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Evaluation
Your name
Production Process Evaluation
Research
I think that for my FMP I have used my time to research
effectively, I have found ways to also incorporate research from
my pervious game, I really enjoyed doing my research again
because it was about games I have played before and media in
general that I enjoy. I looked into multiple games, tv shows, art
styles and other random things like character design and music/
sound effect choices. I think that overall, my research was useful
and helped me create my FMP and create my planning section
with ease.
Planning
After research I began my planning, I think that my research
helped me plan a lot out clearly to give me a thorough idea
before I began production. My research helped me create a
general idea of what types of tyles I planned to use as well as
tone, theme, plot design and sounds. Once I settled on a set
theme and assets I could then branch out and slowly go over any
previous planning I had and then develop it to make it perfect. I
made storyboards, tables and concept boards along side regular
planning to get my ideas out there and to help me visualize what
I was creating.
Time Management
I think that once again I could have managed my time a little better within the
writing since I had to rush my evaluation because of the time I wasted having
to check through my PowerPoints for slide that I have not fully completed. On
the production side, I think my time management has been okay, but I could
have given myself a little longer. since i don't know where to go with the
ending of my game.
Technical Qualities
One technical quality for my game I think has to be how I made scenes switch
out with others by having multiple slides that, when put together, looked like
blood pouring down the screen. I really liked this as it looked somewhat
smooth/ satisfying and also just looked cool in general and fitting to my
theme of being somewhat disturbing and unsettling. Another technical
quality could also be how I've used the opacity setting on the brushes to
create depth and other details such as lighting, mist and smoke. I think that
these all add a nice effect to my work and makes it just that little bit more
interesting.
Aesthetic Qualities
I think that one aesthetic quality was the overall art style, I'm really happy
with the way I designed the backgrounds and characters, especially the very
first background that you see which is set in a graveyard at sunset. This is
another time where I am happy that I played around with the opacity level of
the brush since it added a nice effect to the background and blended
everything together perfectly. This can especially be seen in the sky set
behind the buildings. One more feature that I liked was when the player gets
teleported into a strange and rundown room and the light flickers and
eventually turns off completely, this was done by changing layers quickly and
playing with the opacity again.
Audience Appeal
I think that m game successfully appealed to the audiences demands as I
managed to keep the "psychological horror" theme and didn't have too many
repeating jump scares or boring blot points as I believe that you're always
kept on your feet. Due to my survey results I was also sure to keep an
interesting and eye-catching art style / design as that's what people said was
the most noticeable in games. I also tried my best to appeal to the age range
and gender that appeared most times in my survey, this was definitely the
hardest to appeal to however I feel like I did It somewhat okay.
Peer
Feedback
Feedback 1
• What did you like about the product?
– The details in the background an in the character
• What improvements could have been made to
the product?
– Longer story
Feedback 2
• What did you like about the product?
– Design and movements
• What improvements could have been made to
the product?
– Finishinng the plot and creating 1 proper enemy
Feedback 3
• What did you like about the product?
– Design and concept
• What improvements could have been made to
the product?
– Sizing of character
Peer Feedback Summary
I think that overall I could improve how I planned the plot for my game so I
can properly complete it and it doesn’t seem like I am missing anything. I also
know that out of all production my strong point was definitely designing
backgrounds, locations and any other creative things similar to that. If I were
to redo this, I would make sure to have a set plot, so I don’t struggle when
thinking about what comes next then having my work appear loose or poorly
done.
Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree that I needed to properly finish my game
so it wasnt left on a cliffhanger.
• What do you disagree with from your peer
feedback?
– I think tht the sizing of my characters wwas okay
and fit well with the design/ style.

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4) evaluation.pptx

  • 3. Research I think that for my FMP I have used my time to research effectively, I have found ways to also incorporate research from my pervious game, I really enjoyed doing my research again because it was about games I have played before and media in general that I enjoy. I looked into multiple games, tv shows, art styles and other random things like character design and music/ sound effect choices. I think that overall, my research was useful and helped me create my FMP and create my planning section with ease.
  • 4. Planning After research I began my planning, I think that my research helped me plan a lot out clearly to give me a thorough idea before I began production. My research helped me create a general idea of what types of tyles I planned to use as well as tone, theme, plot design and sounds. Once I settled on a set theme and assets I could then branch out and slowly go over any previous planning I had and then develop it to make it perfect. I made storyboards, tables and concept boards along side regular planning to get my ideas out there and to help me visualize what I was creating.
  • 5. Time Management I think that once again I could have managed my time a little better within the writing since I had to rush my evaluation because of the time I wasted having to check through my PowerPoints for slide that I have not fully completed. On the production side, I think my time management has been okay, but I could have given myself a little longer. since i don't know where to go with the ending of my game.
  • 6. Technical Qualities One technical quality for my game I think has to be how I made scenes switch out with others by having multiple slides that, when put together, looked like blood pouring down the screen. I really liked this as it looked somewhat smooth/ satisfying and also just looked cool in general and fitting to my theme of being somewhat disturbing and unsettling. Another technical quality could also be how I've used the opacity setting on the brushes to create depth and other details such as lighting, mist and smoke. I think that these all add a nice effect to my work and makes it just that little bit more interesting.
  • 7. Aesthetic Qualities I think that one aesthetic quality was the overall art style, I'm really happy with the way I designed the backgrounds and characters, especially the very first background that you see which is set in a graveyard at sunset. This is another time where I am happy that I played around with the opacity level of the brush since it added a nice effect to the background and blended everything together perfectly. This can especially be seen in the sky set behind the buildings. One more feature that I liked was when the player gets teleported into a strange and rundown room and the light flickers and eventually turns off completely, this was done by changing layers quickly and playing with the opacity again.
  • 8. Audience Appeal I think that m game successfully appealed to the audiences demands as I managed to keep the "psychological horror" theme and didn't have too many repeating jump scares or boring blot points as I believe that you're always kept on your feet. Due to my survey results I was also sure to keep an interesting and eye-catching art style / design as that's what people said was the most noticeable in games. I also tried my best to appeal to the age range and gender that appeared most times in my survey, this was definitely the hardest to appeal to however I feel like I did It somewhat okay.
  • 10. Feedback 1 • What did you like about the product? – The details in the background an in the character • What improvements could have been made to the product? – Longer story
  • 11. Feedback 2 • What did you like about the product? – Design and movements • What improvements could have been made to the product? – Finishinng the plot and creating 1 proper enemy
  • 12. Feedback 3 • What did you like about the product? – Design and concept • What improvements could have been made to the product? – Sizing of character
  • 13. Peer Feedback Summary I think that overall I could improve how I planned the plot for my game so I can properly complete it and it doesn’t seem like I am missing anything. I also know that out of all production my strong point was definitely designing backgrounds, locations and any other creative things similar to that. If I were to redo this, I would make sure to have a set plot, so I don’t struggle when thinking about what comes next then having my work appear loose or poorly done.
  • 14. Peer Feedback Summary • What do you agree with from your peer feedback? – I agree that I needed to properly finish my game so it wasnt left on a cliffhanger. • What do you disagree with from your peer feedback? – I think tht the sizing of my characters wwas okay and fit well with the design/ style.

Hinweis der Redaktion

  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. 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
  6. 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
  7. What changes would you make to your product based upon your peer feedback and why?