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FMP Evaluation
Your name
Production Process Evaluation
Research
• For my research I have been looking at existing products by other game magazine company's such as Xbox,
PlayStation and edge. I focused on these there types as one focuses on there console, one is Japanese and
quite old and the last one looks at gaming overall and the future of gaming. I focused at looking at five
certain sections of the magazine covers such as magazine summary which is about the background and
main content of the magazine, the title and how it stands out, the sub heading and how they lay it out, the
design which is about the overall layout and background image and finally the audience appeal which is
about who they are targeting. I then finally looked at what the magazines have in common in terms of
layout and how they are effective.
• I think the strength of this is that I have learnt more of variety of different types of magazines which would
help me make my magazine a lot more unique. This also helps me create a professional looking cover as
they are all official and popular. I will be able to keep with my ASA codes as all of the magazines I
researched stick with the codes.
• The weaknesses within my research would be that I haven’t heavily researched in detail. For example I
have only looked at five different sections within the magazine cover and I could have looked at way more
sections. This would effect my product as it would make it look less appealing. I haven’t actually looked at
the double page spread (dps) on of the magazines that would have helped me a lot as it would teach me
how to create them. This has effected me as I had no Idea how to start my dps.
• To improve my research I would look at a more verity of different sections of the cover. And defiantly
research the dps in detail.
Planning
• For my initial planning I made a mind map of different types of magazine genres such as games, films and
TV shows. I chose these three as these are the ones that I am most interested in. I looked detail of what
content i could show off within these genres on my final product. I would then chose the one I had most
ideas about which was games. I also chose this as it would be most fun to make. After that I then made
one mind map about gaming and especially dark souls as It was going to mostly be about dark souls. After
I collected ideas, I made a mood board of what pictures I will be inspired by and what I might use. For my
pre production I looked at the style of my magazine. For example I mostly looked into the font for certain
text sections on my magazine. Such as my titles, headings and dps descriptions. I also have looked into
many edge magazines as I really like the layout of them. I then created a dark souls magazine cover
experiment and a Zelda cover experiment.
• I think the strength in my research is the detail and the amount of ideas I have made for the mind maps.
This would help me make my cover very easily and quickly. The mood board will also be very professional
as I have looked into edge magazines and planned mine to look similar. The mood board allows me to have
easy access to good pictures. This also works with the fonts as I also have easy access to them which
means I don’t have to spend time to look for them.
• The weaknesses of this planning is that I haven't looked at enough fonts which made me waste time to
look for more fonts. I also haven't looked at any Zelda photos and too many dark souls which made me
have to look for images.
• To improve I would have to gather more fonts and pictures other than one game.
Time Management
• For my time management I made a schedule plan for what I do each. I have also put what I need to use on each making which
allows me to gather my equipment quickly. On the plan I put that I would create a drawn plan for the cover on the first day,
create the cover on the next two days, create a plan of the DPS on the forth day, create the first DPS page on the next two days
and finally create the second page on the final two pages. I made sure that I would have a enough time to make each part of
the the product by splitting in halves so that it would be quick and easy to make.
• the strength of creating this is that it is a very simple way of keeping track of what to do each day. The fact that I have the
resources section is very helpful because it allows me to be ready for each day making it quicker to make the product.
• There are mostly weaknesses to this schedule than there is strength. For example the plan doesn’t actually follow the days I
actually have. I only have a week to create the product and that doesn’t include Friday making it six days. What I may not have
a computer at home which removes the weekend making it four days. This shows that this plan wont really work at all which
makes it a lot more harder as your doing eight days worth of work in four days.
• To improve I should have planed my production work in four days and my power point work on the rest of the days.
Technical Qualities
My Zelda breath of the wild magazines cover has some similarities and differences to the edges version of the Zelda game. I chose edge as I like
there magazines and they have looked at the same game.. the titles have various similarities as both titles want to attract the customers
attention. Both titles are big and bold which stands out more than the other content on the cover. The colours also contrast from the background
which adds to the attraction. There are some differences with the titles as the edge title is much more larger and has an unusual golden colour
making it seem like special. The layout of both have more differences than similarities but they do have some similarities. For example the Zelda
image are both painted and artistic images however the scene in the images are totally different as the edge has link swimming while I have link
shooting an arrow. Both the sub heading have the same game title the legends of Zelda breath of the wild” and are roughly in the same area
however they don’t have the same font and the colours are different. For example the edge have there own unique font with nice gold colour
over lay while mine is the official Zelda title but edited to contrast with a red colour overlay. This also explains the differences with the game
summary underneath the headline. Overall there are most differences than similarities as the edge magazine cover has been made especially for
the Zelda game as they don’t any other content other than Zelda on the cover. While I was making a generic typical.
