Evaluation
Fin Sedgwick
Research
• The strengths with the research which I had to do before I could continue on making our video
games where that during the research which I had done the main thing which propelled me into
making the game which I have was the existing products which I massively took inspiration from
was Killing floor 2 which had a similar aspect to the final video game which I have designed because
in my game you have to kill zombies to continue onto the next stage of the game and certain
zombies had things which you need to go forth into the next level which I unfortunately haven’t
made in my video game as I didn't have the time which I needed but I have made it so there are
creatures which have to be killed, it took inspiration from killing floor 2 because as well as getting
to the next section of the game certain creatures in that game would drop things which would help
the user to get through the game. This was the main point which I liked and decided to make a
slight resemblance in my game, As well as things going well in the research for my video game there
where things were not as good as was the fact that I couldn’t find anything for the audio for my
game as I hadn’t listened to many soundtracks for the various video games so I didn’t know how I
wanted to structure my audio for the video game so at this point In time I don’t have any audio for
my video game but I have to try and come up with something which fits in with the genre of the
game which could be made quite easily as I will have to make something quite dark and mysterious.
In the future to improve on the audio side of the video game I will have to make sure that I need to
make the audio for my game before starting to animate my initial game so that I don’t get stuck and
forget to remember the audio, This would effect whole product next time because I would base my
video game around the soundtrack which would make it so that you could tell what was going to
happen in the next few frames, due to the audio putting emphasis on what I going to come up. Also
I t would make it so that I could take inspiration from other video game at the same time as coming
up with my own.
Planning
• With my initial plans it really help me to figure what kind of game I was going to make and what genre of game it
would be which I had chosen to go with an FPS, as during the planning I had taken visual inspiration from games
such as doom which propelled me to make and FPS. As well in the planning section something that I felt strong
about was the mind maps which greatly helped me with deciding what to do because I was stuck on how to make
the game that I was thinking of, as well the mind maps I could put something down that wasn’t the greatest but I
could go into detail and then see what was good in that game and then combine it with another one of the ideas
which I had came up with, which is how I managed to get to my final conclusion about how I wanted the game to
be themed around, I had eventually came up with having an FPS similar to doom but instead of killing countless
enemies to get through different rounds instead in mine you have to go through different floors and doing so you
have to go through a specific amount of zombies to get to the gate which is padlocked shut which you have to find
on that level and then you will start going down the different floors until you finally escape Although there where
many things that where strong about my planning there was something which didn’t go as well as I thought it
would have, which was the Mood board as I couldn’t find certain things which would have really helped during
creating the game because I kept on finding 2D games but they where either side view or from a birds eye view
which I didn’t want to make my game like so I looked for other FPS games and the main one which I found was
Doom which was the best out of all the games which I had collected, And also I found many games which didn’t
give the greatest inspiration for my game. During the case study which I had to make there where many things
where very helpful and I felt strongly about which where the interface and the characters as with the interface I
had to make sure that you could see the amount of health you had and when you had collected the keys because
it would help the user and also with the characters it helped because there are only two types of characters in my
game which is the playable character which you have a first person view of and then you have an NPC which you
cannot control as you are trying to kill them, but during the case which I felt was very weak was the game art style
as when I was looking for a game which I had to write about I chose a game which was completely different from
the game which I am going to make now.
Time Management
• While creating my video game I think that although I had 2 weeks to fully complete
it I unfortunately couldn’t complete It on time as I had forgotten to make the audio
for my video game and also when I was trying to come up with the audio I wasn’t
able to save the file for BeepBox as it wouldn’t let me play the file after I had saved
it so I had to take screenshots of the audio which I had come up with and then try
and copy on another computer, As well I didn’t finish my editing of my game
because I didn’t have enough time so, I feel like if I where able to have additional
time on my video game I could have improved it because I wouldn’t have to rush
some parts of the work which I had been doing, besides the actual animation
which I created as with that I think I used my time well because I managed to add
everything I needed to it and didn’t need to add any more improvements but I
could have had more time I could have added another level but It would have
been a lot more time consuming as the animation alone took quite long to make.
But overall I only really needed extra time on making the audio and then editing
the whole thing I premiere. In the end If I had the additional time I could have
added a good soundtrack and then edited it to the good standard which I would be
happy with because at this moment of time it is hardly edited what so ever.
Technical Qualities A similarity between my game
and doom is the fact that I both
they have a shield and health
section which shows how much
health or shield that you have left
which I had to include in mine as
other wise there would be no
indication of what you health or
shield is on, but even though
these are some what similar
there is a slight difference in the
fact in mine you can see the bar
for both the shield and health
where as in Doom they have
made them percentages so that
you can see the exact amount. I
have made it so that they are not
Identical as there would be
copyright issues as they are
nearly identical, and also another
difference would be that when
you get hit in doom the
percentage decreases and in
mine when you get hit the bar
starts decaying.
