This document summarizes the student's FMP evaluation. It discusses their research process, planning, time management, technical and aesthetic qualities of their game and side products. For their research, they created a questionnaire to gather ideas from classmates. Their planning went well and helped develop their game concepts. They struggled with time management for their main game product but completed side products on time. Their game was similar to Mario but with their own characters and levels. They could have improved the starter screen background and technical features but felt their work was creative overall.
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.
Tom Batty evaluated his research, planning, time management, and final game project. For his research, he felt his general game knowledge and ability to find similar examples were strengths, but he had trouble finding age ratings. His planning helped structure his work, but he struggled to execute his plans. Limited time due to weather cut his production time in half, though he still finished on time by making shortcuts. For his game, he wished he had more levels, characters, and puzzles to better match his vision and audience. Overall, he was pleased with his progress but felt rushed and saw areas that could be improved with more time.
Ethan conducted research on games in the same genre to draw inspiration for his game's style, concept, and structure. However, he sometimes directly copied aspects from other games that did not fit his theme rather than transforming his research. For planning, Ethan created a mind map for his chosen concept and a mood board with genre influences, which helped structure his game. However, he struggles with time management and focus, which impacts his work. Ethan drew heavy inspiration for technical qualities like combat from South Park: The Stick of Truth but made his world different during free roam. He lacked experience with pixel art and had to simplify aesthetics, resulting in a lack of detail. Ethan aimed his game at people 16+
Tom evaluated the video game Far Cry Primal but found it did not closely relate to his own game idea. He then researched four similar games which provided ideas for gameplay elements and aesthetics to include in his own game. Tom also interviewed three people in his target audience about game ideas. However, he felt he should have asked more people more questions.
For planning, Tom created documents on game colors, mood, contingencies, and health and safety. He experimented with pixel art characters and backgrounds. While these helped with practice, the designs did not closely match his final vision.
Tom created one level for his game but wished he had more time to add additional levels and polish. He followed a schedule but
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.
Tom Batty evaluated his research, planning, time management, technical qualities, and aesthetic qualities for his game development project. For his research, he felt his general game knowledge and ability to find examples was a strength, but finding age ratings was a weakness. For planning, brainstorming ideas and creating a schedule were strengths, but executing the plan was a challenge. Time management was good overall, but a week missed due to weather caused delays. Technical qualities like character animation and health bars worked well, but more levels and puzzles were desired. Aesthetically, the game was creative though could be more polished, and more time would have allowed for improvements.
The document provides an evaluation of Luke Ross's FMP project. It summarizes the strengths and weaknesses of the research, planning, and time management phases. For the research, strengths included analyzing different game designs and focusing on specific audiences. However, some audience demographics were repetitive. For planning, mind maps were helpful for exploring ideas, but the mood board was less so. Managing time well allowed tasks to be completed on time, but rushing the final product and reflection lowered quality. More time would have allowed improvements to graphics, features, and animation.
The document provides an evaluation of Harry Allinson's production process for an FMP game. It summarizes his research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. For research, Harry looked at existing shooter games for inspiration and chose an action shooter genre. Planning was difficult at first due to indecision around genre, but he ultimately landed on a 2D pixel action game. Time management was a challenge but overall acceptable. Technically, Harry's game was simpler than others due to its 2D nature and lack of features, but it was more original. Aesthetically, the game looked good for a first pixel game but lacked uniqueness. Peer feedback noted positive visuals and sound,
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.
Tom Batty evaluated his research, planning, time management, and final game project. For his research, he felt his general game knowledge and ability to find similar examples were strengths, but he had trouble finding age ratings. His planning helped structure his work, but he struggled to execute his plans. Limited time due to weather cut his production time in half, though he still finished on time by making shortcuts. For his game, he wished he had more levels, characters, and puzzles to better match his vision and audience. Overall, he was pleased with his progress but felt rushed and saw areas that could be improved with more time.
Ethan conducted research on games in the same genre to draw inspiration for his game's style, concept, and structure. However, he sometimes directly copied aspects from other games that did not fit his theme rather than transforming his research. For planning, Ethan created a mind map for his chosen concept and a mood board with genre influences, which helped structure his game. However, he struggles with time management and focus, which impacts his work. Ethan drew heavy inspiration for technical qualities like combat from South Park: The Stick of Truth but made his world different during free roam. He lacked experience with pixel art and had to simplify aesthetics, resulting in a lack of detail. Ethan aimed his game at people 16+
Tom evaluated the video game Far Cry Primal but found it did not closely relate to his own game idea. He then researched four similar games which provided ideas for gameplay elements and aesthetics to include in his own game. Tom also interviewed three people in his target audience about game ideas. However, he felt he should have asked more people more questions.
For planning, Tom created documents on game colors, mood, contingencies, and health and safety. He experimented with pixel art characters and backgrounds. While these helped with practice, the designs did not closely match his final vision.
Tom created one level for his game but wished he had more time to add additional levels and polish. He followed a schedule but
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.
Tom Batty evaluated his research, planning, time management, technical qualities, and aesthetic qualities for his game development project. For his research, he felt his general game knowledge and ability to find examples was a strength, but finding age ratings was a weakness. For planning, brainstorming ideas and creating a schedule were strengths, but executing the plan was a challenge. Time management was good overall, but a week missed due to weather caused delays. Technical qualities like character animation and health bars worked well, but more levels and puzzles were desired. Aesthetically, the game was creative though could be more polished, and more time would have allowed for improvements.
The document provides an evaluation of Luke Ross's FMP project. It summarizes the strengths and weaknesses of the research, planning, and time management phases. For the research, strengths included analyzing different game designs and focusing on specific audiences. However, some audience demographics were repetitive. For planning, mind maps were helpful for exploring ideas, but the mood board was less so. Managing time well allowed tasks to be completed on time, but rushing the final product and reflection lowered quality. More time would have allowed improvements to graphics, features, and animation.
