The document provides a summary and evaluation of a production project focused on evaluating two video games and creating a script, graphics, and video summarizing the key aspects. Some strengths included detailed research conducted directly from game developers, thorough interviews, and good analysis of influential videos. Some weaknesses included difficulty assessing the audience and not incorporating interviews more into the final product. When planning the graphics and video sections, the creator intended to apply lessons learned from their research and analysis but ended up making some changes to their initial designs and plans during the production process. Time management was also evaluated, with the creator feeling they could have benefited from more time spent on the video portion and conducting additional research into video editing.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". The proposal provides details on the target audience, which is teenagers and young adults aged 15-26, mostly male. It discusses influences from previous projects and concepts for improving upon a previous video game project. The FMP will be an RPG video game created in Photoshop, featuring improved characters, environments, battles and music from the previous game. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
The document provides an evaluation of Harry's game development project. It summarizes the key aspects of Harry's research, planning, time management, technical qualities, aural qualities, and aesthetic qualities of the game. Some strengths identified include effective sound effects and animations. Weaknesses include issues with C-3PO's arm animation and limited use of color in the background. Overall the evaluation assessed both positives and areas for improvement in Harry's game design and development process.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as teenagers to young adults aged 15-26. The game aims to have RPG elements with a fantasy theme appealing slightly more to male demographics. Research was conducted on target audiences. Previous projects helped develop skills in animation, design, planning and music that will be applied to this FMP. The concept is a 16-bit style RPG set in a fiery cavern. Improvements will be made to visuals, story, characters and battle sequences from a previous prototype. Progress will be evaluated through weekly blog posts and a final presentation.
The document provides an evaluation of an FMP project. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research section found games like Stranger Things helpful for inspiration but Slender Man less relevant. Planning allowed narrowing ideas but some became unrealistic. Time away from school hindered work. Peer feedback praised the creative design but noted character movement could be more fluent and text on clippings clearer.
Caleb plans to create a 2-level video game for his final major project. For the locations in the game, he wants a sunny countryside setting for the first level and a darker, underground setting for the second level. This will help keep the audience engaged. For equipment, he will use Photoshop to create the animation and InDesign for text formatting. As the sole creator, Caleb is experienced making game backgrounds and movements. He provided storyboards showing a character walking, jumping over objects, and the location changing between levels. Caleb also plans to include sound effects like footsteps and sword swinging to enhance the gameplay experience.
The document provides an evaluation of an animation created by Ryan Worcester. It summarizes the technical quality of the animation, including the walk cycle, use of parallax scrolling, and shot types. It also discusses the creative quality of the unique characters. Ryan took inspiration from The Grim Adventures of Billy and Mandy for the animation style and dark humor. He tested the animation with his target audience of 16-18 year old fans of dark humor and received positive feedback on the humor, characters, and professional visuals. Ryan used Photoshop to create animation elements and After Effects to animate them.
Ryan Worcester created various marketing assets for the mobile game "Snake Escape" over the course of several months. This included designing an app icon, t-shirt, stickers, poster, and Twitter page. Worcester researched existing designs and gained feedback on initial drafts. Based on feedback, adjustments were made such as adding color, unifying elements, and including gameplay screenshots. The final assets were evaluated against similar existing products and for fitness of purpose. Worcester also created box art and additional graphic designs.
The document outlines Ryan Worcester's graphic design work for a Little White Lies magazine cover project and Snake Escape app and game. It includes schedules and goals for the projects, research on cover and app icon designs, draft designs, and feedback received. Draft designs included app icons, t-shirts, stickers, and a poster. Feedback led to changes like adding color, unifying design elements, and showing gameplay. The final assets included refined app icon, t-shirt with icon, sticker set with linked designs, and a poster with QR code and screenshots. Additional work analyzed video game box covers and included original box art.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". The proposal provides details on the target audience, which is teenagers and young adults aged 15-26, mostly male. It discusses influences from previous projects and concepts for improving upon a previous video game project. The FMP will be an RPG video game created in Photoshop, featuring improved characters, environments, battles and music from the previous game. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
The document provides an evaluation of Harry's game development project. It summarizes the key aspects of Harry's research, planning, time management, technical qualities, aural qualities, and aesthetic qualities of the game. Some strengths identified include effective sound effects and animations. Weaknesses include issues with C-3PO's arm animation and limited use of color in the background. Overall the evaluation assessed both positives and areas for improvement in Harry's game design and development process.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as teenagers to young adults aged 15-26. The game aims to have RPG elements with a fantasy theme appealing slightly more to male demographics. Research was conducted on target audiences. Previous projects helped develop skills in animation, design, planning and music that will be applied to this FMP. The concept is a 16-bit style RPG set in a fiery cavern. Improvements will be made to visuals, story, characters and battle sequences from a previous prototype. Progress will be evaluated through weekly blog posts and a final presentation.
The document provides an evaluation of an FMP project. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research section found games like Stranger Things helpful for inspiration but Slender Man less relevant. Planning allowed narrowing ideas but some became unrealistic. Time away from school hindered work. Peer feedback praised the creative design but noted character movement could be more fluent and text on clippings clearer.
Caleb plans to create a 2-level video game for his final major project. For the locations in the game, he wants a sunny countryside setting for the first level and a darker, underground setting for the second level. This will help keep the audience engaged. For equipment, he will use Photoshop to create the animation and InDesign for text formatting. As the sole creator, Caleb is experienced making game backgrounds and movements. He provided storyboards showing a character walking, jumping over objects, and the location changing between levels. Caleb also plans to include sound effects like footsteps and sword swinging to enhance the gameplay experience.
