Tuesday, 31 March 2015

Evaluation help for A2 Media





Question 1: This part of the evaluation asks you to explain what examples of 'real' products that you have looked at have influenced your final designs. This needs to be done to explain what you wanted to create for your own videogame, print advert and front cover design. For each, you will need to include a range of examples, either as screen shots or in the case of the game, or perhaps as an embedded YouTube version of the game, done as a play-through style video? For each example you need to explain the specific, technical things that you've done, as well as explaining what influences you had or where your ideas came from. For each section, once you have explained what you were influenced by you will then explain how these ideas fit in with your own ideas and final products.

For your game, using the 9 shot grid as key moments from your game is an excellent idea that allows you to communicate about a range of ideas and production techniques. This is an example of what this could look like from a music video:

Again, you need to offer a quick explanation as to what each square shows an how/why you created them.


 Some good examples of question 1 can be seen here:
http://chloestevenson.wordpress.com/2010/04/23/a2-g324-evaluation-of-music-video/ and http://musicvideoalexanderwhitcombe.blogspot.co.uk/2009/11/nine-key-frames.html http://musicvideoalexanderwhitcombe.blogspot.co.uk/2009/11/evaluation-task-one-part-two.html

I particularly like this evaluation question 1, as it takes examples from existing products (again, from music videos) and then compares them to the actual product that the candidate has made herself. This is a really nice and immediate way of showing how your product meets things that already exist.

 This will be a long blog post with much detail in it. Use the examples above as a guide if unsure.



Question 2: How effective is the combination of your main product and ancillary texts?
This question asks you to think about what the point of your work is and how well you managed to achieve what you set out to achieve.
Is your game like any of the game that influenced yours? Does your game include any features or techniques that you wanted to use, such as ones that you identified in your research? Does your game match the target audience in the way that you wanted to?
Don't forget about the technical side of things-did your use of graphics, sound, props or planning of the level help to create an exciting game that works, for example?

You also need to think about how your other products combine and work with your game to promote the game as something that you want people to buy. How well have you managed to make your magazine advert look like it's part of the same campaign as your box art for example? Have you used a feature or technique in one product that you've used in another that helps to make all of your products look 'similar', like they have an identity? What could you do better? How could you create a clear identity for your products by changing them? What sorts of things might you do differently when creating the 'whole package'?

Make sure that there are plenty of clear and obvious links and evaluations between products. Here are some good examples, but obviously bear in mind that these are from music video examples...

Though it doesn't go into a huge amount of detail.
A better version that uses more interesting technology would be a Prezi such as this:



Question 3: What have you learned from your audience feedback?
Feedback is tricky, ideally you'd get a range of people to both play your game and to also look at your final products. Getting people to play isn't really an option, hence my feedback a while ago. I can't feedback to you on your final products on your blog, as it will then be clear that your feedback has only come from me. SO, this means that you WILL need to get feedback from people on your final two products.
The best way to do this is to get some people to look at your final products and then ask them to complete a questionnaire about it and their feelings of it. Survey Monkey is useful for this.
Then you will need to evaluate what you have learnt based on this feedback.

The kinds of questions you need to ask include the basics such as 'would you buy this game based on this advert/box art? What stands out? Who do you think the target audience is? How much would you pay for the game based on the advert/box art etc? Does it look professional? Etc. etc.


From this, you then need to consider things like: Was the feedback positive? Was it negative apart from one specific area? What was the audience's favourite aspect of your game (if you can remember?!)? What did they like specifically about your box art/advert?

What is crucial here is not to simply explain what your audience told you about your products, but more about what you learnt from this feedback and how this would change or affect your choices if you were to make these products again.

Use graphs and charts to explain your findings. Perhaps ask for feedback via twitter, instagram or on your blog. Use screenshots of their replies and include these in a blog post to show your feedback.
Some useful examples can be found below. Again, these are examples for a music video, but scored VEY highly and you should look to get ideas from these.

