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Evaluation
Harry T. Docwra
Research
• For research I went online and found existing products that were similar to
my product and compared them. Each one involved shooting at a giant
angry monster heading towards them in attempt to kill it. The majority of
these were from recent action movies.
• Research helped inspire my product to become what it is. It gave me ideas
for what to do for it, such as how the background will look, how the
characters will look, what the setting would be like and what kind of music
to use.
• Research was very helpful to me however there were some downsides to
it. It took a lot of time to do, time that could be spent doing the actual
product. Also the information for the research was hard to find.
Planning
• For planning I did 3 different spider-diagrams for the games. All of the
games followed the idea of shooting an enemy. One was a spaceship
shooting game, were I would shoot enemy spaceships that were attacking.
It would be very old fashioned like an 80’s arcade video game. The other
would be Sniper game where you would play a special agent to take out a
wanted Mob Boss, it would feel like a very old fashioned sniper game.
• By doing planning I was able to explore more ideas for my game to help
me decide what I wanted to do for my game and it is how I came up with
the concept for what I wanted to do in the end.
• Planning was very helpful to me however that’s not to say that it did not
have it’s own faults. It took time to come up with all the ideas as well as
make the spider-diagrams themselves whilst I could have been doing the
actual product and getting it done earlier.
Time Management
• I managed my time reasonably well. I handed in my video game before the
deadline and spent a reasonable amount of time on my PowerPoints
which were also finished and handed in on time.
• I feel that I would have been able to improve my product if I had some
additional time. If I had more time I would have tried to come up with
more concepts for the game, this way my game could have been even
better than what it finally was. I would try to come up with something
more creative concept-wise.
• I also would have created a menu at the beginning to make it feel like an
actual video game.
Technical Qualities
I think the animation in the game is very well done and colourful. I think I
did a good job with the animation and moving the characters and it’s
background looks very colourful. The bullets look as real as possible
when they’re firing and I like how I designed the monster.
I also like the music I created using Beepbox, it has a sort of late 90’s feel
to it with a suspenseful tone.
However I feel I could have been more creative with the concept for it, as
well as given the monster an even more creative design. My game
certainly doesn’t compare to old time classic games such as Pac-Man,
Street Fighter or Galaga. All those games were from the 80’s and it was
the kind of feel I was trying to create for the intention of nostalgia.
Aural Qualities
I used Beepbox to create the music and sound effects, they are actually
my favourite part of the product. I think they were the part of the
project that I have done the best. It adds intensity and creativity to the
game. I used Beepbox to create the sounds of the guns being fired and
the sound of the head exploding.
I also went onto YouTube and searched for audio of a crowd cheering. I
copied the videos link and pasted it into a YouTube MP3 downloader. I
played the audio at the end of the game when the monster is dead and
the ‘Well done’ sign appears.
Aesthetic Qualities
I think my work looks good
however I do wish I could have
been more creative with the
concept for the game. I like how
the background of the game has a
use of different colours, it certainly
looks very bright and colourful.
I do wish I had gone with a more
creative design for the monster, but I
can see how this could look in real life
with it’s original design.
Audience Appeal
I feel like I have appealed to my target
audience by including some action style
violence an element of Sci-Fi with the
mysterious monster. These would make
the game appeal to boys between the age
of 15 – 18. The amount of blood that was
included in the game should also help
appeal to this age range.
(Deadpool 2)
This product is one of the many things I
researched. It also involves protagonists
shooting at a giant angry monster in an
attempt to kill it. It also appeals to boys
aged 15-18 through its use of guns and
bloody violence.

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Video Game Evaluation

  • 2. Research • For research I went online and found existing products that were similar to my product and compared them. Each one involved shooting at a giant angry monster heading towards them in attempt to kill it. The majority of these were from recent action movies. • Research helped inspire my product to become what it is. It gave me ideas for what to do for it, such as how the background will look, how the characters will look, what the setting would be like and what kind of music to use. • Research was very helpful to me however there were some downsides to it. It took a lot of time to do, time that could be spent doing the actual product. Also the information for the research was hard to find.
  • 3. Planning • For planning I did 3 different spider-diagrams for the games. All of the games followed the idea of shooting an enemy. One was a spaceship shooting game, were I would shoot enemy spaceships that were attacking. It would be very old fashioned like an 80’s arcade video game. The other would be Sniper game where you would play a special agent to take out a wanted Mob Boss, it would feel like a very old fashioned sniper game. • By doing planning I was able to explore more ideas for my game to help me decide what I wanted to do for my game and it is how I came up with the concept for what I wanted to do in the end. • Planning was very helpful to me however that’s not to say that it did not have it’s own faults. It took time to come up with all the ideas as well as make the spider-diagrams themselves whilst I could have been doing the actual product and getting it done earlier.
  • 4. Time Management • I managed my time reasonably well. I handed in my video game before the deadline and spent a reasonable amount of time on my PowerPoints which were also finished and handed in on time. • I feel that I would have been able to improve my product if I had some additional time. If I had more time I would have tried to come up with more concepts for the game, this way my game could have been even better than what it finally was. I would try to come up with something more creative concept-wise. • I also would have created a menu at the beginning to make it feel like an actual video game.
  • 5. Technical Qualities I think the animation in the game is very well done and colourful. I think I did a good job with the animation and moving the characters and it’s background looks very colourful. The bullets look as real as possible when they’re firing and I like how I designed the monster. I also like the music I created using Beepbox, it has a sort of late 90’s feel to it with a suspenseful tone. However I feel I could have been more creative with the concept for it, as well as given the monster an even more creative design. My game certainly doesn’t compare to old time classic games such as Pac-Man, Street Fighter or Galaga. All those games were from the 80’s and it was the kind of feel I was trying to create for the intention of nostalgia.
  • 6. Aural Qualities I used Beepbox to create the music and sound effects, they are actually my favourite part of the product. I think they were the part of the project that I have done the best. It adds intensity and creativity to the game. I used Beepbox to create the sounds of the guns being fired and the sound of the head exploding. I also went onto YouTube and searched for audio of a crowd cheering. I copied the videos link and pasted it into a YouTube MP3 downloader. I played the audio at the end of the game when the monster is dead and the ‘Well done’ sign appears.
  • 7. Aesthetic Qualities I think my work looks good however I do wish I could have been more creative with the concept for the game. I like how the background of the game has a use of different colours, it certainly looks very bright and colourful. I do wish I had gone with a more creative design for the monster, but I can see how this could look in real life with it’s original design.
  • 8. Audience Appeal I feel like I have appealed to my target audience by including some action style violence an element of Sci-Fi with the mysterious monster. These would make the game appeal to boys between the age of 15 – 18. The amount of blood that was included in the game should also help appeal to this age range. (Deadpool 2) This product is one of the many things I researched. It also involves protagonists shooting at a giant angry monster in an attempt to kill it. It also appeals to boys aged 15-18 through its use of guns and bloody violence.

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 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. 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
  5. 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?
  6. 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
  7. 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