Another similarity which there is between my game and doom would be the gun which you are
holding which I took major inspiration from as I couldn’t think of any way to make the gun look as
if you where in first person, so unfortunately I didn’t come up the with the full idea, which is a
fault to my game but it is still good, but there is quite a huge difference between the two as you
can see in mine the detail Is no where near the standard which is in doom, as I couldn’t go into
that much detail because is was struggling on the main idea in general. As well as the detail in the
gun the animation is different as in mine I chose to duplicate the gun layer and put it in front of
the other one only slight down a bit and then made It appear and disappear which made it look
like the gun was shooting which I found quite interesting as I didn’t have to make any new designs
for the gun.
A major difference
between the two games
where that in mine you
can only move forward as I
didn’t have the time to
make it a some what side
scroller which it is doom
because you can both
walk to the side and also
forward which adds the
side scroller category to it
because if they had of
made it so that you could
look to the side it would
less detail which is
another difference
between the two of them
is that in doom they have
got so much detail in the
background which I don’t
have in my game as I am
the only one who is
creating the game.
Another difference which I encountered between the two games would
be that in my game you have to collect keys throughout each level which
will help you to unlock the coloured padlocks at the end of the corridor
and then get to the next floor which you have to keep going down and
then escape and in Doom you don’t have to collect anything to get out
but instead you have to keep going through different room by killing
them and then proceeding till the end and you have to kill everything in
that room which unlocks the next stage in the game. You could say that
there is a slight comparison in that you have to get through different
stages to get to the end but I don’t find the comparison that massive.
Aesthetic Qualities
In my opinion my work looks
good as I find that the
background looks very good
as when the character moves
forward the background gets
enlarged which gives you the
aspect of moving forward,
and also another thing which
I really liked during making
my video game was that I
could make it so that the gun
would go back whenever I
need the gun to shoot. I feel
like this part of the game is
very creative because I
haven’t seen many other
games which require you to
collect keys and then finally
unlock the padlocks at the
end of the corridor, I also feel
like that which the health bar
which you can see in the top
right of the screenshot as
you take damage the bars
will start to decay which
makes it look a lot nicer.
I think in the future there
would be some
improvements which I could
add in my next video game
would be to make the
background have much more
detail in it because the
background is very plain at
the moment.
In this screenshot I have only
added a subtle indication in the
top right hand corner I have this
quite boring as I don’t think that
you need to go into effect with a
loading screen as you are only
waiting or the game to load and
then see the next level.
I really don’t think that this part
of my work needs to have that
much detail in it as although I
don’t find It creative I still like it
because it is subtle and plain
which is what I was aiming for, In
the future if I where to make
another video game with a next
level screen I may want to put
more detail in it such as adding
pixel art to it so that It isn’t so
plain, And I may add an
animation of the button being
clicked and then show the next
level which I will need to create.
The strength of having a very
plain design would be that I
don’t have to take a lot of time
creating something which you
will see for a few seconds and it
gives me more time on things
which are more necessary, But a
weakness would be that it shows
that I don’t really care about the
work which I am making which I
don’t it to seem like.
A strength to my game would be that I have
made it tailored to how I wanted it to look like,
And also with the health and shield bar I have
taken time to make the animation for you taking
damage looks very good.
But a weakness which I found during the making
the game would be that as you go forward the
game background looks a lot more blurry as well
as the majority of the objects as I didn’t create a
new background for every new frame.
Audience Appeal Within my work I feel like the main aspect of
the game appeals to the audience which I
have aimed it towards 15-24 age range and
male as they are more likely to play the game
as male prefer violent games and also I feel
like it appeals because I have made it so that
you have to kill things to get to the next level.
Within the questionnaire I have only slightly
appealed to the two questionnaires as they
have said that they prefer to play 3d games
rather than 2d games as they feel like they
make the game seem more realistic and it
makes it comfortable to play than 2d, also
they have said they that one of them enjoys
playing single player games as they are not
competitive and do not require a large
amount of focus where as the other prefers
multiplayer as they like the competitive
nature as in single player you have the
competitiveness so I would say that I appeal
more to the first questionnaire as they prefer
single player games which is what my game
is.
Something which I don’t think appeals to the
audience would be that both of the questionnaires
like game genres which are different to mine as
they like both RPG and retro games as mine is a FPS
adventure. As I don’t appeal to these two it doesn’t
mean that I don’t appeal to any kind of audience
around the world. Although some people will not
find this game appealing to them some will
especially when the game is slightly plain so that
the game isn’t very hard which requires less focus
in playing the game, and also the graphics which I
have came up with are very plain as they don’t
need to look really nice to be an enjoyable game.

