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Evaluation
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Research
• One strength of my research was the existing product research, this was a
strength as I looked at many similar products to my own, such as the
official UFC game, and similar fighting style games, this helped when
making my game as I could use certain techniques that I had seen in these
games, and take inspiration from them, it also showed me many things
that are unique to certain games that should be avoided due to copyright,
as well as this another strength of my research was the interviews as the
questions all seemed relevant to my product and the information I
gathered from the interviews helped with my product.
• A weakness of my research could be that some of the existing products
may have been too similar, but I believe this is as I knew what kind of
game I wanted to make and therefore I know which similar games I
wanted to have a look at.
Planning
• A strength of my planning could be the style sheet, this is as the fonts,
colour schemes, colours, and pixel art styles I discovered through the style
sheet were all used in my final product, the style sheet was very useful as
it helped me to discover many things that ended up in my final work. As
well as this the initial plans helped, mostly the mind maps at the start, as
it gave me a place to put down the many idea’s I had without losing track
of certain parts of the game.
• A possible weakness of the planning is the screenshot layouts I created, as
they are both quite different, meaning one is definitely not going to be
similar to the product, and they are both very simple designs. As well as
this the planned sound effects/dialogue, and music sections would be
considered a weakness as I did not follow either of the lists, as I made all
sound effects and music myself on “BeepBox”.
Time Management
• I think during this project I managed my time well, I have managed to
create all of my product and complete all PowerPoint's on time, I had to
do a few of these things at home as I had about a week off college due to
illness, despite this though I did manage to complete every part of the
work on time, including the animation of the actual game, which I did put
a few hours additional work in at home one night just due to boredom and
having not much else to do.
• With additional time I don’t think my work would change too much, as I
believe this is a finished product in the form it is in now, all I could do with
the extra time would be to make the actual gameplay longer, rather than
having the fight end with a 5 second knockout.
Technical Qualities
Similarities:
- The audience in both look similar, they are very
one dimensional and don’t move during the fight,
they are there to look good rather than be
interacted with.
- They both have timers showing how long the fight
has been going on for and what round we’re on.
- Both the games have designs based on the real
life sport, in the real product they have slightly
changed the names in order to avoid copyright
and the rights to the names of the real life
fighters.
Differences:
- The camera angles are different in both games,
my game has a side view where you can see both
fighters equally, whereas in the existing product
the view is more of your own fighter, which in the
process obstructs the view of the opponent and
the view of what they may do next.
- The design of the fighters is very different in the
two products, in my design it is pixel art based,
where as in the existing product they have tried
to make 3D models of the fighters.
Aesthetic Qualities
I believe my work looks good for the pixel art style, I think everything is recognisable,
including the characters in the game, if you know about UFC or MMA then you would
more than likely recognise the characters without seeing the names, as well as this you
would recognise all the parts, such as the octagon cage and the entrance screen. I
believe my work was creative, as it took a lot of time and creativity in order to animate
many parts of the work, such as the actual fight sequence, this only lasts an actual five
seconds in the end product, yet this took more time to animate than any other part of
the video. A strength of my designs are the pixel art style, as I believe it is at a high
standard for pixel art designs. A weakness of the work could be the amount of time that
the actual gameplay, as the fight scene itself isn’t very long, also the finer details during
the animation, such as some of the movements being very out of focus.
Audience Appeal
I have appealed to my target audience in a few ways, I gathered information from the
audience through the interviews. The first way I have appealed to my audience is through
the realism of the game, in my original interviews both of the interviewee’s said that they
prefer combat games with realism included, I made the game have realism in through it
replicating the real life sport. As well as this the audience also said they like combat
games, and my game is a combat based game. One weakness could be that one
interviewee said the combat games they prefer are games like CounterStrike and PUBG,
but the other interviewee stated that they like fighting combat games, such as Tekken and
street fighter, and my game has a similar playing style as these, but with a lot more realism
as they are based on the real life sport. Also the target audience I originally stated for this
project was targeted during production, I did this through keeping to the core of what
MMA is about, this will draw in my audience as the main feature of the audience was the
MMA fan base, the ages targeted were around 14-40, this was targeted well as this is
pretty much the ages of the MMA audience, as well as this the other parts of the audience
were mostly accounted for, as gender and social status wasn’t a specific in my audience,
and I just targeted all of the sections of these rather than just one. My psychographic
target was a belonger and emulator, this is as belongers belong to the community
surrounding a hobby/interest, and with MMA the audience is similar to one big
community, and an emulator also wants to emulate what maybe they can’t do in real life
through a game, and here they can do this through having all the MMA skills and
techniques on a game.

