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FMP Evaluation
Will Stewart
Production Process Evaluation
Research
• One of the most prevalent qualities of my research in my assessment of the
influences of my project. I believe it to be an in-depth analysis of their
similarities, differences, and their uniqueness and effectiveness when
compared using these criteria. It was primarily the more gothic and
supernatural elements that helped find the theme of the project. The dark
qualities of the material were often juxtaposed against bright spots, creating
an almost paradoxical atmosphere. The questionnaire and interviews also
provided useful information regarding the target audience and resulting
demographics. In terms of weaknesses, I believe I could’ve gone into more
detail about the specifics of the target audience, such as their backgrounds,
age brackets or psychographic profiles. If I could improve it, I would elaborate
more on the target audience, and maybe revise some of the questions on the
questionnaire so that they provide more relevant answers. I always find the
research to be a very enlightening aspect of any project, and it is arguably the
most crucial part. Doing thorough research builds up a foundation for the rest
of the project to be based on, and not doing so could completely dismantle
even the best of contingencies.
Planning
• In terms of planning, the previous production PowerPoints helped immensely,
finely dividing the project into the necessary aspects that I needed to account for.
These allowed me to concentrate solely on one section of the project at a time,
preventing me from being overwhelmed. The Initial Plans PowerPoint specifically
helped in constructing the first phases of the project, including the basis of the
finished piece and the unused ideas that didn’t make the cut. The Pre-Production
PowerPoint was also incredibly useful, helping me in planning out the various
aesthetics of what I wanted to make. A weakness of my planning would be the way
that I organised my schedule, leaving me unprepared for the amount of overtime I
would need to put in to finish the project. If I could improve anything about my
planning, it would be my schedule, factoring in the overall length of the production
time and refining it to work around any interruptions. My planning in relation to
the audience took the form of the survey that was used to collect data. This
helped to create a profile that represented the preferences of the audience.
Personally, I found the cycle of PowerPoints to be almost therapeutic in a way,
allowing me to remain calm while focusing solely on the most relevant deadline,
and acting as a guarding mechanism against any feelings of panic or negativity.
Time Management
• In order to make the most use of the time that I was afforded, I needed to
divide it into periods where I could manage one thing at a time. I usually
reserved one day for the completion of each one of the posters, and two days
each for the front cover and the double-page spread. When managing the
amount of time I spent on a single PowerPoint, I successfully managed to start
and complete it within the same week. I find this to be standard procedure,
and barring any delays, is one that is easy to hold to. A weakness to this is that
cutting close to this time limit causes me to panic and rush things, damaging
the quality of the content. If I had more time, I would review each of the
PowerPoints of the Final Major Project, correcting anything that doesn’t fit or
disrupts the flow. In order to keep to this standard, I had to work on the
project during the periods when I was outside of class, most usually at home.
This extra time proved to be vital in retrospect, and helped to avoid the
common panic I had during the closing days of the deadline. The extra time
also serves to ease stress related to the workflow, stabilisation in a comforting
environment helping to organise emotions and thoughts tremeandously.
Technical Qualities
The titles of both of the pieces are very bold, and stand
out against the background.
Both of the products draw the eye towards the centre,
either through shading and colouring, or by positioning
the various article plugs around the centre of the image.
They both use a colouring
technique to centralise the
audience’s view of the subject,
increasing the brightness of
the image as it reaches the
centre.
These products are different
in the sense of appealing to
different preferences. ‘A
Night in the Woods’ seduces
the viewer with a mysterious
and subtle touch, relying on
the audience’s curiosity to
draw them in. ‘Game’ on the
other hand is the exact
opposite, focusing on bright
colours and bold headlines to
serve as hooks. This is
effective by appealing to the
audience’s weakness for
things that are bright and big,
attracting attention from
multiple demographics
without catering to any
specific subculture.
