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FMP Evaluation
Clinton Mwambula
Production Process Evaluation
Research
The strengths of my research depended on the knowledge of getting the right
setting and genre of the game so I could deliver on the production of my
game. The research I did was’t difficult because I knew I wanted a specific: 3D,
side scrolling game. Because I knew what I wanted it was easy to do the
research and conduct a game where its similar to my final production.
The research helped my production because I could of used it as an idea to
create my own product similar to the same genre of the game. Also by looking
at games similar to my product, it would have helped me by developing parts
of the game I lacked in.
The weaknesses of my research was that it was a bit time consuming and that
the research could have been optional. If I didn’t do the research If would
have been more difficult to find the perfect genre and art style of the game
but it would have meant I had more time to develop the idea and improve it.
Planning
I found that planning was a key strength to creating my product because it helped
me out on planning efficiently and quickly cause I new what I was doing so the
consistency of creating the final game got finished in time. By planning which days
I was going to complete specs of the game helped me out in the long run because
it was easy and efficient to get work completed by deadlines. The weakness of
planning my work was that it was time consuming leaving me with less time to
actually do my game design. I could have improved my planning by putting less
time into the planning and put more time into the actual game design. I I had
done this the final outcome of the game design would have been more polished
and would have had more interactive things to do in the game.
Secondly The strengths of planning the game production was beneficial because It
helped me separate major parts of the game production into small segments that
I could complete it a certain amount of time. This helped me complete my
production In time.
The weaknesses of planning was that the production could have changed and that
updating the plan could have wasted time getting an accurate source to reference
back to. If planning was an option the effects of improving my production would
have had been better
Time Management
The time management I went with, was a bit inconsistent due to delaying
some work that needed to be done at a certain time, for example the
animation, I did complete my project on time with enough gameplay to see
but with additional time I would improve the overall performance of the
game and the gameplay.
If I had more time I would have made the game more longer with better
animation
Technical Qualities
The game design of both these games have a simplistic format to where the
game is played also the way the games format is structured its easy to follow and
play. This makes the game more universal to the wide range of age groups
playing the game such as primarily children, the psychographic values of the
game would mostly be aimed towards type A and B mostly due to the fact they
express a sense on giving up on humanity and possibly play a lot of games that
can divide them from humanity.
Both the color scheme of the games have an old vivid look to them both,
showing and giving an old vibe to both the games qualities.
The character design of the games have an effective and simple design to both of
them giving an easy recognizable look to the game
The game has a linear playing style and is comfortable and easy to play as well as
to follow, this makes the video game more inviting for the younger audience.
Aesthetic Qualities
I think that at the end of the video game production the game I made looked good and
that it was creative and unique to other products being developed, the main visuals I
liked was that you could slightly see the minerals and the platforms the main character
would jump on. If I had more time my product would have improved more by having
more space for the character to jump around in. by improving the quality of the game I
could have minimized the size of the map to have more space to do more creative artistic
designs or playing ground.
The strengths of my game was that the complicity was easy for all age ranges to play, the
simple tasks of jumping from platform to platform and trying not to fall was an easy task
for any age group wanting to play the game. Also the games art was easy and
recognizable for anyone to understand that the main setting for the game was
underground. However, the weakness was that the main objective of the game felt as if it
was getting repetitive and that it would get boring after some time of playing.
I also think that the games art could have been
More improved by having more detailed qualities
Such as more creative natural items such as
Flowers on the grass
Audience Appeal
My product appealed to my targets audience by the way the video game color
scheme was presented. The bright bold colors I've used made an inviting warm
welcome to the audience who are wanting to play the game. Also my product
made a big appeal to how easy It was to play the game and the simplicity kept
the audience more interested and appealed to the game. Lastly the games play
button was an effective and similar to the games design because of the old retro
look it portrayed with a bold statement saying “play”.
