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Evaluation
Bronte Parsons
Research
• My research allowed me to get an idea of styles of other games and most
importantly the mechanics of other games and how they could be
interpreted into my game. This affected my game as it meant my gameplay
was quite varied as it borrowed from many elements different games. The
1st person section and ammo count was inspire by my research on Time
crisis. The driving level was inspired by the games Outrun and Burnout 3
whilst the side scrolling level and a lot of the settings were influenced by
Final Fight. My experiments were useful as they allowed me to get used to
the process of animation, learn basic techniques and tool in Photoshop.
The down side of my research is that I didn’t consider how long it would
take to animate my game and I overestimated myself this meant that I
tried to put too many features into my animation instead of polishing the
style of my leading to inconsistent quality of animation in different
scenes.
Planning
• My planning helped me to visualize my gameplay, sequence my gameplay in terms
the order of levels as a whole. I also planned a basic story to base my cut-scenes
on and I thought back how I would progress this story through level backgrounds
and environment. The Planning was also useful as I had the chance to make a
schedule of what work to do on what week. This helped improve time
management. The weakness of my planning is that I didn't plan for audio qualities
of my animation or where to get the audio from or how to make it. I also planned
to much features so a few of the got cut out such as the execution moves, large
combo and an inventory system.
Time Management
• I pretty happy with my time management as I managed to make all the
content that was crucial to the game but there are a few things that could
be added if I had additional time for example an inventory system or
interactive environments. I have to decrease the complexity of a lot of my
cut-scenes due to the time limit. Instead of having a boss fight and victory
scene at the end of the game I had a game over scene because it was
quicker and allowed me to demonstrate the negative sound effects. I would
also like to improve the picture quality of the exported video as I cannot
1080p but I'm not sure why.
• During the production of my game I was unable to use Photoshop for a
week at college however this didn’t delay me a great deal because I had the
software at home so was able to work when I got home.
Technical Qualities• There is a fair amount of detail to my work for example I have included shading in
my background and included moving backgrounds. I have shaded character
models depending on the lighting in the location and I have made separate
frames for when the character uses attacks.
• Similar to Time Crisis I have included a ammo count that displays the a picture of
the ammo that disappears when the ammo is used. This creates immersion the
player can easily visualize firing the gun. Although I didn’t use this in the 1st
person mode as I gave the player unlimited ammo in this section as it is an ability
which is acquired after the player gets a five kills and the player is encouraged to
fire to shoot as much as they want in this mode. The meter means the player will
have something to look forward to whilst playing the level and is encouraged to
kill all the enemies instead of running straight to the end without killing enemies.
Technical Qualities
Ammo displayed using as well as using a number.
Indication that the gun is being fired.
Points
3D background
Power up meter
Time crisisMy game
Technical Qualities
• My animation could be improved by adding in between frames to the walk and attack
cycles which would make my animation look more realistic and fluid. I also think the
beginning and ending of the looping backgrounds to make the loop seem more like a
long scrolling background rather than the same background being repeated. I added
frame holds to the looping backgrounds in order to pause the background when the
player stands still. However sometimes when the background is un-paused the
background jumps it’s position foreword which breaks immersion. I re-arranged the
clips to make this less noticeable. My background for my driving level is not very
detailed and this quite simplistic but this is acceptable because it is moving very fast.
The simplicity along with the speed of the loop kind of gives the clip a motion blur
effect which helps simulate how the protagonist would be perceiving the environment.
Aural Qualities• I am quite happy with how the audio turned out. I have included multiple different songs in my
game which fit the tone of the level or scene. For the start screen and driving cut scene I made
a drum solo and it slowed down significantly to create an ominous droning beat that creates
tension and sets the dark tone of the game. After this there is a exciting fast pace song for the
driving level. The driving level is similar to many retro games as it has an 8 bit song. The next
song is a fairly calm song for the end of level shop. I decided to make the shop song calm to act
down time between levels and also I don’t want to stress the player out when they are making
a decision that will effect the next level. Have a section will calm music means that when the
music becomes exciting it will have a more powerful effect on the player. On the level 2 loading
screen I made a song that could be compared to a alarm going off which hypes the player up
and conveys that the next level will be chaotic. When 2 level starts I used a drum solo that gets
progressively more chaotic as the level goes on this is raise tension leading up a boss fight but
the play dies and the music cuts out because I didn’t have time to make a boss fight.
• As well as a soundtrack the game also has lots of sound effects. I have made the shotgun shots
sound very powerful and satisfying which rewards the player for getting kills. When the player
is killed a very harsh, unsatisfying noise is played to punish the player. The same technique is
used when Mario dies in Super Mario or when a computer gets an error. I also the audio create
immersion for example when the car burst through the door on level 2 I added the noise of
glass breaks, after shots are fired I add the sound of bullet shells falling, in the driving level I
added the noise an engine running.