The document provides an evaluation of an animation created by Ryan Worcester. It summarizes the technical quality of the animation, including the walk cycle, use of parallax scrolling, and shot types. It also discusses the creative quality of the unique characters. Ryan took inspiration from The Grim Adventures of Billy and Mandy for the animation style and dark humor. He tested the animation with his target audience of 16-18 year old fans of dark humor and received positive feedback on the humor, characters, and professional visuals. Ryan used Photoshop to create animation elements and After Effects to animate them.
Ryan Worcester created various marketing assets for the mobile game "Snake Escape" over the course of several months. This included designing an app icon, t-shirt, stickers, poster, and Twitter page. Worcester researched existing designs and gained feedback on initial drafts. Based on feedback, adjustments were made such as adding color, unifying elements, and including gameplay screenshots. The final assets were evaluated against similar existing products and for fitness of purpose. Worcester also created box art and additional graphic designs.
The document outlines Ryan Worcester's graphic design work for a Little White Lies magazine cover project and Snake Escape app and game. It includes schedules and goals for the projects, research on cover and app icon designs, draft designs, and feedback received. Draft designs included app icons, t-shirts, stickers, and a poster. Feedback led to changes like adding color, unifying design elements, and showing gameplay. The final assets included refined app icon, t-shirt with icon, sticker set with linked designs, and a poster with QR code and screenshots. Additional work analyzed video game box covers and included original box art.
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.
reflects that the most common feedback was to include more content, such as a character selection screen or customization as originally planned, and to make the game map more dynamic.
This document summarizes Abbey Glancy's evaluation of her video game project. It discusses the research, planning, time management, technical qualities, aesthetic qualities, and intended audience. For research, Abbey took inspiration from Mario Kart and Need for Speed. The planning differed from the final product in some visual elements. Abbey felt she managed her time well but could have planned menus better. She created assets in Photoshop and animated in Premiere. The game has bright colors like Mario Kart. Abbey aimed it at teenagers of both genders but thought males may find the cars and space themes more appealing.
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 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.
This document contains mood boards and design ideas for an ancillary document about the effects of media and video games. It includes color scheme, layout, text, font, and photography style ideas. Some key ideas mentioned are using graphics and split layouts, matching logo/text colors, varying font sizes for visual hierarchy, embedding images in text, and using blurred backgrounds with bold text to imply influence of video games. The goal is to create an eye-catching yet informative ancillary document on this topic.
The document provides details on the pre-production for a mobile game and promotional materials. The game will have the player exploring an apartment and interacting with benign monster tenants. Customizable outfits and items can raise friendship levels. Currency can be earned through gameplay or purchased. The target audience is females aged 10-17. The game and poster will be distributed through mobile app stores and websites. Sound effects, music and screenshots are presented to illustrate the planned design.
The document provides details on pre-production work for a game project, including color schemes, fonts, HUD designs, character sketches, and a production schedule. Key aspects include:
- Choosing brighter colors inspired by adventure games like Monkey Island.
- Selecting pixelated fonts to match the retro style and ensure legibility when pixelated.
- Favoring a bottom-right HUD layout that resembles common adventure game designs.
- Initial sketches exploring flag, character, and robotic arm concepts to develop the visual style.
- A 3-week production schedule outlining tasks like background art, sound effects, and animation.
The document provides details about the pre-production process for a mobile game and accompanying promotional materials. The game will allow players to explore an apartment and interact with benign monster tenants. Customizable outfits and appearances are planned. The game is targeted at females ages 10-17 and will include in-game currency earned through gameplay or purchases. Screenshots and style guides are presented to visualize planned gameplay, characters, and a promotional poster.
The document provides an evaluation of William Anderson's research and planning for a video game project. It summarizes his research into similar games to determine visual styles and target audiences. It also describes his planning process including mindmaps, a proposal, and schedule. Technical aspects like character designs, animations, sound effects, and transitions are discussed. The document evaluates his time management, planning, experimentation, and areas for improvement.
The marketing plan summarizes Ryan Worcester's plan to promote the mobile game "Snake Escape". The key objectives are to increase awareness, gain a good reputation, and generate revenue to fund future games. The plan discusses the game itself, market research on competitors and target audiences, and promotional products including an app icon, t-shirt, and sticker collection. Feedback was gathered on initial designs and changes were made to improve color, linking of themes, and overall recognition of the game brand.
The document discusses graphic design elements across different sectors including gaming, moving images, and websites. For gaming, posters and flyers are used to distribute products while games themselves do not allow user design input. Moving images solely focus on entertaining audiences through shows. Websites can be used for many purposes and uniquely allow consumer generated content through user uploads and channels. While the sectors differ in interactivity and purpose, all involve graphic design elements in marketing and presenting content.
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.
Harry plans to create a completed version of his original video game project as his final major project. The game is a platformer with turn-based RPG battles that also includes a mystery for players to solve. Harry chose this project to finish the game he originally intended to create and because he enjoys platformers and RPGs.
- The document provides an evaluation of a video game project created by Georgina Whiteley. It analyzes the strengths and weaknesses of the research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal of the project. Some strengths included detailed planning, smooth animations, and appealing aesthetics and music. Weaknesses included repetitive levels, long loading times, and a lack of variation in game mechanics. The evaluation aims to identify areas for improvement in future projects.
The document evaluates the graphic design work done to promote a mobile game called Snake Escape. It compares the poster, t-shirt, and sticker designs to existing examples from other games. Feedback was received that prompted changes to declutter the poster, make the game more accessible, and unite the visual elements of the stickers. The work was done using pencil, Photoshop, Illustrator, and a graphics tablet to design assets and products for promoting the game. While the t-shirt design fits its purpose to promote brand recognition, the app icon design may need changes based on further feedback to better fit the target audience and game.