The character design was my intension of making a specific appeal to the target
audience as too the visual of the character can make the consumer entertained
by the characters looks, however the game design underground was acceptable
the skies were also detailed to on how they faded and merged into the
background.
Peer
Feedback
Feedback 1
• What did you like about the product?
– I liked the dramatic sound effects.
– I also liked the background as it showed the mole to
be underground clearly.
• What improvements could have been made to
the product?
• One improvement I have is that you could change
the name as the mole does not “jump step and
hop”.
Feedback 2
• What did you like about the product?
– The sound effects are in sync with the video
• What improvements could have been made to
the product? Add a bit more to the actual
game add more detail to the minerals in the
underground part.
Feedback 3
• What did you like about the product?
– I like the detail In the game and how it’s underground.
I also like the sounds and music what go along with
the game
• What improvements could have been made to
the product?
• I would make it so something actually goes on in
the game just then the loading screen and then
we could know what's going on in the game.
Peer Feedback Summary
• What do you agree with from your peer
feedback? I agree with some of the reviews on
adding more to the game they felt as if the game
was more wasted on loading than the actual
gameplay aspect.
• What do you disagree with from your peer
feedback? I disagree with the fact they said that
the underground aspect of the game could have
had a little bit more detailed such as minerals in
the game.
Peer Feedback Summary
Based upon my feedback I would mostly develop the games gameplay and how its
played and the duration of the game made it as if it was the loading screen, when I
designed the game I should have had more space to actually create the
underground aspect of the game with another slide to create more room for
designing the actual game. I would have changed this because when creating the
game it was quite limiting on what I could do with the space in the game.
the first feedback I got involved me on the title of the game the peer that
reviewed the game seem to be deceived by the fact the game is “Jump Step Hop”
when you don’t do those instructions. Secondly, another improvement what I got
was that the game needed to have more gameplay and involvement to have them
engaged in the game.
I agree with some of these improvement because a bit of the gameplay lacked in
showcasing the games true potential and value.

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Jump Step Hop Game Evaluation

  • 3. Research The strengths of my research depended on the knowledge of getting the right setting and genre of the game so I could deliver on the production of my game. The research I did was’t difficult because I knew I wanted a specific: 3D, side scrolling game. Because I knew what I wanted it was easy to do the research and conduct a game where its similar to my final production. The research helped my production because I could of used it as an idea to create my own product similar to the same genre of the game. Also by looking at games similar to my product, it would have helped me by developing parts of the game I lacked in. The weaknesses of my research was that it was a bit time consuming and that the research could have been optional. If I didn’t do the research If would have been more difficult to find the perfect genre and art style of the game but it would have meant I had more time to develop the idea and improve it.
  • 4. Planning I found that planning was a key strength to creating my product because it helped me out on planning efficiently and quickly cause I new what I was doing so the consistency of creating the final game got finished in time. By planning which days I was going to complete specs of the game helped me out in the long run because it was easy and efficient to get work completed by deadlines. The weakness of planning my work was that it was time consuming leaving me with less time to actually do my game design. I could have improved my planning by putting less time into the planning and put more time into the actual game design. I I had done this the final outcome of the game design would have been more polished and would have had more interactive things to do in the game. Secondly The strengths of planning the game production was beneficial because It helped me separate major parts of the game production into small segments that I could complete it a certain amount of time. This helped me complete my production In time. The weaknesses of planning was that the production could have changed and that updating the plan could have wasted time getting an accurate source to reference back to. If planning was an option the effects of improving my production would have had been better
  • 5. Time Management The time management I went with, was a bit inconsistent due to delaying some work that needed to be done at a certain time, for example the animation, I did complete my project on time with enough gameplay to see but with additional time I would improve the overall performance of the game and the gameplay. If I had more time I would have made the game more longer with better animation
  • 6. Technical Qualities The game design of both these games have a simplistic format to where the game is played also the way the games format is structured its easy to follow and play. This makes the game more universal to the wide range of age groups playing the game such as primarily children, the psychographic values of the game would mostly be aimed towards type A and B mostly due to the fact they express a sense on giving up on humanity and possibly play a lot of games that can divide them from humanity. Both the color scheme of the games have an old vivid look to them both, showing and giving an old vibe to both the games qualities. The character design of the games have an effective and simple design to both of them giving an easy recognizable look to the game The game has a linear playing style and is comfortable and easy to play as well as to follow, this makes the video game more inviting for the younger audience.
