Will Cave received feedback on his 2D platformer animation from four peers. They praised aspects like the smooth animations, retro 8-bit music, detailed backgrounds, and challenging gameplay mechanics. Suggested improvements included adding more interactivity, varying the repetitive music, and potentially speeding up the walking animation. While agreeing with most feedback, Will only disagreed that the title screen could be shorter, as he wanted viewers to have time to read the text. Overall, the peers felt the animation showed skill in animation and design, with room for potential expansions like additional levels or gameplay elements.
Will Cave evaluated their animation project. Some strengths included conducting in-depth research on games and audience preferences, which helped inform design decisions. However, research was heavily focused on stealth mechanics which did not end up being incorporated. Planning helped envision style and aesthetics, though execution differed from plans. Time management was difficult due to underestimating production time and exam scheduling conflicts. The animation has nostalgic retro appeal but lacks detail and environment due to resolution and time constraints. Feedback praised the 8-bit music, smooth transitions and animations, and level completion messaging. Overall, thorough research and planning helped guide the project, but limitations of time and technical abilities impacted the final product.
The document provides an evaluation of Oliver Keppie's research, planning, time management, and technical work on a production process project. Some key points:
- Research on the target audience and genre helped shape design decisions around graphics, pricing, and gameplay elements. More specific data on comparable games could have provided additional insights.
- Planning through storyboarding, timelines, and pre-production helped structure the work and ensure completion on schedule. Further analysis of visual and interface designs may have improved these aspects.
- Time management with a schedule allowed focus on complex elements while simpler parts required less time. More time could have expanded the fighting sequence and added content.
- The fighting gameplay draws similarities to classic fighting games through
Alfie Pimblett evaluated their video game project. For research, strengths included inspiration from PAC MAN's neon maze design. Weaknesses were a lack of variety in games examined and narrow genre focus. Planning strengths were thorough world and scene creation. Weaknesses included inefficient time spent planning and lack of idea generation. For time management, strengths were completing the project on schedule. Weaknesses included feeling rushed during production and splitting focus across tasks. Technical strengths included detailed pixel art and smooth animation. Weaknesses included limited enemy movement and complex animations. Audio strengths were fitting retro sounds, but weaknesses included a lack of planning and limited quality. Aesthetic strengths were an authentic retro style and vibrant colors. We
The document summarizes Louis Dodds-Rodgers' process in developing an interactive arcade fighting game. Some key points:
- Research on similar successful games helped inform game design but also uncovered copyright issues that required careful navigation.
- Planning included mind mapping ideas and molding the game around the target demographic, though weaknesses included difficulty creating a wholly original concept and improperly using reference characters.
- Time management was initially efficient but struggled with character/sprite creation due to limited planning and ran into copyright issues with audio samples.
- Peer feedback suggested improving animation quality and movement, adding character details like names/powers, and including more aesthetic elements.
- The document provides an evaluation of Joe Duffy's production process for his final major project (FMP) animation.
- Extensive research was conducted on games to identify common themes to focus on, including music and character design. Additional research identified the target demographic.
- Early experiments helped practice animation techniques that were applied to the FMP.
- Planning included mood boards, character designs, and pre-production documents to thoroughly plan elements.
- Time management challenges arose from balancing multiple concurrent tasks and feedback, requiring extra work hours to complete the production on time.
This document provides a self-evaluation by Rebecca Edwards of her research, planning, time management, and technical skills for a game production project. Some strengths identified include thorough research focused on target audiences and extensive planning detailing game elements. However, areas for improvement are spending more time on secondary research, expanding primary research, and focusing planning on additional aspects beyond characters. Time management was generally good but some tasks overlapped weeks. Overall the project was completed on time but could have benefited from a longer timeline. Technical skills for some elements like banners and animations were lower quality than the main game and could be improved in the future.
The document outlines Joe Duffy's initial plans for his final major project (FMP) which will be a video game animation. He plans to continue working on a role-playing game (RPG) project from before but enhance the graphics, interface, and plot. Techniques he wants to practice include smooth character animation and pixel art organization. Inspiration comes from 16-bit RPG games like Final Fantasy for their art style and layout. He provides some initial reactions noting he wants to improve on his previous project but is hesitant that better work may get a lower grade. He plans to practice environments to avoid time pressure issues.
The document discusses the process of designing the cover and inside pages of a fanzine about Sonic the Hedgehog. For the front cover, the author experimented with different layouts and styles before settling on one inspired by retro video game box art. They added effects like metallic text and movement to make it engaging. The back cover and inside pages also feature Sonic characters and backgrounds with unique graphic effects to give each page its own style while maintaining cohesion. The author explored many tutorial techniques and adjusted elements through an iterative process to achieve their desired designs.
Will Cave evaluated their animation project. Some strengths included conducting in-depth research on games and audience preferences, which helped inform design decisions. However, research was heavily focused on stealth mechanics which did not end up being incorporated. Planning helped envision style and aesthetics, though execution differed from plans. Time management was difficult due to underestimating production time and exam scheduling conflicts. The animation has nostalgic retro appeal but lacks detail and environment due to resolution and time constraints. Feedback praised the 8-bit music, smooth transitions and animations, and level completion messaging. Overall, thorough research and planning helped guide the project, but limitations of time and technical abilities impacted the final product.
The document provides an evaluation of Oliver Keppie's research, planning, time management, and technical work on a production process project. Some key points:
- Research on the target audience and genre helped shape design decisions around graphics, pricing, and gameplay elements. More specific data on comparable games could have provided additional insights.
- Planning through storyboarding, timelines, and pre-production helped structure the work and ensure completion on schedule. Further analysis of visual and interface designs may have improved these aspects.
- Time management with a schedule allowed focus on complex elements while simpler parts required less time. More time could have expanded the fighting sequence and added content.
- The fighting gameplay draws similarities to classic fighting games through
Alfie Pimblett evaluated their video game project. For research, strengths included inspiration from PAC MAN's neon maze design. Weaknesses were a lack of variety in games examined and narrow genre focus. Planning strengths were thorough world and scene creation. Weaknesses included inefficient time spent planning and lack of idea generation. For time management, strengths were completing the project on schedule. Weaknesses included feeling rushed during production and splitting focus across tasks. Technical strengths included detailed pixel art and smooth animation. Weaknesses included limited enemy movement and complex animations. Audio strengths were fitting retro sounds, but weaknesses included a lack of planning and limited quality. Aesthetic strengths were an authentic retro style and vibrant colors. We
The document summarizes Louis Dodds-Rodgers' process in developing an interactive arcade fighting game. Some key points:
- Research on similar successful games helped inform game design but also uncovered copyright issues that required careful navigation.