This document provides details about the pre-production process for a concept video game, including gameplay mechanics, characters, story, and marketing. The game will be an 8-bit turn-based post-apocalyptic RPG with a focus on story and characters. Target audiences are mature gamers ages 15+, as younger audiences may not appreciate the mechanics and story-driven focus. Advertising will target dedicated gamer websites rather than more general audiences. Details are also provided about sound effects, music, color schemes, and font styles being considered to set the retro-futuristic tone. Concepts for character designs, combat mechanics on a grid system, and overworld movement are outlined.
Here are my responses to your interview questions:
For level themes, a city/urban theme would be interesting as it's not overly common in platformers. This tells me including a city-inspired stage would appeal to this audience member.
They acknowledged story isn't essential if the core gameplay is fun, but that some story is preferable to avoid boredom. This suggests keeping any narrative simple while focusing on gameplay.
They agreed co-op could make the game more enjoyable like in Cuphead. This indicates multiplayer support would appeal to this interviewee and potentially others.
In summary, this person's preferences point to including a city-themed level, a lightweight story, and co-op gameplay features to engage and
The document discusses various aspects of marketing and promotional design for a mobile game called "Snake Escape". It includes analyses of app icons, banners, t-shirt designs, logos, and stickers created for the game. Feedback was provided on initial concepts which informed final designs for each element. The goal was to create visuals that fit the dark and creepy theme of the game and would appeal to the target audience.
The document describes designs the author created for promotional products, an app store icon, and web banners for a game. For promotional stickers, the author designed stickers in the style of Angry Birds stickers using characters and the game title. For an app store icon, the author used conventions like shape and drop shadows. Web banners were similar sizes to others and used game artwork and text like Titanfall banners. Feedback suggested lightening colors and adding patterns. The author improved designs based on this by adding color and patterns. Materials used included paper, design software, and a printer. The designs fit the target audience through simple, cartoon-themed styles and imagery relating to the game.
Erin created a card matching game based on the book series "The Mortal Instruments". Strengths included in-depth research that allowed inspiration from the source material. Planning made production easier but timing between levels could have been better planned. Audio elements like the 8-bit background music were strengths, while more detailed pixels for the runes could have been improved. Overall the game aesthetics looked good in representing each book with color palettes, though more depth and complexity could have been added to elements.
The document provides details on the pre-production for a multimedia project comparing Team Fortress 2 and Animal Crossing. The project will include short video clips demonstrating a potential video essay as well as a printed script formatted as a magazine article. A first draft of the script is presented, along with style sheet inspirations and initial concepts for the print layout, including a two-page spread. Test edits of video clips demonstrate sequencing, color correction, and green screen effects. Resources, equipment needs, and contingency plans are also outlined.
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.
reflects that the most common feedback was to include more content, such as a character selection screen or customization as originally planned, and to make the game map more dynamic.
This document summarizes Abbey Glancy's evaluation of her video game project. It discusses the research, planning, time management, technical qualities, aesthetic qualities, and intended audience. For research, Abbey took inspiration from Mario Kart and Need for Speed. The planning differed from the final product in some visual elements. Abbey felt she managed her time well but could have planned menus better. She created assets in Photoshop and animated in Premiere. The game has bright colors like Mario Kart. Abbey aimed it at teenagers of both genders but thought males may find the cars and space themes more appealing.
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 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.
This document contains mood boards and design ideas for an ancillary document about the effects of media and video games. It includes color scheme, layout, text, font, and photography style ideas. Some key ideas mentioned are using graphics and split layouts, matching logo/text colors, varying font sizes for visual hierarchy, embedding images in text, and using blurred backgrounds with bold text to imply influence of video games. The goal is to create an eye-catching yet informative ancillary document on this topic.
The document provides details on the pre-production for a mobile game and promotional materials. The game will have the player exploring an apartment and interacting with benign monster tenants. Customizable outfits and items can raise friendship levels. Currency can be earned through gameplay or purchased. The target audience is females aged 10-17. The game and poster will be distributed through mobile app stores and websites. Sound effects, music and screenshots are presented to illustrate the planned design.
The document provides details on pre-production work for a game project, including color schemes, fonts, HUD designs, character sketches, and a production schedule. Key aspects include:
- Choosing brighter colors inspired by adventure games like Monkey Island.
- Selecting pixelated fonts to match the retro style and ensure legibility when pixelated.
- Favoring a bottom-right HUD layout that resembles common adventure game designs.
- Initial sketches exploring flag, character, and robotic arm concepts to develop the visual style.
- A 3-week production schedule outlining tasks like background art, sound effects, and animation.
The document provides details about the pre-production process for a mobile game and accompanying promotional materials. The game will allow players to explore an apartment and interact with benign monster tenants. Customizable outfits and appearances are planned. The game is targeted at females ages 10-17 and will include in-game currency earned through gameplay or purchases. Screenshots and style guides are presented to visualize planned gameplay, characters, and a promotional poster.
The document provides an evaluation of William Anderson's research and planning for a video game project. It summarizes his research into similar games to determine visual styles and target audiences. It also describes his planning process including mindmaps, a proposal, and schedule. Technical aspects like character designs, animations, sound effects, and transitions are discussed. The document evaluates his time management, planning, experimentation, and areas for improvement.
The marketing plan summarizes Ryan Worcester's plan to promote the mobile game "Snake Escape". The key objectives are to increase awareness, gain a good reputation, and generate revenue to fund future games. The plan discusses the game itself, market research on competitors and target audiences, and promotional products including an app icon, t-shirt, and sticker collection. Feedback was gathered on initial designs and changes were made to improve color, linking of themes, and overall recognition of the game brand.
