Interactive Evaluation
Luke Nicholson
Production Process Evaluation
Research
• I researched games that I have played and enjoy previously I was going to
base my game at first on it, but in production I decided to make it’s a
platformer like the Mario franchise. I used what I researched and decided
that I will keep the idea of what I wanted to do but make changes and
make it into a platformer where you have to collect coins to finish the
levels.
Planning
• I decide that for the background I would do a simplistic, sunny day
background. I then made a cartoon character with a bright colour scheme.
Once I had done the character and background, I started on the coin and I
made a simple coin. After that I made platforms that would fade in and
out.
• When looking at my previous planning and realised that I didn't do
anything like I had planned, the only thing I kept on track with was the
layout plan. Everything else I changed in every other way
Time Management
• For the research and initial plans, I spent the first two days planning and
researching (mostly researching). I had a rough idea on what I wanted to
do when I started the project, so I found planning and researching easier
than previously because I had an idea of what I wanted to do
• Then when I did the production experiments, proposal and the pre-
production, I spent two days working on the power points, I spent the first
day working on the production experiment and then I spent the second
day working on the proposal and pre-production.
• I used my time effectively when making my final project, I spent longer
periods of time on harder to make parts of the projects. As well as when it
came to animating, I spent a long time doing it so it would look the best it
would be able to get.
Technical Qualities
• My work is similar to other platformers because it is a bright and vibrant
game and has a very simplistic goal and character in mind. I also created a
somewhat realistic natural background. It is also similar to other work by
being a simplistic puzzle platformer where you have to try and bet the
level by collecting all the coins and escaping.
Aesthetic Qualities
• I found that it was quiet a creative product to make, and I felt like I had a
lot of freedom to do whatever I wanted. I think it look good creatively due
to the amount of bright, yet simplistic colours I used realistic colours to
make the background. I tried to make it as aesthetically pleasing to look
at.
Audience Appeal
• I made an indie, platformer that is meant for teenagers. It's has very bright
and vibrant colours and a simple and relaxing game you could play. It is
also a puzzle game where you have to find ways to get to coins that unlock
certain parts of the puzzle that means you can progress further.
Peer
Feedback
Feedback 1
• What did you like about the product?
– It has simplistic yet colourful backgrounds and is
very simple gameplay, and looks like it could be
something fun to past your time
• What improvements could have been made to
the product?
– Could have shown more endings such as what
would happen if you fail, or more of the game in
general
Feedback 2
• What did you like about the product?
– It had nice main colours, yet no real main colour
scheme and I think it was a bit too bright for my liking,
but it had a nice gameplay loop and I think it was
somewhat trying to be a simplistic puzzle game
• What improvements could have been made to
the product?
– I reckon it should have had a main colour scheme and
that it should have been expanded on when it comes
to what was shown to us
Feedback 3
• What did you like about the product?
– I like the simplistic gameplay and the light puzzles
• What improvements could have been made to
the product?
– I don't like the bight colour I think the game could
have used some darker colours
Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree that the colours we're bright and that it
has a simplistic gameplay, yet also being
somewhat of a simplistic puzzle game
• What do you disagree with from your peer
feedback?
– I think that I showed enough of the game. And
that you can get a good impression off of what
was showed to you.
What changes would you make based
upon your peer feedback and why?
I would change some of puzzle features more maybe making it
more difficult to complete, but not being too difficult to where it
is impossible to complete. I would also change out some of the
colors on it making it darker in some parts maybe later as well as
showing more of what's to offer with this interactive game.

Project 4 - Evaluation

  • 1.
  • 2.
  • 3.
    Research • I researchedgames that I have played and enjoy previously I was going to base my game at first on it, but in production I decided to make it’s a platformer like the Mario franchise. I used what I researched and decided that I will keep the idea of what I wanted to do but make changes and make it into a platformer where you have to collect coins to finish the levels.
  • 4.
    Planning • I decidethat for the background I would do a simplistic, sunny day background. I then made a cartoon character with a bright colour scheme. Once I had done the character and background, I started on the coin and I made a simple coin. After that I made platforms that would fade in and out. • When looking at my previous planning and realised that I didn't do anything like I had planned, the only thing I kept on track with was the layout plan. Everything else I changed in every other way
  • 5.
    Time Management • Forthe research and initial plans, I spent the first two days planning and researching (mostly researching). I had a rough idea on what I wanted to do when I started the project, so I found planning and researching easier than previously because I had an idea of what I wanted to do • Then when I did the production experiments, proposal and the pre- production, I spent two days working on the power points, I spent the first day working on the production experiment and then I spent the second day working on the proposal and pre-production. • I used my time effectively when making my final project, I spent longer periods of time on harder to make parts of the projects. As well as when it came to animating, I spent a long time doing it so it would look the best it would be able to get.
  • 6.
    Technical Qualities • Mywork is similar to other platformers because it is a bright and vibrant game and has a very simplistic goal and character in mind. I also created a somewhat realistic natural background. It is also similar to other work by being a simplistic puzzle platformer where you have to try and bet the level by collecting all the coins and escaping.
  • 7.
    Aesthetic Qualities • Ifound that it was quiet a creative product to make, and I felt like I had a lot of freedom to do whatever I wanted. I think it look good creatively due to the amount of bright, yet simplistic colours I used realistic colours to make the background. I tried to make it as aesthetically pleasing to look at.
  • 8.
    Audience Appeal • Imade an indie, platformer that is meant for teenagers. It's has very bright and vibrant colours and a simple and relaxing game you could play. It is also a puzzle game where you have to find ways to get to coins that unlock certain parts of the puzzle that means you can progress further.
  • 9.
  • 10.
    Feedback 1 • Whatdid you like about the product? – It has simplistic yet colourful backgrounds and is very simple gameplay, and looks like it could be something fun to past your time • What improvements could have been made to the product? – Could have shown more endings such as what would happen if you fail, or more of the game in general
  • 11.
    Feedback 2 • Whatdid you like about the product? – It had nice main colours, yet no real main colour scheme and I think it was a bit too bright for my liking, but it had a nice gameplay loop and I think it was somewhat trying to be a simplistic puzzle game • What improvements could have been made to the product? – I reckon it should have had a main colour scheme and that it should have been expanded on when it comes to what was shown to us
  • 12.
    Feedback 3 • Whatdid you like about the product? – I like the simplistic gameplay and the light puzzles • What improvements could have been made to the product? – I don't like the bight colour I think the game could have used some darker colours
  • 13.
    Peer Feedback Summary •What do you agree with from your peer feedback? – I agree that the colours we're bright and that it has a simplistic gameplay, yet also being somewhat of a simplistic puzzle game • What do you disagree with from your peer feedback? – I think that I showed enough of the game. And that you can get a good impression off of what was showed to you.
  • 14.
    What changes wouldyou make based upon your peer feedback and why? I would change some of puzzle features more maybe making it more difficult to complete, but not being too difficult to where it is impossible to complete. I would also change out some of the colors on it making it darker in some parts maybe later as well as showing more of what's to offer with this interactive game.

Editor's Notes

  • #4 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?
  • #5 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?
  • #6 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?
  • #7 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
  • #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? 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. 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