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FMP Evaluation
Aaron Acaster
Production Process Evaluation
Research
When researching I looked for games similar to the one I was hoping to make.
I was looking for existing zombie mobile games. For example I looked at
games such as “Plants Vs Zombies” and “Stupid Zombies”. I used these games
as part as my research because they are popular and successful games in the
genre. This helped my product because I got to see some of the key quality's
that make these games successful. I figured out that these games have a
carton art style and are quite violent but in an unrealistic way. For example a
lot of blood and explosions. I also figured out that a lot of weapons are
available in game so the player has a lot of choice.
To improve I could have looked at other games in different genres so I could
compare how different genres effect the game play in different ways. If I did
this my finished product could have included different elements from other
games, such as platform levels or first person.
Planning
When planning I looked at a colour wheel to decide what types of colours will fit the look I
was going for. I also looked on dafont and picked a few of the fonts I thought I would use in
my final product. Doing this helped me create a clear picture in my head of what the
finished product would look like. I also looked at things like the ground and what type of
texture I wanted it to have. For example I looked at games that had rocky floors, grass floors
and wooden floors. Doing this helped me decide where the game would take place for
example if the floors were stone the game could take place in a castle, or if it was grass than
the location would be outdoors. Another big thing I did whilst planning is look at existing
video game boarders. I found other games and looked at the design and how it fits in with
the design and genera of the game. Doing this helped me come up with a boarder that fits
the design I was going for and it also helped me figure out how much of the screen it should
fill. When looking at the design of the enemy and the main character I took into account
that I wanted my game to be cartoony with over the top violence, so I looked at similar
games, such as “Plants Vs Zombies” and other games in the genre.
To improve my planning I could have looked at other games in different genres to see what
other gameplay elements I could have used in my own game.
Time Management
I feel like overall I used my time well when on this project. I have never let
myself slip behind, but I haven't been ahead either. I have always been exactly
where I need to be. I think if more time was available the end product would
end up more or less the same as there was no point where I felt particularly
rushed in anyway. However I feel like if more time was available I would have
used that to research existing games in different genres. Doing this would
allow me to implement different game play ideas, such as rpg elements. I
would also like to make a second level if more time was available, in the
second level I would add more zombies and weapons.
Target Audience Appeal
My target audience is males aged 7-20 The game is about killing zombies and is mostly
designed to appeal to a male audience. Females are more than welcome to play as
well but they are not the core demographic. The psychographics I will be appealing to
are
Belonger: Belongers are brand loyal, which means they will keep coming back, which
is good because they will tell their friends and word will get around. I feel like I can
appeal to them by making an addictive game that will keep them entertained and
interested. I could also include micro-transactions in the future to continue making
money off the game. They are community orientated which means they will like my
product because it will be made in the UK.
Socially Conscious Type A: This group is concerned about how their actions will affect
the world they are living in. They will also respond to messages about making a
difference to society or the environment. My game will appeal to this type of person
because it will have relatable characters that and there will be different strategies that
the player is able to use.
Needs Driven: This group does not plan and will respond to messages relating to
missing opportunities and impulse buying. I will appeal to this type of person by
having the player make tough decisions on the fly.
Technical Qualities
This is my final product compared to an existing product called “Stupid Zombies”. I have taken
some design qualities such as the moon, the shotgun and the idea for a boarder around the
screen.
The shotgun appears in both
games. The difference is in my
game it’s a pick up. The player
knows this because of the
yellow circle surrounding it
In this game you aren't able to
move and you have to bounce from
zombie to zombie. Where as in my
game you have to move until the
zombies see you and come and
attack you.
Technical Qualities
Both of these games feature carton violence, the only
difference is “Stupid Zombies” is much more realistic.
My score board is at the top of the screen
where as there's is at the bottom
In my game you have
an option to change
weapons so the
current weapon you
have equip is shown
in the corner
Aesthetic Qualities
Overall I do like my design. I think it is quite creative and it looks good. I like the cartoon style I went with.
I think it gives the game a charming feel that welcomes new players. I like the designs of the enemy's and
the player, there nothing too special and quite simple, but that’s what I was going for.