The document provides an evaluation of Harry Allinson's production process for an FMP game. It summarizes his research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. For research, Harry looked at existing shooter games for inspiration and chose an action shooter genre. Planning was difficult at first due to indecision around genre, but he ultimately landed on a 2D pixel action game. Time management was a challenge but overall acceptable. Technically, Harry's game was simpler than others due to its 2D nature and lack of features, but it was more original. Aesthetically, the game looked good for a first pixel game but lacked uniqueness. Peer feedback noted positive visuals and sound,
The document provides a summary of the student's interactive game project. Some key points:
- The student researched existing games for inspiration but struggled to find characters, so took a first-person view instead.
- Planning helped with game design but technical issues arose in development. More items could have been added with more time.
- Time management went well overall, though background details took longer than planned.
- Peer feedback suggested adding sound effects/music and making some text larger for readability. The student disagreed with speeding up the game due to text size.
- Overall the game teaches players to find hidden items within time/hint limits to earn stars for progression. The student aims to
The lighting effects are used creatively and help to add atmosphere.
The background music fits the tone of the game well.
• What improvements could have been made to the product?
- The movement of the trees in the background could be improved to flow more
naturally rather than appearing quite abrupt. Some overlapping or layering
between trees may help with this.
- Additional sound effects during gameplay could help immerse the player more,
such as footsteps or impacts from hitting enemies.
- Some variation in enemy movement/attacks may make battles feel less repetitive
if implemented. Overall though it's a really solid start.
The peer feedback provided positive feedback on aspects of the poster and videogame such as the line work, use of black and white, character pose, lighting effects, and music/sound design. Suggested areas for improvement included making the subtitle text on the poster more visible, improving the blending of rocks in the background, and fixing the direction that trees move in the videogame background. The creator agreed that some feedback points could help strengthen the work, such as moving the subtitle for better visibility and adding more details to make the poster and game more polished. Only minor disagreements were noted, and the creator indicated they would make targeted changes based on the peer feedback received.
The document proposes a video game project titled "Sky-walkers magic" aimed at male teenagers ages 15-24 from middle-class households. Research was conducted including surveys and interviews to determine the target audience. The concept is an adventure game with puzzles and quests in an open world similar to "Monkey Island." Production will include creating backgrounds, characters, animations, and sound over 8 weeks. Evaluation will consist of daily reflections, a self-evaluation, and peer feedback to improve the game.
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.
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 student began their rotation on video games by learning new terminology and researching the game Cuphead. They analyzed various elements of Cuphead and other games. The student created practice games in Pixel Art to develop their skills. For their main project, the student developed an idea for a disease-based game and created storyboards and mood boards. They researched similar existing games and worked on drawing backgrounds, characters, and game elements in Photoshop. The student added audio elements in Premiere like music and sound effects. Overall, the student felt they improved from their previous game project and were proud of their progress, though recognized room for improvement in graphics.
The peer feedback summary acknowledges areas for improvement identified in the peer reviews, including making the front cover more detailed, clarifying that the game is a PlayStation exclusive, and explaining how the different images on the front and back covers are linked. The reviewer agrees with these points of feedback and provides suggestions for addressing them, such as adding a PlayStation exclusive sticker and using a more consistent futuristic theme across the images to tie them together, though recognizes this could be misleading given the time travel element of the game. The reviewer concludes that leaving the images inconsistent is preferable to providing a misleading representation of the game.
The document provides an evaluation of Alicja Morawska's research, planning, time management, technical qualities, and audience appeal for her puzzle/match-3 style game project. Some key strengths included gathering information on popular game aspects to incorporate and ensuring the game appealed to both male and female 16-19 year olds. However, the pixel size was too small, limiting detail and animation smoothness. Time management and utilizing layers could also be improved for future projects.
Gemma's initial reaction to her final major project was excitement about having full control over what she creates, but also nervousness about not including enough detail. She plans to reference past projects and feedback to help guide her. For her FMP, Gemma wants to create another videogame with improved animations and more detailed designs, building on her strengths in that area. She will work on the project both in and out of school to add more detail while managing stress.
Amy Foster evaluated her research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal for her game design project. She identified strengths such as researching different game styles and exploring planning options, but also weaknesses such as only focusing on one game genre and rushing the editing. Amy recognized areas for improvement like spending more time on animation and audio to make the game look more polished and appealing to her target audience.
The document provides an evaluation of Harry Taylor's research, planning, production, and technical qualities for a video game project. Some key points:
- Research included a case study of Call of Duty WW2 to understand important game areas. Primary research through interviews helped generate ideas.
- Planning consisted of mind maps, mood boards, style sheets, and schedules. This provided foundations for the work but could have been more detailed.
- Production saw some changes from initial plans, like changing the background color. The game concept was simple but colors and menus could be improved.
- Technical qualities like audio were different than the similar game Dune, providing some originality, but Dune had smoother gameplay and
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 summarizes the research, planning, and production process for a video game project. It discusses researching similar games to serve as inspiration and learn from their similarities and differences. Audience interviews found a preference for games with storylines, so the author designed their game around a storyline. The planning process included a case study, initial game ideas, and a mood board. Production involved designing characters, terrain, houses, and trees for the game world. Feedback is provided on the game's aesthetics and how it meets the wants expressed in audience interviews.
The document provides an evaluation of the author's game design project. It summarizes the strengths and weaknesses of the author's research, planning, time management, and technical and aesthetic qualities of the final product. The research was helpful in developing the game idea, but the author could have researched game mechanics and movement in more detail. Planning would have benefited from more extensive mind mapping. The author managed time well but the product would have benefited from more time. Technical qualities are compared to similar games, and lighting/shading is highlighted as an aesthetic strength, though higher resolution would improve it further.
This document provides an evaluation by Imogen Minto of her work on a research, planning, and production project. It summarizes her process in researching running games, planning her own similar game, and creating the game using various technical elements. For her game, she focused on bright colors, sound effects to mark jumping and collecting items, and a background that fades between colored stripes. While her game is basic compared to professional games, she felt it achieved her goal of creating something that looks like a game. The target audience is seen as those aged 16-19 who may enjoy the bright colors and goal of collecting items.
This document summarizes Sumiah Rose's research and planning for a video game project. Some key points:
- Research included analyzing 4 existing games, interviewing 3 gamers, researching game addiction, and a case study on Rise of the Tomb Raider. Weak points were inconsistent interviews and not fully understanding technical terms in the case study.