Technical Qualities
My double page spread has some similarities to the Xbox double page spread such as the layout, titles etc. for example the most similarities are
within the layout of the double page spread such as the positioning of the pictures ands text. The main characters of the game they are mainly
showing off are both on the left page in a large size filling the whole page however the Xbox magazine has the title on the image. Another
similarity is the right page as all the content is positioned the same such as the Crysis gameplay image and the text of the game underneath. And
underneath the text is the red circle with a review on it and next to it is another picture of the game. The differences within the layout is the
right side of the right page as I have a dark souls tutorial while the Xbox magazine shows off upcoming games. The colouring is very different as
mine is bright and blue as it relates to the game and the dark souls tutorial has dark colouring as again it relates to the game. The xbox magazine
has a white plane background giving a more professional look.
Aesthetic Qualities
The aspects I especially like with my double page spread is the layout of such as the images and where the text are placed. The image of link in full size on the left
page gives a nice dramatic effect making the page stand out. This can also signify it being a special area within the magazine. The background makes the image
stand out more as it looks to be the light source for the image. The right page starts with a good image of gameplay looking nice and HD with an attractive shot of
link running away from an explosion. This would be very attractive and convincing to make people to read the text. The title of the game is underneath the image
in a green overlay. I made it green because it embraces the nature of the game. The text is simple and short so that it wouldn’t give away too much but enough
to inform the reader. I like the placement of the IGN review as its easy to navigate to as its in a bold red circle with the IGN title. I then added another image of
link on a horse which gives more information about the game as you ride horses. Ide say the weaknesses of this is the dark souls tutorial as it ruins Zelda's bright
and kid friendly page. It also looks as if the tutorial is crammed on the side randomly. The text does seem too small to read with a very uncomfortable colour
overlay. The Zelda text could also be far too little information with would make readers not have a good picture of the game is like. To improve I would add more
information and try not to cram another totally unrelated topic on the same page.
For the front cover ide say the strength are within the design of link as I have made stand in 3d way. For example I have copied and pasted a regular flat image of
link from google images and I have cropped the arrow from the bow and moved the arrow in front of the Zelda title giving the 3d look. I think this would be
appealing as 3d objects are more eye catching than 2d. This also makes it look dramatic. The like the text description because I made it look engrossing for reader
to read more of the magazine. I shown this when I put “ set your journey for a new adventure in Nintendo’s biggest game yet!”. I made it engaging because I
stated the fact that its Nintendo's biggest game. I have also said “journey for a new adventure” as it relates with the gameplay of the game as its all about
adventuring. The weaknesses ide say is that the portions of the images are quite odd as the barcode is far too small as well as the slogan. The slogan and titles
colour doesn’t contrast very well with background because of the blue colour overlay. To improve I would make the proportions and layout look more
professional so it doesn’t look odd.
Audience Appeal
My magazine was going to only appeal to the ages 16-34 as my magazine is focusing on dark souls
as the age range is for 16 or over however now that I have created it, I have mostly made the
magazine about Zelda: breath of the wild which is a 12 age rated game and there is also a little
amount dark souls within it. Ill have to change the age range from 12-34. I made the age limit to
34 as many people from the 80s would’ve played the older Zelda games which would make it
nostalgic for them. However some people around 34 or older are uninterested in gaming as they
don’t have time to play games however there are parents who would buy my magazine to browse
for gifts for their children. The gender for the magazine would be stereo typically be for boys
however as gaming progresses more and more females play games. This means I will class my
magazine to be for both genders. My social status will be for the D class as they will have enough
money for my magazine and for the games I will be talking about. They might also have the time
to read it and play the games. My magazine might be for the emulator as the magazine teaches
you how to play the game dark souls which means it will help you be an achiever. Overall I think
my audience will like my magazine as my magazine has the content and look of what my audience
will appeal too. For example the brightness of my magazine will defiantly appeal to a the younger
audience but the content such as dark souls and the switch would definitely attract the older
audience. the switch information would appeal to both genders as Nintendo create games to
appeal to all.
Peer
Feedback
Feedback 1
• What did you like about the product?
– “I especially the colours within your product
because they stand out and looks appealing”
• What improvements could have been made to
the product?