 


This example shows a wonderful range of techologies and varieties of responses: http://rominamusicvideo.blogspot.co.uk/2014/01/evaluation-question-three.html

A good website to use for gaining responses electronically is https://www.surveymonkey.com
but as you can seen in the link below, paper questionnaires are perfectly fine, though not effective in showing off your range of media skills.



A more interesting suggestion would be to create a director's commentary which includes clips from the game and vox-pop reactions (mini-interviews, 10 seconds or so) from the audience.


Question 4: How did you use new media technologies in the construction and research, planning and evaluation stages?

This final question asks you to consider what technology has allowed you to do in the making of the game AND the final product, as well as the research AND this evaluation.
The key thing with this question is NOT to simply list every form of technology you've used, instead to explain how and why you chose certain things and what you did when you used these. You should have plenty to talk about as you should have used a large varieties of products, apps, programs and websites, so go through and highlight the key differences and how each one suits the task.

This question should be by far the easiest for you to evaluate, remembering that this IS an evaluation meaning that you need to draw conclusions and suggestions for improvement if you were to do this again and crucially, showing what you learned.

Have look here http://rominamusicvideo.blogspot.co.uk/ for an excellent blog (it scored an A* if I recall) and the evaluation is well worth looking at and reading as it shows a really good insight, great level of detail and crucially, constantly compares her work with products that already exist, explaining how she created things and why/how she changed them and developed them throughout.

Finally, this how-to guide from another teacher goes into a LOT of detail for students working on a music video https://www.scribd.com/fullscreen/44103017?access_key=key-532n4jjlv6aoya1dtg7 . It's really useful though, as it shows the kind of detail and level of work you need to put into to get a good grade. It shows how you can demonstrate how you developed/worked your game to  a point that you were happy with and give examples that show the different technologies you used.


If you've got any questions, issues, problems or general worries, drop me a mail, tweet me or leave a comment on here. I'll try and get back to you asap in all instances, usually and hopefully within 48 hours.

Friday, 27 March 2015

Evaluation questions

Just leaving this here for now, I'll add more details, including examples, later:

G324 is marked and internally standardised by the centre and marks are submitted to OCR by a specified date, a sample is then selected for external moderation.

The unit is marked out of a total of 100 marks: 20 marks for the planning and research and its presentation; 60 marks for the construction; 20 marks for the evaluation. In the evaluation the following four questions must be addressed:
• In what ways does your media product use, develop or challenge forms and conventions of real media products?
• How effective is the combination of your main product and ancillary texts?
• What have you learned from your audience feedback?
• How did you use media technologies in the construction and research, planning and evaluation stages?

Ancillary task 2-Magazine advert

Ancillary task 2:
• a magazine advertisement for the game;

NOTE: This is one of those tasks that was created a while ago and in the modern media environment, doesn't work quite as well. This is essentially because print advertising doesn't exist in 2015 the way that it used to and finding examples can be tricky. As an example, I looked through the last physical copy of Edge magazine that I bought and there are precisely ZERO adverts for games. Part of that may be that Edge is as much for game developers as it is players, but I was surprised to find that in August 2014 there were no adverts for games in there.

Regardless, you should still approach this task in the same way as task 1.
Do some research into magazine adverts, highlight the similarities and then design something that looks similar.

Again, in order to get the best results, I'd include a range of different magazine adverts, ideally from the same genre as your game (though this could be difficult) and even better if you include a range of adverts from across the years. This is useful as it allows you to show some good research (this will get you marks) allow you to analyse a range of examples (which will get you marks) and then when you design your own show that you have avoided making something that looks old or out of date, and instead modern and relevant.

Below is a range of examples, and while I won't post a significant analysis/commentary for all of them, you can see how older examples relied on headlines, puns and long detailed text about the game, whereas as time has gone by layouts are much more simple, much less text, less puns and 'gimmicks' and more reliance on things from the game itself. To highlight this, I've posted the images below in order from oldest to most recent (more or less):


Thursday, 26 March 2015

Ancillary task 1

Ancillary task 1:
• the cover for the game’s package; 

Steps:

  • Identify the common features of cover art for that platform and genre. 
  • Create a drawn/rough version of your cover art. 
  • Produce a digital version of your final design and host on your blog in a separate post. 