• I think my audio could be improved if I did some more work on my mixing because some of the
audio clips are much more louder than others and due to the quality of the microphone my
friend a lot of the voice acting is quiet bitcrushed. I think that I could add audio of the
protagonist's footsteps and enemies hitting the floor when the die.
Aural Qualities
Most retro games or retro style games use text boxes for
dialogue or to explain the story. However I just actual used audio
clips instead. I did this because it meant I didn't have to animate
any text boxes.
Example for a game that uses text boxes convey dialogue
Aesthetic Qualities
• I wanted the protagonist and his attacks to stand out. So for the most part I gave the
background and enemies muted colour pallet but used bright colours such red, yellow,
and blue for the character model, car and gunshots. I also made the selection markers
and crosshair in either red or yellow which means that player will be confused as to
what will happen or which direction when they press a button.
• I modelled the gun and hand in the first person mode off the gun and hand in Doom 2. I
also designed the hand around the hand of the killer in the film Deep Red. I think I did a
good job with the lighting and shading in the first person mode which was important in
order to make the 3D perspective more realistic. I used a black background and yellow
text for the loading screen so the writing would stand out well and the loading screen
will look like the striped tape around a crime scene. The player character is positioned in
the middle of the screen which I could make a scrolling loop level instead of having to
make many different project for each section of the level. The main weakness is that I
was unable to export the video at the resolution that u made the animations in which
meant a lot of time as wasted making the animation more detailed. I think if I had made
the environment. more interactive for example if a weapon fell on the floor then the
player could pick it up.
Aesthetic Qualities
My game Doom 2 My game Police Tape
Audience Appeal
• My game will appeal to males aged about 16 and above because it is
quite action packed and features frequent swearing as well drug use.
These are features stereotypically appeal to male audience. I made
the violence quite over the top for example when an enemy gets
shot an excessive amount of blood. The decision to have an
emphasis on violence based on games like Mortal Combat which are
very successful and have a mainly male audience. Also the
protagonist is male and male will identify will him better.
Enemy getting shot in my
game Fatality in Mortal Combat
Male protagonist in my
game
Audience Appeal
• In terms psychographics the game would appeal to the group of Needs Driven as
the game doesn't require a lot of planning when it is being played and the game
doesn't have long cutscenes or loading scenes so the player is gratified easliy and
quickly. The game is only given a very vague story but foccuses more on the
gameplay this is similar to a lot of arcade games. My game is also a source of
escapism as the events of the game are unlikely to happen in the life on the person
playing the game. I included some cutscenes at the beginning of the game to
create immersion which means escapism is increased.

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Video game evaluation

  • 2. Research • My research allowed me to get an idea of styles of other games and most importantly the mechanics of other games and how they could be interpreted into my game. This affected my game as it meant my gameplay was quite varied as it borrowed from many elements different games. The 1st person section and ammo count was inspire by my research on Time crisis. The driving level was inspired by the games Outrun and Burnout 3 whilst the side scrolling level and a lot of the settings were influenced by Final Fight. My experiments were useful as they allowed me to get used to the process of animation, learn basic techniques and tool in Photoshop. The down side of my research is that I didn’t consider how long it would take to animate my game and I overestimated myself this meant that I tried to put too many features into my animation instead of polishing the style of my leading to inconsistent quality of animation in different scenes.
  • 3. Planning • My planning helped me to visualize my gameplay, sequence my gameplay in terms the order of levels as a whole. I also planned a basic story to base my cut-scenes on and I thought back how I would progress this story through level backgrounds and environment. The Planning was also useful as I had the chance to make a schedule of what work to do on what week. This helped improve time management. The weakness of my planning is that I didn't plan for audio qualities of my animation or where to get the audio from or how to make it. I also planned to much features so a few of the got cut out such as the execution moves, large combo and an inventory system.
  • 4. Time Management • I pretty happy with my time management as I managed to make all the content that was crucial to the game but there are a few things that could be added if I had additional time for example an inventory system or interactive environments. I have to decrease the complexity of a lot of my cut-scenes due to the time limit. Instead of having a boss fight and victory scene at the end of the game I had a game over scene because it was quicker and allowed me to demonstrate the negative sound effects. I would also like to improve the picture quality of the exported video as I cannot 1080p but I'm not sure why. • During the production of my game I was unable to use Photoshop for a week at college however this didn’t delay me a great deal because I had the software at home so was able to work when I got home.
  • 5. Technical Qualities• There is a fair amount of detail to my work for example I have included shading in my background and included moving backgrounds. I have shaded character models depending on the lighting in the location and I have made separate frames for when the character uses attacks. • Similar to Time Crisis I have included a ammo count that displays the a picture of the ammo that disappears when the ammo is used. This creates immersion the player can easily visualize firing the gun. Although I didn’t use this in the 1st person mode as I gave the player unlimited ammo in this section as it is an ability which is acquired after the player gets a five kills and the player is encouraged to fire to shoot as much as they want in this mode. The meter means the player will have something to look forward to whilst playing the level and is encouraged to kill all the enemies instead of running straight to the end without killing enemies.
