FMP Evaluation
Your name
Production Process Evaluation
Research
The strength of my research was that I could research and compare 3 existing
products and think about the product’s common features as well as thinking
about what aspects I would include in my own product. The audience profile
was another strength of my research as your target market is one of the
biggest considerations whilst creating a product as you need to know who
exactly you are designing your product for. This meant that I carefully thought
about social status, gender and age of my target market which helped my
product as it was easier to produce when I knew what type of things my game
would have to feature to appeal to the specific age range I had chosen. A
weakness of my research is that I am limited to research only 3 existing
products which means that I may not have lots of influences as the 3
researched products were very similar.
Planning
The strength of my planning was that I created mind maps and a mood board
where I could initially write down lots of ideas and lots of different aspects of
a game in which I would then go on to experiment with. The mood board also
allowed me to gather some ideas for the visuals. By doing this It meant that I
could narrow down what features I do and do not want to experiment with in
the next stages of production. A weakness of planning was perhaps having to
not use a lot of ideas on the mind map as there were lots of them therefore
making it more difficult in making a final decision for next stage of
production.
Time Management
The aspect of production that was most time consuming was designing the
background for the game as I had no previous experience with using pixel art
therefore my finishing product had very basic graphics. With additional time I
would have further experimented with tones and shadows and perhaps
created more sophisticated character designs.
Technical Qualities
The existing product unlike mine has more detailed shading as the light from the lamp
illuminates the characters surrounding area and gets progressively darker further away
from the light source. My product on the other hand does not include this as I only
included two shades; light and dark. Another difference is that each item in the game
on the existing product is outlined and mine is not which is something that I would have
improved on if I had more time as it makes the characters and items stand out more.
Although they fit into the genre of game, my game is more violent which suggests that
both games are aimed at a different age range.
Aesthetic Qualities
An aspect of my product that looks good is that the screen is not too busy as
there are not too many different colors and details which is something that
would not look good on this specific genre of game as dark colors and tones are
important aspects to include In a horror game. It is also clear to see from this
image what the objective of the game is and how its played. In terms of being
creative, the character models are very basic as the enemy is a very generic
ghost design which is something that I would improve into a more detailed
design.
Audience Appeal
The aspects of my product that would appeal to people of around the age of 16 are
the jump scares and violence as the horror genre is much more popular with people
of this age. Another aspect of the game that appeals to my target audience is the fast
paced gameplay as it is entertaining and would not be found boring by people of this
age because it does not feature lots of text and cinematics.
Peer
Feedback
Feedback 1
• What did you like about the product?
– I liked the simplistic level design and use of
colours.
• What improvements could have been made to
the product?
• I think you could improve on the detail and
include more background props.
Feedback 2
• What did you like about the product?
– I like the design of the ghost and decapitated
person.
• What improvements could have been made to
the product?
• I think the playable character design is too
basic.
Feedback 3
• What did you like about the product?
• I like the name of the product and the music in
the background.
• What improvements could have been made to
the product?
• The graphics need to be improved as there are no
shades of light and dark. Also audio doesn’t suit
the theme of the game.
Peer Feedback Summary
• What do you agree with from your peer
feedback?
• I agree that I needed to add different tones of
colour and improve the playable character
design.
• What do you disagree with from your peer
feedback?
• I disagree that the game audio doesn’t suit the
theme of the game.
Peer Feedback Summary
Based upon my peer feedback I would go back and improve the overall graphics
of the game such as creating shadows by adding different tones of light further
away from the light source to create a more realistic effect off being surrounded
by darkness. I would also create more detailed character designs by creating
more accurate body movement and facial detail however I would not change the
gameplay as this is the most enjoyable aspect of my product which includes jump
scares and quick getaways. I also would not change the name of my product as I
think its simple and relevant.

