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Research
Your Name
Existing Product
The picture is set in a small village with rows of housing. This terrain makes a lot of strategy
around manoeuvring through houses.
The detail given to everything is enough so you can understand what everything is but not
too much that you can understand what’s going on. The colours and fonts of the U.I are
perfect for what type of game it is and blend into the surroundings whilst standing out.
Additionally, the size of the units in the game are based to a good scale and the sounds are
realistic enough to make you think you could be there.
Existing Product
The art style of this game is made so you know who your character is and who
the enemies are, but not to much detail that you can see facial features or hands
or detailed weapons . But makes it easier to do what its designed for, enjoyment.
The sound effects or spot on, along with the trails of the bullets and the flash of
the guns. The angle of the game is from a birds eye view which makes it so you
can see the enemy coming and makes you think how to accomplish your goal.
Existing Product
The lighting in this Class creation menu is spot on. It focuses on what you
want to know and gives insights of the guns looks. It’s simplistic since it
gives you a set amount of points you can use, but makes it more tactical.
Additionally, the spacing between everthing allows you to understand the
difference between what you’re adding. For example this image has five
areas being Main weapon/Sidearm/Tactical slot/Perks/Scorestreak. This
makes it easier for the player to understand a balance between them all.
Existing Product
This image was to focus on the overlay of the game.
It’s stands out well which gives the player easy vision to what ability is
up and the items he could currently use. The size of the portrait is
large enough to see facial detail while not filling the screen too much.
Additionally, the character stats are large enough to see the different
details while not taking up to much space. Finally, the map of the
game is large enough for the player to understand what’s happening
and be able to play towards his teams movements.
Research Analysis
• What common features do the researched products have?
– My first two products have similar play angles since they’re top down.
The second and fourth image both have well sized maps which the
player can understand easily. Finally the first and fourth image have a
similar U.I which are easy to see and understand what can and can’t
be used.
• What aspects of the research will you include within your on work?
– Things I will use would definitely be the angles from the first two
images and a similar U.I to the last image since it represents the
players character perfectly. Also the third image I would use the
spacing in the class creation since it’s easy for the player to create
their perfect class.
Bibliography
Bibliography
1. Sean O'Connor (2016) FireFight
2. (2006) Babo Violent 2
3. Sledgehammer (2014) Advanced warfare
4. Riot games (2009) League of Legends

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3. research

  • 2. Existing Product The picture is set in a small village with rows of housing. This terrain makes a lot of strategy around manoeuvring through houses. The detail given to everything is enough so you can understand what everything is but not too much that you can understand what’s going on. The colours and fonts of the U.I are perfect for what type of game it is and blend into the surroundings whilst standing out. Additionally, the size of the units in the game are based to a good scale and the sounds are realistic enough to make you think you could be there.
  • 3. Existing Product The art style of this game is made so you know who your character is and who the enemies are, but not to much detail that you can see facial features or hands or detailed weapons . But makes it easier to do what its designed for, enjoyment. The sound effects or spot on, along with the trails of the bullets and the flash of the guns. The angle of the game is from a birds eye view which makes it so you can see the enemy coming and makes you think how to accomplish your goal.
  • 4. Existing Product The lighting in this Class creation menu is spot on. It focuses on what you want to know and gives insights of the guns looks. It’s simplistic since it gives you a set amount of points you can use, but makes it more tactical. Additionally, the spacing between everthing allows you to understand the difference between what you’re adding. For example this image has five areas being Main weapon/Sidearm/Tactical slot/Perks/Scorestreak. This makes it easier for the player to understand a balance between them all.
  • 5. Existing Product This image was to focus on the overlay of the game. It’s stands out well which gives the player easy vision to what ability is up and the items he could currently use. The size of the portrait is large enough to see facial detail while not filling the screen too much. Additionally, the character stats are large enough to see the different details while not taking up to much space. Finally, the map of the game is large enough for the player to understand what’s happening and be able to play towards his teams movements.
  • 6. Research Analysis • What common features do the researched products have? – My first two products have similar play angles since they’re top down. The second and fourth image both have well sized maps which the player can understand easily. Finally the first and fourth image have a similar U.I which are easy to see and understand what can and can’t be used. • What aspects of the research will you include within your on work? – Things I will use would definitely be the angles from the first two images and a similar U.I to the last image since it represents the players character perfectly. Also the third image I would use the spacing in the class creation since it’s easy for the player to create their perfect class.
  • 8. Bibliography 1. Sean O'Connor (2016) FireFight 2. (2006) Babo Violent 2 3. Sledgehammer (2014) Advanced warfare 4. Riot games (2009) League of Legends

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.