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FMP Evaluation
Benjamin Fahey
Production Process Evaluation
Planning
• Strengths:
The planning was most useful in helping me choose the theme/genre of my game, as I
wasn’t sure if some of my ideas would be doable for me, and also helped me decide
on the mechanics of the game and what would be easiest to execute well for me.
• Weaknesses:
Some of the genre or game style ideas that I had were going to be too hard to create
and execute well which I discovered in my initial plans as I tried to elaborate on the
plans for each genre idea.
Research
• Strengths:
The research really helped me in figuring out what I can use in my game to still have it
be suitable for people of all ages whilst still being able to hold on to the theme of
my game that usually wouldn’t be very child friendly.
It also helped me with the choices of colour scheme and scenery design for the game
as /I wasn’t sure what setting would fit best for the game and if the colours should
be vibrant or dull so my research helped me narrow it down to the colours that I
used in the end.
• Weaknesses:
I found out during my research that some of the things that I wanted to include or
feature in my game were used a lot in other games of the same genre, which could
have been seen as directly copying another game which I wouldn’t want to do.
Time Management
• I created the backgrounds and the characters fairly quickly however the animation
took a lot longer than I expected due to the addition of certain layers at the end of
the animation which I then had to go back and remove from certain frames which
took quite a while.
• If I had more time I would have improved the quality of the end screen and added
more detail into the movement and fluidity of the games graphics.
• My timekeeping could have also been improved if I had used less shading on the
backgrounds but I personally wouldn’t as I am happy with the way that the
backgrounds looked in the end.
Technical Qualities
First I made the player character and the enemy that I duplicated into multiple layers so that I
could have more than one enemy on the screen at a time, I then duplicated more and turned
them into the knocked down version for when they have been hit by the player character, and to
animate the character I made 3 different layers to create the appearance of him running
jumping and kicking.
Aesthetic Qualities
Strengths:
• I think one of the main aesthetic strengths of my
work is in the style of the characters and enemies
due to the lack of any gore which makes it open to
all people in my target audience.
• It has a very simple layout which make it all very
understandable and helps you know the setting as
it’s a scene that most people have seen in real life.
• The shading that I used on the buildings and
surrounding background also help add a little bit
of depth to the otherwise 2D world which I quite
liked.
Weaknesses:
• The detail in the characters could have been a bit
better so that they looked a little less 2D and a bit
more 3D like with the shading in the background.
• The backgrounds could have varied more so that
it didn't’t return to a previously used city scape if I
had more time to create more of them.
Audience Appeal
• I think that I have appealed to my target audience with the game as there is no
real gore or scary content whilst still keeping the zombie style genre which I
wanted for my game.
• The game style in terms of the mechanics I think would appeal to my target
audience as well as it is very simple and easy to understand which is good for the
age groups in my target audience as in my research I found out that a simple but
challenging game is the kind that most people thought would appeal to them, and
would be best for the particularly young audience that might not be the best at
playing more complex games.
Peer
Feedback
Feedback 1
• What did you like about the product?
– I like the score board and how its presented as it looks really cool and
realistic. I also like the graphics of the game and the style of the character as it
seems as a lot of thought and creativity has gone through it. The jumping
mechanic that this person has used is also very good and enjoyed looking and
watching the game.
• What improvements could have been made to
the product?
• The improvements that could have been made is the period of time it takes for the
try again sub title to pop up, so what I would do is make that timing a bit shorter.
Another improvement could possibly be the duration of the game and perhaps a
bit more diversity in it. As it felt a bit short and very repetitive so I got a little bored
without sounding too critical. The thing I’d do there is just try and increase the
length and perhaps include a boss to mix things up a bit
Feedback 2
• What did you like about the product?
– I liked the simple mechanics of the game and the style
because it made it very child friendly which a lot of games
in that genre aren’t.
• What improvements could have been made to
the product?
– You could improve the quality of the corpses as they go
blurred once they fall onto the ground.
Feedback 3
• What did you like about the product?
– I like the twist on the genre to make it a side scrolled and
to have it be very Mario like.
• What improvements could have been made to
the product?
– You could make the game longer and improve some of the
timing such as the timing between steps and the time it
took to get the try again to pop up.
Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree that some of the details on the characters and the
timing could be improved a lot.
• What do you disagree with from your peer
feedback?
– I disagree that the game should be more divers as I wanted
it to be very simple so that it was appropriate for people of
all ages.
Peer Feedback Summary
I think the changes I would make would be that I would add in a lot
more detail to the character design and alternate the backgrounds
more, and I would also improve the timing so that there was less long
pauses and the movement in the game was a lot less choppy than it is
the way that I have done it this time.