- Planning lacked defining what would be created, wasting production time. Strong points were contingency planning, style sheet with color schemes and inspiration images, and screenshot layouts.
- Time management was good until production, where snow days, migraines, lack of interest in gaming, and not fully planning tasks impacted progress. More discipline is needed to stay on track
The document provides an evaluation by Caleb Wilcox of his production process for an FMP project. Some key points:
- Caleb believes his research of existing products was good but could have been stronger if more examples were highly successful games.
- His planning worked well by quickly generating ideas from his research but could have been more detailed to better appeal to his audience.
- Time management was split - it was good for research but poor for production where progress was slow.
- The technical qualities of his production used basic tools like paintbrush and copy/paste. Peer feedback noted room for more features and complexity while maintaining ease of play.
Jake Greenwood created four initial video game ideas and additional box art concepts for his final major project (FMP). He conducted research on existing video games and box art designs, including gameplay analyses, surveys, and interviews. Greenwood experimented with animation effects in Photoshop to improve his skills. For pre-production, he designed layouts and selected colors and fonts for the video game and box art. Greenwood created backgrounds and characters for his animated video game using Photoshop before adding sound effects and music in Premiere Pro and GarageBand. Finishing the audio portion took longer than expected but Greenwood was pleased with the 8-bit sound effects created using BeepBox, an online tool he had not used before.
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.
The document provides an evaluation of Jay Birkin's FMP project. It summarizes the key stages of the project including research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research involved questionnaires that helped understand the target audience. Planning covered tasks like fonts, colors, and storyboards. Time was managed well and deadlines were met, though some aspects could have used more time. Peer feedback was positive and suggested minor improvements like smoothing the edges of a hand image.
Tom Batty completed the video game design rotation, where he learned about the various components that go into gaming. He created a character, first level, and began animating movement for his game. Due to snow days, Tom had to catch up on reflection work, production experiments, and pre-production tasks. While he enjoyed designing aspects of the game, Tom ultimately decided print and magazine design would be a better fit than video games for his final major project.
The document provides a summary of the student's interactive game project. Some key points:
- The student researched existing games for inspiration but struggled to find characters, so took a first-person view instead.
- Planning helped with game design but technical issues arose in development. More items could have been added with more time.
- Time management went well overall, though background details took longer than planned.
- Peer feedback suggested adding sound effects/music and making some text larger for readability. The student disagreed with speeding up the game due to text size.
- Overall the game teaches players to find hidden items within time/hint limits to earn stars for progression. The student aims to
The lighting effects are used creatively and help to add atmosphere.
The background music fits the tone of the game well.
• What improvements could have been made to the product?
- The movement of the trees in the background could be improved to flow more
naturally rather than appearing quite abrupt. Some overlapping or layering
between trees may help with this.
- Additional sound effects during gameplay could help immerse the player more,
such as footsteps or impacts from hitting enemies.
- Some variation in enemy movement/attacks may make battles feel less repetitive
if implemented. Overall though it's a really solid start.
The peer feedback provided positive feedback on aspects of the poster and videogame such as the line work, use of black and white, character pose, lighting effects, and music/sound design. Suggested areas for improvement included making the subtitle text on the poster more visible, improving the blending of rocks in the background, and fixing the direction that trees move in the videogame background. The creator agreed that some feedback points could help strengthen the work, such as moving the subtitle for better visibility and adding more details to make the poster and game more polished. Only minor disagreements were noted, and the creator indicated they would make targeted changes based on the peer feedback received.
The document proposes a video game project titled "Sky-walkers magic" aimed at male teenagers ages 15-24 from middle-class households. Research was conducted including surveys and interviews to determine the target audience. The concept is an adventure game with puzzles and quests in an open world similar to "Monkey Island." Production will include creating backgrounds, characters, animations, and sound over 8 weeks. Evaluation will consist of daily reflections, a self-evaluation, and peer feedback to improve the game.
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.
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 student began their rotation on video games by learning new terminology and researching the game Cuphead. They analyzed various elements of Cuphead and other games. The student created practice games in Pixel Art to develop their skills. For their main project, the student developed an idea for a disease-based game and created storyboards and mood boards. They researched similar existing games and worked on drawing backgrounds, characters, and game elements in Photoshop. The student added audio elements in Premiere like music and sound effects. Overall, the student felt they improved from their previous game project and were proud of their progress, though recognized room for improvement in graphics.
The peer feedback summary acknowledges areas for improvement identified in the peer reviews, including making the front cover more detailed, clarifying that the game is a PlayStation exclusive, and explaining how the different images on the front and back covers are linked. The reviewer agrees with these points of feedback and provides suggestions for addressing them, such as adding a PlayStation exclusive sticker and using a more consistent futuristic theme across the images to tie them together, though recognizes this could be misleading given the time travel element of the game. The reviewer concludes that leaving the images inconsistent is preferable to providing a misleading representation of the game.
The document provides an evaluation of Alicja Morawska's research, planning, time management, technical qualities, and audience appeal for her puzzle/match-3 style game project. Some key strengths included gathering information on popular game aspects to incorporate and ensuring the game appealed to both male and female 16-19 year olds. However, the pixel size was too small, limiting detail and animation smoothness. Time management and utilizing layers could also be improved for future projects.
Gemma's initial reaction to her final major project was excitement about having full control over what she creates, but also nervousness about not including enough detail. She plans to reference past projects and feedback to help guide her. For her FMP, Gemma wants to create another videogame with improved animations and more detailed designs, building on her strengths in that area. She will work on the project both in and out of school to add more detail while managing stress.
Amy Foster evaluated her research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal for her game design project. She identified strengths such as researching different game styles and exploring planning options, but also weaknesses such as only focusing on one game genre and rushing the editing. Amy recognized areas for improvement like spending more time on animation and audio to make the game look more polished and appealing to her target audience.
The document provides an evaluation of Harry Taylor's research, planning, production, and technical qualities for a video game project. Some key points:
- Research included a case study of Call of Duty WW2 to understand important game areas. Primary research through interviews helped generate ideas.
