Level 3 Creative Media Gaming Development Research"The concise title "TITLE"Level 3 Creative Media Gaming Development Research" effectively summarizes the key aspects of the document by mentioning the level ("Level 3"), subject area ("Creative Media Gaming Development"), and type of content ("Research
The document provides an analysis of existing endless runner games. It summarizes 6 different games, describing elements like the studio/location, angle, effects, post-production, use of sound/music, lighting, composition, mise en scene, costume, props, location, colors, and fonts for each. It also includes a research analysis section that identifies common features across the games and aspects that will be included in the author's own work. Finally, it presents the results of a survey on endless runner games.
Similar to Level 3 Creative Media Gaming Development Research"The concise title "TITLE"Level 3 Creative Media Gaming Development Research" effectively summarizes the key aspects of the document by mentioning the level ("Level 3"), subject area ("Creative Media Gaming Development"), and type of content ("Research
Similar to Level 3 Creative Media Gaming Development Research"The concise title "TITLE"Level 3 Creative Media Gaming Development Research" effectively summarizes the key aspects of the document by mentioning the level ("Level 3"), subject area ("Creative Media Gaming Development"), and type of content ("Research (20)
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Level 3 Creative Media Gaming Development Research"The concise title "TITLE"Level 3 Creative Media Gaming Development Research" effectively summarizes the key aspects of the document by mentioning the level ("Level 3"), subject area ("Creative Media Gaming Development"), and type of content ("Research
3. z
Existing Product #1Type of Image
Studio/Location: From
this perspective, it
seems that this game
was created in a high
tech studio, full of
complex and high
quality technology that
allows it to be shown in
great detail.
Angle: The angle of
the image is straight,
no alterations with the
view of the image, so it
is seen by the audience
as a clear view.
Effects: There seems
to be some effects
where the graphics is
concerned, I'm referring
to of course the
additional shading in
the background as well
as the rainbow trail
behind the character,
the creator seemed to
have added the effect
via brush tool on a
software similar to
Photoshop.
Post-Production:
During post-production,
in other words editing, it
seems that they edited
the game via sound
and sound effects in a
software similar to
Premier Pro, as well as
add more detail to the
graphics in the game.
UnicornDash2:JungleCastleRun Use of Lighting: The lighting used in this composition is very clear that it’s at a high level, visible for the audience to see the game,
it’s a good level.
Composition: The composition featured here is very complex, because it has more than one graphic moving, as the character
moves, so does the background, so it’s mesmerising to see two objects moving at the same time.
Mise en scene: In terms of this factor, there is a lot going on in the picture such as the trees and mountains in the distance, as for the
foreground, well there is a lot more going on that the background such as the floating grass samples as well as the ground itself. And
finally, we have the main character, the cute bouncy unicorn.
Costume: There isn’t much to talk about costume, other than to say, the unicorn looks stereotypical.
Props: It is vaguely clear that the creators used a software similar to Adobe’s products to create a playable mechanism for everyone
to join into. As for the props of the game, there is a rocket that allows you to go faster and avoid any obstacles.
Location: The location of the game takes place in a enchanted forest, on a deserted island.
Colours: The range of colours shown in this game is a huge variety of primary and secondary colours, even two or more colours
mixed together to make a totally different colour out of the ordinary. Mainly, the colours are shown to be bright and bold.
Fonts: Clearly, the fonts were used in a similar fashion to Arial Black featured in Microsoft products.
Use of
sound/music/effects: The
sound variety used in this
game is very good, the
music is very rhythmic and
the sound effects is highly
connected to the graphics
of the game.
Audience appeal- how does it make its
audience want to buy/watch/play it?
The graphics, challenges and music are the
reason why the audience would want to play
because some of the audience like a good
challenge, as well as appreciate the art of the
graphics and the music.
4. z
Existing Product #2
RobotUnicornAttack3 Type of image
Studio/location: Like
unicorn dash 2, this
game was probably
created in a studio full
of high advanced
technology and
software's on
advanced computers.
Angle: The angle of
the game seems to be
on a straight angle,
and on on any specific
such as obtuse or
acute, it on a perfect
180 degree angle: a
straight line.