  • 6. Technical Qualities Ammo displayed using as well as using a number. Indication that the gun is being fired. Points 3D background Power up meter Time crisisMy game
  • 7. Technical Qualities • My animation could be improved by adding in between frames to the walk and attack cycles which would make my animation look more realistic and fluid. I also think the beginning and ending of the looping backgrounds to make the loop seem more like a long scrolling background rather than the same background being repeated. I added frame holds to the looping backgrounds in order to pause the background when the player stands still. However sometimes when the background is un-paused the background jumps it’s position foreword which breaks immersion. I re-arranged the clips to make this less noticeable. My background for my driving level is not very detailed and this quite simplistic but this is acceptable because it is moving very fast. The simplicity along with the speed of the loop kind of gives the clip a motion blur effect which helps simulate how the protagonist would be perceiving the environment.
  • 8. Aural Qualities• I am quite happy with how the audio turned out. I have included multiple different songs in my game which fit the tone of the level or scene. For the start screen and driving cut scene I made a drum solo and it slowed down significantly to create an ominous droning beat that creates tension and sets the dark tone of the game. After this there is a exciting fast pace song for the driving level. The driving level is similar to many retro games as it has an 8 bit song. The next song is a fairly calm song for the end of level shop. I decided to make the shop song calm to act down time between levels and also I don’t want to stress the player out when they are making a decision that will effect the next level. Have a section will calm music means that when the music becomes exciting it will have a more powerful effect on the player. On the level 2 loading screen I made a song that could be compared to a alarm going off which hypes the player up and conveys that the next level will be chaotic. When 2 level starts I used a drum solo that gets progressively more chaotic as the level goes on this is raise tension leading up a boss fight but the play dies and the music cuts out because I didn’t have time to make a boss fight. • As well as a soundtrack the game also has lots of sound effects. I have made the shotgun shots sound very powerful and satisfying which rewards the player for getting kills. When the player is killed a very harsh, unsatisfying noise is played to punish the player. The same technique is used when Mario dies in Super Mario or when a computer gets an error. I also the audio create immersion for example when the car burst through the door on level 2 I added the noise of glass breaks, after shots are fired I add the sound of bullet shells falling, in the driving level I added the noise an engine running. • I think my audio could be improved if I did some more work on my mixing because some of the audio clips are much more louder than others and due to the quality of the microphone my friend a lot of the voice acting is quiet bitcrushed. I think that I could add audio of the protagonist's footsteps and enemies hitting the floor when the die.
  • 9. Aural Qualities Most retro games or retro style games use text boxes for dialogue or to explain the story. However I just actual used audio clips instead. I did this because it meant I didn't have to animate any text boxes. Example for a game that uses text boxes convey dialogue
  • 10. Aesthetic Qualities • I wanted the protagonist and his attacks to stand out. So for the most part I gave the background and enemies muted colour pallet but used bright colours such red, yellow, and blue for the character model, car and gunshots. I also made the selection markers and crosshair in either red or yellow which means that player will be confused as to what will happen or which direction when they press a button. • I modelled the gun and hand in the first person mode off the gun and hand in Doom 2. I also designed the hand around the hand of the killer in the film Deep Red. I think I did a good job with the lighting and shading in the first person mode which was important in order to make the 3D perspective more realistic. I used a black background and yellow text for the loading screen so the writing would stand out well and the loading screen will look like the striped tape around a crime scene. The player character is positioned in the middle of the screen which I could make a scrolling loop level instead of having to make many different project for each section of the level. The main weakness is that I was unable to export the video at the resolution that u made the animations in which meant a lot of time as wasted making the animation more detailed. I think if I had made the environment. more interactive for example if a weapon fell on the floor then the player could pick it up.
  • 11. Aesthetic Qualities My game Doom 2 My game Police Tape
  • 12. Audience Appeal • My game will appeal to males aged about 16 and above because it is quite action packed and features frequent swearing as well drug use. These are features stereotypically appeal to male audience. I made the violence quite over the top for example when an enemy gets shot an excessive amount of blood. The decision to have an emphasis on violence based on games like Mortal Combat which are very successful and have a mainly male audience. Also the protagonist is male and male will identify will him better. Enemy getting shot in my game Fatality in Mortal Combat Male protagonist in my game
  • 13. Audience Appeal • In terms psychographics the game would appeal to the group of Needs Driven as the game doesn't require a lot of planning when it is being played and the game doesn't have long cutscenes or loading scenes so the player is gratified easliy and quickly. The game is only given a very vague story but foccuses more on the gameplay this is similar to a lot of arcade games. My game is also a source of escapism as the events of the game are unlikely to happen in the life on the person playing the game. I included some cutscenes at the beginning of the game to create immersion which means escapism is increased.

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