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AO1

For AO1 I have looked into the requirements for the brief and explained the main points of it such as ethical and legal use to make sure I can achieve high on my grade.

Reasons for brief

For my my FMP I have decided to create a game based on a strategy , simulator genre depicting you being an infected rat in the Victorian era infecting the innocent people. I have used methods such as mind maps to depict , which game type will fit in with my idea and I feel like a game were your goal to to find ways to infect people would fit in with that. By doing this I can develop ideas into what types of games would be more enjoyable as I like my concept since I find it unique and fun with a mix of feed back and exploration I have decided on this brief as it aligns with my vision. This overall relates to my FMP as the brief is important to determine my future planning and research.

Ethical considerations

To make sure that my games is up to an ethical code I have looked into copyright laws and ethical laws to make sure my games doesn't align with any harmful actions. I have looked into laws regarding animal laws since my game will depict the death of animals and learnt while it might cause some problems with the public it's legal as long as it's not animal torture or done to promote animal violence. By doing this I can make sure my game is ethically an legal fine before i publish the games to the masses as all art and code was made by me and while I took inspiration form an old song it falls under the fair use policy. FMP wise this is crucial as making an unethical game with art or code that is not legally mine I could get into a lot of trouble and fines.

Cultural considerations

Making sure my game is indicative to the culture and era I am using I have researched on it extensively to make sure it's all historically accurate. I did this by researching both the Black death and the Victorian era to figure out both their main aesthetic and how their time period worked with laws, ideas and other aspects. I have created mood boards to compile all my physical examples such as clothes or symptoms of the Black death and wrote about their home life and how the infection even started in my research pages. Linking this back to my FMP having all these resources will help improve my games quality as I have made sure the my game is true to that era, examples being, clothing types, rodent problems being more prevalent and the class system at the time to depict the rich and the poor's mindsets.

AO2

For AO2 I have looked into the best way to plan for the brief and explain how I managed my time and scope to be able to create a play-able product.

How have I managed time?

I have used my time at both collage and home very well as I have document both my work at home and at school on both my reflective journals and time management board. I have documented all my work such as , art, coding and planning to make sure I am all up to date as I find working at hope useful for the writing and art portion rather than the coding and practical portion at school. By doing this I can show that I am constantly working on my project and have the resilient to make sure all my work reflects my ability of art and comprehensive writing. For FMP this helps make sure I know what needs to be done or , what I need to step away from by documenting each piece of work I have done in each section.

How have I managed Scope?

I feel like due to my time management skills I have been aware of what the score of my game could be. I made sure I had the basic elements such as NPC's and core mechanics and elaborated on them later on ; this helps to improve the game by expanding on made mechanics is easier than entirely new ones. By doing this I can make sure that I didn't over complicate my process by adding to many ideas , such as the bar scene , instead I made a simple mini-game with the butcher since it has the same out come and helps to not over complicate things by adding another NPC , background and mini-game. FMP wise this shows my restraint and logical thinking when it comes to my ideas as I mentally ruled out things I didn't think would be possible to add after the main mechanics, by doing this I have a basic demo rather than an un finished demo.

What methods have I used?

During my project I researched into many types of resources such as videos about ; pixel art, coding, the Victorian age and other development logs to help improve my games over all quality. I looked onto YouTube and some other websites like Art Station to find tutorials about different practices of coding and or art to help my process be more streamlined and more neat. Doing this helps me find the best ways to create art and code as using basic tutorials can help me find the best way to create a mechanic rather than doing a bunch of unnecessary trial and error. Relating this back to my FMP finding the best resources was crucial for my game as it help speed the process along so I can work on creating more complicated codes later than worry about the basics.

AO3

For AO3 I have looked into the best way to develop my FMP by using my peer feedback and research to improve it over all

How has peer feedback helped me improve?

When creating my game I have document feedback I was giving by my peers from when I presented my brief to them to see what would be the best idea and why.  I created surveys for my peers to see , which games idea works the best for the deadline, I made it around 12 questions for each idea (36) and asked each participant to explain their answers fully so I can understand feed back better. By doing this I can figured out what people liked and disliked about each concept and find ways to use their feedback to improve on my game. Example such as adding a score board so we can see how many people are infected. This will improve my FMP by having proof that I have taken criticism for my product and used it to improve my over all game.

How has other peoples resources helped me?

I have used my research of both games of Stardew Valley and Plague Inc to help create my game by seeing how both developer create their games, art and game-play. I looked in depth on how each developer created their characters and used visual storytelling and how they used minimal game-play and realism to make their game have a bigger impact on the player. Using the extensive research I have done I can use their techniques on how they got their end goal, by looking at what other people thought of their game and adapt mine to stop those problems (such as a quick time limit). Making sure this fits in with my FMP I used my research appropriately to see each games pros and cons to make sure I don't have those same problems , which shows my problem solving skills and a good skill for public reception.

How effective were my research methods?