To improve I would possibly make the animation longer and add more zombies. I would also like to make
a second level if given the chance.
I like the simple
characters design of
the player and the
zombies
I like the score
board design, The
score goes up 100
points for each
zombie killed
I like the health bar, its simple
and that’s all it needs to be,
everyone knows what its there
for
I like the weapon
icon, it shows you
what weapon you
currently have equip,
it’s a small detail, but
it makes the game
look much more
professional.
Audience Appeal
I think overall I have appealed to my target audience. For example I said that I wanted to
appeal to males aged 7 to 20. I think I have achieved this because I have made a game that I
violent but with a cartoon art style. Taking away some of the realism and going over the top
with blood and explosions appeals to this demographic. I said I was targeting “Belongers” they
are brand loyal, witch means they will keep coming back to a product once they know they like
it. I have appealed to this audience by making a game with multiple addictive levels to keep
them coming back.
Peer
Feedback
Feedback 1
• What did you like about the product?
– Smooth animation
– Nice character design
• What improvements could have been made to
the product?
– The text at the beginning and end could have
matched the rest of the design better
Feedback 2
• What did you like about the product?
• The animation was very smooth
• The characters were well designed
• The UI was well designed
• What improvements could have been made to
the product?
– The game could have used a different enemy type/boss
Feedback 3
• What did you like about the product?
– Good character design
– Good functionality
– Good backgrounds
– Smooth animation
• What improvements could have been made to
the product?
• Could have been longer
Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree that it could have been longer
– I agree that the animation was smooth
– I agree that the characters are well designed
– I agree that the UI is well designed
– I agree that I could have different enemy types
• What do you disagree with from your peer
feedback?
– I disagree that the text at the start of the game doesn’t match the rest of the
game
– I disagree that the game should have a boss at the end
Peer Feedback Summary
Based on my peer feed back I would add different enemy types. I think doing this
would add more interest to the game as different enemy's could have different
amounts of health and strength adding more challenge to the game. I would also
make the game longer by adding more enemy's and possibly more weapons. Doing
this would make people want to come back and play more.

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FMP Evaluation of a Zombie Mobile Game

  • 3. Research When researching I looked for games similar to the one I was hoping to make. I was looking for existing zombie mobile games. For example I looked at games such as “Plants Vs Zombies” and “Stupid Zombies”. I used these games as part as my research because they are popular and successful games in the genre. This helped my product because I got to see some of the key quality's that make these games successful. I figured out that these games have a carton art style and are quite violent but in an unrealistic way. For example a lot of blood and explosions. I also figured out that a lot of weapons are available in game so the player has a lot of choice. To improve I could have looked at other games in different genres so I could compare how different genres effect the game play in different ways. If I did this my finished product could have included different elements from other games, such as platform levels or first person.
  • 4. Planning When planning I looked at a colour wheel to decide what types of colours will fit the look I was going for. I also looked on dafont and picked a few of the fonts I thought I would use in my final product. Doing this helped me create a clear picture in my head of what the finished product would look like. I also looked at things like the ground and what type of texture I wanted it to have. For example I looked at games that had rocky floors, grass floors and wooden floors. Doing this helped me decide where the game would take place for example if the floors were stone the game could take place in a castle, or if it was grass than the location would be outdoors. Another big thing I did whilst planning is look at existing video game boarders. I found other games and looked at the design and how it fits in with the design and genera of the game. Doing this helped me come up with a boarder that fits the design I was going for and it also helped me figure out how much of the screen it should fill. When looking at the design of the enemy and the main character I took into account that I wanted my game to be cartoony with over the top violence, so I looked at similar games, such as “Plants Vs Zombies” and other games in the genre. To improve my planning I could have looked at other games in different genres to see what other gameplay elements I could have used in my own game.
  • 5. Time Management I feel like overall I used my time well when on this project. I have never let myself slip behind, but I haven't been ahead either. I have always been exactly where I need to be. I think if more time was available the end product would end up more or less the same as there was no point where I felt particularly rushed in anyway. However I feel like if more time was available I would have used that to research existing games in different genres. Doing this would allow me to implement different game play ideas, such as rpg elements. I would also like to make a second level if more time was available, in the second level I would add more zombies and weapons.