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7. evaluation

  • 3. Planning • Strengths: The planning was most useful in helping me choose the theme/genre of my game, as I wasn’t sure if some of my ideas would be doable for me, and also helped me decide on the mechanics of the game and what would be easiest to execute well for me. • Weaknesses: Some of the genre or game style ideas that I had were going to be too hard to create and execute well which I discovered in my initial plans as I tried to elaborate on the plans for each genre idea.
  • 4. Research • Strengths: The research really helped me in figuring out what I can use in my game to still have it be suitable for people of all ages whilst still being able to hold on to the theme of my game that usually wouldn’t be very child friendly. It also helped me with the choices of colour scheme and scenery design for the game as /I wasn’t sure what setting would fit best for the game and if the colours should be vibrant or dull so my research helped me narrow it down to the colours that I used in the end. • Weaknesses: I found out during my research that some of the things that I wanted to include or feature in my game were used a lot in other games of the same genre, which could have been seen as directly copying another game which I wouldn’t want to do.
  • 5. Time Management • I created the backgrounds and the characters fairly quickly however the animation took a lot longer than I expected due to the addition of certain layers at the end of the animation which I then had to go back and remove from certain frames which took quite a while. • If I had more time I would have improved the quality of the end screen and added more detail into the movement and fluidity of the games graphics. • My timekeeping could have also been improved if I had used less shading on the backgrounds but I personally wouldn’t as I am happy with the way that the backgrounds looked in the end.
  • 6. Technical Qualities First I made the player character and the enemy that I duplicated into multiple layers so that I could have more than one enemy on the screen at a time, I then duplicated more and turned them into the knocked down version for when they have been hit by the player character, and to animate the character I made 3 different layers to create the appearance of him running jumping and kicking.
  • 7. Aesthetic Qualities Strengths: • I think one of the main aesthetic strengths of my work is in the style of the characters and enemies due to the lack of any gore which makes it open to all people in my target audience. • It has a very simple layout which make it all very understandable and helps you know the setting as it’s a scene that most people have seen in real life. • The shading that I used on the buildings and surrounding background also help add a little bit of depth to the otherwise 2D world which I quite liked. Weaknesses: • The detail in the characters could have been a bit better so that they looked a little less 2D and a bit more 3D like with the shading in the background. • The backgrounds could have varied more so that it didn't’t return to a previously used city scape if I had more time to create more of them.
  • 8. Audience Appeal • I think that I have appealed to my target audience with the game as there is no real gore or scary content whilst still keeping the zombie style genre which I wanted for my game. • The game style in terms of the mechanics I think would appeal to my target audience as well as it is very simple and easy to understand which is good for the age groups in my target audience as in my research I found out that a simple but challenging game is the kind that most people thought would appeal to them, and would be best for the particularly young audience that might not be the best at playing more complex games.
  • 10. Feedback 1 • What did you like about the product? – I like the score board and how its presented as it looks really cool and realistic. I also like the graphics of the game and the style of the character as it seems as a lot of thought and creativity has gone through it. The jumping mechanic that this person has used is also very good and enjoyed looking and watching the game. • What improvements could have been made to the product? • The improvements that could have been made is the period of time it takes for the try again sub title to pop up, so what I would do is make that timing a bit shorter. Another improvement could possibly be the duration of the game and perhaps a bit more diversity in it. As it felt a bit short and very repetitive so I got a little bored without sounding too critical. The thing I’d do there is just try and increase the length and perhaps include a boss to mix things up a bit
  • 11. Feedback 2 • What did you like about the product? – I liked the simple mechanics of the game and the style because it made it very child friendly which a lot of games in that genre aren’t. • What improvements could have been made to the product? – You could improve the quality of the corpses as they go blurred once they fall onto the ground.
  • 12. Feedback 3 • What did you like about the product? – I like the twist on the genre to make it a side scrolled and to have it be very Mario like. • What improvements could have been made to the product? – You could make the game longer and improve some of the timing such as the timing between steps and the time it took to get the try again to pop up.
  • 13. Peer Feedback Summary • What do you agree with from your peer feedback? – I agree that some of the details on the characters and the timing could be improved a lot. • What do you disagree with from your peer feedback? – I disagree that the game should be more divers as I wanted it to be very simple so that it was appropriate for people of all ages.
  • 14. Peer Feedback Summary I think the changes I would make would be that I would add in a lot more detail to the character design and alternate the backgrounds more, and I would also improve the timing so that there was less long pauses and the movement in the game was a lot less choppy than it is the way that I have done it this time.

Editor's Notes

  1. 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?
  2. 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?
  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?