- Planning included mind mapping ideas and molding the game around the target demographic, though weaknesses included difficulty creating a wholly original concept and improperly using reference characters.
- Time management was initially efficient but struggled with character/sprite creation due to limited planning and ran into copyright issues with audio samples.
- Peer feedback suggested improving animation quality and movement, adding character details like names/powers, and including more aesthetic elements.
- The document provides an evaluation of Joe Duffy's production process for his final major project (FMP) animation.
- Extensive research was conducted on games to identify common themes to focus on, including music and character design. Additional research identified the target demographic.
- Early experiments helped practice animation techniques that were applied to the FMP.
- Planning included mood boards, character designs, and pre-production documents to thoroughly plan elements.
- Time management challenges arose from balancing multiple concurrent tasks and feedback, requiring extra work hours to complete the production on time.
This document provides a self-evaluation by Rebecca Edwards of her research, planning, time management, and technical skills for a game production project. Some strengths identified include thorough research focused on target audiences and extensive planning detailing game elements. However, areas for improvement are spending more time on secondary research, expanding primary research, and focusing planning on additional aspects beyond characters. Time management was generally good but some tasks overlapped weeks. Overall the project was completed on time but could have benefited from a longer timeline. Technical skills for some elements like banners and animations were lower quality than the main game and could be improved in the future.
The document outlines Joe Duffy's initial plans for his final major project (FMP) which will be a video game animation. He plans to continue working on a role-playing game (RPG) project from before but enhance the graphics, interface, and plot. Techniques he wants to practice include smooth character animation and pixel art organization. Inspiration comes from 16-bit RPG games like Final Fantasy for their art style and layout. He provides some initial reactions noting he wants to improve on his previous project but is hesitant that better work may get a lower grade. He plans to practice environments to avoid time pressure issues.
The document discusses the process of designing the cover and inside pages of a fanzine about Sonic the Hedgehog. For the front cover, the author experimented with different layouts and styles before settling on one inspired by retro video game box art. They added effects like metallic text and movement to make it engaging. The back cover and inside pages also feature Sonic characters and backgrounds with unique graphic effects to give each page its own style while maintaining cohesion. The author explored many tutorial techniques and adjusted elements through an iterative process to achieve their desired designs.
The document summarizes the student's research, planning, time management, and technical qualities for their infinity runner game project. Some key points:
- Research involved analyzing existing games to understand conventions and influence game design ideas. Experiments with puzzle and RPG games provided feedback.
- Planning documents considered multiple game ideas and included a mood board to inform colors, sounds, and art style.
- Production took the most time at 2 weeks to create character, environment, sounds, and editing. Additional time would improve these elements.
- The game includes common elements like loading screens but could be improved by making it longer and animations smoother. Audio design was a weakness due to challenges creating sounds.
The document provides an evaluation of Andreas Mina's production process. It discusses strengths and weaknesses in the research, planning, and time management aspects of the process. For the research, primary surveys and film research were strengths, while only analyzing one poster and difficulties linking survey answers were weaknesses. Planning strengths included the floor plan and shot list, while weaknesses were the rough storyboard and lack of sound details. Time management was an issue as slides and reflections fell behind, but work was completed on time overall. Additional time could have improved various areas like research, planning, and special effects.
The document provides details on the research, planning, time management, technical qualities, and aesthetic qualities of a final animation project. It discusses researching existing games like Pokémon and Zelda for inspiration. Plans included mind maps of game genres and an RPG/fighting game concept. Time management did not go as planned, though most goals were achieved. Technical qualities compared the project to Zelda, noting differences in view, character customization, and animation quality. Aesthetic qualities that were liked included character creation and background scenes, though some aspects like grass and tree colors could be improved. Peer feedback noted positive design but suggested improving animation smoothness and length.
Joe Duffy outlines his plans for an RPG video game animation project for his FMP, describing how he wants to improve upon his previous video game project by enhancing the visuals and interface, practicing animation techniques like smooth character motion and pixel art, and taking inspiration from 16-bit RPG classics. He discusses skills like proficient animation and pixel art that he wants to focus on, and mentions RPGs from the 16-bit era like Final Fantasy and Chrono Trigger as visual inspirations for the retro-inspired art style.
The document outlines ideas for a story and video game about a divorced couple, Josh and Maya. It includes character descriptions, plot points, and initial ideas for three different storylines. Research on existing video games is presented, along with plans for game design elements like characters, locations, sound effects, and music. Risks and contingencies are considered.
The student created a short pixel art game for their project. They provided summaries of their research, planning, time management, technical qualities, audio qualities, aesthetic qualities, and audience appeal. For most sections, the student identified both strengths and areas for improvement. They felt their research, initial plans, and audio were strengths. Their time management suffered as they had to cut content from their vision for the project. They wanted to add more story, gameplay features, enemies, and variety if given more time. Overall, the student learned from the experience but felt their game lacked polish and detail compared to examples they referenced.
The document provides a summary and evaluation of the production process for a 3D side-scrolling game. It discusses the strengths and weaknesses of the research conducted, planning process, time management, technical and aesthetic qualities, audience appeal, and peer feedback. The planning process and understanding the target genre were strengths, while more time could have improved animation and gameplay. Peer feedback suggested adding more gameplay elements and detail to maximize the space within the game.
This project involved creating a 12-page fanzine called "Press X To Play" focused on video games. Key aspects of the project included researching existing fanzines in different genres, developing ideas like reader letters and previews, conducting an interview with a gaming YouTuber, and refining pages like adding a Shadow the Hedgehog poster and retro game reviews. The completed fanzine consisted of consistent artistic style across pages, a review of Sonic Colors, and an exploration of whether the gaming industry is truly evolving. While more detail could have been added on some topics, the creator is pleased with the final product and application of fanzine conventions and design appealing to the target audience.
Jack Morton is considering options for his final major project. He is initially thinking of creating a video game animation using Photoshop and Premiere Pro since he has experience with these programs. However, he acknowledges the risk of not finishing on time. As alternatives, he considers filming a short film since he has prior experience, or creating a gaming magazine using layout and design skills from previous rotations. He analyzes the pros and cons of each option, noting his strengths in gaming and design but also the challenges of things like copyright and time management.
The document provides an overview of the production process for a film evaluation project. It describes the various research, planning, and time management steps taken. For research, trailers for "Get Out" and "We Need to Talk About Kevin" were analyzed to understand editing techniques. Surveys and interviews were also conducted for audience research. Planning included mind maps, mood boards, and poster layout designs to refine ideas. Shooting was difficult to schedule due to time constraints from work and other commitments. Overall, more preparation and scheduling would have allowed for improved filming and a stronger final product.
The document provides a summary of the strengths and weaknesses of the author's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for an FMP video game project. It also includes feedback from peers. The main points are:
1) The research helped identify the desired genre but was time-consuming. Planning was beneficial for staying on schedule but also time-consuming.
