considering I already
had a very developed idea before I started research.
• Next time I would improve by looking more into the technical side of the
video games.
Planning
• The strengths of my planning was that I made sure that on my
mind maps I expressed as many of my ideas that I could, also I
made sure that in my planning explained that my product will act
similarly to popular games in terms or catching collectables.
Another strength of my planning is on my style sheet planner
where I discussed my colour schemes and font styles.
• The weaknesses of my planning is that I didn’t really give myself
many game styles or ideas and I didn’t think about what music or
sound effects would be involved with the game.
• Next time I would improve by thinking about sound effect and
going further into the audio side of video games.
Time Management
• With this project I managed to keep to schedule and
even work ahead of time. I also managed to finish
my project with time to spare to go back and
improve, I feel extra time wouldn’t have been needed.
• Next time I think I would have spent equal amount
of time on writing side of the project as I did on the
production side although I completed the project
well.
Technical Qualities
This is what I
compared to.
My videogame compared
to the existing game is
considerable different
considering that the games
animations are different
with my games animations
being pixel and the existing
games animations are much
more attractive although
the animations look like it
was developed in 2001,this
will attract the audience
because they will like to see
if my game will be good
although it is only a pixel
game.
Although there are
more differences,
one of the
similarities is that it
is a racing game and
in the game play
screenshot they
both contain more
than one car and a
MPH gage which
will interest the
target audience
because they will like
to see how fast they
are also there is no
point racing yourself.
Aesthetic QualitiesI like the way the
colouring of the
background contrasts
with the colours of the
cars well.
I like the MPH gage
because it moves
according to the speed
of the car, It will appeal
to the audience because
it makes it seem quite
realistic.
I think the explosion was
effective as the audience
could see that the car has
crashed, also the explosion
got smaller like it would in
real life.
Next time I will
improve the transition
between each frame.
Audience Appeal
The target audience for my video
game is (16 – 34), by looking at
similar games I could decide properly
what age would be suitable to play
my game and if it will influence a
younger audience to commit crimes
such as stealing and speeding. The
reason I chose an older target
audience was because its more
suitable for an older audience that
knows better, also at the age of
16/17 teenagers start learning to
drive cars and are allowed to drive a
motorbikes. A younger audience
would be more impressionable to
speeding and steeling.
The colours of the game
would appeal to my
target audience because
its bright and the
controls give a sense of
understanding to that
audience.
The bomb in the game
gives a sense of
urgency to the
audience which helps
them to understand
the aim of the game.
Peer
Feedback
Feedback 1
• What did you like about the product?
• I like how the MPH gage moved which informed me of how fast
I was going.
• I liked the layout of the game which clearly told me what the aim
of the game was.
• What improvements could have been made to the
product?
• I think you could improve the timing of the transitions
making it more smooth.
Feedback 2
• What did you like about the product?
• I liked the explosion because it made me feel as if it was
real.
• What improvements could have been made to the
product?
• When the police car crashes into the back of the stolen car
you could have made it look more believable.
Feedback 3
• What did you like about the product?
I liked the fuel bar because when your using fuel and get
crashed into I shows how much fuel your using.
• What improvements could have been made to the
product?
• I think you could improve the music by researching into it
more and by using sound effects.
Peer Feedback Summary
• What do you agree with from your peer feedback?
• I agree with the comment suggesting that I should add in
sound effects and more relatable music because it will make
the audience feel more involved in the game .
• What do you disagree with from your peer feedback?
• I disagree with the comment saying that I should make my
broken car look more believable because it a pixel game
and was quite difficult to create.
Peer Feedback Summary
As a game producer next time I will change the time between
each frame and make the moving object move less between
each frame making it a smoother transition. Also I am going
to research my music and sound effects more before creating
the game so that the audience feel more involved with the
game.

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7. evaluation unit 4

  • 3. Research • The strengths of my research was that I researched the existing products and I looked the games up in detail to make sure that I could fully explain why I chose them as my existing products. The research helped my final project by the way they were already so closely related to my final product and what I was going to make it look like. • The weaknesses of my research was that I didn’t really think about or consider the post production of the existing products and I could have explained a what the style of the image was a bit more. If the weaknesses of research were strengthened or made better, I don’t think it would have made very much of a difference to my final product considering I already had a very developed idea before I started research. • Next time I would improve by looking more into the technical side of the video games.
  • 4. Planning • The strengths of my planning was that I made sure that on my mind maps I expressed as many of my ideas that I could, also I made sure that in my planning explained that my product will act similarly to popular games in terms or catching collectables. Another strength of my planning is on my style sheet planner where I discussed my colour schemes and font styles. • The weaknesses of my planning is that I didn’t really give myself many game styles or ideas and I didn’t think about what music or sound effects would be involved with the game. • Next time I would improve by thinking about sound effect and going further into the audio side of video games.
  • 5. Time Management • With this project I managed to keep to schedule and even work ahead of time. I also managed to finish my project with time to spare to go back and improve, I feel extra time wouldn’t have been needed. • Next time I think I would have spent equal amount of time on writing side of the project as I did on the production side although I completed the project well.
  • 6. Technical Qualities This is what I compared to. My videogame compared to the existing game is considerable different considering that the games animations are different with my games animations being pixel and the existing games animations are much more attractive although the animations look like it was developed in 2001,this will attract the audience because they will like to see if my game will be good although it is only a pixel game. Although there are more differences, one of the similarities is that it is a racing game and in the game play screenshot they both contain more than one car and a MPH gage which will interest the target audience because they will like to see how fast they are also there is no point racing yourself.
  • 7. Aesthetic QualitiesI like the way the colouring of the background contrasts with the colours of the cars well. I like the MPH gage because it moves according to the speed of the car, It will appeal to the audience because it makes it seem quite realistic. I think the explosion was effective as the audience could see that the car has crashed, also the explosion got smaller like it would in real life. Next time I will improve the transition between each frame.
  • 8. Audience Appeal The target audience for my video game is (16 – 34), by looking at similar games I could decide properly what age would be suitable to play my game and if it will influence a younger audience to commit crimes such as stealing and speeding. The reason I chose an older target audience was because its more suitable for an older audience that knows better, also at the age of 16/17 teenagers start learning to drive cars and are allowed to drive a motorbikes. A younger audience would be more impressionable to speeding and steeling. The colours of the game would appeal to my target audience because its bright and the controls give a sense of understanding to that audience. The bomb in the game gives a sense of urgency to the audience which helps them to understand the aim of the game.
  • 10. Feedback 1 • What did you like about the product? • I like how the MPH gage moved which informed me of how fast I was going. • I liked the layout of the game which clearly told me what the aim of the game was. • What improvements could have been made to the product? • I think you could improve the timing of the transitions making it more smooth.
  • 11. Feedback 2 • What did you like about the product? • I liked the explosion because it made me feel as if it was real. • What improvements could have been made to the product? • When the police car crashes into the back of the stolen car you could have made it look more believable.
  • 12. Feedback 3 • What did you like about the product? I liked the fuel bar because when your using fuel and get crashed into I shows how much fuel your using. • What improvements could have been made to the product? • I think you could improve the music by researching into it more and by using sound effects.
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? • I agree with the comment suggesting that I should add in sound effects and more relatable music because it will make the audience feel more involved in the game . • What do you disagree with from your peer feedback? • I disagree with the comment saying that I should make my broken car look more believable because it a pixel game and was quite difficult to create.
  • 14. Peer Feedback Summary As a game producer next time I will change the time between each frame and make the moving object move less between each frame making it a smoother transition. Also I am going to research my music and sound effects more before creating the game so that the audience feel more involved with the game.

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?