- Planning consisted of mind maps, mood boards, style sheets, and schedules. This provided foundations for the work but could have been more detailed.
- Production saw some changes from initial plans, like changing the background color. The game concept was simple but colors and menus could be improved.
- Technical qualities like audio were different than the similar game Dune, providing some originality, but Dune had smoother gameplay and
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 summarizes the research, planning, and production process for a video game project. It discusses researching similar games to serve as inspiration and learn from their similarities and differences. Audience interviews found a preference for games with storylines, so the author designed their game around a storyline. The planning process included a case study, initial game ideas, and a mood board. Production involved designing characters, terrain, houses, and trees for the game world. Feedback is provided on the game's aesthetics and how it meets the wants expressed in audience interviews.
The document provides an evaluation of the author's game design project. It summarizes the strengths and weaknesses of the author's research, planning, time management, and technical and aesthetic qualities of the final product. The research was helpful in developing the game idea, but the author could have researched game mechanics and movement in more detail. Planning would have benefited from more extensive mind mapping. The author managed time well but the product would have benefited from more time. Technical qualities are compared to similar games, and lighting/shading is highlighted as an aesthetic strength, though higher resolution would improve it further.
This document provides an evaluation by Imogen Minto of her work on a research, planning, and production project. It summarizes her process in researching running games, planning her own similar game, and creating the game using various technical elements. For her game, she focused on bright colors, sound effects to mark jumping and collecting items, and a background that fades between colored stripes. While her game is basic compared to professional games, she felt it achieved her goal of creating something that looks like a game. The target audience is seen as those aged 16-19 who may enjoy the bright colors and goal of collecting items.
This document summarizes Sumiah Rose's research and planning for a video game project. Some key points:
- Research included analyzing 4 existing games, interviewing 3 gamers, researching game addiction, and a case study on Rise of the Tomb Raider. Weak points were inconsistent interviews and not fully understanding technical terms in the case study.
- Planning lacked defining what would be created, wasting production time. Strong points were contingency planning, style sheet with color schemes and inspiration images, and screenshot layouts.
- Time management was good until production, where snow days, migraines, lack of interest in gaming, and not fully planning tasks impacted progress. More discipline is needed to stay on track
The document provides an evaluation by Caleb Wilcox of his production process for an FMP project. Some key points:
- Caleb believes his research of existing products was good but could have been stronger if more examples were highly successful games.
- His planning worked well by quickly generating ideas from his research but could have been more detailed to better appeal to his audience.
- Time management was split - it was good for research but poor for production where progress was slow.
- The technical qualities of his production used basic tools like paintbrush and copy/paste. Peer feedback noted room for more features and complexity while maintaining ease of play.
Jake Greenwood created four initial video game ideas and additional box art concepts for his final major project (FMP). He conducted research on existing video games and box art designs, including gameplay analyses, surveys, and interviews. Greenwood experimented with animation effects in Photoshop to improve his skills. For pre-production, he designed layouts and selected colors and fonts for the video game and box art. Greenwood created backgrounds and characters for his animated video game using Photoshop before adding sound effects and music in Premiere Pro and GarageBand. Finishing the audio portion took longer than expected but Greenwood was pleased with the 8-bit sound effects created using BeepBox, an online tool he had not used before.
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.
The document provides an evaluation of Jay Birkin's FMP project. It summarizes the key stages of the project including research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research involved questionnaires that helped understand the target audience. Planning covered tasks like fonts, colors, and storyboards. Time was managed well and deadlines were met, though some aspects could have used more time. Peer feedback was positive and suggested minor improvements like smoothing the edges of a hand image.
Tom Batty completed the video game design rotation, where he learned about the various components that go into gaming. He created a character, first level, and began animating movement for his game. Due to snow days, Tom had to catch up on reflection work, production experiments, and pre-production tasks. While he enjoyed designing aspects of the game, Tom ultimately decided print and magazine design would be a better fit than video games for his final major project.
This document summarizes the student's FMP evaluation. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research involved studying Mario and Sonic levels for inspiration and ideas. Planning involved developing multiple game ideas and choosing the best concept. Time management tracked progress across several days. Peer feedback praised the animation but suggested finishing all aspects on time. The student agreed improvements were needed to fully complete the game.
This document summarizes a student's final product evaluation for an FMP assignment. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. For research, the student looked at similar games to help with ideas but found it time consuming. Planning involved mind maps and experiments, but took too much time. Time management was good with a schedule. Peer feedback suggested improvements like fixing character clipping and adding more detail. The student agrees some improvements could have been made.
This document summarizes the student's FMP evaluation for a game development project. The student researched Mario and Sonic games for inspiration and level ideas. Their planning process involved generating multiple game ideas before selecting a desert-themed jumping game. They created assets like backgrounds, a character, and scoreboard across several lessons. Peer feedback praised the animation and music but noted improvements could be making the animation longer and finishing all elements on time. The student agrees more planning and finishing work on schedule would have strengthened their project.
The document provides an evaluation of Luke Ross's FMP project. It summarizes the strengths and weaknesses of the research, planning, and time management phases. For the research, strengths included analyzing different game designs and focusing on specific audiences. However, some audience demographics were repetitive. For planning, mind maps were helpful for exploring ideas, but the mood board was less so. Managing time well allowed tasks to be completed on time, but rushing the final product and reflection lowered quality. More time would have allowed improvements to graphics, features, and animation.
Jake Greenwood evaluated his research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for his video game project. Some strengths included gaining inspiration from research, conducting interviews to understand audience preferences, creating a schedule, and focusing on animations. Weaknesses included not writing enough about gameplay features, lacking audience research, and room for improvement on health and safety planning. Jake aims to address weaknesses in future projects through expanding explanations, more detailed scheduling, and additional audience research.
Jake Greenwood evaluated his research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for his video game project. Some strengths included gaining inspiration from research, conducting interviews to understand audience preferences, creating a schedule, and focusing on animations. Weaknesses included not writing enough about gameplay features, lacking audience research, and room for improvement on character models and fighting animations. Overall, Jake reflected on areas for growth and how applying lessons learned could strengthen future projects.
