3. 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
4. Research
Video game experiments
The tools I used to create the video game are the crop tool. I did this by highlighting the selected areas I do not wish to add
to my piece. I did this for the comet and planet in the back ground. I liked the tool that I used because its quick and simple,
it saved time and made a smooth edge to the comet and planet. To move the images I used the mouse pointer. This made
the work simple and effortless as you simply just clicked on the image you want to move and drag. The reason I choose this
tool is to make the work quick and reasonable to ware they are located. I then used the rotate tool to change the angle of
the image I did this for the comet. The reason I did this is because it made the image look relevant to the setting. I choose
sharp colours because it gave a sharp and attention grabber towards any customers who notice the game. I feel I could
improve the design of the spaceships by making a better edge. I could do this by using the magic wand tool to create a
smoother and sharper image that would stand out to the viewer. I feel It would do a great job of advertising to the viewer
and making them want to buy it. I do feel it could improved by making the space ships appeal more to the audience. I could
of done this by selecting a better design. Overall in my opinion the video game is friendly, mature and will be suitable for all
audiences. I do believe if I had more time I could do a better job. I would do this by making all the designs stand out more
and be bold to grab the viewers attention.
5. Research
Box art experiments
The tools I used were the mouse tool, I used this tool quite often as I had to move the images around. This was overall helpful as it
helped me to place the objects/images into the right position. I then used the pencil tool to make the individual pixels of my design,
this was overall boring and time consuming as you have to paint the pixels, however you can overcome this by making the size of the
pencil bigger. I do think it was time consuming as the whereabouts of the tools and sizes are confusing. Another tool I used was the
crop tool, the crop tool cut part of the design, therefore you can make your designs more professional and neat. I do think this tool
saved me time as I didn’t have to go back and correct the mistakes I had done. The process in making the box art was finding out
what design I was going to create. I came up with a space ship box cover for my experiments as, I wanted to practice making box art,
as I have never done it before. I then started by looking at existing products, to see what methods would be best at creating my space
ship. An example of the products I looked at was asteroids and missile command. After I got an idea of what design I was going to
create, I started by creating the background. I added stars and planets to background to make it look more real. I then went onto
creating the Xbox banner to make it seem more realistic, I did this by using the pencil tool. After I finished the banner I added a rating
to tell the audience what type of game it will be. I then found an image of a space ship and used it as a template to make my version
of the space ship. I did struggle making the name of the game as I didn’t think about this before hand and I also made the logo, which
was difficult as well as I'm not very good at creating/making logos for video games. I couldn’t add a official barcode as it didn’t fit on
the small video game box art, therefore I made my own using the pencil tool and the mouse tool. I found the tools I used hard to
find, however overall really easy to use. I then exported my box art as a jpeg then uploaded it to blogger.
6. Research
I personally feel this power point was helpful as It cleared up
questions I had with the FMP. The first thing I did was talking
about the products I gathered from the internet. I talked
about the angle, lighting…etc. I did this for 4 slides. I then
analysed the information I gathered from the slides and talked
about the information I found. I do feel that by doing this
helped me understand certain points and things I could use
for making my FMP. I then made a survey where I sent it to my
friends and people in my class. I got brilliant results and
overall I think it helped me with questions I had with the FMP.
I then had to screen shot the survey results and paste them
into my research power point. After I pasted them in to the
slides I talked about how I was going to appeal to my
audience. I liked doing this as I had a clear view on what to
make to appeal to my audience. I then interviewed people in
my class on what they think about my ideas, I found this
useful as I had other peoples opinions and thoughts to help
me. I then went on to analysing the answers they gave me and
talk about how this will change my product. I feel this helped
me understand what sort of product I am going to make.
7. 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.
8. Planning
The process I went through is logging my thoughts on
how I'm going to create my FMP. I talked about other
projects for example film, photography and videogames.
The mind maps personally were amazing as it helped me
gather my ideas into a creative bubble that I could look
back on. I finally came to a conclusion on what project I
will do for my FMP which was video games. After I
decided on what I was going to do I then made a mind
map of the possible games I will be going to make for my
final major project. One idea stuck out the most and that
was asteroids. This idea got me excited, as I used to play
this game when I was young. After selecting that idea I
went into more detail on what colour and designs I would
use for my game. I then collected similar images that my
game will look like. I had to collect a minimum of 15
images for my mood board, I feel that it was a bit too
much and overall it didn’t help me. I then made a
schedule of things I will be doing over the weeks, for
example experiments, production… etc. I then made
analysis of my mood board and talked about the
repetitive colours I found. I thought this was useless as I
didn’t really help me with my final major project.
9. 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.
10. Technical Qualities
The similarities in the products are they have
similar colour schemes, for example the
background colour is black. In both products we
have used the same grey font colour. A difference
in the products is that my asteroids are more
detailed than the other product. Another
difference would be co-op, as the other existing
game doesn’t have. Therefore this means more
than one player can play the game in my FMP.