8. evaluation

  • 1.
  • 2.
    Research • The strengthswith the research which I had to do before I could continue on making our video games where that during the research which I had done the main thing which propelled me into making the game which I have was the existing products which I massively took inspiration from was Killing floor 2 which had a similar aspect to the final video game which I have designed because in my game you have to kill zombies to continue onto the next stage of the game and certain zombies had things which you need to go forth into the next level which I unfortunately haven’t made in my video game as I didn't have the time which I needed but I have made it so there are creatures which have to be killed, it took inspiration from killing floor 2 because as well as getting to the next section of the game certain creatures in that game would drop things which would help the user to get through the game. This was the main point which I liked and decided to make a slight resemblance in my game, As well as things going well in the research for my video game there where things were not as good as was the fact that I couldn’t find anything for the audio for my game as I hadn’t listened to many soundtracks for the various video games so I didn’t know how I wanted to structure my audio for the video game so at this point In time I don’t have any audio for my video game but I have to try and come up with something which fits in with the genre of the game which could be made quite easily as I will have to make something quite dark and mysterious. In the future to improve on the audio side of the video game I will have to make sure that I need to make the audio for my game before starting to animate my initial game so that I don’t get stuck and forget to remember the audio, This would effect whole product next time because I would base my video game around the soundtrack which would make it so that you could tell what was going to happen in the next few frames, due to the audio putting emphasis on what I going to come up. Also I t would make it so that I could take inspiration from other video game at the same time as coming up with my own.
  • 3.
    Planning • With myinitial plans it really help me to figure what kind of game I was going to make and what genre of game it would be which I had chosen to go with an FPS, as during the planning I had taken visual inspiration from games such as doom which propelled me to make and FPS. As well in the planning section something that I felt strong about was the mind maps which greatly helped me with deciding what to do because I was stuck on how to make the game that I was thinking of, as well the mind maps I could put something down that wasn’t the greatest but I could go into detail and then see what was good in that game and then combine it with another one of the ideas which I had came up with, which is how I managed to get to my final conclusion about how I wanted the game to be themed around, I had eventually came up with having an FPS similar to doom but instead of killing countless enemies to get through different rounds instead in mine you have to go through different floors and doing so you have to go through a specific amount of zombies to get to the gate which is padlocked shut which you have to find on that level and then you will start going down the different floors until you finally escape Although there where many things that where strong about my planning there was something which didn’t go as well as I thought it would have, which was the Mood board as I couldn’t find certain things which would have really helped during creating the game because I kept on finding 2D games but they where either side view or from a birds eye view which I didn’t want to make my game like so I looked for other FPS games and the main one which I found was Doom which was the best out of all the games which I had collected, And also I found many games which didn’t give the greatest inspiration for my game. During the case study which I had to make there where many things where very helpful and I felt strongly about which where the interface and the characters as with the interface I had to make sure that you could see the amount of health you had and when you had collected the keys because it would help the user and also with the characters it helped because there are only two types of characters in my game which is the playable character which you have a first person view of and then you have an NPC which you cannot control as you are trying to kill them, but during the case which I felt was very weak was the game art style as when I was looking for a game which I had to write about I chose a game which was completely different from the game which I am going to make now.
  • 4.
    Time Management • Whilecreating my video game I think that although I had 2 weeks to fully complete it I unfortunately couldn’t complete It on time as I had forgotten to make the audio for my video game and also when I was trying to come up with the audio I wasn’t able to save the file for BeepBox as it wouldn’t let me play the file after I had saved it so I had to take screenshots of the audio which I had come up with and then try and copy on another computer, As well I didn’t finish my editing of my game because I didn’t have enough time so, I feel like if I where able to have additional time on my video game I could have improved it because I wouldn’t have to rush some parts of the work which I had been doing, besides the actual animation which I created as with that I think I used my time well because I managed to add everything I needed to it and didn’t need to add any more improvements but I could have had more time I could have added another level but It would have been a lot more time consuming as the animation alone took quite long to make. But overall I only really needed extra time on making the audio and then editing the whole thing I premiere. In the end If I had the additional time I could have added a good soundtrack and then edited it to the good standard which I would be happy with because at this moment of time it is hardly edited what so ever.
  • 5.