I find that my main research on the market, games media and resources have been really good as I not only elaborated on each point but laid it out in a way were its easy to understand why I chose them specifically. I have explained in detail why each researched topic is important to my game as I have used them all in different ways, such as story telling, art or how to code. By doing this I can be sure that all why work is fully researched and correct as my many resources collaborate the same point to help me improve. For FMP making sure that my topics in game are correct by using my research is important as I need to make my my game about the Black death and Victorian era are historically correct as it ruins my games immersion.

AO4

Use practical skills to meet the requirements of a brief

What practical skills have I explored an used?

Reflect on all the practical processes and skills you have explored, adapted and developed throughout your project. How appropriate were they to the development of your project? 

What process have I been the most interested in?

Which processes and skills have you been interested in the most and why?  

What skills have I learnt from this planning?

How effective have you been at mastering the techniques, processes and skills selected? 

AO5

For AO5 I have used my idea generation and brief to improve my FMP by proving I have used the basic ideas I had an improved them significantly.

Does my final outcome resemble my initial idea?

During my process I made sure my final outcome, resembled the main core parts of my initial idea. I did this by making sure it stayed as a strategy simulator by using plague inc as my example for game-play ideas, making sure my original characters were refined later but had the same plot ideas and traits to make the game more interesting and finally, making sure the concept stayed throughout out by only focusing on the game play of infecting people. By doing that I can make sure my game doesn't deviate on any unnecessary story, or characters and making sure the other parts of the game like the butcher mini-game relate to getting a higher infection score. Linking this to FMP I made sure all characters and ideas stayed in my project but just improving their quality and making their ideas of traits work in game, doing this without forgetting the main plot to my game show my management skills.

How well do I relate to my brief?

I feel like my ideas relate to my brief by using the example of strength in numbers as a way to show how powerful the infection is. I can use the NPC's to infect each over showing that with the right idea and strategy you can use them to help you unknowingly. By doing this I not only have an interesting mechanic but also proof I know the brief of strength in numbers as using the infection to win is the main goal and you need to find the best way to do it. This relates to my FMP by proving that I have followed the brief and made an interesting game to accompany it.

How will I involve idea generation in future projects?

In the future will reuse the same methods I did for this FMP to make sure I can get the best grade possible. I will do this by adding the same amount of detail I added in all my section, I will also make sure to add all the same section like, Swot analysis, Brief , Initial ideas, Main ideas, Peer feedback and my final idea to make sure my work is clear and has all the necessary information needed. By doing this I can improve on all section by adding art and explaining in all ideas, researching game genres to find the right one for the idea and peer surveys to see what people think about my ideas then I will refine them in my final concrete idea ready for future, coding, art , planning and research.

AO6

For AO6 I have used my peer feedback to make sure my game is up to my audiences ideas and understand why they like or dislike certain aspects.

Why did I chose these ideas?

Using the feedback I have gotten I have chosen to use the rat idea than the others, yet I did elaborate on all ideas to create a simple image in a person head on how each game could work. I made concept art for each idea showing a possible screen shot of the game to help the person reading this understand what I was going for, I also used the mind map I made prior to figure out what games could be done by the dead line, such as visual novels or a turn table game. By doing this I can help elaborate why I have these ideas with not just art but explaining the art and how I could make the game with a concept story and a small analysis on game-play to help my peers look in  detail on my ideas to come to a full completion. This will help with my FMP as creating an in depth analysis on each idea will help me elaborate why each idea is not only possible for the dead line but is a good idea. 

How do these outcomes relate to my audience?

These outcomes will relate to my audience as I have had my peers decided on , which game idea they like the most and they have giving me ideas and feedback to improve it. As they are my main audience I have so I will use their feedback to improve my game and show my ability to find what my audience agrees and disagrees on with my work to help my game be the most enjoyable that it can be. By doing that I can show my ability to listen and take opinions as they can help me improve the game as that is what my audience wants. FMP wise this makes my game have a higher chance of my peers licking it was their ideas are in the game since it positively helped it.

AO7

Present development work and outcomes

How have I presented this in an industry standard way?

One method I have used is creating my trailer using my art and music to making a compelling snip it of footage to incise people into wanting to play it. I have used new art and animation to make a compelling story that underlines the main goal with music that sets the tone. I have also made a physical poster to resemble the Victorian like painting to make my promotional material more interesting as that will help draw people towards my game. By doing all of this I can have physical work in the world to make people want to play my game rather than others. FMP wise this will improve my games over all marketing as a trailer and posters can improve my games image overall

How appropriate are they to developing my professional practice?

I feel like my work is developed appropriately due to the fact the trailer and posters resembles my game correctly, clearly stateing it's main goal and showing my characters in the way I want them to be presevied by. 

How appropriate are they to your developing professional practice? 

How effective have you been in communicating your ideas? 

Apply reflective practice to a creative project. (approx 100 words) 

  • Identify the aims and objectives that you were interested in developing when you started your final project. How effective have you been in reflecting on your developing work and progress against these targets? 

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