– “more information and writing about the Zelda
game with more detail and depth”
Feedback 2
• What did you like about the product?
– “its visually pleasing to the eye resulting it in
standing out more than other magazines because
the title is bold bright”
• What improvements could have been made to
the product?
– “The improvements are that there needs to be
more logos and a suitable sizes for example
barcodes, price tags, background and the text”
Feedback 3
• What did you like about the product?
– “I like the way that the background is dark at the
bottom and gets lighter at the top and is a nice colour.
And the way the title blends with the background and
the way it advertises other things on the front.”
• What improvements could have been made to
the product?
– “The bar code is small and difficult to see and the
slogan at the top of the page above the title is hard to
read.”
Peer Feedback Summary
• What do you agree with from your peer
feedback?
- I agree that some of the things on my magazine cover are disproportional
such as the logos and a suitable sizes for example barcodes, price tags,
background and the text. The bar code is far too small to scan as well as
the slogan above title is too small to read. The fact that the slogan is bright
Is also a disadvantage as it uncomfortable to read.
• What do you disagree with from your peer
feedback?
- I don’t disagree much with the feedback as they are mostly right however I do
somewhat disagree with feedback 1 sates I need to wright more information
on my DPA but I think keeping It small and simple is more pleasing to read.
- I do understand his point as there isn’t enough information in order to
understand the game.
Peer Feedback Summary
The peer feedback in summary was mostly positive as all the feedback talked about something similar of what
they liked. For example feedback 1 states he likes the colours within both the cover and the DPS as its bright
and colour which is appealing for audiences especially for children, feed back 2 states how visually pleasing
bright colours and fonts are and feedback 3 states he mostly likes the background design as it starts dark and
gradually becomes lighter at the top, he also likes how the fonts stand out. This shows that my magazine would
be eye catching to the audience and it will stand out more than the other magazines however there are a lot of
faults to the magazine than there is positive. Feedback 2, 3 state that there needs to be more logos and a
suitable sizes for example barcodes, price tags, background and the text and feedback 1 says that there needs
to be more information and writing about the Zelda game with more detail and depth . This means that the
proportions of the images are quite odd as the barcode is far too small as well as the slogan. The slogan and
titles colour doesn’t contrast very well with background because of the blue colour overlay. To improve I would
make the proportions and layout look more professional so it doesn’t look odd.

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7. evaluation(visual)

  • 3. Research • For my research I have been looking at existing products by other game magazine company's such as Xbox, PlayStation and edge. I focused on these there types as one focuses on there console, one is Japanese and quite old and the last one looks at gaming overall and the future of gaming. I focused at looking at five certain sections of the magazine covers such as magazine summary which is about the background and main content of the magazine, the title and how it stands out, the sub heading and how they lay it out, the design which is about the overall layout and background image and finally the audience appeal which is about who they are targeting. I then finally looked at what the magazines have in common in terms of layout and how they are effective. • I think the strength of this is that I have learnt more of variety of different types of magazines which would help me make my magazine a lot more unique. This also helps me create a professional looking cover as they are all official and popular. I will be able to keep with my ASA codes as all of the magazines I researched stick with the codes. • The weaknesses within my research would be that I haven’t heavily researched in detail. For example I have only looked at five different sections within the magazine cover and I could have looked at way more sections. This would effect my product as it would make it look less appealing. I haven’t actually looked at the double page spread (dps) on of the magazines that would have helped me a lot as it would teach me how to create them. This has effected me as I had no Idea how to start my dps. • To improve my research I would look at a more verity of different sections of the cover. And defiantly research the dps in detail.
  • 4. Planning • For my initial planning I made a mind map of different types of magazine genres such as games, films and TV shows. I chose these three as these are the ones that I am most interested in. I looked detail of what content i could show off within these genres on my final product. I would then chose the one I had most ideas about which was games. I also chose this as it would be most fun to make. After that I then made one mind map about gaming and especially dark souls as It was going to mostly be about dark souls. After I collected ideas, I made a mood board of what pictures I will be inspired by and what I might use. For my pre production I looked at the style of my magazine. For example I mostly looked into the font for certain text sections on my magazine. Such as my titles, headings and dps descriptions. I also have looked into many edge magazines as I really like the layout of them. I then created a dark souls magazine cover experiment and a Zelda cover experiment. • I think the strength in my research is the detail and the amount of ideas I have made for the mind maps. This would help me make my cover very easily and quickly. The mood board will also be very professional as I have looked into edge magazines and planned mine to look similar. The mood board allows me to have easy access to good pictures. This also works with the fonts as I also have easy access to them which means I don’t have to spend time to look for them. • The weaknesses of this planning is that I haven't looked at enough fonts which made me waste time to look for more fonts. I also haven't looked at any Zelda photos and too many dark souls which made me have to look for images. • To improve I would have to gather more fonts and pictures other than one game.