The document discusses graphic design elements across different sectors including gaming, moving images, and websites. For gaming, posters and flyers are used to distribute products while games themselves do not allow user design input. Moving images solely focus on entertaining audiences through shows. Websites can be used for many purposes and uniquely allow consumer generated content through user uploads and channels. While the sectors differ in interactivity and purpose, all involve graphic design elements in marketing and presenting content.
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.
Harry plans to create a completed version of his original video game project as his final major project. The game is a platformer with turn-based RPG battles that also includes a mystery for players to solve. Harry chose this project to finish the game he originally intended to create and because he enjoys platformers and RPGs.
- The document provides an evaluation of a video game project created by Georgina Whiteley. It analyzes the strengths and weaknesses of the research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal of the project. Some strengths included detailed planning, smooth animations, and appealing aesthetics and music. Weaknesses included repetitive levels, long loading times, and a lack of variation in game mechanics. The evaluation aims to identify areas for improvement in future projects.
The document evaluates the graphic design work done to promote a mobile game called Snake Escape. It compares the poster, t-shirt, and sticker designs to existing examples from other games. Feedback was received that prompted changes to declutter the poster, make the game more accessible, and unite the visual elements of the stickers. The work was done using pencil, Photoshop, Illustrator, and a graphics tablet to design assets and products for promoting the game. While the t-shirt design fits its purpose to promote brand recognition, the app icon design may need changes based on further feedback to better fit the target audience and game.
This document provides details about the pre-production process for a concept video game, including gameplay mechanics, characters, story, and marketing. The game will be an 8-bit turn-based post-apocalyptic RPG with a focus on story and characters. Target audiences are mature gamers ages 15+, as younger audiences may not appreciate the mechanics and story-driven focus. Advertising will target dedicated gamer websites rather than more general audiences. Details are also provided about sound effects, music, color schemes, and font styles being considered to set the retro-futuristic tone. Concepts for character designs, combat mechanics on a grid system, and overworld movement are outlined.
Here are my responses to your interview questions:
For level themes, a city/urban theme would be interesting as it's not overly common in platformers. This tells me including a city-inspired stage would appeal to this audience member.
They acknowledged story isn't essential if the core gameplay is fun, but that some story is preferable to avoid boredom. This suggests keeping any narrative simple while focusing on gameplay.
They agreed co-op could make the game more enjoyable like in Cuphead. This indicates multiplayer support would appeal to this interviewee and potentially others.
In summary, this person's preferences point to including a city-themed level, a lightweight story, and co-op gameplay features to engage and
The document discusses various aspects of marketing and promotional design for a mobile game called "Snake Escape". It includes analyses of app icons, banners, t-shirt designs, logos, and stickers created for the game. Feedback was provided on initial concepts which informed final designs for each element. The goal was to create visuals that fit the dark and creepy theme of the game and would appeal to the target audience.
The document describes designs the author created for promotional products, an app store icon, and web banners for a game. For promotional stickers, the author designed stickers in the style of Angry Birds stickers using characters and the game title. For an app store icon, the author used conventions like shape and drop shadows. Web banners were similar sizes to others and used game artwork and text like Titanfall banners. Feedback suggested lightening colors and adding patterns. The author improved designs based on this by adding color and patterns. Materials used included paper, design software, and a printer. The designs fit the target audience through simple, cartoon-themed styles and imagery relating to the game.
Erin created a card matching game based on the book series "The Mortal Instruments". Strengths included in-depth research that allowed inspiration from the source material. Planning made production easier but timing between levels could have been better planned. Audio elements like the 8-bit background music were strengths, while more detailed pixels for the runes could have been improved. Overall the game aesthetics looked good in representing each book with color palettes, though more depth and complexity could have been added to elements.
The document provides details on the pre-production for a multimedia project comparing Team Fortress 2 and Animal Crossing. The project will include short video clips demonstrating a potential video essay as well as a printed script formatted as a magazine article. A first draft of the script is presented, along with style sheet inspirations and initial concepts for the print layout, including a two-page spread. Test edits of video clips demonstrate sequencing, color correction, and green screen effects. Resources, equipment needs, and contingency plans are also outlined.
Josh Bailey created an RPG video game for a class project. He found his research on other RPG games from the 8-bit, 16-bit, and 64-bit eras to be very helpful for designing gameplay and coming up with ideas. His planning process mapped out all aspects of production thoroughly, though he could have improved his time management. Feedback praised the animation, character design, use of color, and fire effects, but suggested adding more scenes, audio, variable locations, and improving the walking sequence.
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 student evaluated their FMP magazine and trailer. For the magazine, strengths included matching the color scheme to the game and using simple designs. Weaknesses were writing too much text in the review and plain magazine cover. For the trailer, strengths were matching dramatic footage and music, while weaknesses included small video borders and short clips. Peer feedback suggested adding more to the magazine cover and trailer transitions. The student agreed improvements were reducing review text size, adding magazine cover ads, fixing contents page colors, and adjusting trailer borders and clips.
This document provides an evaluation of the author's process for creating a game magazine cover and double page spread (DPS). It summarizes the research, planning, time management, and technical and aesthetic qualities of the project. For research, the author looked at existing game magazine covers and analyzed different sections. For planning, mind maps and mood boards were created to generate cover ideas. However, weaknesses included a lack of fonts and images researched. The time management plan was unrealistic given time constraints. Technically, similarities and differences between the author's work and professional magazines are described. Aesthetically, layout and design elements of the DPS that make it appealing are highlighted, though some areas could be improved.
