Evaluation
Joshua Meredith
Research
• My research helped a lot during my product. As there is a bunch of
pokemon games out it let me see which one I wanted to get inspiration off
of. This also showed my limits when making my product of what I could
and could not do. Knowing my limits pixels wise it was safe to go with the
first pokemon game to get inspiration from. My research also showed me
what colour pallet I wanted to use. Going with the retro grayscale made
the process easier and gave the overall feel of the product better. To
improve my research I could have expanded it and looked at different
games to get more of an opinion on what else I could have done with my
boundaries. This would have improved my research by looking towards
more retro games with little animation
Planning
• Planning out how I'm going to complete making my product is always
helpful as it gives me a structure to work off and no just going out the top
of my head. This makes it so I can work on the product step by step and
make sure everything is in the right place. To improve my planning I could
have listed out the animation in order to make the product even easier.
This would have improved my product as I could have listed what to do
and organised it better.
Time Management
• My time was managed extremely well during the creation of this project. I
gave myself plenty of time to do everything and get it done the way I
wanted it to be done. My product would not have improved with
additional time as I still had a lot of time left to make improvements and
decided against changing anything.
Technical Qualities
The pixel art of my work is very detailed. The animations run smoothly at 29.7 fps because
of youtube quality. The animations are complex and not overdone so you can see whats
happening on screen at all times. The animation is slow like if it was a retro game.
Comparing it to an actual game which similar structure my video game uses less pixels as I
went for an older approach to my version then the version it is being compared too. When
using a move the actual game like to shake the entire screen whereas my version only
shake the character taking damage. The actual game uses colour and a higher quality as it
has more pixel space to include more shading and detail whereas mine only had a select
few pixels in comparison. The animation of the actual game is quicker and smoother but I
was going for my game to look old and retro so I don’t see a downfall in my version being
slower in comparison.
My video game:
https://www.youtube.com/watch?v=
Jpdy9pZyGH4
YouTube converters were not
working so I couldn’t put the video
here
Link to actual game:
Aural Qualities
My sound effects in the game are very simple but effective using sounds like a hit of a
table to make the sound of taking damage. The music in the background gives a faster
pass to the game and builds up more excitement during the battle. As this was a retro
game I didn’t want a lot of audio like text going past as it wouldn’t be as simple as I
wanted it to be. In comparison to the actual game it uses a lot less audio. The actual
game uses audio for everything going on in the game. From the Pokémon screeches to
the moves being used. I found when I added the same amount of sound it was
overcrowded and didn’t fit my product to the way I wanted it. Both products don’t use
dialogue unless you count the pokemon screeches at the start of the battle. In my
having dialogue wouldn’t fit in and overall feel unnecessary towards my final product. I
could have added more sound effects like when my monster gets defeated or when
switching screens to the gaining exp screen.
Aesthetic Qualities
Overall I like the quality of my product. I like how its not too much to give the retro
vibe but it also isn't little to look like a professional game. It wasn't as creative as
other products I've made but both characters are original and have no relate to
anything I've seen before. I like if you picked up this game you'd think of a Gameboy
type retro game which is the target I was going for. The colours are grayscale to give
that retro feel that I was aiming for and I think it worked perfectly to capture it. A
barrier I had when creating this product was the amount of pixels I was limited to. If I
had more pixels the characters an overall product would be more details and
improved. The creation of the entire piece was fun to do as I am a Pokémon fan so
being able to make my own was fun and refreshing. I have also never done a
pixelated video game to this quality so it was a new experience overall.
Audience Appeal
The audience I went for when created this product was teenage boys. The reason
for this choice was because that’s the audience that play Pokémon the most due to
Pokémon being very popular during their growing up period. As my game is similar
to Pokémon I thought my game would suit that audience the most. It would be
easier for that sort of audience to transition over to my game as they play Pokémon.
Although that was my primary audience any that wanted to pick up and play the
game could be able too and the game had no restrictions on who can play it. This is
because the game characters that don’t existed and doesn’t show violence when
they are defeated so children can also pick it up. As my game is close to Pokémon I
think I appealed to my audience very well. I also think the game will appeal outside
my audience because you don’t need to know Pokémon to pick up these game. The
game is very simple and easy to get into

7. evaluation (video game)

