2. Research
I put in some good research on my chosen case study and feel like I covered the
basic concepts of the game and gameplay well, this was helped by the fact I have
played said game and it is one which I enjoy a lot. This is another positive as this
made me want to go more in depth in my research and gave me an incite into
what makes me enjoy a game.. I do however feel as though I could have chosen a
more relevant game to the one I would go on to develop. In the future I think I
would make more decisions on the aim for my game before choosing a more
suitable game, rather than one that I just enjoy but is less relevant.
I think my more relevant research went into games that were more related to my
own; these games were shovel knight, Megaman and Cuphead. I took inspiration
from each of these games and used elements of each in my own game. I took a
similar if not more cartoony aesthetic to shovel knight, varied bosses from
Megaman and fast paced action from Cuphead. Watching and playing these
games helped me develop a better game.
Other than this I used my experiences with games to come up with a game
concept that I think I would enjoy and that hopefully the market would to.
3. Planning
One of the strengths of my planning was the variety of different ideas I
managed to come up with, this allowed me to assess a number of different
options and explore different genres before deciding which one best
appealed to me.
My main problem during planning however has always been having a lot of
ideas but taking too long to commit to one. I tried to avoid this problem not
by narrowing my thinking but attempting to focus on an idea when I felt
passionate about it. In this case I think I did this well. As soon as I had my idea
I focused all my ideas on it and tried to have a more focused final product. I
think this is reflected in my game as the ideas work together more cohesively.
Hopefully this has improved my game and made a product that will have
appeal. I have however lost my page with separate assets which is a shame
as it skips a part of my planning.
4. Technical Qualities
Similar run and gun game play with bosses to defeat on each level. As well as
these bosses you can see both games have smaller easier to defeat enemies.
Both also take place on a stationary level with no side scrolling. Both games have
a health indicator although designed differently.
My game has a more cartoony aesthetic with a boss that
does not so much perform attacks but summons minions.
These are heavily based on the different TV shows and
movies that inspired every different level. As well as my
game being of a slower pace, with less happening at
once.
I am also pleased with how the majority of my audio turned out. If I could do it over again I may
have chosen to record some voices for the characters, but I did not end up having enough time.
I do feel that this could have added to the grandiose feel of the bosses. But the sound effects
mostly work nicely in the game and produce sounds you may expect from what is happening on
screen. The only thing is some were too realistic and so did not necessarily suit the cartoon
aesthetic of my world. But the soundtrack mixes nicely with the game, adding to the retro feel
as well as the fast paced action. And sound effects are applied at the right time so as to sound
more professional.
5. Aesthetic Qualities
Overall I am pleased with the way my game looks. I think the cartoon visuals
work and compliment the colourful pallet that I have gone for. The hand
drawn look of the game offers a more unique look and whilst it was not
what I had necessarily planned for I enjoy the way that it looks.
However I do feel as though I had to be careful with my colour pallet as
when I tries certain themes it made the game too busy and confusing. I
therefore fear for future levels that may include less cartoony characters
and so there may be an unwelcome juxtaposition.
I also feel like the hand drawn look maybe makes it feel a little amateur and
in future I would probably go with a more clean cut look but keep the
cartoon look.
6. Audience Appeal
I feel as though my game concept is well executed. The hand drawn aesthetic
works nicely in my game and I think looks good. It does however possibly create
a game that struggles to find an age group. The look of the game is probably a
little more kid friendly than I originally set out, this does not mean it can’t or
doesn’t work but the rest of the games tone probably needs to change to also
be friendlier to all ages. Or the possibility of the juxtaposition could work for the
mature game I was going for, examples of this are shown in Rick & Morty and
Bojack Horseman, where the traditionally kid friendly cartoon animation is used
to help the shows creativity. Bringing real life issues into the world of cartoons.
So, I believe if I maybe included some different TV & Film inspired enemies I
could help fix the tone problem allowing the game to gain its own audience.
Editor's Notes
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?
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?
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
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
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