The processes used to create
both products are vastly
different in nature, ‘Night in the
Woods’ having a more fluid
style, denoting the skills of a
talented artist. My product
meanwhile, is easily seen to be
divided into separate areas, and
constructed using basic
Photoshop tools and techniques.
The majority of the tools I used to make the product were selected primarily for their speed and accuracy. The Polygonal Lasso Tool,
Paintbucket Tool, and the Text Tool were the three primary Photoshop tools that I selected based on these criteria. All three of them
can easily be used to construct elements quickly, and their influence is noticeable in the image above.
Aesthetic Qualities
All of my products are
designed to include ‘off-
colours’, that are
somewhat removed
from what is normally
known as typical reds or
blues.
Each of these contains the
repeated themes of the
supernatural, being observed,
and a sense of predation. These
are common themes in horror,
and are effective in establishing
a setting and scheme for the
project to follow.
These products were
specifically designed to catch
the audience’s attention with
bold colours and unique
imagery, keeping with the
themes constructed in the
previous PowerPoints.
The design of the products are
centred around the idea of
engaging the audience through
the use of juxtaposing the light
and dark aspect of the project.
This creates a contrasting
environment, mixed with the
unknown story aesthetics of
greater powers. This serves to
ensnare the audience by creating
a unique aesthetic, something
that is necessary in successfully
marketing a brand.
Audience Appeal
The main target audience are those
who are fans of the horror and
supernatural genres. The
overarching prevalence of the
esoteric and supernatural within the
project easily displays this appeal,
drawing in the viewer on their
interest in the topic.
The boldness and brightness
of the designs, appeals to
those attracted to the
intensity of it. While others
may be turned off by it,
preferring subtler aesthetics,
it helps to attract the
attention of those who are
interested in such a style.
The designs also possess a
‘hand-drawn’ quality, at least
in the foundations of the
project. This affords the pieces
a unique aspect all to their
own, irreplicable unless using
the same method.
Most of the qualities of the finished
product are in line with the findings
of my research, taking more
specifically from the overtly
supernatural elements. The bold
colours, angular designs and area-
oriented layout are more in line with
my own personal tastes, and have
been used to enhance the aesthetic
built by the research.
Peer
Feedback
Feedback 1
• What did you like about the product?
– The products work well together to show that they are all related to the same
house brand of the game through the style of images and the colour schemes
used.
– The use of drawn elements which have been digitalised bring a nice quality to
the work which seems more personal than pixels and would appeal to an
audience.
• What improvements could have been made to the product?
• There is minimal information about the game and although that brings
element of curiosity to the audience it also doesn’t inform them as well as
it maybe could.
• Some differentiation in media platforms, so more promotional materials
than solely print based advertisements would have been good to show
other elements to the game.
Feedback 2
• What did you like about the product?
– There is a very interesting colour scheme used and a lot of unusual
shapes and entities which could attract the attention of the audience.
– The magazine double page spread is very well structured and features
plenty of information about the game.
– The simplistic design of the front cover emphasises the stories given
and points the audience straight to what they want.
– The games are releasing on well known and real consoles which could
help the game increase in popularity.
• What improvements could have been made to the product?
– The style could confuse more ‘simple’ gamers who just play for the
gameplay and not the actual plot or art of the game.
Dang this game looks good boi <3
Feedback 3
• What did you like about the product? I loved the
colours used and how they're laid out I also loved
the fact you have drawn them yourself.
• What improvements could have been made to
the product? I would have added more content
onto the magazine cover as it seemed like it was
lacking the “pizzaz” if it had more to it I think it
would be a great magazine.
Peer Feedback Summary
• What do you agree with from your peer
feedback? Everything merges well together to create a cohesive brand,
and the style and content of the project work well to hook in the audience.
• What do you disagree with from your peer
feedback? I believe that the project is already too over-saturated with
bright elements, and could use darkness if anything else.
Peer Feedback Summary
I would highlight the more plot-based aspects of the project, and use more
textual elements to advertise the project more. I would also try to make it less
‘messier’, with a more centralised focus rather than a multitude of different
displays.

