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Research
Adam Lepard
Existing ProductThe different character
in the game each have
different move sets and
abilities which separate
them and make each
character different to
play as . The game tries
to replicate classics such
as street fighter and
others with it’s style.
Each character
looks fairly
simple with
pixels used
effectively to
create unique
characters that
have bright
colors.
The main appeal of the the game would be it’s use of nostalgia as it uses it’s pixel
graphics to appeal to people who may have gone to arcades as a child. The
fighting aspect of the game would psychologically appeal to a Achiever type as
they would want to get the game so they can become become the best at it and
beat their friends at it.
The backgrounds are very detailed
and the lighting of the
backgrounds are quite dark so the
players can focus on the gameplay.
Pocket Rumble
The larger heads
allow for more
expressive faces
and animations
Existing Product
Street Fighter 5 The graphics in the game are 3D and
are high quality which I can’t achieve
in my animation however this
animation style would make it easier
to animate movement and it would
appeal to an audience that care a lot
about the quality of a game.
The lighting is used well to make the
characters look like they’re in the
environment. The character designs
are either bright or dark so that they
don’t blend in to background.
The main appeal would be the
achiever element in the fighting of
the game although there is also a
socially conscious element to the
game as people would’ve bought it
as it was a popular game at the time
it was released.
Existing Product
• I wanted to look at pixel games that have
simple graphics so I had a better idea of
how I could simplify the character design in
my fighter game.
• Lighting and background design is used
effectively in the game to create a horror
atmosphere due to the dark environments
and the single source of light that your
character carries which creates a sense of
tension not knowing what's in the dark.
• Important items have a white out line
which stands out in the dark which useful
for the player.
• The character design is simple however the
actual characters were designed for a
horror game rather than a fighter so
although the simple design looks good I
need to look at a simple design made for a
fighting game.
HOME: indie horror game
Existing ProductHollow Knight
• The simple character design of the game
works well with the moody atmosphere and
dim lighting used in the game. I could learn
from the simple design of the character as it’s
animated so the movements of the characters
attacks use dash marks to show fast
movements this could save a lot of time when
animating my game.
• The background design design of the game is
detailed and incorporated into the story of the
game which creates an immersive
environment for the player
• The health bar of the character is in the top of
the screen and can can be increased over the
course of the game and the character can use
special attacks after a certain amount of time.
The design of the health and stamina bar are
also made to fit the aesthetic of the game.
Research Analysis
What common features do the researched products have?
• Aesthetic lighting that emphasises the background or the characters
• Simple characters that suit the genre conventions of their games
• Detailed background designs.
• The movement of the characters in the fighting games is fast and
expressive
• Special moves in the fighter games are bright and used to try and
cause lots of damage to the enemy.
What aspects of the research will you include within your on work?
• A simplified character design that’s brightly coloured
• A detailed background that looks good with the characters
Bibliography
Bibliography
1. Cardboard Robot Games (February 1st 2016) Pocket Rumble
2. Capcom (2016) Street Fighter V
3. Benjamin Rivers(June 1st 2012) Home
4. Team Cherry(February 24th 2017) Hollow Knight

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3. research

  • 2. Existing ProductThe different character in the game each have different move sets and abilities which separate them and make each character different to play as . The game tries to replicate classics such as street fighter and others with it’s style. Each character looks fairly simple with pixels used effectively to create unique characters that have bright colors. The main appeal of the the game would be it’s use of nostalgia as it uses it’s pixel graphics to appeal to people who may have gone to arcades as a child. The fighting aspect of the game would psychologically appeal to a Achiever type as they would want to get the game so they can become become the best at it and beat their friends at it. The backgrounds are very detailed and the lighting of the backgrounds are quite dark so the players can focus on the gameplay. Pocket Rumble The larger heads allow for more expressive faces and animations
  • 3. Existing Product Street Fighter 5 The graphics in the game are 3D and are high quality which I can’t achieve in my animation however this animation style would make it easier to animate movement and it would appeal to an audience that care a lot about the quality of a game. The lighting is used well to make the characters look like they’re in the environment. The character designs are either bright or dark so that they don’t blend in to background. The main appeal would be the achiever element in the fighting of the game although there is also a socially conscious element to the game as people would’ve bought it as it was a popular game at the time it was released.
  • 4. Existing Product • I wanted to look at pixel games that have simple graphics so I had a better idea of how I could simplify the character design in my fighter game. • Lighting and background design is used effectively in the game to create a horror atmosphere due to the dark environments and the single source of light that your character carries which creates a sense of tension not knowing what's in the dark. • Important items have a white out line which stands out in the dark which useful for the player. • The character design is simple however the actual characters were designed for a horror game rather than a fighter so although the simple design looks good I need to look at a simple design made for a fighting game. HOME: indie horror game
  • 5. Existing ProductHollow Knight • The simple character design of the game works well with the moody atmosphere and dim lighting used in the game. I could learn from the simple design of the character as it’s animated so the movements of the characters attacks use dash marks to show fast movements this could save a lot of time when animating my game. • The background design design of the game is detailed and incorporated into the story of the game which creates an immersive environment for the player • The health bar of the character is in the top of the screen and can can be increased over the course of the game and the character can use special attacks after a certain amount of time. The design of the health and stamina bar are also made to fit the aesthetic of the game.
  • 6. Research Analysis What common features do the researched products have? • Aesthetic lighting that emphasises the background or the characters • Simple characters that suit the genre conventions of their games • Detailed background designs. • The movement of the characters in the fighting games is fast and expressive • Special moves in the fighter games are bright and used to try and cause lots of damage to the enemy. What aspects of the research will you include within your on work? • A simplified character design that’s brightly coloured • A detailed background that looks good with the characters
  • 8. Bibliography 1. Cardboard Robot Games (February 1st 2016) Pocket Rumble 2. Capcom (2016) Street Fighter V 3. Benjamin Rivers(June 1st 2012) Home 4. Team Cherry(February 24th 2017) Hollow Knight

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  2. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  3. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  4. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  5. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.