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Evaluation
Daniel Firth
Research
• Strength in my research is that I researched many different forms of
videogame from all styles and and eras. To make sure I make mine the
best I can, I also researched the script of “we will rock you the musical” for
references and plot for my game as I based my story of it. I used Google
and YouTube videos (play through) for most of my research as they are
quick and easily accessible. I also watched some videos on how to use
Photoshop and animate which allowing me to use Photoshop more
confidentially and quicker, creating my experiment helped as I was able to
learn and practice using Photoshop to create a animation and drawing in
the 8-bit/pixel art style.
Research
• Weaknesses in my research are that I didn't research by playing any games
that I was using as inspiration, this hinders my research as I didn’t know
how the games ran so I didn’t know how to platform my game. Another
weakness in my research is that when I was researching the musical “we
will rock you” I only looked and skimmed through the first half script so
whilst that helped in creating my game as I only used the first half, if I had
wanted to make my game longer I wouldn't’t have the knowledge to
create it or design it.
Planning
The strengths in my planning were that I made a contingency plan for if
anything was to go wrong, which it did. For a week Photoshop stopped
working in college, so I was able to fall back onto my plan and continue my
work with little time lost. Another strength in my planning was that I was able
to plan most of my production process before I started meaning I had all my
colour schemes and scenes ready for me to use and make my game.
Weaknesses in my planning include that I didn't make a story board or
written/visual idea for how I wanted my piece to look. I also did not plan for
not being able to go to college as I do not have access to photoshop at home,
meaning I would not be able to continue work on my project.
Time Management
I managed to finish creating my videogame and PowerPoints before the given
deadline of the 6th January 2020. if I had more time I would have added more
detain to my planning and PowerPoints, and more detail to my game and
made more levels or made it more intricate.
Technical Qualities
One technical quality of my videogame is I have given the player
directions on how to play the game in many scenes to try and enhance
the game quality for the players. I have also added fade outs in scenes
to make the animation more fluid as it goes between scenes, instead of
it jumping from area to area. I have made a menu screen and level
complete screen so the beginning and end of the levels are clear. I
have added “Easter eggs” into my game that lead references to 3 of my
peers games, the dinosaur skull references Kieron's “primeval
game”, in the underground station, I have the graffiti sating “boom
in the west” which is the name of jakes game, and the advert
for “space juice” which is also in Harrys game.
Technical Qualities
My game is similar to the existing game “monkey island” as they are
both adventure category games and have a similar game play style.
Another way it is similar as it has the same style artwork and as they are
both in pixel art/8-bit style. My game is a mixture of gameplay and cut
scenes, to try and uphold the story that I based it off.
Aural Qualities
My game has a backing track which changes depending on what is
happening, for example the loading screen has a different track too the
first scene of the game. The beat of my backing track changes pace to
build suspense or to signify something is happening.
I composed all the soundtrack using loops and samples on the software
garage band, meaning it was easy to create and edit to how I wanted.
Aesthetic Qualities
For my back grounds portraying the outside I used dark colors to portray the
ruins in the back-ground in the desolate future, with dark and red toned
colors for the sky in the cities to signify fires behind the silhouette. For inside
the headquarters of global soft, is mainly blue and tones of bluer to symbolize
that its clinical and clean of badness (rock).
Audience Appeal
My game appeals to a large audience as it is based on a very successful
musical with thousands of followers. Also one of the most well-known and
successful bands of all time, Queen, who have millions of followers
worldwide. Meaning it might appeal to them, my gameplay is also smooth
and interactive with a fluid story meaning it could appeal to people who
just enjoy gaming.