The document provides an evaluation of a magazine production project. It includes sections on research, planning, time management, target audience, technical qualities, aesthetic qualities, audience appeal, and peer feedback. For research, the strengths were deciding on layout and font, while the weakness was potential restriction of ideas. Planning helped with colors, layout, and scheduling. Time management challenges included focusing on specific pieces. The target audience was teenagers for the game advertised. Technical elements included image placement and consistent branding. Aesthetic qualities included image selection and font choices. Peer feedback suggested improving the double page spread layout and adding more images.
The document provides an evaluation of a game production process. It includes sections on research, planning, time management, technical and aesthetic qualities, audience appeal, and peer feedback. The peer feedback criticized the game's low quality visuals, boring colors, identical zombie characters, and clunky animations. The document reflects that the feedback was fair and the creator wishes they had made the game more colorful and creative rather than basing it on a movie.
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.
The document provides an evaluation of a production process for a horror game magazine spreadsheet about zombies. It summarizes the research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback stages. For the planning stage, it notes the strengths of using a zombie image but also that the actual layout differed from the original plan. For time management, it mentions losing time changing the double page spread from the original idea. And for peer feedback, the comments focused on liking the color scheme but suggesting adding more writing and images.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as being teenagers and young adults aged 15-26. The game aims to have RPG elements with a fantasy theme that appeals slightly more to male audiences. It proposes continuing the story and characters from a previous video game project, improving the visuals, gameplay, and story. Key aspects to develop include the overworld, battle sequences, character models, environment, and soundtrack. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
Luke-Headland evaluated their game design project. Their research helped decide on an abandoned house setting and informed lighting and gameplay design. However, they felt they could have researched level and animation design more. Their planning allowed for game elements and contingency planning, but they think scheduling could have been improved. Time management let some stages be completed quickly but overall management was weak. Feedback praised graphics and atmosphere but suggested more varied animation, characters and audio. The game appealed to its target audience through horror elements, complexity and character dialogue.
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
Jack Lowes evaluated his game design project. His research covered visual, sound, and atmospheric elements of other games but could have explored audio design more deeply. Planning included ambitious ideas that exceeded the project scope. Poor time management resulted in an unfinished product that would have benefited from more focus on graphics and sound effects. The game's animation, shading, sound effects, and overall aesthetics required further polish and did not create an immersive environment. The target audience was young male gamers but the visuals may not have appealed to them.
The document provides an evaluation of an FMP project involving the production of a horror video game. It summarizes the strengths and weaknesses of the student's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for the project. Peer feedback noted that the graphics could be improved by adding more detail and varying light/dark tones. While the gameplay was enjoyable, the character designs were basic. In response, the student agreed improvements could be made to add shading and more detailed characters, but disagreed that the audio needed changing, and would focus on graphics but not gameplay for further iterations.
This document provides a summary and evaluation of Jake's FMP project. It discusses the research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback aspects of the project. For the research section, Jake discusses how the research helped inform the look and feel of the final products. In planning, Jake decided on the content and layout for the two final products. For time management, Jake believes spending more time on parts would have improved the work but also allowed enough time to complete both products. The technical and aesthetic quality sections evaluate software used and design choices. Audience appeal discusses targeting a wide demographic. Peer feedback agreed effects were good but images could be higher resolution and the poster background plain.
This document provides a summary and evaluation of Jake's FMP project. It discusses the research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback aspects of the project. For the research section, Jake discusses how the research helped inform the look and feel of the final products. In planning, Jake decided on the content and layout for the two final products. For time management, Jake believes spending more time on parts would have improved the work but also allowed enough time for production. Across various sections, Jake evaluates the software and effects used, and considers how choices appealed to audiences and could be improved based on peer feedback. Peer feedback noted issues with some image quality and suggested changing the poster background. [
Here are 3 potential citations for research conducted for this project:
1. Thompson, Daniel. (2019, Month Day) Target Audience Research Survey. Survey Monkey.
2. Interviewee 1, Name. (2019, Month Day) Personal Interview.
3. Interviewee 2, Name. (2019, Month Day) Personal Interview.
These citations provide the necessary information about the source according to APA style guidelines: author/interviewer name, year, title, and for online sources the platform. This bibliography captures the primary research conducted with survey and interviews to inform the magazine design project.
The document discusses research on existing magazine and website designs that could provide inspiration for the creator's own magazine cover design. Common successful elements identified include strong color schemes, layering to create depth and emphasis, and use of bold fonts to highlight important features. The creator plans to incorporate text wrapping around images in their double page spread design, as well as a minimalist, information-focused style inspired by the analyzed website.
The document summarizes Thomas Bond's interactive evaluation project. It discusses the strengths and weaknesses of his research, planning, and time management. It also describes the technical and aesthetic qualities of the game prototype, how it appeals to its audience, and feedback from peers. The feedback suggests adding sound effects, different levels to lengthen the game, and adjusting the animation to be smoother.
The developers of Animal Crossing New Leaf took a philosophical approach to redesign by focusing on communication and community-building rather than gameplay overhaul. They emphasized real-life mirroring elements like gift-giving and home customization to foster pride and social bonds. These changes helped Animal Crossing New Leaf become a unique and satisfying experience for players by turning the game into a tool for relationship-building.
The document summarizes the process of creating graphics and video portions for a project comparing the games Team Fortress 2 and Animal Crossing. For the graphics portion, the creator experimented with layouts, images, colors and fonts on three sample pages. They created original artwork combining the games and refined text styles. For the cover, they integrated the Team Fortress character Scout into the title graphic. For video, they collected gameplay footage of both games and recorded audio versions of the script to accompany footage during editing. They worked on an ending clip to sync with music before returning to refine other sections.