2) More time would have allowed improving gameplay elements like animation and polish. Peer feedback suggested adding more gameplay content rather than just loading screens.
3) The simple and retro style made it accessible but repetitive gameplay may cause boredom. Peers generally liked sound effects and setting but felt it needed more development.
This document summarizes the process of creating a short film about the effects of technology on modern society. It includes research conducted through an interview and on the TV show Black Mirror. A proposal was written outlining the idea of a character becoming trapped in a virtual world. Pre-production took 2-3 days and included story development. Filming went smoothly except the camera work could have been improved with a tripod. Sound effects were added to edit the film together. Peer feedback noted they liked the hologram effect but some shots of the game ending could have been improved the message of time running out.
The document provides a summary and evaluation of Jack Lowes' production process for an animation project. It discusses areas of strong and weak research, including a lack of sound effect research that caused difficulties. It also reviews planning documents like a production schedule and concept art, noting opportunities to improve character and color concept exploration. Time management is evaluated, with some slippage noted at the end. Technical and aesthetic qualities are examined, along with ways to enhance realism and appeal to the target audience through additional enemies and customization options.
Jake Greenwood evaluated his research, planning, and production process for a video game and box art. Some strengths of his research included finding design features that work well in games and identifying his target audience through surveys. However, he could have asked more questions about the box art in his survey. For planning, Jake developed a schedule and contingency plan but could have provided more details in some areas. He evaluated staying on track with his time management but could have planned for potential delays. Jake analyzed the technical qualities of his video game and box art by comparing them to similar existing products.
The document provides an evaluation of the creator's video game project. Some key points:
1) During research, the creator took inspiration from the game Killing Floor 2 in designing zombies that drop items to progress. However, audio was a weakness as no suitable sounds were found.
2) Planning helped determine the first-person shooter (FPS) genre and be inspired by Doom, but mood boards provided limited inspiration.
3) Time management was an issue as audio and editing were not completed due to lack of additional time.
4) Similarities to Doom include health/shield displays, but differences in gun detail, animation, and ability to move side-to-side in Doom
The document provides an evaluation of the FMP project. It summarizes the student's research process, planning, time management, technical and aesthetic qualities of the project, audience appeal, and peer feedback. For research, existing games provided inspiration but also restricted close copying. Planning included multiple characters that had to be cut due to time limits. Time management was a challenge as many planned elements could not be included in the final product. Peer feedback noted that brighter colors and a longer or more involved animation could improve the project. The student agreed some elements like character animation could be enhanced and disagreed that the current animation was smooth.
The document provides an evaluation of a game project by Madeleine Ross. It summarizes the key aspects of the project including research on 2D pixel games from the 1970s-1980s, planning focused on visual elements like characters and color schemes, challenges with time management that slowed down animation, technical qualities like choppy animation, use of online tools to create music, focus on aesthetic qualities and colors, and the game being designed to appeal to casual gamers through short, repetitive gameplay.
Ross loynd final major project production diaryrosstapher
This document contains 15 weekly progress updates from a student working on their final major project, which involves creating a video game. Each update provides a summary of the work completed in the prior week, and plans for the upcoming week. This includes tasks like research, character and level design, programming gameplay elements, and resolving issues combining elements into a final product. The student makes steady progress but encounters difficulties with coding and merging all components successfully.
Ben Harris evaluated his work on a video game project. For research, he looked at similar survival and horror games but later changed his game's genre. His planning went well initially but he struggled with frequently changing his game concept. Time management was an issue as he wanted to improve aspects like animation length but ran short on time. Technically, his game was less detailed than references but included gore and shooting. Aesthetically, the background was detailed though less visually interesting than it could be. To appeal more to his target audience, he felt adding rewards and unlockables would help provide challenge and engagement.
Ross created portions of a game called Contrast using Gamemaker. While his individual game was simple, he focused on artistic elements like storyline and graphics. When combining games into one, the group took on more than they could handle and missed elements like sound design. Overall, the games worked well together despite a mismatch in storyline. Ross learned new skills in Gamemaker but feels he could have done more with more time and a clearer plan from the group. The target audience was teens and young adults, and feedback was generally positive while noting some control and story issues.
Abbie conducted research on the video game Cuphead which influenced her to come up with more creative ideas for her own game. Her research also helped her understand what elements to include in her game to improve quality. For her planning, Abbie created mind maps, mood boards, and a schedule which helped give her time to develop ideas in detail. However, some weaknesses included difficulty generating alternative ideas and an unhelpful schedule. Overall, Abbie's research and planning expanded her knowledge and understanding but she recognizes areas for improvement in developing additional ideas and focusing planning tasks.
The document provides an evaluation by Benjamin Lawrenson of the research, planning, time management, technical qualities, aesthetic qualities, and audience appeal of a video game project. Some key points:
- Secondary research of existing games provided inspiration for techniques, pixel art style, and how to make the game appealing. However, the research space was limited.
- Planning included mind maps of game ideas, focusing on audience, and mood boards for inspiration. More sources could have been gathered earlier.
- Time management was generally good but some tasks like audio took too long. Sticking closer to the timeline could have resulted in a more polished product.
- Technical qualities like detail, zoom level, and colors were
The document summarizes the student's research, planning, time management, and technical qualities for their infinity runner game project. Some key points:
- Research involved analyzing existing games to understand conventions and influence game design ideas. Experiments with puzzle and RPG games provided feedback.
- Planning documents considered multiple game ideas and included a mood board to inform colors, sounds, and art style.
- Production took the most time at 2 weeks to create character, environment, sounds, and editing. Additional time would improve these elements.
- The game includes common elements like loading screens but could be improved by making it longer and animations smoother. Audio design was a weakness due to challenges creating sounds.
The document provides an evaluation of Andreas Mina's production process. It discusses strengths and weaknesses in the research, planning, and time management aspects of the process. For the research, primary surveys and film research were strengths, while only analyzing one poster and difficulties linking survey answers were weaknesses. Planning strengths included the floor plan and shot list, while weaknesses were the rough storyboard and lack of sound details. Time management was an issue as slides and reflections fell behind, but work was completed on time overall. Additional time could have improved various areas like research, planning, and special effects.
The document provides details on the research, planning, time management, technical qualities, and aesthetic qualities of a final animation project. It discusses researching existing games like Pokémon and Zelda for inspiration. Plans included mind maps of game genres and an RPG/fighting game concept. Time management did not go as planned, though most goals were achieved. Technical qualities compared the project to Zelda, noting differences in view, character customization, and animation quality. Aesthetic qualities that were liked included character creation and background scenes, though some aspects like grass and tree colors could be improved. Peer feedback noted positive design but suggested improving animation smoothness and length.
