Evaluation
Oliver Ingham
Research
• A strength of my research is that I have had complete creative control
which is good as it allows me to do what I want and be as creative as I can.
Meaning the end product will be better than if I was given guidelines to
work within.
• My researched helped my product by showing me what I can and can not
do with pixel art and animation.
• A weakness of my research was how I used my time when I had finished
my research as I stopped working and got distracted easily.
• I could stick to the action plan better when making my next project.
• This would mean I would get my work done faster and to a higher
standard.
Planning
• A strength of my planning is that I have had complete control which is
good as it allows me to do what I want when I want. Meaning the end
product will be better than if I was given times to work within.
• This helped in the fact that I didn’t feel pressure to get the product
finished in a rush.
• A weakness in my planning was how I allowed myself to get distracted and
not stay on task.
• To improve on this, I could stick to the action plan and not allow myself to
get distracted by things that aren’t to do with the project.
• This would make my end product a lot better in quality.
Time Management
• I did not manage my time well at all.
• I did complete my project in time but used most of my time not doing the
project, making it not as good as it’s potential. I did not use any additional
time to complete my work.
• If I used my time more wisely, I would have done a lot more in the project
to increase the quality of the product.
Technical Qualities
Both of these games have a bright colour scheme but also at the same time have a dark
scheme. This is a good contrast and helps make the game pop more and look more
intriguing.
Whilst The Secret Of Monkey Island has more detail in their game, in my game I see the
more basic as being good and working well, especially with the time and equipment I was
given.
Aesthetic Qualities
My art style in this was to keep things basic and not overcomplicate things for me, I
believe that I’ve shown this well and that it does look good and with a cartoony sort of
look, I believe that it looks good and matches with what I was looking for when designing
this.
For this screenshot I am not too much of a fan with the dark spots on the ground to represent
a more textured ground and I don’t believe that if anyone looked at this, they would have got
that from the picture. So in the future I would again, keep it simple and I believe that keeping
it one solid colour would have made it look a lot better and helped with the aesthetic that I
was going for.
Audience Appeal
I believe that I have appealed to my target audience because of the nature of this
game that I’ve made, it would appeal to people of the ages of 12- 21 which is within
the age range that I was aiming for.

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7. evaluation(1)

  • 2. Research • A strength of my research is that I have had complete creative control which is good as it allows me to do what I want and be as creative as I can. Meaning the end product will be better than if I was given guidelines to work within. • My researched helped my product by showing me what I can and can not do with pixel art and animation. • A weakness of my research was how I used my time when I had finished my research as I stopped working and got distracted easily. • I could stick to the action plan better when making my next project. • This would mean I would get my work done faster and to a higher standard.
  • 3. Planning • A strength of my planning is that I have had complete control which is good as it allows me to do what I want when I want. Meaning the end product will be better than if I was given times to work within. • This helped in the fact that I didn’t feel pressure to get the product finished in a rush. • A weakness in my planning was how I allowed myself to get distracted and not stay on task. • To improve on this, I could stick to the action plan and not allow myself to get distracted by things that aren’t to do with the project. • This would make my end product a lot better in quality.
  • 4. Time Management • I did not manage my time well at all. • I did complete my project in time but used most of my time not doing the project, making it not as good as it’s potential. I did not use any additional time to complete my work. • If I used my time more wisely, I would have done a lot more in the project to increase the quality of the product.
  • 5. Technical Qualities Both of these games have a bright colour scheme but also at the same time have a dark scheme. This is a good contrast and helps make the game pop more and look more intriguing. Whilst The Secret Of Monkey Island has more detail in their game, in my game I see the more basic as being good and working well, especially with the time and equipment I was given.
  • 6. Aesthetic Qualities My art style in this was to keep things basic and not overcomplicate things for me, I believe that I’ve shown this well and that it does look good and with a cartoony sort of look, I believe that it looks good and matches with what I was looking for when designing this. For this screenshot I am not too much of a fan with the dark spots on the ground to represent a more textured ground and I don’t believe that if anyone looked at this, they would have got that from the picture. So in the future I would again, keep it simple and I believe that keeping it one solid colour would have made it look a lot better and helped with the aesthetic that I was going for.
  • 7. Audience Appeal I believe that I have appealed to my target audience because of the nature of this game that I’ve made, it would appeal to people of the ages of 12- 21 which is within the age range that I was aiming for.

Editor's Notes

  • #3: 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?
  • #4: 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?
  • #5: 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?
  • #6: 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
  • #7: 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
  • #8: 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