Evaluation
Charlotte Oliver
Research
I felt the strengths in my research were that I made a case study looking at a game released
in the last 5 years (super Mario odyssey). I looked various different things such as graphics,
dialogue, terminology and finally an article discussing gaming addiction. Looking at these
things helped me get to grips with the codes and conventions involved for making a game. It
also helped me develop my ideas as to what graphics (pixelated) characters and icons I
might use. Which I decided to go with as it was simpler for me to get my head round. It also
solidify the terminology needed for a game, such as a lifeline bar, a pause screen and any
other necessary terms intended for a game. Researching an article on game addiction gave
me an insight into the gaming world which I personally have little interest in, it showed me
what kind things to include in my game that would appeal the correct target audience,
these included things such as a narrative, colours and characters.
I felt the improvements that I could have done in my research was to improve my graphic
comparisons. If I had done this, it could have lead me to a more professional looking piece.
For example my character might have had a more professional look with better pixelated
characters and of course more levels to my game. I would have also liked to look at more
different types of gaming articles to gain a better insight into the gaming world. This might
have effected my work by giving it a lower standard of game, in terms of graphics and
motion.
Planning
• For my planning I did various activities in order to organise my production.
• To start with I created a styles sheet, this involved exploring colours and pixel art styles
similar to what I wanted to produce and discuss the reasons why I wanted to use these
elements. I looked at the colour schemes of doodle jump and Mario kart, as I liked the block
colours used within these existing games. I felt this was one of my strengths as I enjoy
creating colour schemes for an overall product and bring all the coloured elements together.
• Secondly I looked at sound effects/dialogue I could use within my animation. I looked at
different forums to create music, this involved beepbox, where I could actually create my
own sounds/effects. I also looked on YouTube for royalty free sound effects but found them
hard to come by and less creative so I decided against and went with beepbox. However I
found that my own sound effect/music sounded slightly less professional compared to
existing games products.
• I also ensured I made a contingency for the planning of my product. I felt this was important
as I wanted every eventuality covered for the creating of my game. It ensured I had a back up
for every possible thing that could go wrong i.e. saving my game onto a memory stick to
ensure I did not loose my work when completed.
• To complete my planning I also did a Health and Safety document. This involved writing a
potential issue and how I would avoid the issue. This was simple as all I had to do for example
come with a scenario in which I would need to avoid .e.i issue being=eye strain, how to avoid
=Water and regular breaks .
Time Management
• I did have a time schedule in which I intended to stick to, that I had
planned before hand, being that week 1 was initial ideas, week 2 was
planning, week 3 pre production week 4 creating my production, week 5
evaluation/product reflection.
• Unfortunately I did not stick to this time frame. Simply due to that fact
that I struggled actually creating my production and spent too much time
editing and perfecting my piece. And once I had completed my animation I
spent a while placing music/sound effects on my work.
• In reflection I feel I could have evened-out my time more efficiently.
• If I did have more time on my production as a whole I would have liked to
spent more time and effort upon my research and product reflection so
that I could have had a higher level of written work.
Technical Qualities
Similarities Differences
The use of sky line
within both
graphics
I used a different
background within
my piece,
doodlejump is just
white
Use of block
colours
Characters in
doodle jump look
more prfessional
Use of a lifebar in
pause screen.
I used classical
pixelated similar to
Mario
Pixelated Icons and
imagery
Different font in
doodle jump. Looks
more like
handwritten.
Both characters
jump up to land on
Aesthetic QualitiesI liked that I
applied a night sky
background, and
how it goes from
dark blue to light
blue and the stars
and the moon.
I Thought that the power
line was creative as it
added inviduality to my
product aesthetic.
I liked the
colour
scheme in the
play button
od red and
white
I liked how I ensure both my
pause/play screens
contrasted with each other
because of the daytime sky
line and night sky line.
I liked my pixelated
character as it had a
doll look, and I
thought her outfit
and look suited my
original proposal