The document provides an overview of the initial plans for a student's video essay project comparing the video games Animal Crossing: New Leaf and Team Fortress 2. It includes a discussion of strengths and weaknesses, influences for the project including YouTubers Jerma985, Egoraptor, and Matthewmatosis. Mind maps show plans for the video and graphics portions, with the video consisting of intro and mid-section clips edited in the style of influences. The graphics will visualize the script through custom artwork and edited screenshots.
The document provides an overview of the initial plans and concepts for a student's multimedia project comparing the video games Animal Crossing: New Leaf and Team Fortress 2. It includes a mood board showing visual styles inspired by each game. It also discusses key influences for the video and graphic portions, including YouTubers Jerma985, Egoraptor, and Animal Crossing director Aya Kyogoku. The student aims to create sample video clips and a graphic presenting the script in lieu of a full video essay due to time constraints.
- Team Fortress began as a popular mod for id Software's 1996 game Quake, featuring class-based team gameplay. Its popularity led the modders to form Team Fortress Software.
- Valve approached the developers and had them create Team Fortress Classic in the Source engine for Half-Life. It was initially free then sold commercially after extra content was added.
- The developers sought to capture what made the mod so engaging and expand on its team-based multiplayer gameplay with distinct character classes. This formed the basis for the eventual standalone Team Fortress 2.
This student received a variety of grades ranging from pass to merit on their assessments. They need to develop their production and research skills for future projects. To improve, the student will allocate more time for production tasks and ensure each section is adequately addressed. They will also broaden their research searches to find more useful information from a wider range of sources.
The document summarizes the strengths and weaknesses of the evaluation, research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal sections of a project. Some key strengths included thorough planning, a useful research section that informed the design, and aesthetics matching the intended medieval fantasy theme. Weaknesses included room for improving animations, basic effects, and lack of sound effects. The research on games like Dragon Ball Fighterz, Hollow Knight, and Blazblue influenced the art direction, and audience needs like clear UI and character silhouettes were prioritized.
This document summarizes the research and experiments conducted for a music video production. It discusses researching production techniques from 3 related music videos and assessing their applicability. Experiments with lip syncing and using different lighting colors found that shooting longer portions and using colored lighting worked best. Precise audio syncing and ensuring the artist's face is illuminated helped create a visually interesting final product that matches the researched style.
This document provides pre-production details for a project, including the target audience which is ages 16-19 of all genders. It describes color palettes and concept art chosen to reflect the black and white style and character designs for the project. Potential sound effects, background music, and screenshots of layouts are also listed. Contingency planning addresses solutions for running out of time, file corruption, power outages, and internet issues. Health and safety concerns like eye strain, carpal tunnel, back pain, nausea and headaches are identified along with ways to avoid each issue.
The document discusses inspiration from the art styles of four games - Hollow Knight, Limbo, Super Street Fighter II Turbo, and Dragon Ball Fighterz. Hollow Knight uses a unique hand-drawn style and expert lighting. Limbo is entirely in shadow. Street Fighter II has a simplistic UI and sprite-based characters. Dragon Ball Fighterz has clean cel-shaded visuals resembling the source manga. Common features across the research include black-and-white palettes and unintrusive UIs. Most discussed aspects will influence the author's project.
The document outlines initial plans for a video game project. It includes an initial reaction expressing nerves about lacking ideas but realizing what could feasibly be created. It also includes a mind map, mood board analyzing bright colors and defined styles for character visibility, and a schedule spanning 5 weeks with tasks like creating idle stances, a stage background, and characters. The bibliography lists 7 sources for audience research and inspiration, including fighting games like Street Fighter, Smash Bros., and Mortal Kombat.
Production Experiments for Video Game ProjectJayWood13
The document describes three experiments conducted by the author to develop animation techniques for a pixel art fighting game. In the first experiment, the author created a 3-frame animation of a dog speaking using the pencil tool in different layers over a timeline. In the second experiment, the author animated an idle stance for a character by redrawing arms and legs in slightly different positions over a video timeline. In the third experiment, the author animated a health bar depleting after each hit in a combo by resizing an orange inner shape within a blue outer shape on successive frames. The author reflected that these animation techniques will be useful for characters' idle stances and health bars in their final game project.
This document describes experiments conducted for a front cover process. The individual used the transformation tool to rescale an image and the quick selection tool to outline a head, then layered text underneath the image. A new font was also imported specifically for the title to make the image stand out more.
Over 5 weeks, the student went through the process of creating a music video. In week 1, they developed 3 initial ideas and chose one based on feasibility. In week 2, they researched other music videos for inspiration. In week 3, they finalized their concept of recreating the "Heart to Break" music video. In week 4, they created pre-production materials like a shot list and storyboard. Finally, in week 5 they filmed and edited the video, adding color correction before completing their evaluation.
This document summarizes an evaluation of a production process for a music video. It includes strengths and weaknesses in the areas of research, planning, and time management. Feedback from peers praised the color scheme, performance, and pacing but suggested adding more variety in scene transitions and lighting to make details more visible. The creator agreed lighting could be improved but disagreed that more locations were needed.
The document provides a planning and storyboarding for a music video. It will feature a girl alone in her bedroom on her phone, feeling lonely and unsatisfied. Shots will include her lip syncing and posing on the bed, looking at pictures on the wall, and laying upside down at the end of the bed. The storyboard outlines 21 shots cutting between different angles of the artist in the bedroom to match the lyrics and visuals planned. Technical considerations for lighting, framing, and maintaining consistency between shots are discussed.
