The document provides an evaluation of the student's research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal for a game project. Some strengths identified include including researched elements in the final product, clear planning that didn't overcomplicate ideas, and smooth game play. Weaknesses include lacking detail in some research descriptions, needing more planning details, short game length, and lack of self-made audio elements. The evaluation reflects on aspects that worked well and could be improved.
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2. Research
One strength of my research is that I included some of the aspects of my research in
my final product, such as the viewpoint, the text in the game (showing how much
coins you have, how far you have drove etc) and including items in the game to help
you drive further.
Another strength of my research is that the games I researched were all similar styles
of game to what I planned on doing in my final product. This meant that my game was
influenced by similar types of games.
Weaknesses: Looking back at some of my research I think that I have been a little
basic in some of my descriptions of the game. For example, when talking about the
use of sound effects in the game Crazy Taxi I just said that when a certain action is
performed in the game a sound is played. I think I could have provided more detail
as to what type of sound is played, how loud it is etc.
Another weakness of my planning is my research of Subway Surf. I think I could have
gone into more detail than I did.
3. Planning
Strengths of my planning: One thing that was good about my planning is
that I didn’t go really over the top with my ideas and I didn’t make them
too complicated like I did with my music video.
I think my planning helped my product as it gave me the basic idea of what I
wanted my game to be about and it showed me the styles of animation
and pixel art that I was inspired by and could implement in my game
through my mood board.
My mood board was good as it shows that I had a basic idea of what I
wanted the style of the game and the colour scheme to look like.
Weaknesses of my planning: I don’t think I did too much bad for my
planning but something that would improve it would be if I wrote a bit
less in note form and provided a bit more detail in my mind maps.
4. Time Management
I think that I managed my time well, however if I had more time to produce
my work I would put more detail into the animation of the game. I would
make the location more detailed by including things such as markings on
the road and I would make the cars more detailed as they were mostly the
same model just in different colours. I would also make the location move
forward as the car was, with the buildings constantly changing.
5. Technical Qualities
Strengths: I think that the game runs smoothly
Weaknesses: Level of detail in pixel art- I think that the game is not detailed enough. The road is very plain and there are no
road markings so you can’t really tell that you are driving on a road. Also I didn’t include too many cars and the ones I did
include weren’t that interesting to look at as they didn’t have any patterns or good looking styles so this makes the game
quite boring to look at.
Another weakness is that this game is quite short and I think I should have made it longer.
6. Subway Surf and my game
Similarities Differences
Both games have music playing as you are playing. The viewpoints for these two games are different
Both have things getting in your way that are trying to
slow you down and stop you
In Subway surf there are constantly coins to collect
whilst in my game there is only the odd item to collect
One of the locations featured in both of the games is a
train track.
There is no pause button in my game and there is one
in subway surf.
The aim of the game is the same for both games, you
are trying to get as far as possible.
There are a lot more items in Subway Surf than in my
game
There is a lot more getting in your way in subway surf.
7. Aural Qualities
One thing that I thought I did well for my audio was the sounds that I made on Beepbox. I think that some of the sounds I
made fit in the game well, for example the beeping to signal that you can begin driving.
Something that I feel was a weakness in the audio elements of my work was the fact that I did not make any of the music I
used in my game myself. I was going to try and make an 8 bit version of the song “Push it to the limit” by using Garageband
however there was already an 8 bit version on youtube so I chose to use this instead.
I got the music for the games menu from youtube as it was royalty free. I think I should have made the menu music myself
however since I only needed a few seconds of music for my menu screen which I could have easily done by making a song
using Beepbox. Despite this however I think the music worked well in my game.
I also used a sound effect I found on the internet for the sounds of explosions. This was only because none of the sounds on
beepbox sounded like explosions. I think that this sound was good however.
Another audio element that I could have added into my game was dialogue for my character.
8. Aesthetic Qualities
An aspect of my games visuals that I liked was the menu screen. I liked this as I think that the image looked like a real
loading screen for the game. I was inspired by the Grand Theft Auto loading screens where it just shows a still image of
characters from in the game. Although I like this loading screen, I think I should have provided some more background
detail, showing the location instead of just a white background.
Aspects of my game that I liked: I think that the game worked well in a top down view and I think that this would have ran a
lot smoother and nicer than if I did this in a view such as a third person view.
I think I used good choice of colour for the text in the game. The yellow text stands out on the black background.
9. I think although my animation is not the most
detailed, you can tell what the art is meant to
represent.
10. Another thing from my games visuals that I
thought was a strength was the train. I think
that it is well detailed and I like the way it goes
from one side of the screen to the other.
11. Something that would improve my work is if I kept updating the distance travelled in the car. I
forgot to do this so you can never see how far you have travelled.
Another thing that I could improve is that the speed is kind of inconsistent at increasing the
speed goes from 60 mph to 100mph then back to 60mph.
12. Audience Appeal
I think that having a male and a female character
would appeal to my audience since it means that
they can choose what gender they are. I think that
the style of animation for the characters also
appeals to an audience of young people since the
characters are in a quite ‘cartoonish’ style and look
quite friendly so young people will feel welcomed
to play the game.
The game is easy to understand so
will appeal to anyone really
I tried to make this game appeal
to working class people by trying
to make the game have a kind of
arcade style. I did this by having
text appearing on the screen
saying things like ‘speed boost!’
and ‘Close call!’, similar to how
it does in some arcade games,
for example, Crazy Taxi. Arcade
games are usually played by
working class people.
Text from Crazy Taxi.