Joe Duffy outlines his plans for an RPG video game animation project for his FMP, describing how he wants to improve upon his previous video game project by enhancing the visuals and interface, practicing animation techniques like smooth character motion and pixel art, and taking inspiration from 16-bit RPG classics. He discusses skills like proficient animation and pixel art that he wants to focus on, and mentions RPGs from the 16-bit era like Final Fantasy and Chrono Trigger as visual inspirations for the retro-inspired art style.
The document outlines ideas for a story and video game about a divorced couple, Josh and Maya. It includes character descriptions, plot points, and initial ideas for three different storylines. Research on existing video games is presented, along with plans for game design elements like characters, locations, sound effects, and music. Risks and contingencies are considered.
The student created a short pixel art game for their project. They provided summaries of their research, planning, time management, technical qualities, audio qualities, aesthetic qualities, and audience appeal. For most sections, the student identified both strengths and areas for improvement. They felt their research, initial plans, and audio were strengths. Their time management suffered as they had to cut content from their vision for the project. They wanted to add more story, gameplay features, enemies, and variety if given more time. Overall, the student learned from the experience but felt their game lacked polish and detail compared to examples they referenced.
The document provides a summary and evaluation of the production process for a 3D side-scrolling game. It discusses the strengths and weaknesses of the research conducted, planning process, time management, technical and aesthetic qualities, audience appeal, and peer feedback. The planning process and understanding the target genre were strengths, while more time could have improved animation and gameplay. Peer feedback suggested adding more gameplay elements and detail to maximize the space within the game.
This project involved creating a 12-page fanzine called "Press X To Play" focused on video games. Key aspects of the project included researching existing fanzines in different genres, developing ideas like reader letters and previews, conducting an interview with a gaming YouTuber, and refining pages like adding a Shadow the Hedgehog poster and retro game reviews. The completed fanzine consisted of consistent artistic style across pages, a review of Sonic Colors, and an exploration of whether the gaming industry is truly evolving. While more detail could have been added on some topics, the creator is pleased with the final product and application of fanzine conventions and design appealing to the target audience.
Jack Morton is considering options for his final major project. He is initially thinking of creating a video game animation using Photoshop and Premiere Pro since he has experience with these programs. However, he acknowledges the risk of not finishing on time. As alternatives, he considers filming a short film since he has prior experience, or creating a gaming magazine using layout and design skills from previous rotations. He analyzes the pros and cons of each option, noting his strengths in gaming and design but also the challenges of things like copyright and time management.
The document provides an overview of the production process for a film evaluation project. It describes the various research, planning, and time management steps taken. For research, trailers for "Get Out" and "We Need to Talk About Kevin" were analyzed to understand editing techniques. Surveys and interviews were also conducted for audience research. Planning included mind maps, mood boards, and poster layout designs to refine ideas. Shooting was difficult to schedule due to time constraints from work and other commitments. Overall, more preparation and scheduling would have allowed for improved filming and a stronger final product.
The document provides a summary of the strengths and weaknesses of the author's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for an FMP video game project. It also includes feedback from peers. The main points are:
1) The research helped identify the desired genre but was time-consuming. Planning was beneficial for staying on schedule but also time-consuming.
2) More time would have allowed improving gameplay elements like animation and polish. Peer feedback suggested adding more gameplay content rather than just loading screens.
3) The simple and retro style made it accessible but repetitive gameplay may cause boredom. Peers generally liked sound effects and setting but felt it needed more development.
This document summarizes the process of creating a short film about the effects of technology on modern society. It includes research conducted through an interview and on the TV show Black Mirror. A proposal was written outlining the idea of a character becoming trapped in a virtual world. Pre-production took 2-3 days and included story development. Filming went smoothly except the camera work could have been improved with a tripod. Sound effects were added to edit the film together. Peer feedback noted they liked the hologram effect but some shots of the game ending could have been improved the message of time running out.
The document provides a summary and evaluation of Jack Lowes' production process for an animation project. It discusses areas of strong and weak research, including a lack of sound effect research that caused difficulties. It also reviews planning documents like a production schedule and concept art, noting opportunities to improve character and color concept exploration. Time management is evaluated, with some slippage noted at the end. Technical and aesthetic qualities are examined, along with ways to enhance realism and appeal to the target audience through additional enemies and customization options.
Jake Greenwood evaluated his research, planning, and production process for a video game and box art. Some strengths of his research included finding design features that work well in games and identifying his target audience through surveys. However, he could have asked more questions about the box art in his survey. For planning, Jake developed a schedule and contingency plan but could have provided more details in some areas. He evaluated staying on track with his time management but could have planned for potential delays. Jake analyzed the technical qualities of his video game and box art by comparing them to similar existing products.
The document provides an evaluation of the creator's video game project. Some key points:
1) During research, the creator took inspiration from the game Killing Floor 2 in designing zombies that drop items to progress. However, audio was a weakness as no suitable sounds were found.
2) Planning helped determine the first-person shooter (FPS) genre and be inspired by Doom, but mood boards provided limited inspiration.
3) Time management was an issue as audio and editing were not completed due to lack of additional time.
4) Similarities to Doom include health/shield displays, but differences in gun detail, animation, and ability to move side-to-side in Doom
The document provides an evaluation of the FMP project. It summarizes the student's research process, planning, time management, technical and aesthetic qualities of the project, audience appeal, and peer feedback. For research, existing games provided inspiration but also restricted close copying. Planning included multiple characters that had to be cut due to time limits. Time management was a challenge as many planned elements could not be included in the final product. Peer feedback noted that brighter colors and a longer or more involved animation could improve the project. The student agreed some elements like character animation could be enhanced and disagreed that the current animation was smooth.
The document provides an evaluation of a game project by Madeleine Ross. It summarizes the key aspects of the project including research on 2D pixel games from the 1970s-1980s, planning focused on visual elements like characters and color schemes, challenges with time management that slowed down animation, technical qualities like choppy animation, use of online tools to create music, focus on aesthetic qualities and colors, and the game being designed to appeal to casual gamers through short, repetitive gameplay.
Ross loynd final major project production diaryrosstapher
This document contains 15 weekly progress updates from a student working on their final major project, which involves creating a video game. Each update provides a summary of the work completed in the prior week, and plans for the upcoming week. This includes tasks like research, character and level design, programming gameplay elements, and resolving issues combining elements into a final product. The student makes steady progress but encounters difficulties with coding and merging all components successfully.
