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Evaluation
Jack Morton
Research
The strengths of my research are that I could look at the key
information of my work and decide on what to include in
my final product. This was helpful because it shows how the
final product will look like and how to improve it even more.
Another strength is that the information is clear and easy to
read, therefore when I need to research for my final product
it will be brilliant as I just remind myself the key features I
can add in my game. I can see and understand the different
techniques I used on my Game such as: Location, angle,
effect, post production, lighting, composition, mise en
scene, costume, props, colours, font and audience appeal.
Another strength is that its set out well and set out for
others as I might forget the meaning behind my information
and remember everything as it is set out to remember
instantly.
The research was unhelpful because it slowed me down to
put more detail on over slides. This would mean I would of
got higher grade, if I had more time on the other parts of
the project. The effect of this is that I lose marks on the
project. Another problem was that it was confusing and
didn’t give clear questions on what to do. The effect is that I
couldn’t make clear answers and achieve a clearer answer.
The things I would improve on is that it would do more
detail, therefore I would achieve a higher mark
Planning
The planning I did for my final product was to choose a style of
design that would not get copyright issues and look eye catching at
the same time. I then collected images that were similar or inspired
me to do the design that was suitable for my design. I then created a
design plan for the game, this helped me dramatically as I
knew/gave me a idea of what the design was going to be for my final
product. The strengths of my planning where to find the right
colours and movement. This improved my final product by grabbing
the viewers attention. I then found myself being great at choosing
the right designs as this would achieve a better mark for my final
product as it would help me and educate me to make it better.
The weakness of my planning was spending to much time on the
style sheet this effected other parts of the planning as I didn’t have
much time on the layout as I was confused on what to do for the
style sheet. Another weakness is its hard to follow the information
as you can get muddled up on certain points and cant remember key
information.
I would improve the layout of my work as it would be easier to
follow and understand for later events such as the final product. This
would give me a better understanding and a higher mark because
the overall final work will be great.
Time Management
I did not mange my time well as I wished I had do more
work and detail on other parts. I do think if I were to do
this again I would successfully complete many projects
on time and be well detailed. For example I focused
more on the research as this would give me better ideas
and higher marks for the final product. I do think if I
were to do this again I would defiantly focus on the more
important projects as this would greatly improve my
grade, therefore I would of added better effects to the
real thing. If I had more additional time I would have
done my experiments more in detail as this would make
it look more professional and also more eye catching to
the audience. I did manage my time well on some
projects for example for my print I manged to get
everything well detailed and in on time, therefore I
didn't think I needed additional time. On my case study I
did struggle in trying to finish it on time as i was ill on
one of the days. I manged to hand it in on time however
at the expense of good quality work. However if I had
extra time I would have more detailed work, resulting in
me getting a higher grade.
Overall if I would had additional time I would have made
better designs, more detail and better effects to the
overall final piece/products.
Technical Qualities
The similarities in the games are the colour schemes
as I see a lot of green and blue. This is used to attract
the audience. A difference in the products is that my
designs are different, for example the cars are
designed differently. A similarity in the products is
the way the objects move, for example the logs and
cars move in a similar way.
Another similarity is that they both similar play style
to the game, for example you have to reach the end
of the map to win. A difference I found is that the
original game has a retro look where my game
doesn't have that style. A similarity in the products
A similarity is that they both have similar map layouts.
A difference in my game is that I have a finish line
where the original Frogger doesn't. A difference in the
two products is that my product has only roads at the
start and adds different terrain later into the game,
where the original Frogger game has river and roads on
the same map.
The enemies in the games are similar, for
example there are cars that you have to
doge to stay alive. There is also logs that
you have to use to get across the river. A difference is
the animation between the two products, for example
my product moves roughly and quickly. Where the
original game has more control over the character.
Technical Qualities
https://www.youtube.com/watch?v=dFohly5G2YI
The similarities of the products are that they both
have 8 bit soundtracks in the background. The
differences of the products is that Fez is more
detailed as for my video game its less detailed.
Another similarity is they both use sound effects.
The effect of this engages the audience as it fits the
gameplay.
Another similarity is that they both have similar
colour schemes throughout the gameplay. Therefore
both of the products are eye catching to the audience.
A difference in the two products are that they have
different layouts and gameplay styles for example my
game is a strategy arcade game, where Fez is
adventure puzzle game.
A similarity of the products is the font, they
both have a similar style of font to catch the
viewers eye. However there are differences
for example Fez is a fourth dimensional game,
where my game is only 2 dimensional.
Another similarity is the props, because they
both have power ups hidden around the map.
A similarity in the game is that they both have
obstacles around the map to destroy or evade.
The effect of this will make the audience excited
and carry on playing the game. A difference in
the products is that the designs are different
and have their own unique style to them.