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FMP Evaluation: Production Process and Peer Feedback

  • 3. Research • One of the most prevalent qualities of my research in my assessment of the influences of my project. I believe it to be an in-depth analysis of their similarities, differences, and their uniqueness and effectiveness when compared using these criteria. It was primarily the more gothic and supernatural elements that helped find the theme of the project. The dark qualities of the material were often juxtaposed against bright spots, creating an almost paradoxical atmosphere. The questionnaire and interviews also provided useful information regarding the target audience and resulting demographics. In terms of weaknesses, I believe I could’ve gone into more detail about the specifics of the target audience, such as their backgrounds, age brackets or psychographic profiles. If I could improve it, I would elaborate more on the target audience, and maybe revise some of the questions on the questionnaire so that they provide more relevant answers. I always find the research to be a very enlightening aspect of any project, and it is arguably the most crucial part. Doing thorough research builds up a foundation for the rest of the project to be based on, and not doing so could completely dismantle even the best of contingencies.
  • 4. Planning • In terms of planning, the previous production PowerPoints helped immensely, finely dividing the project into the necessary aspects that I needed to account for. These allowed me to concentrate solely on one section of the project at a time, preventing me from being overwhelmed. The Initial Plans PowerPoint specifically helped in constructing the first phases of the project, including the basis of the finished piece and the unused ideas that didn’t make the cut. The Pre-Production PowerPoint was also incredibly useful, helping me in planning out the various aesthetics of what I wanted to make. A weakness of my planning would be the way that I organised my schedule, leaving me unprepared for the amount of overtime I would need to put in to finish the project. If I could improve anything about my planning, it would be my schedule, factoring in the overall length of the production time and refining it to work around any interruptions. My planning in relation to the audience took the form of the survey that was used to collect data. This helped to create a profile that represented the preferences of the audience. Personally, I found the cycle of PowerPoints to be almost therapeutic in a way, allowing me to remain calm while focusing solely on the most relevant deadline, and acting as a guarding mechanism against any feelings of panic or negativity.
  • 5. Time Management • In order to make the most use of the time that I was afforded, I needed to divide it into periods where I could manage one thing at a time. I usually reserved one day for the completion of each one of the posters, and two days each for the front cover and the double-page spread. When managing the amount of time I spent on a single PowerPoint, I successfully managed to start and complete it within the same week. I find this to be standard procedure, and barring any delays, is one that is easy to hold to. A weakness to this is that cutting close to this time limit causes me to panic and rush things, damaging the quality of the content. If I had more time, I would review each of the PowerPoints of the Final Major Project, correcting anything that doesn’t fit or disrupts the flow. In order to keep to this standard, I had to work on the project during the periods when I was outside of class, most usually at home. This extra time proved to be vital in retrospect, and helped to avoid the common panic I had during the closing days of the deadline. The extra time also serves to ease stress related to the workflow, stabilisation in a comforting environment helping to organise emotions and thoughts tremeandously.
  • 6. Technical Qualities The titles of both of the pieces are very bold, and stand out against the background. Both of the products draw the eye towards the centre, either through shading and colouring, or by positioning the various article plugs around the centre of the image. They both use a colouring technique to centralise the audience’s view of the subject, increasing the brightness of the image as it reaches the centre. These products are different in the sense of appealing to different preferences. ‘A Night in the Woods’ seduces the viewer with a mysterious and subtle touch, relying on the audience’s curiosity to draw them in. ‘Game’ on the other hand is the exact opposite, focusing on bright colours and bold headlines to serve as hooks. This is effective by appealing to the audience’s weakness for things that are bright and big, attracting attention from multiple demographics without catering to any specific subculture. The processes used to create both products are vastly different in nature, ‘Night in the Woods’ having a more fluid style, denoting the skills of a talented artist. My product meanwhile, is easily seen to be divided into separate areas, and constructed using basic Photoshop tools and techniques. The majority of the tools I used to make the product were selected primarily for their speed and accuracy. The Polygonal Lasso Tool, Paintbucket Tool, and the Text Tool were the three primary Photoshop tools that I selected based on these criteria. All three of them can easily be used to construct elements quickly, and their influence is noticeable in the image above.
