The document summarizes William Thirlaway's evaluation of his research, planning, time management, technical qualities, and aesthetic qualities for a survival game project. Some key points:
- Research covered a variety of survival games (Minecraft, Don't Starve, Day Z, Dying Light) to draw inspiration from different aspects and styles. However, some games used survival as a secondary genre.
- Planning involved creating a mind map of potential genres and settling on survival for its flexibility. A mood board further informed design choices.
- Time management allowed completing the basic product on time but left no time for additional planned defense aspects or longer gameplay.
- The aesthetic style drew from Don't Starve