Jake Greenwood evaluated his research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for his video game project. Some strengths included gaining inspiration from research, conducting interviews to understand audience preferences, creating a schedule, and focusing on animations and inventory system. Weaknesses included not writing enough about gameplay features, target audiences, health and safety considerations, and colors. Jake plans to expand on explanations and fix weaknesses for future projects.
Caleb created a side-scrolling Mario-style video game for a school project. He researched games using Google images to help visualize his design. While Caleb knew he wanted to make a retro game, more research into different genres may have led to a different game. Planning went smoothly once Caleb designed his character, but coming up with the character design took time. Better time management would have allowed more polish, as Caleb rushed to finish sounds in the last two days. Caleb's game resembles Super Mario Bros. in style but with brighter colors that may appeal to younger audiences. Overall Caleb feels his game successfully appeals to the target audience expecting a Mario-like game.
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.
This document provides a summary of an evaluation of planning for a video game project. It discusses the strengths and weaknesses of different aspects of planning, including overall planning, style sheets, schedules, contingency planning, and health and safety. Peer feedback on the completed game is also summarized. The feedback praised the visuals, characters, and music, but suggested improvements could be made to audio, gameplay length and variability, and character animation smoothness. The document agrees some aspects could be improved given more time, such as adding more detailed audio, extending the game map, and improving character animation.
Jay Birkin proposes creating a fantasy open world video game called "Wrath of Kenskelis" for his college project. He has experience making video games and wants to expand his skills in graphical design, animation, and 3D modeling. The game will allow players to explore a colorful futuristic fantasy world and engage in an intricate story and side quests. Birkin plans to conduct research on existing games, surveys, interviews and experiments to inform his design. He will evaluate his work through progress diaries, self-evaluations, and feedback from others to improve the game. The 20 week schedule outlines tasks for pre-production, production, evaluation, and showing the completed project.
This document summarizes Jake Greenwood's evaluation of his research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for his video game project. For his research, interviews helped understand what the audience would like and dislike. For planning, he created a schedule and decided on colors. For time management, his schedule helped him stay on track despite obstacles. For technical qualities, his game drew inspiration from Dragon Age and The Witcher 3 but was 2D pixelated unlike their 3D graphics. For aesthetic qualities, he spent time on animations but could improve fighting animations. Based on audience research, he changed from medieval to fantasy genre and removed blood for wider appeal.
The document provides a summary of Dominik Balint's FMP evaluation. It discusses the production process, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback of Dominik's game project. Some key points:
- The research took too long and Dominik fell behind as a result. The planning also took too long.
- The game is similar to Donkey Kong with ladders and track layout.
- The visuals are pixelated squares and animated stairs but more obstacles could be added.
- The game is simple without challenges, so the target age group of 14-18 may not find it appealing.
- Peer feedback suggested slowing the game down
The document provides an evaluation of an FMP project. It summarizes the strengths and weaknesses of the author's research, planning, and time management. It also discusses the technical, aesthetic, and audience appeal qualities of the final product. The author received feedback from peers noting things they liked such as background detail but also improvements that could be made around animation speed, character movement, and visual details to make the product more appealing. The author agrees with the feedback and plans to make changes to address the suggestions.
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 a summary of an evaluation for an FMP (Final Major Project) involving the production of a fighting video game. It outlines the strengths and weaknesses of the research, planning, time management, technical qualities, aesthetic qualities, and audience appeal aspects of the project. Peer feedback praised the sound effects and character movement but suggested improving the background design and making the game longer. The author agrees the background could be more detailed and characters have more impact, and would make those changes in addition to extending the game length.
Charlie Davison provides a personal profile outlining his caring, thoughtful, respectful and hardworking nature. He enjoys working as part of a team and independently using initiative. Charlie attended Canon Lee Specialist Arts Secondary School from 2011 to 2016 where he achieved GCSEs in various subjects. He is now starting college in September to study Media Studies, Film Studies and ICT A Levels with a fourth subject still to be decided. In his spare time, Charlie enjoys football, video games, cinema and spending time with friends. He hopes to find new interests and gain confidence and experience through part time or weekend work.
This document contains information about work-related learning opportunities including job vacancies, university courses, and an action plan. It also provides case studies about two media professionals - Jeremy Clarkson and Gary Lineker. The job vacancies are for positions in social media, marketing, and paid search. The university courses cover subjects like media and communication, film and media studies. The action plan outlines goals for qualifications and experience over the next decade. The case studies describe the careers and backgrounds of Clarkson, a former Top Gear presenter, and Lineker, a former footballer who now works in sports media.
The document provides an evaluation of an FMP project involving a podcast about recent football matches. Strengths included thorough research on selected games and planning done through a trial podcast. Good time management allowed for completing tasks on schedule. The final podcast had clear audio quality without issues. Feedback noted positives like the intro/outro and information provided, while suggesting adding background music or commentary clips could further engage listeners. Overall the evaluation found the project was well-planned and executed but could be enhanced by additional audio elements.
This proposal is for a football podcast aimed at educating and entertaining people over 10 years old. The podcast will interview members of the public about their football team's recent performances and upcoming games. It will discuss transfers, results, and gossip from clubs, players, and managers. The target audience is both male and female fans ages 10 and up, as football appeals to both genders. The podcast will be freely available online to appeal to people of various social economic statuses. It will take care to discuss all teams fairly and not include any offensive or inappropriate content that could upset religious, ethnic, or social groups. Original ideas and content will be used to avoid copyright issues.
This document discusses the process of creating an animation for a game. It describes several parts of the animation:
1) The start screen where the user can choose to play, see controls, or quit.
2) The first level of the actual game where the character jumps between rocky platforms.
3) Another part of the first level where the character jumps between platforms near the end of the animation.
4) The last part of the first level and the ending scoreboard that appears after completing the level.