Make sure that you use a range of websites/apps/methods to do this work. 

Best way to approach this is is to find some example covers. As a minimum, find a range of covers that exist for the system you identified that allows you to pick out key features. This will then allow you to pick these out and use them for your own cover. For example...




Which eventually leads you to be able to produce something like this:



Notice how they use the actual logos, copyright notices (ironically), game info boxes and other logos. This allows you to not only develop your own idea but show that you can match the specific requirements of the platform, genre and audience you identified earlier. 

A better way of approaching this would be to not just find current examples, but images of cover art from the same genre of your game to find common features. 

Even better would be to find examples of old cover art examples for the genre and then show how these have developed. This let's you show how you have taken these influences and then followed the style of modern examples. 

Some good resources for finding examples:


Useful resources for creating cover:


Drop me a comment/tweet if you need help/assistance for this.

Tuesday, 15 July 2014

Summer Holiday Homeworks:

1. A Prezi (or similar) of a genre of game. This should have an explanation or a definition of what the genre is you’re going to be looking at and then a selection of screenshots that somehow demonstrate different aspects of that genre. The screenshots should have the name of the game, year released and platform releaed on, as well as the description of what each game shows about that genre.

 2. Using a photo pinning website or callage maker, collect a range of screenshots that eflects the variety of styles in ONE genre. This genre should be one you haven’t looked at yet. Inbclude as many photos as possible and include MINIMAL text, perhaps just name of game and year released, focusing on a variety of different images to show off the variety of styles and examples for that genre. Think early versions and modern versions, changes through sequels etc.

Websistes that might be of use for this task are:
www.pintrest.com
http://slide.ly
http://www.cincopa.com/media-platform/services/create-slideshowhttp://visualslideshow.com/http://www.photosnack.com/http://www.photovisi.com/
http://notcouture.notcot.org/
https://svpply.com/
http://dwellinggawker.com/
http://designspiration.net/
http://www.siteinspire.com/
http://www.baubauhaus.com/
http://fontsinuse.com/
http://notventures.notcot.org/


http://dribbble.com/


 3. Finally, the main task for the Summer: a video presentation of LOTS of different things from different games that you like or appreciate in some way. This should be large collection of different elements from different games, gamplay, music, loading screens, character select screens, maps, control explanations, anything that invoves design ideas that you could use as an influence. It will need to be created as a video to allow you to add video and music, so you could incorporate gameplay videos from YouTuve for example. You will also need an explanation of each game element you’ve chosen and this can be done via a commentarry from you recorded or by words on screen. This is perhaps best done in PowerPoint; there’s plenty of example videos and tutorials on how to make a video using PowerPoint online. Any issues/problems/questions, leave a comment below. And have a lovely Summer!

Tuesday, 8 July 2014

Cover Art and Audience

In a blog post on your own blog:


For each of these below, identify the genre as much as possible, using just the information presented on the cover. Look at font, arrangement of images, colour palette, screenshots and information provided. Look carefully at the language and the information provided. 

Then, analyse audience. Who is the audience? What tells us this? How have the designers made the box art suited towards them? 

How you present this is up to you. I would expect as a minimum something like a Word or PowerPoint document with annotations, but would rather see something like a video podcast, Prezi, or some other format that's a bit more interesting/original. 


Key things here: AUDIENCE and HOW THEY ARE AIMED AT. Consider why these covers look different-they are essentially adverts used in the shops to get you to buy the game. 









Monday, 30 June 2014

Mission Maker Help!

Guide:
http://www.immersiveeducation.eu/pdf/products/MissionMakerUserGuide.pdf


Video guides:
http://www.immersiveeducation.eu/index.php/downloadspg/missionmaker-downloads-page/missionmaker-guides