2. Comparison to Original Intentions
• Do your planning documents reflect your final game
concept?
• My final game concept is very similar to my planning
documents, I have kept the aims and game style identical
to my plans. I have kept the available perks and upgrades
the same, and the storyline matches up with the first
designs. In my presentation I did not mention the ability
to upgrade the games difficulty, party of my pre
production notes, this is because I know as the game
goes along it will get harder and harder, the ability to
upscale the difficulty will make the game a lot less fun.
• Did you make any changes? Why?
• I did not make many changes, although I did make the
graphic details better than I shown in my pre-production.
In pre-production I kept the vehicles to a very low amount
of pixels in order to have a very blocky effect, but during
production I realised it wasn’t visually appealing and
instead included more pixels which gave me the ability to
use shadowing and other effects which gave the graphics
more depth.
4. Fitness for Purpose
• Did you complete your project according to
the brief? Look at Task 15 on the Video Game
Brief on Blackboard and compare your work
with what you were asked to produce.
• My project was completed according to the
brief, although 1 of the sections of the task 15
brief slipped my mind and I forgot to do it. The
loading screen, I forgot to create a loading
screen digitally, I had the ideas in my head,
but in the rush to polish up the rest of my
project in the last couple days I forgot to
create one. Although the rest of the list of
“things to do” was completed up to a great
standard, the image shows the list, although
not identical to the task 15 list, it contains all
the necessary information.
5. Technical Qualities
• Is your work technically proficient? Do your graphics and animations
reflect professional conventions? Compare your graphics and animations
to existing products.
• My game is definitely technically proficient. The graphics and animations
reflect real game design features and visuals. The animations show
exactly how the game would appear on an smartphone device for
example. The graphics themselves suit the conventions for a pixel art
game perfectly. The game is simple yet has shading to give the images
more depth and detail.
• Discuss the strengths, weaknesses and areas for improvement.
• My game had many strengths and a few weaknesses here and there. One
of the great strengths of my games technical qualities was the animation
design, the side scrolling style of my game allowed me to show the
movement very easily in the animations. The downside of this was having
to create a lot of different layers and tiny movements creating large GIF
sizes. I made a few mistakes regarding the animations and screenshots
such as forgetting to put the “M” for miles in the HUD distance section, so
next time I would definitely put a little more attention into the smaller
details.
6. Aesthetic Qualities
• Does your work look good? What aspects of
your game’s visuals do you like? What would
you improve? How would you improve it?
• I believe that my work looks good, and I
certainly like the visuals. Although, there are a
few improvements that I would like to add to
them. One of these improvements is contrast
between the vehicles and the space
background. Due to the dark outline around the
vehicles and the dark background, the vehicles
don’t stand out as much as I would like. The
reason I didn’t totally use opposite colours for
contrast is because I was trying to use realistic
shuttle colours and the space colour had to be
dark obviously. I like how colourful the visuals
are though, yes, the main objects don’t stand
out as much as I would have liked, but I really
like how colourful and visually enriching the
images are, the bright yellow stars against the
dark blue background and colourful obstacles
such as meteors or the pickups such as the
colour changing neon blue fuel orbs or pulsating
hyper speed orbs.
7. Generating Ideas
• How were you at developing ideas for your game? Did you
produce a lot of ideas or could you have developed them
further?
• I think I was good at developing ideas for my game,
although I could have developed them further, from mental
ideas to digitally represented ones. For example I had the
idea of the social network integration but I forgot to make
any Photoshop images to show it, instead I just explained it
with my presentation.
• Why was generating ideas important to your project?
• I had to generate original ideas for my project in order to
make it different from other games and especially the game
which inspired my own. Generating original ideas also made
my game more personal to the target market, I would create
them based on the audience research I conducted, although
I also had to include ideas which would definitely appeal to
them and original ones that they hopefully would like.
• What were the strengths, weaknesses and areas for
development regarding you idea generation?
• My idea generation has many strengths. Firstly, I based
them all on my audience research, this made sure that they
would appeal to the audience that would be purchasing and
playing my game.
8. Time Management
• Did you manage your time well? Did you complete your project on time or would your assets have
improved with additional time?
• I think that additional time would have been useful, it would have allowed me to take a step back
and think about what needs to be done, although if I wasn’t at work so much on the last weekend I
would have been able to do more and may not have needed a little more time. Altogether I’d say
my time management was good, I steadily did all my work plus the catch-up when I started the
course, meaning that I was never in much of a rush to get things done. I wanted to have a script for
my presentation but in the end I realised that a script would have not helped at all, in-fact it would
have probably held me back because my explanation of the game would not have sounded as
natural as telling it fresh.
• What would you have done if you had more time to produce your work?
• If I had more time then I would have made a loading screen and a couple more environment
backgrounds, I was planning to do these all along but towards the end I had to choose either to
polish up all my work or leave it rough and add in a couple more pieces of development. My priority
was to make sure all my work was done to a good standard so I chose to fix it all up.