  • 7. Aesthetic Qualities I think that at the end of the video game production the game I made looked good and that it was creative and unique to other products being developed, the main visuals I liked was that you could slightly see the minerals and the platforms the main character would jump on. If I had more time my product would have improved more by having more space for the character to jump around in. by improving the quality of the game I could have minimized the size of the map to have more space to do more creative artistic designs or playing ground. The strengths of my game was that the complicity was easy for all age ranges to play, the simple tasks of jumping from platform to platform and trying not to fall was an easy task for any age group wanting to play the game. Also the games art was easy and recognizable for anyone to understand that the main setting for the game was underground. However, the weakness was that the main objective of the game felt as if it was getting repetitive and that it would get boring after some time of playing. I also think that the games art could have been More improved by having more detailed qualities Such as more creative natural items such as Flowers on the grass
  • 8. Audience Appeal My product appealed to my targets audience by the way the video game color scheme was presented. The bright bold colors I've used made an inviting warm welcome to the audience who are wanting to play the game. Also my product made a big appeal to how easy It was to play the game and the simplicity kept the audience more interested and appealed to the game. Lastly the games play button was an effective and similar to the games design because of the old retro look it portrayed with a bold statement saying “play”. The character design was my intension of making a specific appeal to the target audience as too the visual of the character can make the consumer entertained by the characters looks, however the game design underground was acceptable the skies were also detailed to on how they faded and merged into the background.
  • 10. Feedback 1 • What did you like about the product? – I liked the dramatic sound effects. – I also liked the background as it showed the mole to be underground clearly. • What improvements could have been made to the product? • One improvement I have is that you could change the name as the mole does not “jump step and hop”.
  • 11. Feedback 2 • What did you like about the product? – The sound effects are in sync with the video • What improvements could have been made to the product? Add a bit more to the actual game add more detail to the minerals in the underground part.
  • 12. Feedback 3 • What did you like about the product? – I like the detail In the game and how it’s underground. I also like the sounds and music what go along with the game • What improvements could have been made to the product? • I would make it so something actually goes on in the game just then the loading screen and then we could know what's going on in the game.
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? I agree with some of the reviews on adding more to the game they felt as if the game was more wasted on loading than the actual gameplay aspect. • What do you disagree with from your peer feedback? I disagree with the fact they said that the underground aspect of the game could have had a little bit more detailed such as minerals in the game.
  • 14. Peer Feedback Summary Based upon my feedback I would mostly develop the games gameplay and how its played and the duration of the game made it as if it was the loading screen, when I designed the game I should have had more space to actually create the underground aspect of the game with another slide to create more room for designing the actual game. I would have changed this because when creating the game it was quite limiting on what I could do with the space in the game. the first feedback I got involved me on the title of the game the peer that reviewed the game seem to be deceived by the fact the game is “Jump Step Hop” when you don’t do those instructions. Secondly, another improvement what I got was that the game needed to have more gameplay and involvement to have them engaged in the game. I agree with some of these improvement because a bit of the gameplay lacked in showcasing the games true potential and value.

Editor's Notes

  1. 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?
  2. What were the strengths of your planning? How did your planning help your product? What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  3. Did you manage your time well? Did you complete your project on time or would your products have improved with additional time? What would you have done if you had more time to produce your work?
  4. 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
  5. 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
  6. 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
  7. What changes would you make to your product based upon your peer feedback and why?