7. evaluation(2)

  • 1.
  • 2.
  • 3.
    Research The strength ofmy research was that I could research and compare 3 existing products and think about the product’s common features as well as thinking about what aspects I would include in my own product. The audience profile was another strength of my research as your target market is one of the biggest considerations whilst creating a product as you need to know who exactly you are designing your product for. This meant that I carefully thought about social status, gender and age of my target market which helped my product as it was easier to produce when I knew what type of things my game would have to feature to appeal to the specific age range I had chosen. A weakness of my research is that I am limited to research only 3 existing products which means that I may not have lots of influences as the 3 researched products were very similar.
  • 4.
    Planning The strength ofmy planning was that I created mind maps and a mood board where I could initially write down lots of ideas and lots of different aspects of a game in which I would then go on to experiment with. The mood board also allowed me to gather some ideas for the visuals. By doing this It meant that I could narrow down what features I do and do not want to experiment with in the next stages of production. A weakness of planning was perhaps having to not use a lot of ideas on the mind map as there were lots of them therefore making it more difficult in making a final decision for next stage of production.
  • 5.
    Time Management The aspectof production that was most time consuming was designing the background for the game as I had no previous experience with using pixel art therefore my finishing product had very basic graphics. With additional time I would have further experimented with tones and shadows and perhaps created more sophisticated character designs.
  • 6.
    Technical Qualities The existingproduct unlike mine has more detailed shading as the light from the lamp illuminates the characters surrounding area and gets progressively darker further away from the light source. My product on the other hand does not include this as I only included two shades; light and dark. Another difference is that each item in the game on the existing product is outlined and mine is not which is something that I would have improved on if I had more time as it makes the characters and items stand out more. Although they fit into the genre of game, my game is more violent which suggests that both games are aimed at a different age range.
  • 7.
    Aesthetic Qualities An aspectof my product that looks good is that the screen is not too busy as there are not too many different colors and details which is something that would not look good on this specific genre of game as dark colors and tones are important aspects to include In a horror game. It is also clear to see from this image what the objective of the game is and how its played. In terms of being creative, the character models are very basic as the enemy is a very generic ghost design which is something that I would improve into a more detailed design.
  • 8.
    Audience Appeal The aspectsof my product that would appeal to people of around the age of 16 are the jump scares and violence as the horror genre is much more popular with people of this age. Another aspect of the game that appeals to my target audience is the fast paced gameplay as it is entertaining and would not be found boring by people of this age because it does not feature lots of text and cinematics.
  • 9.
  • 10.
    Feedback 1 • Whatdid you like about the product? – I liked the simplistic level design and use of colours. • What improvements could have been made to the product? • I think you could improve on the detail and include more background props.
  • 11.
    Feedback 2 • Whatdid you like about the product? – I like the design of the ghost and decapitated person. • What improvements could have been made to the product? • I think the playable character design is too basic.
  • 12.
    Feedback 3 • Whatdid you like about the product? • I like the name of the product and the music in the background. • What improvements could have been made to the product? • The graphics need to be improved as there are no shades of light and dark. Also audio doesn’t suit the theme of the game.
  • 13.
    Peer Feedback Summary •What do you agree with from your peer feedback? • I agree that I needed to add different tones of colour and improve the playable character design. • What do you disagree with from your peer feedback? • I disagree that the game audio doesn’t suit the theme of the game.
  • 14.
    Peer Feedback Summary Basedupon my peer feedback I would go back and improve the overall graphics of the game such as creating shadows by adding different tones of light further away from the light source to create a more realistic effect off being surrounded by darkness. I would also create more detailed character designs by creating more accurate body movement and facial detail however I would not change the gameplay as this is the most enjoyable aspect of my product which includes jump scares and quick getaways. I also would not change the name of my product as I think its simple and relevant.

Editor's Notes

  • #4 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?
  • #5 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?
  • #6 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?
  • #7 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
  • #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? 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. 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
  • #15 What changes would you make to your product based upon your peer feedback and why?