The animation was created using tools like the brush, pencil, eraser, and select tools in the software. Moving elements at the same time and adding a character flip were techniques used during
The document outlines initial plans for designing a video game. It discusses potential genre ideas such as a horror or adventure game. For a horror game, it proposes including scary music, puzzles, and frightening characters. For an adventure game, the document suggests making the main character look rusty and having few items initially. It also includes a mind map about designing a 2D adventure game inspired by Mario and Sonic but with original characters and landscapes. There is a mood board showing images from Mario and Sonic games to influence the design's color scheme, tone, and style.
This document proposes an advergame promoting Coca-Cola that would be released across multiple platforms. The game would involve a Coca-Cola can jumping through stages and ending in a face-off between Coca-Cola and Diet Coke. The target audience is anyone aged 9 and older of any gender or social status who would be appealed to through catchy music and realistic sound effects. Legal and ethical considerations are addressed to avoid offensive content and ensure the game does not infringe on copyright.
The document provides an overview of various ASA codes for marketing communications in the UK. It lists 13 codes covering areas like compliance, recognition as an ad, misleading claims, harm and offense, children, privacy, and food/health claims. Code 1 requires all marketing to be legal, decent, honest and truthful. Code 2 specifies that materials must be identifiable as ads. Code 3 allows ASA to consider UK unfair trading regulations when evaluating complaints about misleading ads.
This document provides an overview of the process for creating an animated game. It describes including an intro screen with a spacebar prompt, a company logo, a main menu with options like Play and Settings. It also describes creating character selection screens with 3 choices, designing game levels with obstacles, powerups, and enemies. Throughout the animation different tools were used including the pencil, brush, and eraser tools. Sound effects and background music were also included to enhance the gaming experience. The finished animation is over 2 minutes long, including multiple levels, character deaths, and checkpoints.
The document discusses fonts, colors, and layout designs that will be used in a 2D game animation. It includes screenshots of two potential layouts for the game that feature a title, background image, and character. It also provides storyboards showing shots of the game's levels from a distance and including the character. The document lists resources and software needed, potential issues and solutions, and a 17-day schedule to complete the animation and app logo/poster.
This proposal is for a pixel adventure/fantasy game called "Lost Relative" aimed at ages 7+. The player controls a character searching levels of a map to find their lost relative. Levels include obstacles, enemies, power-ups, and coins. The story and gameplay are meant to be entertaining with characters that have unique appearances, weapons, and abilities. Feedback from surveys and interviews will inform character and weapon design choices. While similar to Mario in concept, all aspects of the game will be original creations to avoid copyright issues. Care will be taken to avoid offensive content and the game will adhere to advertising standards regarding harm, offense, and honesty.
The document describes experiments conducted for a game character and weapon design. In the first experiment, the author used basic tools like the pencil and eyedropper tools to design a character matching a suggested weapon from a survey. For the second experiment, the author designed a stronger character wielding a flamethrower, which took longer. The author reflects that they will include weapon designs and bright colors in their final pixelated game, with single-layer character animations, incorporating feedback from their surveys and interviews.
The questionnaire responses showed that the target audience for the game project consists primarily of male teenagers aged 17-18 who have an interest in games. They indicated preferences for adventure and fantasy genres. Most play games on PlayStation consoles. To appeal to this audience, the product will include adventure elements, be suitable for ages 16+, and take inspiration from the audience's recommendations.
The document proposes creating a Mario-inspired animated game that lasts 3 minutes. Key elements would include character selection, two levels (desert and castle), and additional side features like an app logo and magazine spread. The game would appeal to audiences ages 7 and older of both genders. Photoshop would be used to create the game and additional products like a magazine cover. The proposal discusses the concept, products, software needs, and target audience.
The document discusses fonts, colors, and layout designs that will be used in a game project. It lists several fonts like Lucida Console, Rockwell, and Georgia that could be used for headings. Green and blue colors will mainly be used for landscape and sky backgrounds. Two layout designs are presented using a character and background images found online with a title font from Dafont. The document also includes sections on storyboards, resources, contingency planning, health and safety, and a schedule for completing the game animation over 17 days in Photoshop.
This document provides a proposal for a new adventure/fantasy pixel game. The game will include different characters, levels, and a storyline where the main character searches for their lost relative. The levels will be 2D side-scrolling like Mario, featuring obstacles and enemies. Feedback from research and questionnaires will influence character abilities, enemies, and levels. The target audience is ages 7+ of both genders, as the game concept is similar to Mario. The game will not include offensive content and original characters/levels will be created to avoid copyright issues.
The author conducted two character design experiments using basic digital tools like the pencil, brush, and eyedropper tools. In the first experiment, the author designed a character matching a friend's appearance but with custom features, giving the character armor-like colored arms. The second experiment was more difficult and time-consuming due to designing a character wielding a flamethrower. Both experiments helped the author practice character design and informed the style and elements that will be included in their pixel adventure game, such as weapons and a variety of bright and dark colors.
The document summarizes research from an audience questionnaire about preferences for video game genres, platforms, and features. Key observations include:
- The audience is primarily male teenagers who enjoy playing games for 1-2 hours at a time.
- They showed interest in adventure, fantasy, and action genres and mainly play on PlayStation consoles and phones.
- There was a mix of preferences for character abilities, with having a weapon and open-ended suggestions being popular.
The creator will aim to appeal to this audience by including genres, controls, and character options mentioned as interests in their game design. They will target phones and consoles and aim for a playtime that doesn't encourage excessive use.
The document outlines an initial plan to create a 3-5 minute Mario-inspired animated game. Key details include:
- The game would include character selection, different levels, and unlockable characters.
- Additional side features like an app logo and magazine cover would also be included.
- The target audience is ages 7 and up of both genders.
- If doing t-shirt designs instead, they would feature video game characters and phrases and target an audience over age 12.
- Photography was also considered but gaming was selected as it provides more of a challenge.
This document provides a script for a 5-minute radio show discussing recent FA Cup games. The show will include:
1) An introduction in the first minute welcoming listeners and outlining that the show will discuss upcoming FA Cup fixtures and which teams may advance.
2) A discussion in the second minute about Lincoln City's upset win over Brighton, including highlights of goals and why Lincoln City deserved to win and advance.
3) An analysis in the third minute of both teams' recent performances and Lincoln City's plan and techniques for their next match, as well as what Brighton did wrong in their loss.