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Game evaluation

  • 2. Research • Strength in my research is that I researched many different forms of videogame from all styles and and eras. To make sure I make mine the best I can, I also researched the script of “we will rock you the musical” for references and plot for my game as I based my story of it. I used Google and YouTube videos (play through) for most of my research as they are quick and easily accessible. I also watched some videos on how to use Photoshop and animate which allowing me to use Photoshop more confidentially and quicker, creating my experiment helped as I was able to learn and practice using Photoshop to create a animation and drawing in the 8-bit/pixel art style.
  • 3. Research • Weaknesses in my research are that I didn't research by playing any games that I was using as inspiration, this hinders my research as I didn’t know how the games ran so I didn’t know how to platform my game. Another weakness in my research is that when I was researching the musical “we will rock you” I only looked and skimmed through the first half script so whilst that helped in creating my game as I only used the first half, if I had wanted to make my game longer I wouldn't’t have the knowledge to create it or design it.
  • 4. Planning The strengths in my planning were that I made a contingency plan for if anything was to go wrong, which it did. For a week Photoshop stopped working in college, so I was able to fall back onto my plan and continue my work with little time lost. Another strength in my planning was that I was able to plan most of my production process before I started meaning I had all my colour schemes and scenes ready for me to use and make my game. Weaknesses in my planning include that I didn't make a story board or written/visual idea for how I wanted my piece to look. I also did not plan for not being able to go to college as I do not have access to photoshop at home, meaning I would not be able to continue work on my project.
  • 5. Time Management I managed to finish creating my videogame and PowerPoints before the given deadline of the 6th January 2020. if I had more time I would have added more detain to my planning and PowerPoints, and more detail to my game and made more levels or made it more intricate.
  • 6. Technical Qualities One technical quality of my videogame is I have given the player directions on how to play the game in many scenes to try and enhance the game quality for the players. I have also added fade outs in scenes to make the animation more fluid as it goes between scenes, instead of it jumping from area to area. I have made a menu screen and level complete screen so the beginning and end of the levels are clear. I have added “Easter eggs” into my game that lead references to 3 of my peers games, the dinosaur skull references Kieron's “primeval game”, in the underground station, I have the graffiti sating “boom in the west” which is the name of jakes game, and the advert for “space juice” which is also in Harrys game.
  • 7. Technical Qualities My game is similar to the existing game “monkey island” as they are both adventure category games and have a similar game play style. Another way it is similar as it has the same style artwork and as they are both in pixel art/8-bit style. My game is a mixture of gameplay and cut scenes, to try and uphold the story that I based it off.
  • 8. Aural Qualities My game has a backing track which changes depending on what is happening, for example the loading screen has a different track too the first scene of the game. The beat of my backing track changes pace to build suspense or to signify something is happening. I composed all the soundtrack using loops and samples on the software garage band, meaning it was easy to create and edit to how I wanted.
  • 9. Aesthetic Qualities For my back grounds portraying the outside I used dark colors to portray the ruins in the back-ground in the desolate future, with dark and red toned colors for the sky in the cities to signify fires behind the silhouette. For inside the headquarters of global soft, is mainly blue and tones of bluer to symbolize that its clinical and clean of badness (rock).
  • 10. Audience Appeal My game appeals to a large audience as it is based on a very successful musical with thousands of followers. Also one of the most well-known and successful bands of all time, Queen, who have millions of followers worldwide. Meaning it might appeal to them, my gameplay is also smooth and interactive with a fluid story meaning it could appeal to people who just enjoy gaming.

Editor's Notes

  1. What were the strengths of your research? How did your research help your product? Discuss product research and experiments. What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
  2. What were the strengths of your research? How did your research help your product? Discuss product research and experiments. What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
  3. 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?
  4. 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?
  5. Discuss the strengths and weaknesses of the technical aspects of your work; level of detail in the pixel art, smoothness of the animation, complexity of animated elements. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences Consider putting your final piece(s) in the centre of a page alongside an existing product- Use text boxes and arrows
  6. Discuss the strengths and weaknesses of the technical aspects of your work; level of detail in the pixel art, smoothness of the animation, complexity of animated elements. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences Consider putting your final piece(s) in the centre of a page alongside an existing product- Use text boxes and arrows
  7. Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue. Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio What other audio elements could you have added? What would have made it better?
  8. Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it? Consider use of colour, if you can tell what your art is meant to represent, backgrounds, characters, pick-ups, enemies etc Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  9. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows Consider using you https://yougov.co.uk/profileslite#/ to develop your audience description