8. evaluation 2

  • 1.
  • 2.
    Research I felt thestrengths in my research were that I made a case study looking at a game released in the last 5 years (super Mario odyssey). I looked various different things such as graphics, dialogue, terminology and finally an article discussing gaming addiction. Looking at these things helped me get to grips with the codes and conventions involved for making a game. It also helped me develop my ideas as to what graphics (pixelated) characters and icons I might use. Which I decided to go with as it was simpler for me to get my head round. It also solidify the terminology needed for a game, such as a lifeline bar, a pause screen and any other necessary terms intended for a game. Researching an article on game addiction gave me an insight into the gaming world which I personally have little interest in, it showed me what kind things to include in my game that would appeal the correct target audience, these included things such as a narrative, colours and characters. I felt the improvements that I could have done in my research was to improve my graphic comparisons. If I had done this, it could have lead me to a more professional looking piece. For example my character might have had a more professional look with better pixelated characters and of course more levels to my game. I would have also liked to look at more different types of gaming articles to gain a better insight into the gaming world. This might have effected my work by giving it a lower standard of game, in terms of graphics and motion.
  • 3.
    Planning • For myplanning I did various activities in order to organise my production. • To start with I created a styles sheet, this involved exploring colours and pixel art styles similar to what I wanted to produce and discuss the reasons why I wanted to use these elements. I looked at the colour schemes of doodle jump and Mario kart, as I liked the block colours used within these existing games. I felt this was one of my strengths as I enjoy creating colour schemes for an overall product and bring all the coloured elements together. • Secondly I looked at sound effects/dialogue I could use within my animation. I looked at different forums to create music, this involved beepbox, where I could actually create my own sounds/effects. I also looked on YouTube for royalty free sound effects but found them hard to come by and less creative so I decided against and went with beepbox. However I found that my own sound effect/music sounded slightly less professional compared to existing games products. • I also ensured I made a contingency for the planning of my product. I felt this was important as I wanted every eventuality covered for the creating of my game. It ensured I had a back up for every possible thing that could go wrong i.e. saving my game onto a memory stick to ensure I did not loose my work when completed. • To complete my planning I also did a Health and Safety document. This involved writing a potential issue and how I would avoid the issue. This was simple as all I had to do for example come with a scenario in which I would need to avoid .e.i issue being=eye strain, how to avoid =Water and regular breaks .
  • 4.
    Time Management • Idid have a time schedule in which I intended to stick to, that I had planned before hand, being that week 1 was initial ideas, week 2 was planning, week 3 pre production week 4 creating my production, week 5 evaluation/product reflection. • Unfortunately I did not stick to this time frame. Simply due to that fact that I struggled actually creating my production and spent too much time editing and perfecting my piece. And once I had completed my animation I spent a while placing music/sound effects on my work. • In reflection I feel I could have evened-out my time more efficiently. • If I did have more time on my production as a whole I would have liked to spent more time and effort upon my research and product reflection so that I could have had a higher level of written work.
  • 5.
    Technical Qualities Similarities Differences Theuse of sky line within both graphics I used a different background within my piece, doodlejump is just white Use of block colours Characters in doodle jump look more prfessional Use of a lifebar in pause screen. I used classical pixelated similar to Mario Pixelated Icons and imagery Different font in doodle jump. Looks more like handwritten. Both characters jump up to land on
  • 6.
    Aesthetic QualitiesI likedthat I applied a night sky background, and how it goes from dark blue to light blue and the stars and the moon. I Thought that the power line was creative as it added inviduality to my product aesthetic. I liked the colour scheme in the play button od red and white I liked how I ensure both my pause/play screens contrasted with each other because of the daytime sky line and night sky line. I liked my pixelated character as it had a doll look, and I thought her outfit and look suited my original proposal

Editor's Notes

  • #3 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?
  • #4 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?
  • #5 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?
  • #6 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
  • #7 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