4) Comments in the fourth minute about standout individual players from the match and potential Man of
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.
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 ...
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
3. Research
• I think overall my research went well because before the project even started, I knew what I wanted to do. I started by going through
the research PowerPoint and the Initial Plans PowerPoint to see what ideas I can come up with from the top of my head and to create a
questionnaire for people of the public to answer. The public meaning majority of the people in my Media class and some relatives and
that’s about it. I started the first PowerPoint just thinking of ideas and trying to come up with a decent idea, however with the second
PowerPoint I decided to look on the internet and get some ideas of there. I took some images of the internet and talked about the
positive and negative features of the image and this helped me figure out what I should do for my game. Talking about different images
helped me further on in the project when it came to talking about specific parts of my game.
• The questionnaire was useful as well because I added a lot of suggestions that were requested by people in my class and other media
classes. I got some positive feedback and not stupid answers which helped me figure out what to include and what not to include. Some
of the answers got me in a bit of a struggle as there were so many good answers. Because some of the answers were good I took some
of them and added them into my game. This questionnaire probably helped me the most out of everything because it gave me ideas
when I was struggling for them. People answered properly and not stupidly which was also a positive about my research. I didn’t want
any stupid answers as it would be harder for me to take ideas from the questionnaire.
• The weaknesses of my work were that the processes could have been better and been in more detail. Other than that there’s no other
weaknesses I could think of. If I was to improve on my processes I would go over all the blurry parts of my product which would of taken
longer, but would of ended up being better.
• My existing products helped my design my game. I was trying to base my game off Mario and it turned out quite successfully. I ended
up changing the level design, the characters and weaponry, all I have kept the same is the concept / storyline.
• My quantitative research is from my survey which I ended up getting some positive feedback from. And my qualitative research is from
my interviews that were good as well. Overall I got good feedback from both pieces of work.
4. Planning
• The planning went as well as the research. I thought overall the planning went to plan and helped me
really well. The planning was mainly done on the initial plans and the production experiments
PowerPoints and I did pretty well. On the initial plans PowerPoint I got all the ideas I wanted and put them
together to put them into my game. And the experiments PowerPoint was based on making an experiment
of what my game could look like and this helped massively. This gave my a basis of what to do with my
game so I made two characters that could have been included into the game, but unfortunately I can’t
include experiments in the proper product, therefore I had to make different characters in the end.
However this helped massively as said previously because it gave me an idea on what characters to make
and it made it easier when it comes to making them properly a I’ve made experimental ones. And when I
talked about the characters afterwards it helped me when it came to the production reflection because it
was easier to talk about the situation and what tools and processes I used.
• The weaknesses of my planning were the existing products. I think I could of put more effort into the
existing products because all I did was take a image of a pixel game level off the internet and added the
title of my game and a 2D pixelated character cropped out of an image. I could of gone of Photoshop and
made it a lot more better but there was quite a few existing products to complete so I didn’t do that. If I
did this I would have got more marks and would of helped my product out more. This is because I could of
used more tools and processes towards my final product which would of hopefully made the production
better.
5. Time Management
• Honestly, my time management was good for the first 4-5 PowerPoints but when it came to the
production work I got caught behind and was behind majority of the people in my class and on my work.
This is because I’m making a game, a pixel game, which takes a long time to do and has unfortunately put
me behind on my work. However that was only on my main product, my two side products on the other
hand were completed on time which is a positive. The production reflection took my a bit longer because
of the amount of screenshots I took and had to describe and go into detail on. So overall I think I managed
my time well on the majority of the work I had to complete it’s just the main product that takes a long
time to do. Making a video game is a long process because you have to make each individual character,
background, starter menu, enemies and additional features which takes a long time. And with only two
weeks to make all of it put me under pressure and didn’t get it finished on time. However in the end I got
it finished before the end of the next week which is a positive. If I had more time after going behind on my
work I would check everything is okay and looks good and there’s no mistakes. That’s for the main product
for my poster and app logo I would of seen in I could have added anything to them and checked for
spelling mistakes and so forth. With the PowerPoints I would do the same, check for spelling mistakes,
make sure everything makes sense and make sure there’s plenty of detail and information about the topic.
• When it came to handing in the PowerPoint's in on time I did this successfully until the end when I didn’t
hand in my evaluation in as it was incomplete. However I then handed it in later on in the week and
completed it.
6. Technical Qualities
Similarities
The similarities between both products are that they both have a similar story line
and concept. They both have someone captured and have to find them through a
load of different obstacles and enemies on the way. The level design is very similar
with the hills and mountains in the background. The idea of my game was to base it
off Mario and I did that pretty well.
Differences
The differences between the two products were that there was different characters
made up, the time was set differently from day to night and my game had less
additional features as it’s a proper game and mine isn’t. However the main differences
is the character changes and level design. The left image is a lot more complex
whereas mine isn’t. This is because I couldn’t make mine as good as a proper Mario
game because it would be too hard and take too much time.
Even though I was meant to base my game off Mario, I had both similarities and differences which shows that I had some of my own ideas in my game and not all based off
Mario. I obviously had a very similar concept and level style but I wanted my own ideas and ideas from other people which were included in my game.
In both games there are good flows to the animation. Meaning that there isn't any boredom in the games and entertains people easily. When it comes to the scoreboards my
game’s scoreboard is simple with a score, time and lives count. However in the other game there’s a more complex scoreboard which has more information on it and in my
opinion looks better than my own. To gain points in my game you collect coins and defeat the enemy. However in this screenshot there isn’t anything that’s been achieved
yet as it’s the start of the game. The other game however gains points by collecting coins, power-ups, defeating enemy creatures and jumping over certain obstacles. I’m
comparing my game to a far better game with more complex features and that has probably had more time making it than mine.
7. Aesthetic Qualities
I think my work is creative and looks good. I will start off with this, the starter screen. This is after the company logo and the Space bar part of the animation. I think this
starter screen overall could have been better with the background design. I could have made it like the starter level instead of something completely different. On the starter
screen I like the handmade lock which is for things to unlock in the game. I also like the ‘Play’ and the ‘Options’ featured on the starter level. It add something to the game
making sure it looks like a proper game.