Ben Harris evaluated his work on a video game project. For research, he looked at similar survival and horror games but later changed his game's genre. His planning went well initially but he struggled with frequently changing his game concept. Time management was an issue as he wanted to improve aspects like animation length but ran short on time. Technically, his game was less detailed than references but included gore and shooting. Aesthetically, the background was detailed though less visually interesting than it could be. To appeal more to his target audience, he felt adding rewards and unlockables would help provide challenge and engagement.
Ross created portions of a game called Contrast using Gamemaker. While his individual game was simple, he focused on artistic elements like storyline and graphics. When combining games into one, the group took on more than they could handle and missed elements like sound design. Overall, the games worked well together despite a mismatch in storyline. Ross learned new skills in Gamemaker but feels he could have done more with more time and a clearer plan from the group. The target audience was teens and young adults, and feedback was generally positive while noting some control and story issues.
Abbie conducted research on the video game Cuphead which influenced her to come up with more creative ideas for her own game. Her research also helped her understand what elements to include in her game to improve quality. For her planning, Abbie created mind maps, mood boards, and a schedule which helped give her time to develop ideas in detail. However, some weaknesses included difficulty generating alternative ideas and an unhelpful schedule. Overall, Abbie's research and planning expanded her knowledge and understanding but she recognizes areas for improvement in developing additional ideas and focusing planning tasks.
The document provides an evaluation by Benjamin Lawrenson of the research, planning, time management, technical qualities, aesthetic qualities, and audience appeal of a video game project. Some key points:
- Secondary research of existing games provided inspiration for techniques, pixel art style, and how to make the game appealing. However, the research space was limited.
- Planning included mind maps of game ideas, focusing on audience, and mood boards for inspiration. More sources could have been gathered earlier.
- Time management was generally good but some tasks like audio took too long. Sticking closer to the timeline could have resulted in a more polished product.
- Technical qualities like detail, zoom level, and colors were
Jesse Lapworth evaluated their production process for a film project spoofing true crime documentaries. They felt their research of existing true crime works was very useful, but that their audience research could have been improved by asking more targeted questions. Planning involved sorting ideas into a cohesive story with a timeline and shot list. Peer feedback noted liking the mystery but suggested providing more context and jokes. Jesse agreed context could be improved but disagreed that the film needed to be a comedy.
The document provides an evaluation of the student's production process for their final major project (FMP) creating a game. It summarizes their research process, planning, time management, technical and aesthetic qualities of the game, audience appeal, and feedback from peers. The student felt their research was effective but they could have managed time better. Technically, they were pleased with how they implemented scene transitions and use of opacity. Aesthetically, they were happy with the art style and use of opacity to blend elements. Based on surveys, they tried to appeal to common interests but found the target demographics hardest. Peer feedback praised backgrounds, characters and concept but noted the need for a longer story and finished plot. In their summary,
The document provides an evaluation of the student's production process for their final major project (FMP) creating a game. It summarizes their research process, planning, time management, technical and aesthetic qualities of the game, audience appeal, and feedback from peers. The student felt their research was effective but they could have managed time better. Technically, they were pleased with how they implemented scene transitions and use of opacity. Aesthetically, they were happy with the art style and use of opacity to blend elements. Based on surveys, they tried to appeal to common audience preferences. Peer feedback praised backgrounds/characters but suggested a longer story and finishing the plot. The student agrees more planning was needed to complete the game fully.
Kieran Bradley conducted research on their target audience and genre through interviews and a case study. Their research helped inform the development of their 8-bit action-adventure video game. Planning included experiments, health and safety considerations, and contingency planning. Time management was challenging within the 5 week timeframe but a schedule helped ensure deadlines were met. Technical qualities of Kieran's game compared well to a pre-existing game though room for improvement was noted. Aesthetic qualities like the color scheme and realism were strengths, while character movement could be enhanced. The game concept and freedom of gameplay would appeal to the 18-20 year old target audience.
The document summarizes the student's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for their final project creating a video game. The research involved analyzing existing puzzle and escape games to inform game design ideas. Planning included mind maps and mood boards to generate game concepts. Time was well managed through a schedule to complete all work on time. The technical and aesthetic qualities of the game focused on simple graphics and sounds to create a spooky, horror-themed atmosphere for the puzzle game. The intended audience was males ages 10-20 interested in darker, violent game topics.
This proposal outlines a 2D racing video game targeted towards 7-13 year old boys. The game will involve racing against other cars to complete levels as fast as possible while collecting coins. Players will need to dodge obstacles and return fire from enemy cars trying to block their path. Research into similar 2D games will inform the design of gameplay mechanics and animations. Sound effects and music will be created using an online tool. Ongoing evaluations and a final self-reflection will assess progress and the outcomes of the project.
Jack Morton evaluated his research process for a production project. The strengths of his research included being able to identify key information and deciding what to include to improve the final product. Another strength was that the information was clear and easy to understand. Some weaknesses included the research slowing him down and not providing clear questions. To improve, he would add more detail. In planning his final product, strengths included choosing an eye-catching design and collecting inspiring images. Weaknesses were spending too much time on one part of the planning. For time management, focusing more on important parts like research and experiments would have improved his grade. Additional time would have allowed for more detailed experiments and designs.
The document summarizes the key aspects of the author's game design project evaluation, including research, planning, time management, technical qualities, aesthetic qualities, and intended audience appeal. Some main points:
- Research on similar games helped with inspiration and visualizing the game design, but target audience research with only 2 people was not very useful.
- Planning was very helpful for visualizing how game elements would fit together, but not enough planning was done for some aspects like animations.
- Time management was a flaw as production was prioritized over written elements, leading to an incomplete game narrative and mechanics last minute.
- Aesthetic qualities like lack of HUD and menu were focused on, inspired
The document summarizes the student's evaluation of their research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for their game development project. Some key points:
- The research covered multiple game styles which provided more ideas but wasn't as specific as it could have been once a style was chosen.
- Planning was rushed due to lost time from weather closures. More detail and annotations could have been added.
- Time was generally well managed despite lost days, though some evaluation time was sacrificed.
- The technical and aesthetic qualities drew from Pokémon-style games but had some distinguishing elements like borders and softer colors.
- Audience research provided mixed feedback, but
The document provides a summary and evaluation of Scott Mandis' production process evaluation project. Some key points:
- Research strengths included familiarity with pixel art games and understanding the target audience. Weaknesses were not researching how game assets were created.
- Planning strengths were inspiration from other games' characters and backgrounds. Weaknesses were not planning how to create assets and not reviewing other trailers.
- Production was limited by a lack of research into asset creation and lack of practice creating assets during experiments.
- Time management and lack of motivation impacted the project. More organization during research and planning could have helped production.
- Peer feedback noted areas for improvement like character animation, using varied tree
The document provides an evaluation of the author's work on creating a video game. It summarizes the key stages of development including research on existing games, planning ideas for the new game, time management, technical and aesthetic qualities, and audience appeal. The research informed game mechanics, style, and target demographic. Planning helped choose a genre. Time management was the weakest area. The game drew inspiration from Final Fantasy but was simplified for a wider audience about bee conservation.
