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Evaluation
Your name
Research
• What were the strengths of your research? I think that finding existing products was
done well as all the games reflect what I made
• How did your research help your product? Discuss product research and experiments.
The product research helped me to get an understanding of what the game should look
and feel like. It also helped me with finding a style of game, I went with a top down over
side scroller. The experiments helped me with realising how hard it is to do a walk cycle
that looks good so I went against it and added lots of detail to the background and
characters. It also showed me that it was easy to add little details to backgrounds and
characters so that they look good.
• What were the weaknesses of your research? One weakness was the reflection of the
experiments. They weren’t very detailed but it didn’t hinder the actual production as I
new that I had to add more detail to it
• What could you have done better/improve? I think the first experiment could have
been done better. I could have added more detail to the character and background. I
could have also added more frames to make it smoother
• What effect would this have had on your product? I would have meant I had more
practise on walk cycles but I didn’t use one in the game so its not that much of a big
deal
Planning
• What were the strengths of your planning? How did your planning help your
product? The style sheet was done well. I included all the details on individual
colours. This meant all the colours across the different documents and computers
were exactly the same, this just meant it looked more professional. It also included
the look I was going for so I could reference that when initially designing my
characters.
• What were the weaknesses of your planning? One big weakness of my planning
was that I didn’t have a very detailed story in mind or written down. This meant I
had to just see what came up story wise. I think it turned out ok but could have
been better
• What could you have done better/improve? I would improve the story from 2
pictures of what might happen to a whole story bored and breakdown. This would
have been so much easier to work with
• What effect would this have had on your product? I think with a more detailed
story I could have added more depth to it instead of having a basic story. I could
have done an obstacle that gets in his way and not just done done done
Time Management
• Did you manage your time well? I believe I handled my time very well as
everything except my evaluations are done. It was all completed within the
time laid out on the production schedule.
• 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? I completed all the production on time but i
think a little longer on the sound design would have gone a long way in
terms of making it nicer and making my own. I would also have made some
box art for my game to add something extra for it. I also think a bit longer
thinking about my story would have been beneficial but its to late to worry
about that now
Technical Qualities
• Discuss the strengths and weaknesses of the technical aspects of your
work. I think the background and initial look of the characters were done
well as they are very detailed. The animations were smooth as I used the
tween tool to help keep it even. However the actual animation complexity
was not good. It was very basic with the characters sliding along the floor. I
tried to add small actions such as the stabbing at the end but they weren’t
very smooth. I also tried to do something with the doors opening and
closing but they were just not very good and very basic.
• The closest resemblance to the game would be The Escapists, they are
visually similar and are both set in a prison. I real game has much more
depth to the story and the animation is much smoother. Mine looks
visually nicer as I have more detail in the backgrounds and characters. Also
the escapists sound is much better as I have previously stated that my
sound design was poor. I believe this is because they will have had a whole
sound team where as I used free sound and with my very limited musical
talents created the music.
Aural Qualities
• Discuss the strengths and weaknesses of the audio elements of your work.
I used the same music track throughout the actual gameplay and didn’t
include any for the menu screens. I attempted to use a lot of sound effects
but I couldn’t really find any even usable ones for this. For the ones I did
use they did sound quite good such as the jail bars for the opening and the
door sound effects were my favourites. I didn’t include any dialogue but
instead used text screens to write it out. My music sounded good as I was
making it in garage band but after it went through premier it sounds
terrible. I attempted to make it more chip tune-y but ended up ruining it.
• Being compared to a bigger game with a whole team to do all audio work
it doesn’t hold up. But I find some of it to work nicely and kind of fit with
the whole style. If I was to have more time to work on audio I would have
created my own foot steps sound effect in beep box so even if it didn’t
sound good it would be in the still style. I would also find a better door
sound as it is longer than the actual opening animation
Aesthetic Qualities
• Does your work look good? I think the individual characters and backgrounds look
very nice as they are very detailed. The actual animation could do with some work.
• Was it creative? It was creative as I used lots of different elements of photoshop. I
used the layer opacity tool to create the lighting effect coming off the guards touch
and the damage indicator at the end. I also used the tween tool to make the
movement smooth and the correct frame rate. I used multiples of 24 as I was
going to export at 24 fps e.g. 12 frames with the tween has half a second with no
delay.
• What aspects of your game’s visuals do you like? I really like the light effect on the
guard and how the things underneath can be seen but its still clearly a light
• What would you improve? How would you improve it? I would create a walk cycle
for my characters and so they don’t look like they are just sliding along the floor.
This would make it so much better and less armature.
• I also like the use of colour in the overall game, orange for the prisoners and blue
for the guards reflect what its like in a real prison. And what is usually used in
other games and movies to separate them. This adds the realism of the game
Aesthetic Qualities
I like the UI as it is simple but effective
and changes throughout the game
I also like the flashing red
when he gets stabbed as you
can still see the background
and character through it
I like the the characters outfits as they are
drawn well and they are very detailed
Audience Appeal• How have you appealed to your target audience? My target audience is
men aged 16-24, with the overall story and style of play really targets
them. Men like violence and being set in a prison there is a lot of it, as
shown in the gameplay when he gets stabbed. Bearing that in mind it is
not suitable for younger kids so perfect for 16-24

