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Visual
Evaluation
Your Name
Production Process Evaluation
Research
• Strengths:
- Good way to gather ideas.
- Looking at similar products to your own.
- My research helped because I was able to search up and analyse specific
games similar to what I was hoping to design.
Weaknesses:
- Can be hard trying to pick specific examples.
- I could have tried analysing my examples a bit more.
Planning
• Strengths:
- I can make ideas and experiment with what I want to do for my final
product.
- Help practice the skills needed.
- Allows for experimentation.
Weaknesses:
- I could have taken a bit less time planning.
- Try seeing what other ideas could be good.
- It would have allowed me to make the product more similar to other
games in its genre.
Time Management
• Strengths:
- Good way to help get your product finished and on time.
- I would be able to think of best times to do certain parts of the product.
- Good way to keep track of time spent.
Weaknesses:
- I could have tried spending a bit more time.
- Could have tried making a schedule for what parts of the product I could
be working on.
- This would have allowed me to put more time into the product, to make
sure it gets finished.
Technical Qualities
Similarities:
- Same genre, being platformer games.
- Similar pixelated art-style, 8-bit.
- Both have a single character.
- Both games have coins to collect.
Differences:
- They are both different games.
- Different colour schemes and
atmosphere, Super Mario Bros 3 being
more colourful, whilst mine is dark and
moody.
- A different character.
- Different objectives, in Super Mario
Bros 3 you just rush to the end, whilst
in mine you have to explore and collect
things.
Aesthetic Qualities
• Does your work look good? I think my product does look good, I
like the darker colour scheme and pixelated art style I chose.
• Was it creative? I tried to make it somewhat creative, with my own
character, however it is quite basic, with the character collecting
coins and picking up a weapon.
• What aspects of your game's visuals do you like? I like the colour
scheme, being darker colours. It adds a moody atmosphere. It also
makes the character, and coins stand out.
• What would you improve? I would try to make it look a bit more
detailed. Also, try to make character animations.
• How would you improve? I would improve by taking more time
to make it look detailed, as well as learn how to make a character
run and jump.
Audience Appeal
- I have appealed to my target audience by making a fun enjoyable animation that shows off the
type of games middle class belongers would enjoy.
- I also tried making it accessible to 12-17 year olds (the audience demographic).
- I tried to make it gender neutral, and contain no offensive material.
Audience appeal
• How have you appealed to your target audience? I have
appealed to my target audience by making a platformer game
they can hopefully enjoy.
• What specific bits of content would appeal to your target
audience? Being able to kill enemies, use different weapons
or powers, collecting things and discovering new areas.
Peer
Feedback
Feedback 1
• What did you like about the product?
– Harrison said "I really like the design you went with and how
detailed it looks with the floor and a good use of colour, it's also
cool how you animated the coin counter as well"
• What improvements could have been made to the
product?
• - Adding some movement for the character.
• - Fixing small errors, such as a few missing pixels on the
number count, as well as how there is a bit of yellow on the
coin that shows in the animation.
Feedback 2
• What did you like about the product?
• What improvements could have been made to
the product?
Feedback 3
• What did you like about the product?
• What improvements could have been made to
the product?
Peer Feedback Summary
• What do you agree with from your peer
feedback?
• What do you disagree with from your peer
feedback?
Peer Feedback Summary

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7. Evaluation(3).pptx

  • 3. Research • Strengths: - Good way to gather ideas. - Looking at similar products to your own. - My research helped because I was able to search up and analyse specific games similar to what I was hoping to design. Weaknesses: - Can be hard trying to pick specific examples. - I could have tried analysing my examples a bit more.
  • 4. Planning • Strengths: - I can make ideas and experiment with what I want to do for my final product. - Help practice the skills needed. - Allows for experimentation. Weaknesses: - I could have taken a bit less time planning. - Try seeing what other ideas could be good. - It would have allowed me to make the product more similar to other games in its genre.
  • 5. Time Management • Strengths: - Good way to help get your product finished and on time. - I would be able to think of best times to do certain parts of the product. - Good way to keep track of time spent. Weaknesses: - I could have tried spending a bit more time. - Could have tried making a schedule for what parts of the product I could be working on. - This would have allowed me to put more time into the product, to make sure it gets finished.
  • 6. Technical Qualities Similarities: - Same genre, being platformer games. - Similar pixelated art-style, 8-bit. - Both have a single character. - Both games have coins to collect. Differences: - They are both different games. - Different colour schemes and atmosphere, Super Mario Bros 3 being more colourful, whilst mine is dark and moody. - A different character. - Different objectives, in Super Mario Bros 3 you just rush to the end, whilst in mine you have to explore and collect things.
  • 7. Aesthetic Qualities • Does your work look good? I think my product does look good, I like the darker colour scheme and pixelated art style I chose. • Was it creative? I tried to make it somewhat creative, with my own character, however it is quite basic, with the character collecting coins and picking up a weapon. • What aspects of your game's visuals do you like? I like the colour scheme, being darker colours. It adds a moody atmosphere. It also makes the character, and coins stand out. • What would you improve? I would try to make it look a bit more detailed. Also, try to make character animations. • How would you improve? I would improve by taking more time to make it look detailed, as well as learn how to make a character run and jump.
  • 8. Audience Appeal - I have appealed to my target audience by making a fun enjoyable animation that shows off the type of games middle class belongers would enjoy. - I also tried making it accessible to 12-17 year olds (the audience demographic). - I tried to make it gender neutral, and contain no offensive material.
  • 9. Audience appeal • How have you appealed to your target audience? I have appealed to my target audience by making a platformer game they can hopefully enjoy. • What specific bits of content would appeal to your target audience? Being able to kill enemies, use different weapons or powers, collecting things and discovering new areas.
  • 11. Feedback 1 • What did you like about the product? – Harrison said "I really like the design you went with and how detailed it looks with the floor and a good use of colour, it's also cool how you animated the coin counter as well" • What improvements could have been made to the product? • - Adding some movement for the character. • - Fixing small errors, such as a few missing pixels on the number count, as well as how there is a bit of yellow on the coin that shows in the animation.
  • 12. Feedback 2 • What did you like about the product? • What improvements could have been made to the product?
  • 13. Feedback 3 • What did you like about the product? • What improvements could have been made to the product?
  • 14. Peer Feedback Summary • What do you agree with from your peer feedback? • What do you disagree with from your peer feedback?

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?