Charlotte Oliver evaluated her research and planning for a game design project. For her research, she looked at graphics, dialogue, terminology, and gaming addiction articles from a recent game as references. She felt her research helped her understand game codes and conventions but could have improved her graphics comparisons. For planning, she created a style sheet exploring colors and pixel art styles. She also planned sound effects, ensured contingencies, and did a health and safety document. However, she struggled creating her production and spent too much time editing, which caused her to not stick to her planned schedule.
The document provides an evaluation of the production process for a video game project. It summarizes the student's research, planning, time management, technical and aesthetic qualities, audience appeal, and feedback received. For research, the student analyzed existing games and conducted a survey to understand their target audience. Planning relied heavily on the research. Time management was an issue, especially for more advanced pixel art. Technical skills like pixel art details improved. Aesthetic qualities focused on an appealing color scheme. Audience research helped create an RPG that appealed to fans of the genre. Peer feedback praised the graphics and suggested showing gameplay or more characters.
The document provides an evaluation of the author's process in planning, developing, and refining a game project. It discusses strengths and weaknesses in the areas of research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal of the initial project. The author reflects on improvements that could be made such as adding more animation, sound effects, hazards, and enemy elements to make the game more engaging for their target audience.
The document discusses the evaluation of a game production project. It reflects on the research, planning, time management, technical qualities, aesthetic qualities, and audience appeal of the project. The key points are:
1) The research could have been improved by interviewing more people and a wider range of opinions to ensure the genre choice appealed to more people.
2) Better planning, such as spending more time on character designs, would have allowed for more detailed and interesting characters.
3) Time management was generally good but more time spent on animations and experiments could have improved technical aspects like movement and gameplay.
4) Overall the game achieved its goals of a fantasy RPG but technical elements like the fight scene
The document discusses the evaluation of a product created by the author. It covers research, planning, time management, technical qualities, aesthetic qualities, and audience appeal. For research, the author analyzed existing similar games but could have improved interviews. For planning, mind maps helped but character designs were not usable. Time management was mostly good but more could be spent on experiments and animation. Technical qualities like layout and genre were similar to examples, but the author's game had less features. Aesthetics like color and creativity were good but the fight scene could be improved. Audience appeal elements like fantasy aspects and rewards were included but more graphic content may have helped.
The document provides peer feedback and reflections on Joseph Sam Fulton's production process evaluation for an FMP project. The strengths highlighted in the feedback include the thought put into props and conveying the intended dark and disturbing theme through music. Areas for improvement mentioned are drawing skills and character designs. Fulton agrees with the feedback that drawings could have been improved with more time and that the story was the best element.
The document provides an evaluation of the student's retro-style video game project. It summarizes the research conducted on retro video game styles, colors, and traits. Production experiments helped understand game mechanics like character movement and sliding screens. Planning included a mood board to determine style and colors, and a schedule to manage time. Sufficient time management and the schedule helped complete tasks on time, though more time could have improved audio and the starting sequence. The game fits the retro aesthetic through its blocky look and uses appropriate sounds. It aims to appeal to teens and older players interested in skateboarding and retro games.
This document contains a list of 6 items: Title Screen, Box Cover, Map, Magazine, Illustrations, and Developer's Logo. It seems to be listing different types of visual elements or assets that could be included in a video game or interactive experience. The list provides a high-level overview of graphical components without further description of each item.
This document provides an overview of the backstory and factions for a proposed video game called "Rome Gone Bad." It describes how Julius Caesar tasks his most trusted advisor to lead a legion north of Rome to protect Caesar's testament of strategic ideas. The advisor must choose a region to establish a new faction called the Order of the Testament. The legion then transforms into different factions to fulfill various roles, including the Divine Guard, Holy Guard, Shadow Guards, Shadow Priests, and Shadow Sisters. It provides details on the structure and purpose of each faction. The overall goal is for the advisor to lead the new faction and protect Caesar's testament while avoiding conflict with Rome for as long as possible.
The document provides an overview of existing products in different media that are relevant to the author's concept project. It summarizes several posters, magazines, pixel designs, and animations, noting elements like art style, use of color, positioning, and text-to-image ratios that could inform the author's work. Survey results are also presented, giving insights into the target audience's preferences around settings, narrative choices, and other aspects. Secondary research on the video game industry and best-selling titles provides context on market trends and successes.
The author chose not to focus on promoting their work because they lacked confidence in it, though it was published on their website. They could have set up social media to connect with younger audiences, pitched their work to games developers for feedback and potential partnerships, or shared it on game forums to connect with relevant audiences. While more promotion may have been beneficial, the author is still not proud of their work so they do not entirely regret the limited outreach.
The document provides a self-evaluation of a student's final project. It identifies several strengths, such as the initial concept idea and planning phases, but notes many weaknesses in the research, production, and visual elements of the project. Overall, the student felt the project had value as a learning experience but was not very successful due to weaknesses in time management, organization, and losing interest over time.
The student conducted market research on existing video game products to inform their concept design. They analyzed posters, magazines, pixel designs, maps, and animations, noting elements like use of color, spacing, and styles. A survey provided insight into preferences of the target audience. Secondary research on the gaming industry and best-selling games showed a lack of history-focused titles in top lists but diverse genres among best sellers. Overall, the research helped visualize and refine the concept but did not significantly alter the core idea.
This document outlines the products being created for a video game concept, including a title screen, box cover, map, magazine, poster, developer logo, and illustrations. Each product is given its own section to provide details on the concept for that piece.
The overall project had some strengths and weaknesses. The initial concept idea was a strength as it centered on the creator's interests to help maintain focus. However, the research lacked depth. The planning phase, including the copy and flat plans, helped structure production. Production had mixed results - the written pieces and magazine were strengths but illustrations and other works did not meet expectations due to time constraints and loss of interest in the concept.
- The document discusses and promotes an upcoming video game called "Rome Gone Dark" that is currently in the conceptual phase.
- It provides an excerpt from an interview with one of the game's creators who discusses why they chose to set the game in the period after Julius Caesar's assassination and their goal of allowing player choice to impact the narrative.
- The creator aims to explore an outsider's perspective of the Roman Empire and show it as an oppressive conglomerate, while also portraying Caesar in a more nuanced light through an alternate historical fiction.
Will Cave is seeking an opportunity to develop his career and skills in technology. He has strong organizational skills and can work independently or as part of a team. His past work includes private hire cooking, delivering newspapers, and studying creative media and production technologies in college. He has proficiency in Microsoft Office, Adobe Creative Cloud, and website design. In his personal time, Will enjoys video games, game and media design, keeping up with current events, history, and discovering new music.