Aesthetic Qualities
In my opinion my work does look brilliant, however I do think I need to improve certain aspects of the product. The final
product wasn’t that creative as I got ideas from the original Frogger game and added them into my game. Therefore I feel I
should of made a more creative idea as It would be more creative. I like the car visuals as they drive by as it creates a
atmosphere for the game. Another visual I like is the logs floating down the river as it gives the game character. I would
improve the length of the video game, therefore I could add more frames detailed scenes. I would do this by sorting out
my time schedule to fit more time doing my video game. I would also improve my designs as some feel out of place and
overall ruins the style of the video game. I would solve this issue by spending more time designing my characters and
objects to be more eye catching to the audience. I would also improve the sound effects/background music as they seem
dull and boring. I would solve this problem by making my own sound effects therefore I can decide what sound effect will fit
each scene. The strengths of my product is that it catches the audience eye by being brightly coloured, therefore it will
stand out more than other games. A weakness of my video game is the length of the animation, as its only 15 seconds long.
When making the game I was targeting the end time to be 30 seconds. A strength in my game would be the character
designs as they seen to be very unique and different, they also attract the audience in as they show the detail that went
into making the game. The weakness in my game is that it doesn't have objects and characters walking about, this results
the game being bland and empty. I can solve this problem by adding more designs and characters into the mix.
Audience Appeal
I have appealed to 16 and upwards, the reason I have chosen this is because it does not show any inappropriate images and
gameplay to the viewer. However it does have action and in it which may cause distress amongst people who are under the
age of 12. For my audience research I looked at the design and that it will not be hard to draw as it would take time in
making it, therefore going over the deadline. I will also looked at similar props as this will be easy and not time consuming,
therefore I can put more detail on other slides. I then looked at old games as this is common through all the products. The
effect of this is that it will target young but mostly old as this is 1980s themed as this will target people who are older
because it will remind them of the old days. It may also appeal to young people who are interested. However it may be
boring to others as it offers not much content. I then focused on aiming at the personality of people interested in arcade and
strategy style games which resulted in a Frogger style game. The mise en scene sets the scene for intensity as you dodge
oncoming cars in your path. This shows how intense the game is to the viewer. The post-production shows how deadly and
dangerous the vehicles can be, therefore showing how awesome and intense the game can get. The location is set in near a
road and a river. Where you have to get across to the other side to win the game. This will appeal to the competitive side of
people. The effect when you die a animation effect happens which dissolves your character, in turn showing your lifeless
corpse crumbling away. Green colour as this would stand out to the audience as it will grab their attention because the
background will stand out like a soar thumb. It will also catch the customers eye, therefore trapping the viewer into wanting
to know more.

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8. evaluation

  • 2. Research The strengths of my research are that I could look at the key information of my work and decide on what to include in my final product. This was helpful because it shows how the final product will look like and how to improve it even more. Another strength is that the information is clear and easy to read, therefore when I need to research for my final product it will be brilliant as I just remind myself the key features I can add in my game. I can see and understand the different techniques I used on my Game such as: Location, angle, effect, post production, lighting, composition, mise en scene, costume, props, colours, font and audience appeal. Another strength is that its set out well and set out for others as I might forget the meaning behind my information and remember everything as it is set out to remember instantly. The research was unhelpful because it slowed me down to put more detail on over slides. This would mean I would of got higher grade, if I had more time on the other parts of the project. The effect of this is that I lose marks on the project. Another problem was that it was confusing and didn’t give clear questions on what to do. The effect is that I couldn’t make clear answers and achieve a clearer answer. The things I would improve on is that it would do more detail, therefore I would achieve a higher mark
  • 3. Planning The planning I did for my final product was to choose a style of design that would not get copyright issues and look eye catching at the same time. I then collected images that were similar or inspired me to do the design that was suitable for my design. I then created a design plan for the game, this helped me dramatically as I knew/gave me a idea of what the design was going to be for my final product. The strengths of my planning where to find the right colours and movement. This improved my final product by grabbing the viewers attention. I then found myself being great at choosing the right designs as this would achieve a better mark for my final product as it would help me and educate me to make it better. The weakness of my planning was spending to much time on the style sheet this effected other parts of the planning as I didn’t have much time on the layout as I was confused on what to do for the style sheet. Another weakness is its hard to follow the information as you can get muddled up on certain points and cant remember key information. I would improve the layout of my work as it would be easier to follow and understand for later events such as the final product. This would give me a better understanding and a higher mark because the overall final work will be great.
  • 4. Time Management I did not mange my time well as I wished I had do more work and detail on other parts. I do think if I were to do this again I would successfully complete many projects on time and be well detailed. For example I focused more on the research as this would give me better ideas and higher marks for the final product. I do think if I were to do this again I would defiantly focus on the more important projects as this would greatly improve my grade, therefore I would of added better effects to the real thing. If I had more additional time I would have done my experiments more in detail as this would make it look more professional and also more eye catching to the audience. I did manage my time well on some projects for example for my print I manged to get everything well detailed and in on time, therefore I didn't think I needed additional time. On my case study I did struggle in trying to finish it on time as i was ill on one of the days. I manged to hand it in on time however at the expense of good quality work. However if I had extra time I would have more detailed work, resulting in me getting a higher grade. Overall if I would had additional time I would have made better designs, more detail and better effects to the overall final piece/products.