My final majour project
Existing product
A similarity between the two is that both
products have similar layouts for the title screen, as
well as the in game HUD is similar. However there are
differences, for example the sound effects are used
and sound different to my FMP. My product also uses
a wider range of audio/sound effects, when
progressing through the game. Another similarity is
the gameplay, for example both products gameplay
evolve around destroying asteroids to gain points.
A similarity is that both games have asteroids in the
game. However there are differences for example the
space ship design is different to the other existing
product. For example my design has different colours
surrounding the outside of the ship. The other existing
product has a bland design, that doesn’t really stand out
to the audience.
A similarity is that they both have similar game modes
to each other, for example both games you have to
shoot incoming asteroids. The difference between the
two are the background music, the background music
for the existing product is retro and atmospheric. My
FMP has a cheery and atmospheric build up to the
fight.
11. Technical Qualities
My final majour project Existing product
The similarities between the two are the asteroids in the
background are similar to the existing product. However
there are differences between the products for example
my game is on the Xbox one where the other existing
product is on the computer. Another difference would be
the company logos on the box art cover. For example my
logo is EP, where the other exiting product is Atari.
The similarities of the products are the locations the space
ships are set in. For example they're both set outer space
near asteroids and planets. The layout of the products are
similar to each other, for example the space ships are
positioned near the center of the box art. The title headline is
also layed out at the top of the box art cover.
The differences between the box art is that I have
two space ships on the front cover of my box art,
where the existing product has 3 space ships. A
similarity of the box art covers would be the
background imagery, for example they have dark
black atmospheric layouts/backgrounds.
Colour schemes space ship
designs pixel version
The colour schemes of the products are different to one a other for example I
have chosen a sharp white and grey to attract the audience, where the existing
product has chosen a grey and black colour scheme. Another difference would
the space ship designs, for example I have white and green. Where the other
has white and grey. Another difference will be my product is a pixel version,
where the existing product is a picture.
12. Aesthetic Qualities
My work looks well made and very well detailed as you can see clearly what the characters and objects are. I
think “Space Wars” is creative as there are strange and unique characters, that will appeal to the audience. I
like the asteroid visuals as they fly past the screen, this makes the game more interesting to play and more
visual pleasing to watch. The improvements I would make to the game would be making the length of the
game longer as its only 35 seconds. I would like the game to be around 1 minute. I could do this by managing
my time better as I spent to much time on research and planning. I would also improve the designs of the
ships I used in the animation because they’re dull and boring. I will do this by looking at other designs online
as templates for my designs. The strengths of my work are the sound effects, they fit perfectly with what's
going on in the background. A weakness of my work would be the length of the animation. Another strength
of my animation would be the animation, as its smooth and fluid with everything that’s going on. Another
weakness of my work would be the background music, as sometimes it doesn’t get intense or create
suspense for the audience.
13. Process
The tools I used to create my FMP are the crop tool. I did
this by highlighting the selected areas I do not wish to add
to my FMP. I did this for the comet and planet in the
background. I liked the tool that I used because its quick and
simple, it saved time and made a smooth edge to the comet
and planet. To move the images I used the mouse pointer.
This made the work simple and effortless as you simply just
clicked on the image you want to move and drag. The reason
I choose this tool is to make the work quick and reasonable
to where they’re located. I then used the rotate tool to
change the angle of the image I did this for the comet and
space ships. The reason I did this is because it made the
image look relevant to the setting. I choose sharp colours
because it gave a sharp and attention grabber towards any
customers who notice the game. I feel I could improve the
design of the spaceships by making them standout more, as
they seem dull and boring. I could do this by using the magic
wand tool to create a smoother and sharper image that
would stand out to the viewer. I feel It would do a great job
of advertising to the viewer and making them want to buy it.
I do feel it could be improved by making the space ships
appeal more to the audience. I could of done this by
selecting a better design. Overall in my opinion the video
game is friendly, mature and will be suitable for all
audiences. I do believe if I had more time I could do a better
job. I would do this by making all the designs stand out more
and be bold to grab the viewers attention.
14. Aesthetic Qualities
I think my work looks very well detailed as the space ships stand out visually to the audience. I don’t think I
was that creative, as it isn't very unique and interesting to look at. I like the look of the background, the
planets and asteroids, that bring the box art cover together. I would improve the work by adding more
creative designs to catch the audiences eye. I would also improve the font style as it seems outplace with the
rest of the designs. I would solve this problem by adding a eye catching font to get the audiences attention.
The strengths of the box art is that the layout is clear and understandable to the audience. I do have
weaknesses in my box art and that is the blurry background, which makes the box art messy. Another
strength of my box art is an age rating to tell the audience what kind of game it is. Another weakness of my
box art is there's not much there. The background is bland and doesn’t have much characters and designs.
15. Process
The process in making the FMP box art was finding out what design I was
going to create. I came up with a space ship box cover for my FMP, using my
experiments as practice. The tools I used were the mouse tool, I used this
tool quite often as I had to move the images around. This was overall helpful
as it helped me to place the objects/images into the right position. I then
used the pencil tool to make the individual pixels of my design, this was
overall boring and time consuming as you have to paint the pixels, however
you can overcome this by making the size of the pencil bigger. I do think it
was time consuming as the whereabouts of the tools and sizes are
confusing. Another tool I used was the crop tool, the crop tool cut part of
the design, therefore you can make your designs more professional and
neat. I do think this tool saved me a lot of time as I didn’t have to go back
and correct the mistakes I had done. I then started by looking at existing
products, to see what methods would be best at creating my space ship. An
example of the products I looked at was asteroids and missile command.