  • 1.
  • 2.
    Research • My researchhelped a lot during my product. As there is a bunch of pokemon games out it let me see which one I wanted to get inspiration off of. This also showed my limits when making my product of what I could and could not do. Knowing my limits pixels wise it was safe to go with the first pokemon game to get inspiration from. My research also showed me what colour pallet I wanted to use. Going with the retro grayscale made the process easier and gave the overall feel of the product better. To improve my research I could have expanded it and looked at different games to get more of an opinion on what else I could have done with my boundaries. This would have improved my research by looking towards more retro games with little animation
  • 3.
    Planning • Planning outhow I'm going to complete making my product is always helpful as it gives me a structure to work off and no just going out the top of my head. This makes it so I can work on the product step by step and make sure everything is in the right place. To improve my planning I could have listed out the animation in order to make the product even easier. This would have improved my product as I could have listed what to do and organised it better.
  • 4.
    Time Management • Mytime was managed extremely well during the creation of this project. I gave myself plenty of time to do everything and get it done the way I wanted it to be done. My product would not have improved with additional time as I still had a lot of time left to make improvements and decided against changing anything.
  • 5.
    Technical Qualities The pixelart of my work is very detailed. The animations run smoothly at 29.7 fps because of youtube quality. The animations are complex and not overdone so you can see whats happening on screen at all times. The animation is slow like if it was a retro game. Comparing it to an actual game which similar structure my video game uses less pixels as I went for an older approach to my version then the version it is being compared too. When using a move the actual game like to shake the entire screen whereas my version only shake the character taking damage. The actual game uses colour and a higher quality as it has more pixel space to include more shading and detail whereas mine only had a select few pixels in comparison. The animation of the actual game is quicker and smoother but I was going for my game to look old and retro so I don’t see a downfall in my version being slower in comparison. My video game: https://www.youtube.com/watch?v= Jpdy9pZyGH4 YouTube converters were not working so I couldn’t put the video here Link to actual game:
  • 6.
    Aural Qualities My soundeffects in the game are very simple but effective using sounds like a hit of a table to make the sound of taking damage. The music in the background gives a faster pass to the game and builds up more excitement during the battle. As this was a retro game I didn’t want a lot of audio like text going past as it wouldn’t be as simple as I wanted it to be. In comparison to the actual game it uses a lot less audio. The actual game uses audio for everything going on in the game. From the Pokémon screeches to the moves being used. I found when I added the same amount of sound it was overcrowded and didn’t fit my product to the way I wanted it. Both products don’t use dialogue unless you count the pokemon screeches at the start of the battle. In my having dialogue wouldn’t fit in and overall feel unnecessary towards my final product. I could have added more sound effects like when my monster gets defeated or when switching screens to the gaining exp screen.
  • 7.
    Aesthetic Qualities Overall Ilike the quality of my product. I like how its not too much to give the retro vibe but it also isn't little to look like a professional game. It wasn't as creative as other products I've made but both characters are original and have no relate to anything I've seen before. I like if you picked up this game you'd think of a Gameboy type retro game which is the target I was going for. The colours are grayscale to give that retro feel that I was aiming for and I think it worked perfectly to capture it. A barrier I had when creating this product was the amount of pixels I was limited to. If I had more pixels the characters an overall product would be more details and improved. The creation of the entire piece was fun to do as I am a Pokémon fan so being able to make my own was fun and refreshing. I have also never done a pixelated video game to this quality so it was a new experience overall.
  • 8.
    Audience Appeal The audienceI went for when created this product was teenage boys. The reason for this choice was because that’s the audience that play Pokémon the most due to Pokémon being very popular during their growing up period. As my game is similar to Pokémon I thought my game would suit that audience the most. It would be easier for that sort of audience to transition over to my game as they play Pokémon. Although that was my primary audience any that wanted to pick up and play the game could be able too and the game had no restrictions on who can play it. This is because the game characters that don’t existed and doesn’t show violence when they are defeated so children can also pick it up. As my game is close to Pokémon I think I appealed to my audience very well. I also think the game will appeal outside my audience because you don’t need to know Pokémon to pick up these game. The game is very simple and easy to get into

Editor's Notes

  • #3 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?
  • #4 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?
  • #5 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?
  • #6 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
  • #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 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