  • 5. Time Management • For my time management I made a schedule plan for what I do each. I have also put what I need to use on each making which allows me to gather my equipment quickly. On the plan I put that I would create a drawn plan for the cover on the first day, create the cover on the next two days, create a plan of the DPS on the forth day, create the first DPS page on the next two days and finally create the second page on the final two pages. I made sure that I would have a enough time to make each part of the the product by splitting in halves so that it would be quick and easy to make. • the strength of creating this is that it is a very simple way of keeping track of what to do each day. The fact that I have the resources section is very helpful because it allows me to be ready for each day making it quicker to make the product. • There are mostly weaknesses to this schedule than there is strength. For example the plan doesn’t actually follow the days I actually have. I only have a week to create the product and that doesn’t include Friday making it six days. What I may not have a computer at home which removes the weekend making it four days. This shows that this plan wont really work at all which makes it a lot more harder as your doing eight days worth of work in four days. • To improve I should have planed my production work in four days and my power point work on the rest of the days.
  • 6. Technical Qualities My Zelda breath of the wild magazines cover has some similarities and differences to the edges version of the Zelda game. I chose edge as I like there magazines and they have looked at the same game.. the titles have various similarities as both titles want to attract the customers attention. Both titles are big and bold which stands out more than the other content on the cover. The colours also contrast from the background which adds to the attraction. There are some differences with the titles as the edge title is much more larger and has an unusual golden colour making it seem like special. The layout of both have more differences than similarities but they do have some similarities. For example the Zelda image are both painted and artistic images however the scene in the images are totally different as the edge has link swimming while I have link shooting an arrow. Both the sub heading have the same game title the legends of Zelda breath of the wild” and are roughly in the same area however they don’t have the same font and the colours are different. For example the edge have there own unique font with nice gold colour over lay while mine is the official Zelda title but edited to contrast with a red colour overlay. This also explains the differences with the game summary underneath the headline. Overall there are most differences than similarities as the edge magazine cover has been made especially for the Zelda game as they don’t any other content other than Zelda on the cover. While I was making a generic typical.
  • 7. Technical Qualities My double page spread has some similarities to the Xbox double page spread such as the layout, titles etc. for example the most similarities are within the layout of the double page spread such as the positioning of the pictures ands text. The main characters of the game they are mainly showing off are both on the left page in a large size filling the whole page however the Xbox magazine has the title on the image. Another similarity is the right page as all the content is positioned the same such as the Crysis gameplay image and the text of the game underneath. And underneath the text is the red circle with a review on it and next to it is another picture of the game. The differences within the layout is the right side of the right page as I have a dark souls tutorial while the Xbox magazine shows off upcoming games. The colouring is very different as mine is bright and blue as it relates to the game and the dark souls tutorial has dark colouring as again it relates to the game. The xbox magazine has a white plane background giving a more professional look.
  • 8. Aesthetic Qualities The aspects I especially like with my double page spread is the layout of such as the images and where the text are placed. The image of link in full size on the left page gives a nice dramatic effect making the page stand out. This can also signify it being a special area within the magazine. The background makes the image stand out more as it looks to be the light source for the image. The right page starts with a good image of gameplay looking nice and HD with an attractive shot of link running away from an explosion. This would be very attractive and convincing to make people to read the text. The title of the game is underneath the image in a green overlay. I made it green because it embraces the nature of the game. The text is simple and short so that it wouldn’t give away too much but enough to inform the reader. I like the placement of the IGN review as its easy to navigate to as its in a bold red circle with the IGN title. I then added another image of link on a horse which gives more information about the game as you ride horses. Ide say the weaknesses of this is the dark souls tutorial as it ruins Zelda's bright and kid friendly page. It also looks as if the tutorial is crammed on the side randomly. The text does seem too small to read with a very uncomfortable colour overlay. The Zelda text could also be far too little information with would make readers not have a good picture of the game is like. To improve I would add more information and try not to cram another totally unrelated topic on the same page. For the front cover ide say the strength are within the design of link as I have made stand in 3d way. For example I have copied and pasted a regular flat image of link from google images and I have cropped the arrow from the bow and moved the arrow in front of the Zelda title giving the 3d look. I think this would be appealing as 3d objects are more eye catching than 2d. This also makes it look dramatic. The like the text description because I made it look engrossing for reader to read more of the magazine. I shown this when I put “ set your journey for a new adventure in Nintendo’s biggest game yet!”. I made it engaging because I stated the fact that its Nintendo's biggest game. I have also said “journey for a new adventure” as it relates with the gameplay of the game as its all about adventuring. The weaknesses ide say is that the portions of the images are quite odd as the barcode is far too small as well as the slogan. The slogan and titles colour doesn’t contrast very well with background because of the blue colour overlay. To improve I would make the proportions and layout look more professional so it doesn’t look odd.