  • 6. Target Audience Appeal My target audience is males aged 7-20 The game is about killing zombies and is mostly designed to appeal to a male audience. Females are more than welcome to play as well but they are not the core demographic. The psychographics I will be appealing to are Belonger: Belongers are brand loyal, which means they will keep coming back, which is good because they will tell their friends and word will get around. I feel like I can appeal to them by making an addictive game that will keep them entertained and interested. I could also include micro-transactions in the future to continue making money off the game. They are community orientated which means they will like my product because it will be made in the UK. Socially Conscious Type A: This group is concerned about how their actions will affect the world they are living in. They will also respond to messages about making a difference to society or the environment. My game will appeal to this type of person because it will have relatable characters that and there will be different strategies that the player is able to use. Needs Driven: This group does not plan and will respond to messages relating to missing opportunities and impulse buying. I will appeal to this type of person by having the player make tough decisions on the fly.
  • 7. Technical Qualities This is my final product compared to an existing product called “Stupid Zombies”. I have taken some design qualities such as the moon, the shotgun and the idea for a boarder around the screen. The shotgun appears in both games. The difference is in my game it’s a pick up. The player knows this because of the yellow circle surrounding it In this game you aren't able to move and you have to bounce from zombie to zombie. Where as in my game you have to move until the zombies see you and come and attack you.
  • 8. Technical Qualities Both of these games feature carton violence, the only difference is “Stupid Zombies” is much more realistic. My score board is at the top of the screen where as there's is at the bottom In my game you have an option to change weapons so the current weapon you have equip is shown in the corner
  • 9. Aesthetic Qualities Overall I do like my design. I think it is quite creative and it looks good. I like the cartoon style I went with. I think it gives the game a charming feel that welcomes new players. I like the designs of the enemy's and the player, there nothing too special and quite simple, but that’s what I was going for. To improve I would possibly make the animation longer and add more zombies. I would also like to make a second level if given the chance. I like the simple characters design of the player and the zombies I like the score board design, The score goes up 100 points for each zombie killed I like the health bar, its simple and that’s all it needs to be, everyone knows what its there for I like the weapon icon, it shows you what weapon you currently have equip, it’s a small detail, but it makes the game look much more professional.
  • 10. Audience Appeal I think overall I have appealed to my target audience. For example I said that I wanted to appeal to males aged 7 to 20. I think I have achieved this because I have made a game that I violent but with a cartoon art style. Taking away some of the realism and going over the top with blood and explosions appeals to this demographic. I said I was targeting “Belongers” they are brand loyal, witch means they will keep coming back to a product once they know they like it. I have appealed to this audience by making a game with multiple addictive levels to keep them coming back.
  • 12. Feedback 1 • What did you like about the product? – Smooth animation – Nice character design • What improvements could have been made to the product? – The text at the beginning and end could have matched the rest of the design better
  • 13. Feedback 2 • What did you like about the product? • The animation was very smooth • The characters were well designed • The UI was well designed • What improvements could have been made to the product? – The game could have used a different enemy type/boss
  • 14. Feedback 3 • What did you like about the product? – Good character design – Good functionality – Good backgrounds – Smooth animation • What improvements could have been made to the product? • Could have been longer
  • 15. Peer Feedback Summary • What do you agree with from your peer feedback? – I agree that it could have been longer – I agree that the animation was smooth – I agree that the characters are well designed – I agree that the UI is well designed – I agree that I could have different enemy types • What do you disagree with from your peer feedback? – I disagree that the text at the start of the game doesn’t match the rest of the game – I disagree that the game should have a boss at the end
  • 16. Peer Feedback Summary Based on my peer feed back I would add different enemy types. I think doing this would add more interest to the game as different enemy's could have different amounts of health and strength adding more challenge to the game. I would also make the game longer by adding more enemy's and possibly more weapons. Doing this would make people want to come back and play more.

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. How does your final product appeal to your target audience? Reference specific content
  5. 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
  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? 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. 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
  8. What changes would you make to your product based upon your peer feedback and why?