  • 7. Aesthetic Qualities All of my products are designed to include ‘off- colours’, that are somewhat removed from what is normally known as typical reds or blues. Each of these contains the repeated themes of the supernatural, being observed, and a sense of predation. These are common themes in horror, and are effective in establishing a setting and scheme for the project to follow. These products were specifically designed to catch the audience’s attention with bold colours and unique imagery, keeping with the themes constructed in the previous PowerPoints. The design of the products are centred around the idea of engaging the audience through the use of juxtaposing the light and dark aspect of the project. This creates a contrasting environment, mixed with the unknown story aesthetics of greater powers. This serves to ensnare the audience by creating a unique aesthetic, something that is necessary in successfully marketing a brand.
  • 8. Audience Appeal The main target audience are those who are fans of the horror and supernatural genres. The overarching prevalence of the esoteric and supernatural within the project easily displays this appeal, drawing in the viewer on their interest in the topic. The boldness and brightness of the designs, appeals to those attracted to the intensity of it. While others may be turned off by it, preferring subtler aesthetics, it helps to attract the attention of those who are interested in such a style. The designs also possess a ‘hand-drawn’ quality, at least in the foundations of the project. This affords the pieces a unique aspect all to their own, irreplicable unless using the same method. Most of the qualities of the finished product are in line with the findings of my research, taking more specifically from the overtly supernatural elements. The bold colours, angular designs and area- oriented layout are more in line with my own personal tastes, and have been used to enhance the aesthetic built by the research.
  • 10. Feedback 1 • What did you like about the product? – The products work well together to show that they are all related to the same house brand of the game through the style of images and the colour schemes used. – The use of drawn elements which have been digitalised bring a nice quality to the work which seems more personal than pixels and would appeal to an audience. • What improvements could have been made to the product? • There is minimal information about the game and although that brings element of curiosity to the audience it also doesn’t inform them as well as it maybe could. • Some differentiation in media platforms, so more promotional materials than solely print based advertisements would have been good to show other elements to the game.
  • 11. Feedback 2 • What did you like about the product? – There is a very interesting colour scheme used and a lot of unusual shapes and entities which could attract the attention of the audience. – The magazine double page spread is very well structured and features plenty of information about the game. – The simplistic design of the front cover emphasises the stories given and points the audience straight to what they want. – The games are releasing on well known and real consoles which could help the game increase in popularity. • What improvements could have been made to the product? – The style could confuse more ‘simple’ gamers who just play for the gameplay and not the actual plot or art of the game. Dang this game looks good boi <3
  • 12. Feedback 3 • What did you like about the product? I loved the colours used and how they're laid out I also loved the fact you have drawn them yourself. • What improvements could have been made to the product? I would have added more content onto the magazine cover as it seemed like it was lacking the “pizzaz” if it had more to it I think it would be a great magazine.
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? Everything merges well together to create a cohesive brand, and the style and content of the project work well to hook in the audience. • What do you disagree with from your peer feedback? I believe that the project is already too over-saturated with bright elements, and could use darkness if anything else.
  • 14. Peer Feedback Summary I would highlight the more plot-based aspects of the project, and use more textual elements to advertise the project more. I would also try to make it less ‘messier’, with a more centralised focus rather than a multitude of different displays.

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? Look at your research PowerPoint, did your questionnaire go as planned? Did the responses help in your final product? Did your existing product research help in making your final product? Was any of this brought into the product? How did it affect this. Remember format is Strengths, weaknesses and improvements for each element.
  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. 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. What changes would you make to your product based upon your peer feedback and why?