7. evaluation(gaming)

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FMP Evaluation Your name

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Page 1: 7. evaluation(gaming)

FMP EvaluationYour name

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Production Process Evaluation

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ResearchFor me to create my final project I had to research information about gaming and the rules such as the ASA codes. This then means I had to research existing's products such as Pokémon, and Zelda which are both overhead viewed game so this relates to my work as my game is an over head view. The research helped me with my design such as the character and background which also helped me with animated postures of the character. I then researched on super smash bros which is a fighting game that would help me with the battling scene of the animation however this was very time consuming and too difficult to design while animating. For my audience I looked at the age range, gender and psychographic. For my age I wanted 10-20 year olds as I wanted a light and bright game with safe language for a younger audience while being quite hard and challenging for the older audience. This I have successfully created on my final project. For my research on gender I made it suitable for both as I have made a character creation scene which the gender of the protagonist will be determined by the player. I chose the emulator for the psychographic audience as my project will be very competitive and difficult which would consist of skills which I think emulators would be attracted to as so would find success on completing the game. I haven’t shown any enemies till the end on my animation but I have shown scary and dangerous backgrounds.

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PlanningFor my planning I first made a mind map filled with different game genres and ideas which are slasher, R.P.G and fighting genres. For each genre I looked at the different aspect in each genre. I felt that my game would work well with rpg and fighting however I couldn’t figure which I should do so I combined both ideas into one game. After that I created another mind map which looks closer into the rpg fighting genre. I found many different aspects which work well with the animation such as the npcs, plot, levelling system and the battling. After I then made a mood board filled with existing products such as Nintendo games which is related to my research on existing products. The strength of this research would be that I have made loads of ideas for the final project however not many of it reached my final project. For example I didn’t have a battle scene which plays with the fighting aspect however it just turned into an rpg. My mood board was filled with bright over head games which relates to my final project as it’s a simple rpg Pokémon style game but some images was side viewed fighting games which didn’t make it to the final project.

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Time ManagementTo plan my time management I set what I had to do each day for example for the first day I would animate the first scene and the second day I’d animate the second scene however this didn’t as we had Monday off which meant I couldn’t go on Photoshop at college. After animating the first scene I realised I could create each scene fast enough as it took a lot of time. This also meant I couldn’t animate the battle scene which consisted of difficult and complicated animations but in the other hand I did create a very compelling advert in the time I had for example I added the character creation, world exploration of the fantasy setting, story, enemies and medieval armoury. Overall I think my time management did not work well as I couldn’t fit what I wanted in the time I had however I managed to fit most of what I wanted which turned at to good. What I would do to improve is to not go to extreme in my planning as I would not have the time to create it.

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Technical QualitiesThe game and the Nintendo game Zelda: the minish cap are both pixelated bright games with a rpg fantasy genre. They both also have a lot of green in the background to signify safety.

My game is different to this game as my game has closer view of the character as I had little amount of pixels to use

My game character is very different to Zelda's game character as they have a non creatable character in order to match the plot however my character looks depend on the player as he or she is customizable.

The overall quality differences differs a lot between the games as my game has a very simplistic form and has no shading at all whereas Zelda's game has much more pixels to play with making things look more three dimensional.

The amount of more pixels Zelda has to mine means that they can make way better a fluid animations which their attack and basic walking animation as mine looks more rigid and rough.

Both games have an over head angle of the map and character showing a more of the map and is easy way to explore.

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Aesthetic QualitiesWhat I most liked about my animation is the first section of the animation when it shows the customisation screen. I like this part as I created great looking format such as the nice wooden background and the arrows which allows you to change face. I even added good looking titles which show you where to navigate such as “face” and “hair”. Along with the customization I animated it very nice and smoothly. For example the arrow turns blue which shows the player clicked it and then the face shifts to the left smoothly. What I would improve in this section is that I would want to show the hair options as well as other custom features. I also liked the background design of the next scene as I have created a unique looking path way and grass. What I most like about Is that I created a rocky texture to the path with little amount of pixels. What I would improve is the grass as I haven’t put any texture to it which makes it look plain. In the next scene I made a forest like background which I really liked as I created by taking inspiration from the Pokémon tree however the green colour was too bright which I didn’t want as I wanted it to look like night time. I especially like the change of the character showing the player has advanced and levelled up. I think I would make the trees darker to improve. For the final scene I created a red carpet for the background that signifies victory. I liked this as it has symbolisms making the audience know what it means. I also liked how I made the character look like he's advanced too a more powerful stage. At the end I added a creature that says welcome making it seem like its not the end and also to welcome the audience which looked great. Overall I think I need to improve the length of the video and add more to it as there isn’t enough information about the game such as the battling and quest system.

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Audience Appealmy audience will be for both genders as u can create your character and will have a boy and girl selection which will effect the game to adapt with the gender. This will also attracts different races and types of people as there are many verities of selections even eye colour. The story will try and suit the character u have created as the dialogue will change to either say boy or girl. To make this show ill animated different verity’s of created characters. This will be suitable for an emulator psychographic as I have said on my research PowerPoint it would be a very competitive and difficult game which would consist of skills which I think emulators would be attracted to as so would find success on completing the game. They would also show and share their success with their peers. The age range will be for 10–20 as it won’t have or need violent language and graphic scenes. The game will be very close to Nintendo and Nintendo keep most of their games kid friendly. I will also use bright colours becoming more attractive to a younger audience. This would work as it will suit a larger audience. This will not be restricted for people under the age of ten as it includes violence which may influence them

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Peer Feedback

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Feedback 1

• What did you like about the product?– “The overall design is great as you can understand

what’s going on in the image and what’s happening”.

• What improvements could have been made to the product?– “You need to improve the movement of the

animation as it’s a bit jittery and odd.”

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Feedback 2

• What did you like about the product?– I really liked the way the adver-game changed

throughout to represent the passing of time. And the foreshadowing of the final boss.

• What improvements could have been made to the product?– Some of the moments in the timeline doesn’t fit

well which makes the animation seem to lag somewhat, fix the timeline.

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Feedback 3

• What did you like about the product?– I like the way that the faces change on the character

and allows selection, I also like the way that it shows the walking through different environments.

• What improvements could have been made to the product?

• I would prefer for the advergame to be longer to show more of what the game would look like and give me a better idea.

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Peer Feedback Summary

• What do you agree with from your peer feedback?– I agree that my animation was very short as you there wasn’t much

information from it to understand the game as feedback 3 states. I only made a short animation which lasted a few section of a sprite walking which doesn’t explain anything at all. To improve I would add a battle scene and NPS’s.

• What do you disagree with from your peer feedback?– I disagree that it was jittery and lagey stated by feedback 1 and 2 as I

made the animation as smooth as possible with the timeline. I think my project moved smooth enough for the audience to look at and understand.

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Peer Feedback Summary– The peer feedback in summary was mostly positive as each feedback

talked about something different of what they liked. For example feedback 1 states that the design is great as you can understand what's happening, feed back 2 states I really liked the way the game changing into different stages and ends with final boss and feedback 3 likes the character creation scene and that the character walks through different environments. This shows that my game has many different positive aspects however there are a lot of faults to the animation. Feedback 1, 2 state that the animation does jitter and lag and feedback 3 says that the animation was too short to capture any information. This means I need to improve on making my animation longer and easier to understand while making the animation look smoother.