This article provides an overview and interview about an upcoming video game called "Rome Gone Dark" that is currently in the conceptual phase. The game is set in ancient Rome around the time of Julius Caesar's assassination. It will focus on player choice and include fictional elements. In an interview, the developer discusses why this historical period was chosen and their goal to portray Rome from the perspective of outsiders opposed to the empire. They hope to show both Caesar and Rome in a complex light through the game's alternate history narrative.
FMP Lore - The Sigils and Their GuardiansWill Cave
The document describes mysterious sigils that were collected by Caesar and separated after his death. Each sigil was planted under a rapidly growing tree and guarded to prevent them from being reunited, as together they form a powerful orb. The player will have opportunities in a game to collect the sigils, but is warned not to trade them to be reunited due to the orb's dark power and high cost.
The Night Tree is located halfway up the Black Thorn mountain and is surrounded by beating white deer hearts impaled in its roots. It will share some of its knowledge with visitors for a personal cost, such as a grieving widower's wedding ring or a proud parent's child's life. For the player, the cost is one or more of the 10 Order Sigils that were discovered and scattered by Caesar. The sigils can either be traded to the Night Tree and absorbed into Caesar's still-beating heart for a technology path, or collected to piece together The Order's Puzzle in the High Fortress.
The document discusses implementing a skill/technology tree in a game concept. It would require the player to acquire a limited number of tokens to unlock parts of the expansive tree, similar to Total War: Three Kingdoms. This would force difficult choices in which technologies to pursue, reinforcing the theme of player choice and creating lasting consequences. Unlocking technologies could both help and hinder the player's progress, improving replayability and atmosphere by making decisions more impactful. The tree would be called the Night Tree and focus development in areas like science, strategy, stability, support, and suffering.
The developer John Williams was interviewed about his new game "Rome Gone Dark" which is set during the Roman Republic period. He chose this setting because of the high level of interest in Roman history and it was a pivotal point as the Republic transitioned to an Empire. The game allows the player to experience an alternate history where Caesar survives and the player can influence how events unfold after his death. The developer hopes to provide new perspectives on how the Roman Empire was viewed by outsiders and those opposed to its expansion.
This document provides an overview and early details about an upcoming game called Rome Gone Dark that is currently in the conceptual phase. It discusses the game's setting in the period after Julius Caesar's assassination and that it will include fictional elements mixed with real historical aspects. While sticking to history isn't the primary goal, the creators want the game to be fun first with strategic choice-based gameplay similar to Reigns. They have started sharing early illustrations and lore on their website to generate interest and support for fully producing the game.
This document provides an overview of pre-production material for an upcoming project. It discusses sourcing material from the author's own previous work and collecting additional material over the coming week. The material will primarily be used for the magazine component of the multimedia production. Most of the material will be accessed through the author's OneDrive storage.
The document describes three experiments related to creating fonts and insignia for a game set in 44 BC Rome. The first experiment involved creating a Roman-inspired font with the right ratio to fit the concept of the game. The second experiment was to recreate an existing insignia design, which helped the creator gain confidence in their abilities. The third, last-minute experiment involved attempting to recreate a circular Roman shield design, which the creator felt they did an alright job with despite running out of time.
The document summarizes research conducted for a video game concept project, including:
- Existing product research on posters, magazines, pixel designs, and animations to inspire aesthetic choices.
- An 11-person survey finding that most respondents were ages 17-20 and had mixed views on player choice narratives.
- The research helped visualize the concept and understand potential audiences, but some intended research on the game setting was not conducted due to time constraints.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
3. Research
I think one of the strengths of my research was how in-depth I went into the each factor of
the games I chose to research, the factors were things like mechanics, setting, lighting,
format, etc. The games were Thief, Fallout 4, Mark Of The Ninja, and Assassin’s Creed:
Chronicles. Another strength was the decent amount of responses to my survey. The survey
was helpful to let me see into the what my audience wanted in a video game.
I’d say that my research has helped me to really picture what my audience wants and prefers
,when it comes to games. This helped me to keep some sense of rewards in the game, as
games that incorporate this seem to be the most popular. Even using terminology like “well
done” “you won” level cleared” and many more give a similar effect of players. This reward
system plays into the way our brains work, giving us hits of Dopamine. Doing this to much
can lead to be addicted to that hit, meaning being addicted to its source. In this case, the
video game. An example of this is Candy crush, and many other mobile games. I tried to
reflect this part through the reward system, using a score system.
I think I’d say that my research into my audience was a strength, as I went quite in-depth. I
went into things like their age range, their social status’s, what physiographic they would fit
into, how this effects them in conjunction with gaming and the gaming industry. For example
gamers in the physiographic “needs driven” are easily influenced, things like deals and offers
will appeal primarily to these people, without stating it. The gaming industry knows these
peoples weaknesses but continue to manipulate them for profit. These people are referred
to as “Whales” in the gaming industry.
4. Research
One weakness of my research is how a good chunk of it was focused upon stealth
mechanics. From my end product, I see that this didn’t help me in it, as it ended up
not being a stealth game. However, it helps to show my aims at the time of my
research. So it does show where I started out, and what wanted, compared to now,
with the end product. I think I could have probably looked into how practical my ideas
and concepts were, this could have been reflected in my research. Through
researching other genres, other than stealth games. I think I would also have
researched into my audience’s art style preferences. As some people prefer more
retro looking games than games like GTA V, which goes for more of a realism art style.
5. Planning
I think one strength with my planning was that the style sheet sheet. As it shows the parts I
was able to do and ended up n the end product. For example I did use a very similar pixel
font design in the end, it fit so well with the retro feel to the animation. In addition I used
very similar colours throughout, from the colour schemes. My planning helped me to
picture the style I was going for, the colours I wanted use, the font I wanted. Now sure,
some things I couldn’t do, some things I changed a bit, but the planning helped to put it in
motion. To keep me on track I a design sense.
I’d say that a weakness of my planning is doesn't show the exact art style, colour pallet, and
font. I think that’s useful, as it shows what I wanted to create before I started production, it
shows that I changed that throughout production. This came down to many issues I had with
many aspects the animation, its creation and in its finalization. Many of these I noted down,
as I thought I would allow me to see a more accurate path from before production to after
production. From the things I couldn’t include you can tell that with more time I could have
included them. As they are mainly things like sound effects. More time would have been
very helpful for this. I think these improvements would have ended up with a higher quality
product.