The document contains three music video ideas for different songs. The first idea is for SOPHIE's "Faceshopping" and involves two scientists working on an android that lip syncs the song. The second is for Kim Petras' "Heart to Break" and shows a girl thinking about a boy late at night. The third is for Jakob Ogawa's "You Might Be Sleeping" and depicts a couple on a sofa with an invisible wall between them. Strengths and weaknesses of the ideas are discussed. The final selection is "Heart to Break" which will depict the artist being lonely and going between different guys in different corners of a room lit by her phone. Camerawork and colors will need to
The document describes experiments for a front cover. The author resized and masked an image for the cover, used the quick selection tool to outline a head to layer text underneath, and imported a new font for the title to make the image stand out more. Reflections are included on what elements may be used for the final product.
The document outlines plans for a magazine inspired by the video game Animal Crossing. It discusses choosing a calming color palette from the game. The front cover will feature the exterior of a café from the game and interior spreads will include character outfits and interview bubbles. Sources for images and fonts are provided from online and the game. Contingency plans include saving to OneDrive if the platform changes and obtaining new fonts if needed. Health and safety precautions involve taking breaks, wrist exercises, and maintaining good posture.
The document summarizes the student's process for designing a magazine cover and double page spread. Research helped with layout and designing an appealing logo rather than just plain text. Planning strengths included a moodboard and mindmap that helped decide on a color palette and joint idea. Weaknesses included limited genre options in the mindmap. Time management was good overall but finding cover elements cut into double page spread production time. The technical qualities of the final cover included an original logo inspired by source material, a main character occupying most space with a fitting backdrop, and interview boxes lined up separately from the main art.
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3. Research
STRENGTHS
• Really detailed content research for both games
• Broader understanding of each games design
philosophy which helped me when writing the
script as I understood why decisions were made to
make the game(s) more enjoyable
• Most research was directly from the developers
themselves, adding to credibility
• Interviews were thorough and incredibly helpful as
it gave detailed insight into unique perspectives on
other people who play these games just as much as
I do
• Good analysis conducted on the key influence
video’s that helped with editing choices
WEAKNESSES
• Audience research was quite difficult to ascertain as
the product was very “specific”
• Interviews could’ve been incorporated more into
final product
4. Planning
GRAPHICS SECTION:
For the graphics portion of my project I feel as though the
designs I collected helped significantly when it came to
creating my final design. However when planning I originally
intended on a portrait design but opted for a double-page
spread for each page, with the left-hand side of each spread
being an image representative of the text and the right hand
being the text from the script (that had been retooled to
better fit the new format) under the title. The initial ideas for
the page concept did translate through however, such as the
opening portion being highlighted above all else, as well as
the orange theming too. The title text overlapping the image
to the other page was a design choice I wanted to lift from my
analysis of the Empire magazine, however instead I decided
to use a drop shadow technique by overlapping two layers of
the title and positioning the harsher orange over the lighter
one, so despite some reworking the premise still made it
through. As well as this through my style sheets I realized
both games utilize lots of shades of red, so I thought it best to
mix the two with the orange theme which really encapsulated
both games feel and aesthetic
5. Planning
VIDEO SECTION:
For my video portion collecting the right kind of reference
material and finding the inspiration and direction for my
video was crucial, as I needed to try find a balance between
comedy and semi-serious discussion without hopping back
and forth between "reading information off a script" and ad-
libbed improv moments for the sake of comedy. Finding the
right tone was just as important as also finding the right look
of the video too. A lot of YouTubers like to use virtual zooms
as the lower quality sporadic movement can be quite funny,
but I made sure to use these few and far between as I still
want the presentation to be both entertaining but also
informative. I do feel however in retrospect a lot more
research should've been poured into creating this kind of
video in Premiere as not only would I learn how to best
construct one but I would've given way more idea's I could
apply to the video itself. Overall I think the video portion was
a moderate success but I do feel like a few things could have
been better applied (e.g. green screen, more experimental
edits etc).
6. Time Management
For my time management I feel as though I could've used a little more time to better compose
my video portion, however I'm happy with the final version of the script and I am very pleased
with how the print portion of the project turned out in the end. If given more time I think I
would've conducted some extensive research into video editing in Premiere to help me come up
with more idea's for editing and become more efficient with more editing. I would also given
more time most likely shoot more real life footage for my video that I can better implement into
the final product. Overall I feel good about my print section and feel as though the time spent on
it was well used, although I do feel as though it may have bled a little too much into video
production which definitely had an effect on editing overall, as for a time even if what I had
produced was a little lacking it was all I had left to show for. In future I think I would have started
fairly sooner on the video editing and maybe increased the speed in which I had collected
relevant footage I could include alongside what I had filmed myself, as well as sound effects and
assets needed for certain edits etc.