    Technical Qualities Asimilarity between my game and doom is the fact that I both they have a shield and health section which shows how much health or shield that you have left which I had to include in mine as other wise there would be no indication of what you health or shield is on, but even though these are some what similar there is a slight difference in the fact in mine you can see the bar for both the shield and health where as in Doom they have made them percentages so that you can see the exact amount. I have made it so that they are not Identical as there would be copyright issues as they are nearly identical, and also another difference would be that when you get hit in doom the percentage decreases and in mine when you get hit the bar starts decaying. Another similarity which there is between my game and doom would be the gun which you are holding which I took major inspiration from as I couldn’t think of any way to make the gun look as if you where in first person, so unfortunately I didn’t come up the with the full idea, which is a fault to my game but it is still good, but there is quite a huge difference between the two as you can see in mine the detail Is no where near the standard which is in doom, as I couldn’t go into that much detail because is was struggling on the main idea in general. As well as the detail in the gun the animation is different as in mine I chose to duplicate the gun layer and put it in front of the other one only slight down a bit and then made It appear and disappear which made it look like the gun was shooting which I found quite interesting as I didn’t have to make any new designs for the gun. A major difference between the two games where that in mine you can only move forward as I didn’t have the time to make it a some what side scroller which it is doom because you can both walk to the side and also forward which adds the side scroller category to it because if they had of made it so that you could look to the side it would less detail which is another difference between the two of them is that in doom they have got so much detail in the background which I don’t have in my game as I am the only one who is creating the game. Another difference which I encountered between the two games would be that in my game you have to collect keys throughout each level which will help you to unlock the coloured padlocks at the end of the corridor and then get to the next floor which you have to keep going down and then escape and in Doom you don’t have to collect anything to get out but instead you have to keep going through different room by killing them and then proceeding till the end and you have to kill everything in that room which unlocks the next stage in the game. You could say that there is a slight comparison in that you have to get through different stages to get to the end but I don’t find the comparison that massive.
  • 6.
    Aesthetic Qualities In myopinion my work looks good as I find that the background looks very good as when the character moves forward the background gets enlarged which gives you the aspect of moving forward, and also another thing which I really liked during making my video game was that I could make it so that the gun would go back whenever I need the gun to shoot. I feel like this part of the game is very creative because I haven’t seen many other games which require you to collect keys and then finally unlock the padlocks at the end of the corridor, I also feel like that which the health bar which you can see in the top right of the screenshot as you take damage the bars will start to decay which makes it look a lot nicer. I think in the future there would be some improvements which I could add in my next video game would be to make the background have much more detail in it because the background is very plain at the moment. In this screenshot I have only added a subtle indication in the top right hand corner I have this quite boring as I don’t think that you need to go into effect with a loading screen as you are only waiting or the game to load and then see the next level. I really don’t think that this part of my work needs to have that much detail in it as although I don’t find It creative I still like it because it is subtle and plain which is what I was aiming for, In the future if I where to make another video game with a next level screen I may want to put more detail in it such as adding pixel art to it so that It isn’t so plain, And I may add an animation of the button being clicked and then show the next level which I will need to create. The strength of having a very plain design would be that I don’t have to take a lot of time creating something which you will see for a few seconds and it gives me more time on things which are more necessary, But a weakness would be that it shows that I don’t really care about the work which I am making which I don’t it to seem like. A strength to my game would be that I have made it tailored to how I wanted it to look like, And also with the health and shield bar I have taken time to make the animation for you taking damage looks very good. But a weakness which I found during the making the game would be that as you go forward the game background looks a lot more blurry as well as the majority of the objects as I didn’t create a new background for every new frame.
  • 7.
    Audience Appeal Withinmy work I feel like the main aspect of the game appeals to the audience which I have aimed it towards 15-24 age range and male as they are more likely to play the game as male prefer violent games and also I feel like it appeals because I have made it so that you have to kill things to get to the next level. Within the questionnaire I have only slightly appealed to the two questionnaires as they have said that they prefer to play 3d games rather than 2d games as they feel like they make the game seem more realistic and it makes it comfortable to play than 2d, also they have said they that one of them enjoys playing single player games as they are not competitive and do not require a large amount of focus where as the other prefers multiplayer as they like the competitive nature as in single player you have the competitiveness so I would say that I appeal more to the first questionnaire as they prefer single player games which is what my game is. Something which I don’t think appeals to the audience would be that both of the questionnaires like game genres which are different to mine as they like both RPG and retro games as mine is a FPS adventure. As I don’t appeal to these two it doesn’t mean that I don’t appeal to any kind of audience around the world. Although some people will not find this game appealing to them some will especially when the game is slightly plain so that the game isn’t very hard which requires less focus in playing the game, and also the graphics which I have came up with are very plain as they don’t need to look really nice to be an enjoyable game.

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
  • #8 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