  • 5. Technical Qualities The similarities in the games are the colour schemes as I see a lot of green and blue. This is used to attract the audience. A difference in the products is that my designs are different, for example the cars are designed differently. A similarity in the products is the way the objects move, for example the logs and cars move in a similar way. Another similarity is that they both similar play style to the game, for example you have to reach the end of the map to win. A difference I found is that the original game has a retro look where my game doesn't have that style. A similarity in the products A similarity is that they both have similar map layouts. A difference in my game is that I have a finish line where the original Frogger doesn't. A difference in the two products is that my product has only roads at the start and adds different terrain later into the game, where the original Frogger game has river and roads on the same map. The enemies in the games are similar, for example there are cars that you have to doge to stay alive. There is also logs that you have to use to get across the river. A difference is the animation between the two products, for example my product moves roughly and quickly. Where the original game has more control over the character.
  • 6. Technical Qualities https://www.youtube.com/watch?v=dFohly5G2YI The similarities of the products are that they both have 8 bit soundtracks in the background. The differences of the products is that Fez is more detailed as for my video game its less detailed. Another similarity is they both use sound effects. The effect of this engages the audience as it fits the gameplay. Another similarity is that they both have similar colour schemes throughout the gameplay. Therefore both of the products are eye catching to the audience. A difference in the two products are that they have different layouts and gameplay styles for example my game is a strategy arcade game, where Fez is adventure puzzle game. A similarity of the products is the font, they both have a similar style of font to catch the viewers eye. However there are differences for example Fez is a fourth dimensional game, where my game is only 2 dimensional. Another similarity is the props, because they both have power ups hidden around the map. A similarity in the game is that they both have obstacles around the map to destroy or evade. The effect of this will make the audience excited and carry on playing the game. A difference in the products is that the designs are different and have their own unique style to them.
  • 7. Aesthetic Qualities In my opinion my work does look brilliant, however I do think I need to improve certain aspects of the product. The final product wasn’t that creative as I got ideas from the original Frogger game and added them into my game. Therefore I feel I should of made a more creative idea as It would be more creative. I like the car visuals as they drive by as it creates a atmosphere for the game. Another visual I like is the logs floating down the river as it gives the game character. I would improve the length of the video game, therefore I could add more frames detailed scenes. I would do this by sorting out my time schedule to fit more time doing my video game. I would also improve my designs as some feel out of place and overall ruins the style of the video game. I would solve this issue by spending more time designing my characters and objects to be more eye catching to the audience. I would also improve the sound effects/background music as they seem dull and boring. I would solve this problem by making my own sound effects therefore I can decide what sound effect will fit each scene. The strengths of my product is that it catches the audience eye by being brightly coloured, therefore it will stand out more than other games. A weakness of my video game is the length of the animation, as its only 15 seconds long. When making the game I was targeting the end time to be 30 seconds. A strength in my game would be the character designs as they seen to be very unique and different, they also attract the audience in as they show the detail that went into making the game. The weakness in my game is that it doesn't have objects and characters walking about, this results the game being bland and empty. I can solve this problem by adding more designs and characters into the mix.
  • 8. Audience Appeal I have appealed to 16 and upwards, the reason I have chosen this is because it does not show any inappropriate images and gameplay to the viewer. However it does have action and in it which may cause distress amongst people who are under the age of 12. For my audience research I looked at the design and that it will not be hard to draw as it would take time in making it, therefore going over the deadline. I will also looked at similar props as this will be easy and not time consuming, therefore I can put more detail on other slides. I then looked at old games as this is common through all the products. The effect of this is that it will target young but mostly old as this is 1980s themed as this will target people who are older because it will remind them of the old days. It may also appeal to young people who are interested. However it may be boring to others as it offers not much content. I then focused on aiming at the personality of people interested in arcade and strategy style games which resulted in a Frogger style game. The mise en scene sets the scene for intensity as you dodge oncoming cars in your path. This shows how intense the game is to the viewer. The post-production shows how deadly and dangerous the vehicles can be, therefore showing how awesome and intense the game can get. The location is set in near a road and a river. Where you have to get across to the other side to win the game. This will appeal to the competitive side of people. The effect when you die a animation effect happens which dissolves your character, in turn showing your lifeless corpse crumbling away. Green colour as this would stand out to the audience as it will grab their attention because the background will stand out like a soar thumb. It will also catch the customers eye, therefore trapping the viewer into wanting to know 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. 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
  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