Group working Evaluation

How did you feel about working as part of a group?

I felt that working in a group is a good thing and i enjoyed it a lot.

 

Give one potential benifit of group working.

you can break up the work.

give one potential drawback of group working

Someone might just try and dump all the work on you and get off with doing nothing

give an example of what worked well in your project

We were able to work together well and give eachother ideas to come up with one good idea that was well thought out

what would you do different next time?

Try and set deadline for the work.

Project Evaluation

Interpretation of brief

Understanding the design problem and communicating that understanding to others.

I was happy with how the design process went, my only problem from a design perspective was the time constraints. If we had the full year to work on this i think my work would have been better.. In Teams of communication i was in a 2 person group and we both communicated excellently, there was no problems here. We both discussed ideas/visions and where improvements could be made

Planning

Setting and working to targets

We set a 10 week plan, within this time we had all our creative aspects of our project had to be shown or visualized into a usable model for an Ios Game. We dived up the weeks to set projects i.e ( Week 1 – Game Idea, Week 2 – Game Logos, Week 3 – Colours etc )

Organisation of resources

Sourcing material and equipment.  Digital asset management

Our resources where any copyright free material, the use of adobe products such as illustrator, Dreamweaver and Photoshop using the hardware the college provided.

Development of ideas

Research activities. Mood and style boards.  User testing.

Our designs were illustrated on flow charts these were to show the main functions of the game and how it would all connect. Heres an example of a flow chart

LampFlowchart.svg

Production

Authoring and mastering.  Achieving time bound and format targets.

The production went smooth we achieved our goal just within the time constraints. Next time i would defiantly try not to pack so much work in a same timescale and produce a smaller yet more polished piece of work.

How to publish your game on google play.

Step one: Have a google account

Make sure you have a google account that is suitable and that you want to use for your game company.

Step Two: Sign up for a developer account

Using your Google Account, you can sign up for a Developer account. Once you have a Developer account, you’ll be able to use the Google Play Developer Console to publish and manage your apps.

Step Three: Pay Registration Fee

There is a $25 USD one-time registration fee that you can pay for using an accepted payment method with Google Wallet.

Step Four:

Type your account details. Your “Developer name” is displayed to customers on Google Play.

You can add more account information after you’ve created your account

Now you are able to upload your game onto the google play store, but make sure it is within the play store guidelines.

http://developer.android.com/design/index.html

Customer Care

1. Give one example of when you have experienced good customer care (it could be anything)

One experience of good customer care that i have had is when i was locked out of my account so i contacted the company by using a support ticket and was able to get it fixed in the same day.
2. Give one example of when you have experienced poor customer care.

One experience of poor customer care was when i bought something online and i had never got it. I sent in a help ticket but i wasn’t able to get it fixed.
3. How important are reviews to you when deciding to buy something on-line?

Reviews are pretty important when  deciding to buy something online because it is someone who has used this app or product and has experience using it.
4. Give one example of how you would provide customer care for your game?

One way of providing customer care i would put into my game is adding a report system so if someones game had a bug or crash in it they would be able to let us know so we could fix it and enhance the user experience.

Example of selling games.

The game that i’m going to use as an example is ‘Welcome to the Dungeon’. This is mobile strategy game developed by Orca Inc.

https://play.google.com/store/apps/details?id=com.orca.dungeonm&hl=en

To Purchase/Download this game you use various sites such as Google Play or I-Tunes to acquire this game. On these sites There are Reviews and communities giving there option of the game which can help in increase or decrease of sales. These sites can also be useful in tracking the progress of your game for instance on Google Play, We are told Of the Installs which are between 1,000,000 – 5,000,000 This Games Main Platform Is Android and IOS Phones Or tablets Which seems to be a steadily increasing gaming platform.

There Business Model is simple you download the game for Free, The way they make money through this business model is through advertisement and buying in game purchases like money or special weapons.

Testing evaluation

Final User Evaluation

Lo-  Fi or simple prototype

 

How did you test it?

I tested it by having 3 or 4 people have a look at the screens, rating how they look and the font and colors out of 5

 

Did you find any mistakes or make changes to your design as a result of testing?

No i didn’t

 

How would you sum up the user feedback?

I feel the user feedback was very well

 

Hi Fi or interactive prototype

 

How did you test it?

I tested it by having 3 people navigate though the interactive prototype and setting them a goal to do.

Did you find any mistakes or make changes to your design as a result of testing?

I didn’t find any changes to make

How would you sum up the user feedback?

The user feedback was extremely good.

Would you do anything different or try other ways of testing next time?

I would maybe ask what they would change about the design.

 

Do you now feel confident in investing time and money in a final version?

I feel very confident in investing time and money in the final version.

Research for location based game

For our game we had to do some research on already existing games so we didn’t make an already existing game. The two most popular games we found were Ingress and Geo caching.

Ingress is a game where you are an agent and you have to pick between two sides, evil or good. Once you have done this you give yourself a code name and then it will come up with a map that shows you where you are and follows you location. Around your area it will show hot spots, like important buildings, and show them as portals, which you have to hack and take control of and try to keep it so the other team can’t get it, the more portals you take over the better your team is.

Geo-caching is an activity or pastime in which an item, or a container holding a number of items, is hidden at a particular location for GPS users to find by means of coordinates posted on the Internet. Geo-caching is a real-world, outdoor treasure hunting game using GPS-enabled devices. Participants navigate to a specific set of GPS coordinates and then attempt to find the geocache (container) hidden at that location. In terms of gaming Geo-caching has impacted the gaming genre greatly. This is the king of smartphone games. Gamers have hidden close to a million caches around the world and posted clues and coordinates for each of them at Geocachin. com. Some are lunchboxes or ammunition tins filled with treasure and trinkets.

Colour scheme for our Location Based Game

For our Location Based Game we had to come up with a colour scheme that would work well together, we had decided we would used two different colors for our opposing teams then come up with the symbols for each team after which you can find here.

The Colours we toyed around with where pinks and blues before finally settling on a harsh purple and an a lighter teal, we used an adobe colour wheel to create two contrasting colours from the colour spectrum. The contrasting tool was extremely helpful in giving us a variety of shades to play around with in the logo creation process. We picked these colours for a variety of reasons, there bright and appealing to the eye, they also take on a fantastic colour form with a neon theme. The colours are recognizable and easily distinguishable from each other to avoid confusion, this was done on purpose as we took them from opposite sides of the spectrum. We choose purple for the rouges and teal for the agents as we felt with the purple being darker and teal being lighter it gives a light and dark contrast correlating with a good and evil presence