Effects: The graphics
seem to be the centre
of attention when it
comes to effects,
mainly the added
rainbow effects when
the game is complete,
they added the effects
during post-production.
Post-Production:
During post production,
the effects would have
been added on via a
software close to
Premier Pro, as as
using it to add the
music.
Audience appeal-
how does it make
its audience want
to buy/watch/play
it?
Overall, I believe
the graphics and
the song are the
reason why the
audience may want
to play, the graphics
are 3D and the
song is very
relaxing and
reflective. However,
I think my audience,
who are teens,
might like a more
thrilling beat in
regards to the
music.
Use of sound/ music/ effects
The sound/effects of the game comes from when you
collect the pieces that grant you access to the suits.
The music however is a recorded song and keeps on
playing in a loop until game over. I personally think
the song is the reason why the game is likeable, it’s
so relaxing and attractive. My game is going to be
more adventurous, so even though this soundtrack is
good, my soundtrack will have to be more thrilling.
Lighting: The lighting within this game is at a good level, it’s clear and makes the graphics very visible, which means the audience
can follow and understand the action easily.
Composition: The image gives the audience the illusion of depth, in which the mountains in the background are coloured so that
they are further away in the distance, thanks to the additional shading. This is a useful trick to be used in my game because when
you are playing as a small mascot in a small space, the rest of the graphics make the rest of the screen a wider place so that you
feel that you are part of a bigger world.
Mise en scene: In terms of the mise en scene, the most obvious feature within this picture to point out is the stereotypical unicorn
mascot galloping along a stripy candy inspired road with a rainbow following behind the unicorn. This is for the foreground. As for
the background, there are mountains and rainbows that are cleverly created to position further of into the background.
Costume: The general costume for the mascot is the fact that it is a robot, and that if you collect enough coins, you can buy more
armour that strengthen your unicorn.
Props: The props are the costumes and the weapons that come equipped with the suits, and helps you through the obstacles.
Location: The game takes place in a fantasy realm, with many mountains behind. This is useful for my concept because I was
thinking of incorporating mountains within my plan and for it to take place on a deserted island. The style of the mountains is that
they are rounded and nice and simple, which is ideal for my concept. I would like my product to be presented in a similar fashion.
Colours: Similar to Unicorn Dash, there is a mixture of primary and secondary colours, however,, there is a more variety of pastel
colours than the other games because unicorns are a part of fantasy, and fantasy means bright light colours.
Fonts: The font style seems to be a take on of Arial Black, but with a cube vibe included, in other words, the edges are more round
like a square.
5. z
Use of lighting: The lighting
within the game is clear and
visible, very useful for the
player to enhance the actions
of the character.
Composition: The composition
in this game is very clear
because in the foreground, all
the objects and characters are
clear, whilst in the background
Mise en scene: It is very clear
from this perspective that the
features included within this
game are the forest
background, as well as the
grass grounds that the gorilla
seems to jump on to avoid
getting hit.
Costume: You can collect
many hats and upgrades for
Kong thanks to the bananas
you’ve collected.
Props: You can buy new
parachutes and spped ups with
the bananas you’ve collected.
Location: The game is taken
place within a forest, which is
not ideal for my game because
my will be set on a thrilling
island.
Colours: The colour mainly
seen in this game is green,
which is understandable
because it is set in a forest.
Fonts: The font used in this
game is a take on Arial Black,
which is nice and simple
Type of image
Studio/location: Banana Kong would have been most
likely constructed in a studio with high technology as
well as recommended brands of editing that allows the
creator to add effects during post production.
Angle: The angle is perfectly straight and on a 180
degree straight view, making it perfectly clear for the
audience to play.
Effects: The effects such as the power dash flame
would have been added on as an add-on effect during
post production, as well as the variation of hats.
Post-Production: During this process, the music was
added as well as the audio.
Existing Product #3
BananaKong Use of sound/
music/ effects
The music is all
groovy and funky,
very suitable
towards the theme
of the game, and
the sound/effects
are fitting towards
the actions of the
game as well as
the movement of
the character. I will
use similar sound
effects, however, I
will not use the
similar soundtrack.