  • 9. Audience Appeal My magazine was going to only appeal to the ages 16-34 as my magazine is focusing on dark souls as the age range is for 16 or over however now that I have created it, I have mostly made the magazine about Zelda: breath of the wild which is a 12 age rated game and there is also a little amount dark souls within it. Ill have to change the age range from 12-34. I made the age limit to 34 as many people from the 80s would’ve played the older Zelda games which would make it nostalgic for them. However some people around 34 or older are uninterested in gaming as they don’t have time to play games however there are parents who would buy my magazine to browse for gifts for their children. The gender for the magazine would be stereo typically be for boys however as gaming progresses more and more females play games. This means I will class my magazine to be for both genders. My social status will be for the D class as they will have enough money for my magazine and for the games I will be talking about. They might also have the time to read it and play the games. My magazine might be for the emulator as the magazine teaches you how to play the game dark souls which means it will help you be an achiever. Overall I think my audience will like my magazine as my magazine has the content and look of what my audience will appeal too. For example the brightness of my magazine will defiantly appeal to a the younger audience but the content such as dark souls and the switch would definitely attract the older audience. the switch information would appeal to both genders as Nintendo create games to appeal to all.
  • 11. Feedback 1 • What did you like about the product? – “I especially the colours within your product because they stand out and looks appealing” • What improvements could have been made to the product? – “more information and writing about the Zelda game with more detail and depth”
  • 12. Feedback 2 • What did you like about the product? – “its visually pleasing to the eye resulting it in standing out more than other magazines because the title is bold bright” • What improvements could have been made to the product? – “The improvements are that there needs to be more logos and a suitable sizes for example barcodes, price tags, background and the text”
  • 13. Feedback 3 • What did you like about the product? – “I like the way that the background is dark at the bottom and gets lighter at the top and is a nice colour. And the way the title blends with the background and the way it advertises other things on the front.” • What improvements could have been made to the product? – “The bar code is small and difficult to see and the slogan at the top of the page above the title is hard to read.”
  • 14. Peer Feedback Summary • What do you agree with from your peer feedback? - I agree that some of the things on my magazine cover are disproportional such as the logos and a suitable sizes for example barcodes, price tags, background and the text. The bar code is far too small to scan as well as the slogan above title is too small to read. The fact that the slogan is bright Is also a disadvantage as it uncomfortable to read. • What do you disagree with from your peer feedback? - I don’t disagree much with the feedback as they are mostly right however I do somewhat disagree with feedback 1 sates I need to wright more information on my DPA but I think keeping It small and simple is more pleasing to read. - I do understand his point as there isn’t enough information in order to understand the game.
  • 15. Peer Feedback Summary The peer feedback in summary was mostly positive as all the feedback talked about something similar of what they liked. For example feedback 1 states he likes the colours within both the cover and the DPS as its bright and colour which is appealing for audiences especially for children, feed back 2 states how visually pleasing bright colours and fonts are and feedback 3 states he mostly likes the background design as it starts dark and gradually becomes lighter at the top, he also likes how the fonts stand out. This shows that my magazine would be eye catching to the audience and it will stand out more than the other magazines however there are a lot of faults to the magazine than there is positive. Feedback 2, 3 state that there needs to be more logos and a suitable sizes for example barcodes, price tags, background and the text and feedback 1 says that there needs to be more information and writing about the Zelda game with more detail and depth . This means that the proportions of the images are quite odd as the barcode is far too small as well as the slogan. The slogan and titles colour doesn’t contrast very well with background because of the blue colour overlay. To improve I would make the proportions and layout look more professional so it doesn’t look odd.

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. 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
  6. 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
  7. 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
  8. What changes would you make to your product based upon your peer feedback and why?