The other screenshot is the actual gameplay of the animation and looks different to the starter menu. When looking back on it I wish I made the background for the starter
screen the same as the level. I think this is the creative part of my game because I can include whatever I want to the game. Majority of the additional features in the game
such as a weapon on each character and coins is from the questionnaire from the research PowerPoint.
When the company logo appears it shows that it’s a pixel game and not a a real-life game for example.
8. Aesthetic Qualities
These two products are the other products made alongside my game. The first
one is a poster which looks basic, simple, but looks really good. I took a
screenshot from my game and put it onto the poster so people know what to
expect from the game. From the picture itself, it shows the main character in the
game who’s called Oscar. The genre of the game is adventure that’s why Oscar
has a hammer. This was recommended off the quantitative
research/questionnaire and that helped me get ideas for my game and add
people’s ideas as well. The tools that I used to create this were the brush tool,
eye drop tool, select tool, eraser tool and the guides to help me get everything
accurate. These tools were really useful because they were the easiest to use in
my opinion. The background on the poster is a screenshot from the level I’ve
made within the animation. This shows the character, a crate, hills and grassy
hills. This is all to do with the adventure genre, I wanted to make it as
adventurous as possible. The weapon was chosen from the survey which a
member of my audience answered for one of the questions. The colours
mentioned in my style sheet are in this poster and app logo so hopefully these
two products will inflict on how my audience feel for the game, in a positive way.
This is the app logo that I made for my game because it’s available on many different devices and
consoles. The tools I used were the same ones I used in the poster. The main tools that I used were
the eye drop tool, brush tool, and crop tool. I cropped the image out of the poster and put it as the
main background for the app logo. This didn’t take me long to make as it’s something small and
easy to make. The main character is apart of the image so I have stuck with the same character
throughout all my products. I think my audience will rate my app logo really highly as it’s simple,
not too complex and has all the basics on it.
9. Audience Appeal
• I think overall I have appealed to my target audience. I ended up finishing my product and it looked really good. I definitely
appealed to my target audience because I included some of the suggestions from the questionnaire into my game which my
audience will like about my game. I included the weapon suggestions and the type of character they wanted. They’re the
specific points of my game that appeal to my audience.
• I also took the suggestions from the last question from the questionnaire. Which was what other side products would you
recommend making along with the main product. People said to do a magazine double page spread and front cover, a
poster or merchandise. I chose the poster as someone’s idea and then I chose one for myself, an app logo. All the features
that are in my game from the questionnaire appeal to my audience because it’s there ideas combined with mine.
• - There was a couple of questions that had high percentages and were easy to pick the answers from. For example the first
question is ‘male or female?’ and the percentage was 100% men and 0% women. This shows that from the questionnaire
that my whole audience is aimed at male gamers and I had to make my game good for a male gamer’s perspective. I had to
think of what I would include in my game as the whole of my audience is male. I did this by making all the characters male
and some unlockable character(s) that are male and female so there’s a mix of gender in the game. Including these features
will make people of 7 and above to enjoy the game and play it for a long period of time.
• My audience age range is 7+ and I think my audience which starts at such a young age will enjoy the additional features
from my own ideas and from others. Younger people will enjoy the game more because it might not be something they’ve
seen before so seeing something for the first time inspires them and want to play it more or other games. The
psychographic would be Belonger as it’s to do with family. My game would be a game you can play anytime and involve
family, that’s how my game can appeal to my target audience. Also my age range is 7+ which children of that age will tell
there parents about the game.
• - These have appealed to my audience because I have included features that appeal to people of a young age. For example I
have made an adventure game that included the like of cool-looking characters, enemy creatures, collectables in the game
and decent music and sound effects throughout the animation.
11. Feedback 1
• What did you like about the product?
– Overall I like the animation, I think the character looks really cool and the level
design is well thought out. On the level I like the additional features such as
the coins, enemy characters and weapons. The character selection part of the
animation and the starter menu are very well designed and make the
animation look like a proper game.
• What improvements could have been made to
the product?
• Improvements would be to get go over the blurry layers because it will make it
look better.
12. Feedback 2
• What did you like about the product?
– Overall I think the products were really good especially the animation which
was excellent. I like how there’s a main menu screen and a screen to select
characters. I like how the coins, enemies and weapons are included, without
them it would make the game boring and standard. The app logo looks
professional and the poster is good as well. The ending score line is also a
good addition.
• What improvements could have been made to
the product?
– Go over the blurry parts apart from that there’s nothing to change. Add some
more enemies and life-like nature.
13. Feedback 3
• What did you like about the product?
– The animation is really good. I like how the game restarts after the character
dies near he checkpoint. I like how the character does summersaults
throughout the animation it makes it looks like a proper adventure game.
– The character selection part of the animation is good because it makes it look
like a proper game selecting which character you want.
– Overall I think the animation is top-notch.
• What improvements could have been made to
the product?
– Nothing to include or improve.
14. Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree with my feedback because I could of improved on my blurriness on my
main product. I think the improvement feedback makes sense because it takes
a long time to make the animation and I didn't have time to get rid of the
blurriness wherever it was. I agree with the positive feedback that the
animation wouldn’t feel like a proper game without additional features. The
additional features being the coins, weapons and the enemies.
• What do you disagree with from your peer
feedback?
– I don’t disagree with any of my feedback because I want to improve my
product to its best. Therefore, I will listen to both the positive and the negative
feedback and see what needs changing.
15. Peer Feedback Summary
The main improvement was to get rid of all the blurry parts of the animation on the character.
This mainly occurred when the character did a summersault and I had to rotate the character
which made it blurry. If I had the time to go over the blurry bits I would have but the process of
making the animation took a long time to do.
The improvement of making it look like real life with for example trees and animals could have
been a decent idea to include in my game, however I didn't think that far when planning the
animation.
Overall the feedback I think is really positive and I can’t disagree with anything. Any
improvements or ideas to include I will listen to and I will make some of those suggestions
possible. This would improve my work a lot.
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?
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
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
What changes would you make to your product based upon your peer feedback and why?