8. Technical Qualities
The archway for Main Street at the
top page margin is aligned to the
center of the page to keep
everything symmetrical
Adjustments made to the levels of
the text in the title (the tracking
and the kerning between the
letters) allowed me to line the
letters up neatly
The author text at the
bottom of the page has a
lighter gradient for the drop
shadow to make it stand out
The Scout is a separate gradient
overlay to the rest of the image to
make him stand out in the centre of
the page
TF2 cast are all on individual layers
allowing me to have separate
control over all of them to align
them just right, and make sure their
heights are similar to that of the
game
The Villagers present at the bottom
page margin are also on individual
layers like the TF2 cast, which as well
as giving me individual control
allowed me to also adjust their
lighting levels per character, as the
Deer villager initially didn't appear
visibile when the gradient was applied
FRONT COVER
Aesthetic Qualities
Good use of gradient to center the
image of the Scout in the middle
Custom designed drop shadow for the
title text, appropriately
aligned lettering ("A" mirrors the "V")
Pages borders are unique and distinct
from each other
Custom designed drop shadow for the
title text, appropriately
aligned lettering ("A" mirrors the "V")
Pages borders are unique and distinct
from each other
Color grading on the characters on
the bottom page margin border
clearly shows all their faces and
bodies, not obstructive
Scout has his own drop shadow(s) that
use slightly different gradients to give
a stylized look that represents
him falling
Lighter colouring on the drop shadow
for the author's name to make it stand
out more against the darker shades of
the bottom page margin border art
Scout's body is aligned with
the centre archway that is present in
the Main Street border art for the top
of the page margin, thus aligning the
rest of the page perfectly to
the centre keeping it consistent
9. BACK COVER
TF2 Logo/Circle constructed
by using a sphere tool that
was then segmented by 2
rectangles to cut the
segments
The Leaf Logo was centered to be
the absolute center of the back logo
Gradient inner shadow gradient
applied to the circle
For the Leaf logo in the
center I also made sure to
color match it with the inner
shadow that is colored green
The Animal Crossing Leaf logo
was used as a custom pattern
that is then applied to the
segments
The gradient for the
background of the page was
used as a means of centering
the logo as well
Technical Qualities Aesthetic Qualities
Gradient used for the
background is the same as
the front cover
The design is a combination
of both games logos, the TF2
circular logo and Animal
Crossing's iconic leaf
The inner green shadow
gradient used on the TF2
logo portion is the same
color as the green leaf logo
present in the center, this
creates a cast shadow sort of
look which makes the design
a little more visually distinct
and not just a simple
combination of the two
logos
The leaf color is a slightly
different shade of green
than the actual logo, this
keeps the color scheming
consistent throughout whilst
also representing both series
effectively I feel
10. Technical Qualities
Print section: Pages 1-6
SIMILARITIES:
• Consistent color scheme
• Minimalist design approach
• One page dedicated to an image, the other is
titled text
• Text hierarchy through use of brighter shade of
color
• Page count is similar
• Text breaks are solid colors
Some differences I applied to my piece are that the
text hierarchy works as follows;
- Game titles are colored orange and bolded
- Any text in brackets and speech marks is highlighted in
orange also, speechmarks are coloured orange whilst
brackets are not (they are also bolded). This is to create a
more noticeable difference between speech marks and
brackets as to not make them too similar
- Company names are bolded but not highlighted, again to
differentiate games from developer/publisher to make
them visually distinct
As well as hierarchy, my image collages also mostly
stuck to a two-tone color scheme of a lighter shade
of orange mixed with a slightly darker shade. The
only exception to this was page 3's collage as
without the darker colors lots of the detailing
would've become lost. Maintaining detail was just
as important, if not more so, than keeping a
consistent color scheme
12. Audience Appeal
I feel as though I have appealed to my audience
pretty well by including a good balance of references
that some more "hardcore" gamers would
understand with a good explanation of the jargon as
well. I think my work is approachable to both sides
of my mixed audience and it's presented in a sort of
neutral way towards the two.
The presentation in my print portion I do especially
feel appeals to my audience and makes everything
very simple and easy to understand as well, with
appropriate colors to highlight text that is important
and bolded company and video game names too.
14. Feedback 1
• What did you like about the product?
– I think that this product is very interesting, I thought the video was pretty funny in
its own unique way. From wat I can gather this is a mash up game concept with TF2
and Animal crossing new leaf mixed together to create A little village and a long
trip upward.
– I really like the level of detail you have put into the book it clearly shows that you
care about the franchise and I think this proves that you have made a great piece
of production.
• What improvements could have been made to the
product?
– The only real thing I can point out that might need improving is the sound quality
on the video, it could have been recorded over with a microphone and edited in
using premiere.
15. Feedback 2
• What did you like about the product?
– I can't say I've ever seen anything similar to the video
before, its unique and I'd like to see where it goes (I
noticed it says intro clip)
– I think your front cover is really impressive and looks very
good
– Everything from how you've edited the video to the
magazine looks really good and really suggests you've put
a lot of time and effort into this project
• What improvements could have been made to the
product?
– I thought the video was really good, I just think the sound
quality. There's the weird static sort of noise.
16. Feedback 3
• What did you like about the product?
– I like the editing on the video
– The writing has a sense of personality so it's not boring to read
– The colour scheme works well
– You gave lot's of easy to understand information in your pages that are easy to
understand and suited to the target audience.
• What improvements could have been made to
the product?
• Some words are highlighted for seemingly no reason
• The layout is a bit too simple for me ( that's just preference)
17. Peer Feedback Summary
• What do you agree with from your peer feedback?
I agree that there needs to be some changes to the audio of the video portion of the project, and
that it should be improved by rerecording some of it or changing the existing audio levels and
adjusting them slightly.
• What do you disagree with from your peer feedback?
I don't particularly agree with what was said about the text hierarchy, however this is still my fault
for not having clearly conveyed my hierarchy rules well enough but maybe trying to differentiate
the text through their design a little too much that it comes across as random instead of
purposeful. I could see an instance of this being the difference in bold brackets being black
instead of orange, when speechmarks are bold and also orange. Perhaps that difference isn't
necessary, which is an easy change to make.
• What changes would you make and why?
I would definitely try another approach with audio for the video portion of the project as I feel it
definitely wasn't clear enough at times, which is important to the video overall as what I'm saying
is what matters most to the video, then visuals and audio edits etc.
As for the print section, I would probably add a few little flair elements to each page, little facts in
each corner and extra design elements, like silhoeuette art of characters from both franchise
dotted around the page as accents to the overall design.
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 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?
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?
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
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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
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Compare your work to similar existing products and discuss the similarities and differences
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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.
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What changes would you make to your product based upon your peer feedback and why?