Audience appeal- how does it make its
audience want to buy/watch/play it?
The song as well as the customisation of
the character is what makes the game so
attractive because the gimics makes your
experience personal.
6. z
Existing Product #4
SubwaySurfers Audience appeal- how does it
make its audience want to
buy/watch/play it?
The graphics and the music are the
reason why the audience would
want to play the game.
Type of image
Studio/location
The game
looks like it was
made in a studio
with high
technology and
softwares.
Angle: The
angle of the
game is like the
rest of the
games: 180
straight line.
Effects: The
effects would
have been
adding on in
post production
i.e the music.
Post-
production:
The music and
sound effects
would have
been added on
during this
process.
Use of sound/
music/ effects
The music and
sound effects
are quite
prominent
within this
game, which
makes it very
interesting.
Use of lighting: The lighting is very bright as seen by this angle.
Composition: The composition is very clear as well as organised
because the game is set out as a constant runner.
Mise en scene: Th scene is set out like a city, all the street lamps
and manholes, it looks like a typical city game.
Costume: You can choose which character you wish to play with.
Props: You need to collect the coins in order to buy upgraded and
characters.
Location: The game takes place in a city, a modern atmosphere.
Colours: The colours are bright and vibrant.
Fonts: There isn’t much font in this scene.
7. z
Research Analysis: Existing
Products
 What common features do the researched products
have?
They all have unique themes, as well as gimmicks that allow
you to interact with the game buy customizing your own
character. Another part that they all have in common is that
they are all on a straight 180 degree so that it is clear and
straight forward.
 What aspects of the research will you include within
your on work?
I will use the bright colours, as well as the unique music and
sound effects to make my game thrilling and attractive, as well
as interactive.
15. z
Results: Own Comments
• Don't like them and turn them off
• Catchy
• When they match the action.
• They make the game more interesting
• It gives games a sense of atmosphere
Sometimes they add a bit to the action.
• Ones that motivate you and are happy and
positive - I don't like repetitive sounds (like tetris)
that stay in my head all day!!
• I'll be honest I don't really notice them
• if its interesting
• flow nicely
• makes the game more exciting
• The create the atmosphere that the designer is
trying to achieve
• Lively and Energetic
• Cute
• Very life like
• The world they create is likeable
• they are simple and easy to understand
• Because it gives gamers a sense of playing a 1980s video game
• I don't know.
• Because they are easy to understand and universal for all ages
• because they're similar to old games
• the style is cool
• minimalist, nostalgic
• easy to play
• They're simple and nice to look at
• Easy to play
Question 8 Question 9
• The realism
The graphics
• Thet are not really my thing but sometimes
the worlds they create are interesting
• It gives the game a very retro look like your
playing a game from the 1980s
• The variety of colours and possible
character designs being unique and
interesting
• I don't really have much of a view on them
• looks cool
• simplistic
• Look nice and easy
• The designs are always really colourful.
• Fun, easy access gaming.
Question 4
• Can't think of anything
• Peace and harmony
• New characters.
• I would like to see more levels
• That they add voice acting on to
pixel games
• Development of images, animation
and colour.
• a pixel game where you go through
and collect pixels to add to your
character to modify and build them
up to evolve into new ones would
be really cool!
• I can't really think of anything.
• improved graphics
• better art
• Pixel games should have as much
detail as possible in their character
design.
• More diverse characters
Question 10
16. z
Research Analysis: Survey
 What common features do the results
have?
They all have one top opinion from the choice
selections, which makes it clear form the
audience what like most about endless runner
games.
 What aspects of the research will you
include within your on work?
I will take the audience’s opinions and
incorporate them into my game, and show their
opinion and what they wish for come to life.
18. z
Bibliography
• FDG Entertainment (2013)
Banana Kong
• Imangi Studios (2012) Hill
Climb Racing
• Vasco Games (2017) My Little
Unicorn Runner 3D
• Spiritonin Media Games (2010)
Robot Unicorn Attack
• Imangi Studios (2012) Subway
Surfers
• Imangi Studios (2011) Temple
Run
• dazzle.is.ace (2019) Unicorn
Charge
Editor's Notes
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?
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?
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?
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?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.