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Evaluation
William Thirlaway
Research
• For my research I looked at a variety of different types of survival games
ranging from 3D shooter/survivals, to 2D crafting and resource based survival
games. These games were Minecraft, Don't Starve, Day Z, and Dying Light.
• Looking at a different range of survival games served as a strength to my
research as it allowed me to pick and choose different aspects I could choose
from the games, and gave me a lot of flexibility instead of being limited like I
would've been with other genres. It also gave me a choice of different graphic
styles I could use, weather I wanted to use music or not and if so what style of
music I wanted to use, due to the genre of game being so widely
interchangeable with other genres.
• A downside of my research was that some of the games I researched used,
such as Dying Light, the survival genre as a secondary genre and were
primarily a different genre (in this case, a zombie shooter) which means that it
was a little difficult to identify which aspects were taken from the survival
genre, and which was taken from the other genre.
Planning
• For my planning I created a mind map showing a couple of different
genres of games which I could potentially create for my product and listed
different objectives, traits, and ways of creating the different games. In the
end I settled for the survival genre because I realised it had the widest
variety of different options and freedom compared to the rest of the
genres. Using this way to plan was a strength because it allowed me to see
the benefits of all the different genres of games I was interested in and
allowed me to make an informed decision instead of rushing into making
the first game that popped into my head.
• Once I had picked the survival genre I also created a mood board which
allowed me to see all the different elements of this genre in visual context,
and pick out which aspects I would want to take for my game.
Time Management
• I managed my time reasonably well, managing to complete the product
within good time to a reasonable length, which then allowed me to make
tweaks to the animations, making them smother, and then gave me time
to create my own music for the game, rather than using royalty free music
created by someone else.
• If I had more time I would've made the product longer and added in more
aspects to the game, as well as introducing another aspect of my game
which would've been the defence side of my survival game where hordes
of enemies were to attack the base which was created in the product and
the player would be required to create weapons and defences in order to
survive and fend off these enemies.
Technical Qualities
Aesthetic Qualities
• For my product I went with a 2D cartoony
art style which I took inspiration from
Don't Starve and other similar top down
games.
• A strength of this style is that it is easy to
draw and animate as the camera is fixed
in one perspective and all you have to do
is move around the background or objects
on screen. This meant I could animate
quicker and allowed me to spend more
time tweaking the animation.
• Something I would improve upon if I had more time would be the way my character is drawn. I
would spend more time making the character model look better and improving the animation
as well as adding other expressions and movements to the character to make them feel more
alive and real.
• I would also have added a larger variety of plants and trees to make the world feel more real
and believable as an actual place that exists.
Audience Appeal

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8. evaluation

  • 2. Research • For my research I looked at a variety of different types of survival games ranging from 3D shooter/survivals, to 2D crafting and resource based survival games. These games were Minecraft, Don't Starve, Day Z, and Dying Light. • Looking at a different range of survival games served as a strength to my research as it allowed me to pick and choose different aspects I could choose from the games, and gave me a lot of flexibility instead of being limited like I would've been with other genres. It also gave me a choice of different graphic styles I could use, weather I wanted to use music or not and if so what style of music I wanted to use, due to the genre of game being so widely interchangeable with other genres. • A downside of my research was that some of the games I researched used, such as Dying Light, the survival genre as a secondary genre and were primarily a different genre (in this case, a zombie shooter) which means that it was a little difficult to identify which aspects were taken from the survival genre, and which was taken from the other genre.
  • 3. Planning • For my planning I created a mind map showing a couple of different genres of games which I could potentially create for my product and listed different objectives, traits, and ways of creating the different games. In the end I settled for the survival genre because I realised it had the widest variety of different options and freedom compared to the rest of the genres. Using this way to plan was a strength because it allowed me to see the benefits of all the different genres of games I was interested in and allowed me to make an informed decision instead of rushing into making the first game that popped into my head. • Once I had picked the survival genre I also created a mood board which allowed me to see all the different elements of this genre in visual context, and pick out which aspects I would want to take for my game.
  • 4. Time Management • I managed my time reasonably well, managing to complete the product within good time to a reasonable length, which then allowed me to make tweaks to the animations, making them smother, and then gave me time to create my own music for the game, rather than using royalty free music created by someone else. • If I had more time I would've made the product longer and added in more aspects to the game, as well as introducing another aspect of my game which would've been the defence side of my survival game where hordes of enemies were to attack the base which was created in the product and the player would be required to create weapons and defences in order to survive and fend off these enemies.
  • 6. Aesthetic Qualities • For my product I went with a 2D cartoony art style which I took inspiration from Don't Starve and other similar top down games. • A strength of this style is that it is easy to draw and animate as the camera is fixed in one perspective and all you have to do is move around the background or objects on screen. This meant I could animate quicker and allowed me to spend more time tweaking the animation. • Something I would improve upon if I had more time would be the way my character is drawn. I would spend more time making the character model look better and improving the animation as well as adding other expressions and movements to the character to make them feel more alive and real. • I would also have added a larger variety of plants and trees to make the world feel more real and believable as an actual place that exists.

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