After I got an idea of what design I was going to create, I started by creating
the background. I added stars and planets to background to make it look
more real. I then went onto creating the Xbox banner to make it seem more
realistic, I did this by using the pencil tool. After I finished the banner I added
a age rating to tell the audience what type of game it will be and if it will be
suitable for the audience. I also made the logo, which was difficult as well as
I'm not very good at creating/making logos for video games. I couldn’t add a
official barcode as it didn’t fit on the small video game box art, therefore I
made my own using the pencil tool and the mouse tool. I found the tools I
used hard to find, however overall really easy to use. I then exported my
FMP box art as a jpeg.
16. Audience Appeal
I have appealed to my age range 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 3. 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 the game I designed is
retro and sort of 1980s themed. It will 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 asteroid 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 asteroids can be, therefore showing how awesome and intense the game can get. The
location is set in space and gives of a retro space vibe. Where you have to get the highest score 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 space ship, in turn showing your lifeless ship exploding and crumbling away. I used dark colours as this would
give off a spacy atmospheric vibe, which will stand out to the audience as it will grab their attention because it will
stand out like a soar thumb. It will also catch the customers eye, therefore grabbing their attention into wanting to
know more.
17. Improvements
The improvements I made to my FMP was adding more sound effects, therefore the
video game felt more complete. This improved the flow of the video game, for
example I added sound effects for the spaceships when they fire their lasers. I then
added sound effects for the asteroids as they try to hit the space ship. Another
improvement I made was making the space ships move when they hit an asteroid.
This made the video game fluid and more in control. I do think my improvements
made the video game better as it made the game more atmospheric and immersive.
19. Feedback 1
• What did you like about the product?
• I like the music and sound effects because it works well with the product and
what's happening on screen. I like the box art for the video game because I think
the graphics are really good. The box art stands out because of the colours on the
rockets. I like how the game is multiplayer where other players can join and help
shoot because then it is competitive with your friends. I like the graphics of the
rocket passing through the start introduction.
• What improvements could have been made to the product?
• The music could change once you only have one life left so that it becomes more
tense and suspense. The rockets on the box have more colour and detail on them,
however on the game they are just blue so I think you could have made the
rockets in the game more detailed to match the box art. I think there should be a
game over scene at the end to highlight that the player has lost. There could have
been another product to go alongside the game and box such as a poster
advertising the game or a mini trailer to be shown on TV.
20. Feedback 2
• What did you like about the product?
• The video game is very entertaining and has a lot of colour for a game set in space. The music also
fits perfectly with the game. I like the amount of detail on simple aspects of the game such as the
asteroid in the background of the game. The explosion effects are quite realistic as well.
• The games cover has a really nice blur effect and the spaceships are really detailed. There is a lot of
colour which would make me want to buy it.
• What improvements could have been made to
the product?
• Make the game last longer and maybe add a “Game Over” sound effect when the player dies.
The player could also get a different amount of points depending on what asteroid they
shoot.
• Don’t make the xbox one logo pixel art get an image instead as it would look more realistic.
21. Feedback 3
• What did you like about the product?
– I really like the game cover that you have created, I think the colours stand out really
well. I also really like the space ships, the way that you have designed the is really good,
and they look exactly as they are meant to. I also like the music that you have used
throughout your game. It has a “space feel” to it, this I like.
• What improvements could have been made to
the product?
– An improvement I think would be, for next time make the ships disappear when they get
hit by the rocks.
22. Peer Feedback Summary
• What do you agree with from your peer feedback?
– I agree that I need to improve the length of the animation. I also agree
that the music and sound effects worked well with each other. I agree
that the box art has good graphics and stands out to the audience. I
agree that the multiplayer was a great and unique to add into my
animation. I agree that the music should change when the space ship
is on its last life as it would make is more intense. I agree that I should
use the same ships on the box, than the dull boring ones in the
animation. I agree that the explosions were a great addition to the
animation. I agree that my space ships on the box art are very well
detailed. I agree I shouldn’t of used a Xbox cover in pixel form.
• What do you disagree with from your peer feedback?
– I disagree that there should be a “player lost” title as I have made a
game over one instead. I disagree that I should add and extra poster or
a film, because I wouldn’t have enough time go over things in detail.
23. Peer Feedback Summary
– I would improve the length of my animation as its to
short. The reason I would make the animation longer,
is that I could add more detail and more actions
scenes in the game. I would change the design of my
space ships in the animation, as they seem dull and
boring. I would also change the music when the space
ship is on its last life, therefore It would make it more
intense and create suspense for the player. I would
change the xbox banner to a more realistic one. I will
do this because it would make the box art more
natural and suit the cover.
Editor's Notes
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?
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
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?
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?
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
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
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
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
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
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
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
What changes would you make to your product based upon your peer feedback and why?