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8. Evaluation

  • 2. Research • One strength of my research was the existing product research, this was a strength as I looked at many similar products to my own, such as the official UFC game, and similar fighting style games, this helped when making my game as I could use certain techniques that I had seen in these games, and take inspiration from them, it also showed me many things that are unique to certain games that should be avoided due to copyright, as well as this another strength of my research was the interviews as the questions all seemed relevant to my product and the information I gathered from the interviews helped with my product. • A weakness of my research could be that some of the existing products may have been too similar, but I believe this is as I knew what kind of game I wanted to make and therefore I know which similar games I wanted to have a look at.
  • 3. Planning • A strength of my planning could be the style sheet, this is as the fonts, colour schemes, colours, and pixel art styles I discovered through the style sheet were all used in my final product, the style sheet was very useful as it helped me to discover many things that ended up in my final work. As well as this the initial plans helped, mostly the mind maps at the start, as it gave me a place to put down the many idea’s I had without losing track of certain parts of the game. • A possible weakness of the planning is the screenshot layouts I created, as they are both quite different, meaning one is definitely not going to be similar to the product, and they are both very simple designs. As well as this the planned sound effects/dialogue, and music sections would be considered a weakness as I did not follow either of the lists, as I made all sound effects and music myself on “BeepBox”.
  • 4. Time Management • I think during this project I managed my time well, I have managed to create all of my product and complete all PowerPoint's on time, I had to do a few of these things at home as I had about a week off college due to illness, despite this though I did manage to complete every part of the work on time, including the animation of the actual game, which I did put a few hours additional work in at home one night just due to boredom and having not much else to do. • With additional time I don’t think my work would change too much, as I believe this is a finished product in the form it is in now, all I could do with the extra time would be to make the actual gameplay longer, rather than having the fight end with a 5 second knockout.
  • 5. Technical Qualities Similarities: - The audience in both look similar, they are very one dimensional and don’t move during the fight, they are there to look good rather than be interacted with. - They both have timers showing how long the fight has been going on for and what round we’re on. - Both the games have designs based on the real life sport, in the real product they have slightly changed the names in order to avoid copyright and the rights to the names of the real life fighters. Differences: - The camera angles are different in both games, my game has a side view where you can see both fighters equally, whereas in the existing product the view is more of your own fighter, which in the process obstructs the view of the opponent and the view of what they may do next. - The design of the fighters is very different in the two products, in my design it is pixel art based, where as in the existing product they have tried to make 3D models of the fighters.
  • 6. Aesthetic Qualities I believe my work looks good for the pixel art style, I think everything is recognisable, including the characters in the game, if you know about UFC or MMA then you would more than likely recognise the characters without seeing the names, as well as this you would recognise all the parts, such as the octagon cage and the entrance screen. I believe my work was creative, as it took a lot of time and creativity in order to animate many parts of the work, such as the actual fight sequence, this only lasts an actual five seconds in the end product, yet this took more time to animate than any other part of the video. A strength of my designs are the pixel art style, as I believe it is at a high standard for pixel art designs. A weakness of the work could be the amount of time that the actual gameplay, as the fight scene itself isn’t very long, also the finer details during the animation, such as some of the movements being very out of focus.
  • 7. Audience Appeal I have appealed to my target audience in a few ways, I gathered information from the audience through the interviews. The first way I have appealed to my audience is through the realism of the game, in my original interviews both of the interviewee’s said that they prefer combat games with realism included, I made the game have realism in through it replicating the real life sport. As well as this the audience also said they like combat games, and my game is a combat based game. One weakness could be that one interviewee said the combat games they prefer are games like CounterStrike and PUBG, but the other interviewee stated that they like fighting combat games, such as Tekken and street fighter, and my game has a similar playing style as these, but with a lot more realism as they are based on the real life sport. Also the target audience I originally stated for this project was targeted during production, I did this through keeping to the core of what MMA is about, this will draw in my audience as the main feature of the audience was the MMA fan base, the ages targeted were around 14-40, this was targeted well as this is pretty much the ages of the MMA audience, as well as this the other parts of the audience were mostly accounted for, as gender and social status wasn’t a specific in my audience, and I just targeted all of the sections of these rather than just one. My psychographic target was a belonger and emulator, this is as belongers belong to the community surrounding a hobby/interest, and with MMA the audience is similar to one big community, and an emulator also wants to emulate what maybe they can’t do in real life through a game, and here they can do this through having all the MMA skills and techniques on a game.

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. 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. 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