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evaluation

  • 2. Research • What were the strengths of your research? I think that finding existing products was done well as all the games reflect what I made • How did your research help your product? Discuss product research and experiments. The product research helped me to get an understanding of what the game should look and feel like. It also helped me with finding a style of game, I went with a top down over side scroller. The experiments helped me with realising how hard it is to do a walk cycle that looks good so I went against it and added lots of detail to the background and characters. It also showed me that it was easy to add little details to backgrounds and characters so that they look good. • What were the weaknesses of your research? One weakness was the reflection of the experiments. They weren’t very detailed but it didn’t hinder the actual production as I new that I had to add more detail to it • What could you have done better/improve? I think the first experiment could have been done better. I could have added more detail to the character and background. I could have also added more frames to make it smoother • What effect would this have had on your product? I would have meant I had more practise on walk cycles but I didn’t use one in the game so its not that much of a big deal
  • 3. Planning • What were the strengths of your planning? How did your planning help your product? The style sheet was done well. I included all the details on individual colours. This meant all the colours across the different documents and computers were exactly the same, this just meant it looked more professional. It also included the look I was going for so I could reference that when initially designing my characters. • What were the weaknesses of your planning? One big weakness of my planning was that I didn’t have a very detailed story in mind or written down. This meant I had to just see what came up story wise. I think it turned out ok but could have been better • What could you have done better/improve? I would improve the story from 2 pictures of what might happen to a whole story bored and breakdown. This would have been so much easier to work with • What effect would this have had on your product? I think with a more detailed story I could have added more depth to it instead of having a basic story. I could have done an obstacle that gets in his way and not just done done done
  • 4. Time Management • Did you manage your time well? I believe I handled my time very well as everything except my evaluations are done. It was all completed within the time laid out on the production schedule. • 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? I completed all the production on time but i think a little longer on the sound design would have gone a long way in terms of making it nicer and making my own. I would also have made some box art for my game to add something extra for it. I also think a bit longer thinking about my story would have been beneficial but its to late to worry about that now
  • 5. Technical Qualities • Discuss the strengths and weaknesses of the technical aspects of your work. I think the background and initial look of the characters were done well as they are very detailed. The animations were smooth as I used the tween tool to help keep it even. However the actual animation complexity was not good. It was very basic with the characters sliding along the floor. I tried to add small actions such as the stabbing at the end but they weren’t very smooth. I also tried to do something with the doors opening and closing but they were just not very good and very basic. • The closest resemblance to the game would be The Escapists, they are visually similar and are both set in a prison. I real game has much more depth to the story and the animation is much smoother. Mine looks visually nicer as I have more detail in the backgrounds and characters. Also the escapists sound is much better as I have previously stated that my sound design was poor. I believe this is because they will have had a whole sound team where as I used free sound and with my very limited musical talents created the music.
  • 6. Aural Qualities • Discuss the strengths and weaknesses of the audio elements of your work. I used the same music track throughout the actual gameplay and didn’t include any for the menu screens. I attempted to use a lot of sound effects but I couldn’t really find any even usable ones for this. For the ones I did use they did sound quite good such as the jail bars for the opening and the door sound effects were my favourites. I didn’t include any dialogue but instead used text screens to write it out. My music sounded good as I was making it in garage band but after it went through premier it sounds terrible. I attempted to make it more chip tune-y but ended up ruining it. • Being compared to a bigger game with a whole team to do all audio work it doesn’t hold up. But I find some of it to work nicely and kind of fit with the whole style. If I was to have more time to work on audio I would have created my own foot steps sound effect in beep box so even if it didn’t sound good it would be in the still style. I would also find a better door sound as it is longer than the actual opening animation
  • 7. Aesthetic Qualities • Does your work look good? I think the individual characters and backgrounds look very nice as they are very detailed. The actual animation could do with some work. • Was it creative? It was creative as I used lots of different elements of photoshop. I used the layer opacity tool to create the lighting effect coming off the guards touch and the damage indicator at the end. I also used the tween tool to make the movement smooth and the correct frame rate. I used multiples of 24 as I was going to export at 24 fps e.g. 12 frames with the tween has half a second with no delay. • What aspects of your game’s visuals do you like? I really like the light effect on the guard and how the things underneath can be seen but its still clearly a light • What would you improve? How would you improve it? I would create a walk cycle for my characters and so they don’t look like they are just sliding along the floor. This would make it so much better and less armature. • I also like the use of colour in the overall game, orange for the prisoners and blue for the guards reflect what its like in a real prison. And what is usually used in other games and movies to separate them. This adds the realism of the game
  • 8. Aesthetic Qualities I like the UI as it is simple but effective and changes throughout the game I also like the flashing red when he gets stabbed as you can still see the background and character through it I like the the characters outfits as they are drawn well and they are very detailed
  • 9. Audience Appeal• How have you appealed to your target audience? My target audience is men aged 16-24, with the overall story and style of play really targets them. Men like violence and being set in a prison there is a lot of it, as shown in the gameplay when he gets stabbed. Bearing that in mind it is not suitable for younger kids so perfect for 16-24

Editor's Notes

  1. What were the strengths of your research? How did your research help your product? Discuss product research and experiments. 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. Discuss the strengths and weaknesses of the technical aspects of your work; level of detail in the pixel art, smoothness of the animation, complexity of animated elements. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences Consider putting your final piece(s) in the centre of a page alongside an existing product- Use text boxes and arrows
  5. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  6. 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? Consider use of colour, if you can tell what your art is meant to represent, backgrounds, characters, pick-ups, enemies etc Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  7. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows Consider using you https://yougov.co.uk/profileslite#/ to develop your audience description