6. Time Management
I found the time management a bit difficult. As I didn’t stick to my original plan for the 4
weeks of production. There was a few reasons for this. The first being the increase in
required time for many parts of the early production. As the first 2 weeks were allocated for
the creation of the layers and others pieces of the animation. I wanted to get these
completely ready, so that the animation stage would go as smoothly as possible. This
didn't’t happen. I took quite a bit longer than I thought with the layer creation and
completion.
The second reason was that due to poor time management by the College itself, there was
a spanner thrown into to the works. The days where certain students had exams was right
in one of our most busiest weeks of production. It was the 4th week. This meant we had to
move the evaluation back by one week and use its week for production. The evaluation
week move into our week of contingency, we no longer had a week to fallback on. As the
deadline couldn’t really be moved, I guess. This effected everyone's time management
quite a bit.
I’d say that I only just finished the project, and that came down to me ditching parts of it
that I hadn't quite got to yet. These were a customization screen and a leaderboard screen.
I think these would have helped to make the animation feel more well-rounded and whole,
complete if you will. If I had more time I would had added those screens in, as well as some
more sound effects. I would added some for the character walking, climbing etc.
7. Technical Qualities
As my animation is in the form of a 2-d platformer, I think that Mark Of The Ninja (MOTN) is a good
product to compare it against. One big difference is the appearance, as MOTN has a higher resolution.
MOTN was my biggest inspiration for my original concepts for how it would all look. I thought so much of
the elements would be great to incorporate in my animation. I wasn’t able to do this, many couldn’t
easily be done, some just out right wouldn’t have worked.
The goals of MOTN to reach the end of each level, whilst earning points to then upgrade the character.
These aren't the same as the goals in my animation. But they also aren't that different, as mine were to
reach the end of the level before the time runs out, whilst looting furniture for money, this was then
multiplies by the remaining time to give you the score. One major difference is that MOTN is centered
around stealth mechanics. This is done by having NPC’s having a line of sight, score bonuses, penalty for
breaking stealth. The penalty is that you will e hunted down for a set time, as they will be on alert. My
animation is not centered around stealth. However, it was during the planning stage, this changed early
into production. I realized how much work it would require, and not to mention the time. I certainly
wouldn't’t have finished it in time.
8. Aesthetic Qualities
Taking in to account the time I had, the pixel resolution and how much I put in, I'd say it
looks good. But not what originally imagined or wanted. If I had a larger amount of time to
work with from the start I think I’d have done it in a larger resolution, meaning I could have
had way more detail, allowing me to make it look better. I like the character itself, with the
space I ended up with it turned out well. Sure, I wanted something more than what I
created but the limited space stopped me. The size of the level meant I had a small space
to create a character that would fit.
Well I suppose it was creative, as it was created from the ground up, creating as I went
along. I had a few inspirations but I made sure that it was all from me, nothing was
external, all original. If that’s feasible anymore, as everything uses something else as
inspiration. I liked creating the tree, I like the shading it used. One of the most prominent
things I would improve upon is the environment. The environment in and around the level
is almost none existent. More vegetation would have gone a long way to making it feel
more real, in the sense that it could look similar to an existing place.
I think that my animations simplicity is both a strength and a weakness. It’s a strength
because of how it looks similar to many older games, retro games. I also tried to reflect this
in my music/ sound effects. I think this will appeal to people who grew up with similar
looking games, the nostalgia attracts them. However, its also a weakness as many people
prefer better looking games, mainly games that go for Photorealism. The simplicity means
that those people most likely wont be attracted to this.
9. Audience Appeal
First off, my target audience is aged between 15-24. Age is a key factor in this, as the
target audience is mostly in that specific age range. There are some exceptions. I chose
this age range because a good amount of people in it played similar looking games
growing up. I think that the simplicity and art style of my animation should appeal to
many of them. The nostalgia is the main attraction with my animation, to those in my
target audience anyway.
It also appeals to the audience through its entertainment. Most people this age have
more free time than many older people. This free time means many seek out
entertainment. Some watch movies, videos, listen to music etc. Some of them use video
games as their entertainment. So I think it appeals to them through it being a form of
entertainment. In addition to art style/ simplicity appealing them, I think that my music
appeals to them. As its very 8 bit sounding, this kind of music was in many older more
retro games, so it’s appeal is in the nostalgia.
11. Feedback 1
what i like about the product:
I really like the music that you have implemented in your game it really fits the theme of your
game especially the 8 bit feel.
I also like the transition into the skyscraper it is very smooth transition.
the zip line animation is very smooth as well
and finally the level completion screen is very good because it looks really professional
what improvements could have been made to the production:
there are only a few things i would change, the music for your game is very repetitive and also
the the intro screen is a bit long but apart from that it is really good.
12. Feedback 2
what i like about the product:
I love the sheer detail that this game has such as the the building fading
away and back when the character goes inside and exists it. I also love
how good the artwork it as it must have taken lots of time and effort to
get something as detailed as you have. The same goes for the
animation i am impressed by house smooth it all is and how well it
works.
what improvements could have been made to the production:
I am struggling to think of anything to improve but maybe you could
speed it up slightly artificially in premier just to see how it looks as the
walk animation looks a bit slow but other then that it is very good!
13. Feedback 3
what did i like:
The first thing that I liked about your product would be the aim of the game. I like the fact
that the payer has to spree the buildings to get the money, as it shows mystery to the
game to find as much money as you can. i also like the way the character has to work his
way up and go over the obstacles, which adds to the challenge of the game. lastly, the
layout. i like the way the game has placed the buildings to make it look like a busy area,
and an interesting place. if you had a plain background, then the game would have no
excitement to it, as there is nothing interesting to look at.
How to improve:
Maybe make the gameplay a bit longer. i would have liked to have seen the character spree
the other building he lands on. i would have liked to have see the character wanted. you
could have made a police officer come in the game to try to hunt for the character.
14. Feedback 4
what did I like:
I love the background! There is so much detail in the design! It’s awesome! I think it would
be cool if the guy could interact with more stuff like the stalls, I think it would make the
game play more fun. I LOVE the jump animation! I think the characters movements are
amazing, especially because you had such a small character I think you managed to do it
really well.
How to improve:
The image is blurry, but I know you tried to fix that so its not that bad. I find the music a
little repetitive and loud, it would annoy me after a while and I don’t think it really fits with
the theme of the game.
15. Peer Feedback Summary
• What do you agree with from your peer feedback?
– I agree with all the points each of them made about what they
liked, they reflected many areas of my work. I also agree with
their improvements. If I would certainly have attempted to add
them in if I had more time.
• What do you disagree with from your peer feedback?
• I only disagree with one improvement. That my title screen
duration could have been shorter. The reason I wanted it as it is, is
because I wanted to give the audience enough time to read the text
and understand what its/ is happening. But I can understand why I
can seem a little too long.
Editor's Notes
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?
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?
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?
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?
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
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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
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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
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