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Research
Andrew Downes
Existing Product
Developers: From Software
Release date: 24th May 2018
Dark Souls remastered
The location of the game is supposed to be in Lordran a kingdom with lots of
undead and strange creatures, picture taken is full body shot so maybe a long
shot, there are quite a lot of cool effects such as the fire and the all the
embers floating upward from the fire and just in general there is a lot of
attention to detail to be similar to the old game but seem a little bit new,
postproduction? ( do you mean like the bandai Namco and the pegi rating).
The use of lighting is good is good as the knight is being illuminated but past
that the flame doesn’t really reach anywhere keeping the picture dark and
leaving you with a sense of adventure/ fear of what could be there. The
costume would be armor if the game were real, props= sword. Silver black
orange purple red grey a shade of blue some green and a cream sort of colour
was used. The font used was the dark souls font they use eerie music to create
a sense of something going wrong soon like in a horror movie and as for sound
effects moaning screeching and the clattering of weapons and armor. This
makes the audience want to buy it because it is an old game remastered so for
the nostalgia almost but apart from that it is an incredibly difficult game which
caters to anyone who likes the medieval period or just enjoy the premise of
fighting off a horde or so of monsters .
Existing product
The only things I can talk about there is really what the
mechanincs are really as all the rest I have explained
such as great attention to detail on the characters
bosses and the levels but apart from that we can
always see your health and stamina bar up in the top
left the other bit are the numbers which are the
amount of upgrades you can make to your character.
In the bottom left there are the items that you are
using at that point he is using a battle axe, a shield and
some estus flasks the top bit is meant for some sort of
magical spell to change these all you have to do is use
the directional buttons on the D-pad. In the bottom
right there is the souls count which shows you how
many souls you have and can use to buy things. In the
middle near the bottom there is the health bar of the
boss if you are not fighting against a boss this will not
usually be there. The last thing is the lock on which is
just showing what you are attacking at the time.
Existing Product
Director: Capcom
Release date: 15th January 2013
Devil May Cry Definitive Edition
The location is set in some cities in America and to an extent
hell, the angle is a long shot show by how far away the main
character is and also the at how they get the whole body into
the shot and some of the background behind him. It looks like
they used dark colours and light colours to make a contrast
between the two like good and bad, hell and heaven. Post
Production? ( Do you mean Pegi and Capcom signs), the use of
lighting is quite awkward as they use light to almost blot out
the background which takes away from the design I think if
they used dark all the way through it would make the design
pop out. The main character in the foreground the title of the
piece in the middle and some sort of city in the background.
The costume is made of a sleeveless t-shirt some sort of coat
and jeans. The props are two guns with the engraving ebony
and Ivory and a sword. The whole colour scheme for the case is
red and for the title black, the font is the normal devil may cry
font. The use of sound is quite good with rock music and
undead moaning and groaning sound effects. The audience
appeal would be mainly the story behind the game because it is
interesting and also the art style is quite good and interesting
to look at.
Existing product
In this game the on screen mechanics are simple for
bosses there is a line of health in the lower middle
part of the screen, in the bottom left they have a
weapon select mechanic . In the top left they have a
health bar and a special attack bar and it shows
version of Dante you are playing as whether it is the
normal Dante or white haired demon Dante which
was what your special attack turns Dante into for a
short amount of time and in the top right they have a
scoring kind of system for killing and slicing enemies
in a row which can lead to high ranking such SSS,SS,S
or A all of which are based on how well you fight if
you get hit once you lose your score streak and if you
want all the achievements you have to play on the
hardest difficulty without losing your score streak.
Existing Product
Developer: Ubisoft
Release: 29th October 2013
Assassin’s Creed IV Black Flag
The location is in Kingston/ Havana sort of area, the angle is of a full body
shot and I think it is around about a mid shot as the main character is
closer than it would be in a long shot and it involves a ship and some
islands in the background with a dead enemy at the feat of the main
character, it gives of a feeling of danger and adventure shown by the
weapons and old wooden ships also the black flag so they are really trying
to sell on the pirate stereotypes , the post production involves the ubisoft
and the age rating. The use of lighting is good as it would be on a normal
day however in some places there could be a bit more use of shading
when it came down to the smoke, they have a dead body in the
foreground the main character and the title is in the mid section and in
the background there is a ship and further in the background there are a
few islands which are out of focus. I have no idea for the costume because
all I can really see is a hood armour belts, trousers and boots. The props
would be swords guns and flags and many others. The colours are mainly
light colours which is in contradiction to their source being pirates. The
font is the assassin’s creed font. They have some great energetic music
and they also use some shanties as well then there is the sound effects
which are fantastic but I can’t remember any in specific apart from the
cannons. The audience appeal to this is the fact the the whole game is
about killing people and making sure that your friends stay safe which the
storyline takes you down a path that kills of practically all of your friends.
So it has an amazing historical plot and it also looks fantastic and draws
you in with adventure and action genres.
Existing product
This game uses a health bar and shows what you are
playing as, below this shows the amount of crew you
have left alive on your ship and below that are the
objectives you have been given if you complete these
you complete what ever you were trying to do which is
shown in the top left hand corner of the screen. In the
bottom left corner of the screen they have a mini map
to show where areas you might want to visit are and
also shows where your main objective is and pretty
much shows you how to get to places and below that
there is a money gauge as for completing objectives you
get money you can steal it and and you can pilfer dead
bodies. They also use red or yellow spots to show the
detection level of the enemy if red is showing they are
going to attack you and yellow spots show that they will
start looking for you. In the bottom right it shows what
weapons you can use and what weapons you are using .
In the top right it shows what you can do it tells you all
the controls which you can use.
Existing Product
Developer: Bethesda
Release: 11th November 2011
Name:Skyrim
The setting is in Skyrim a mythical land with magic and
mythical creatures such as dragons. The angle is close up
as the symbol is a sort of pendant or broach a way of
signifying the dragon born, this gives of a fairly simple
effect where your character is the light in the darkness of
the world you are taking part in. The post production is
the bethesda sign and the pegi rating, the lighting is very
bright as if they are on a book directly under a light or
candle fire in this case. There is the dragon born symbol
in the foreground the title in the middle and a sort of
book cover in the background. There are no costumes in
this or the game as you can wear whatever you want
which is in the game. There are no props apart from the
swords and other weapons inside of the game, the
colours used are black brown and silver. The font is the
elder scrolls games font. There is an abundant amount of
soothing music with in the game and also an abundance
of sound effects. This would appeal to the audience for
the sense of adventure and danger that comes with
mythical world.
Existing product
One of the main mechanics of this game is that you
can make the character you play as see in 3rd person
or 1st person making the game easier to play. In the
top part of the screen they use a mini map with your
quest marker your personal marker enemies and
locations when you are near them the bit just below
that uses a health bar for the enemy you are fighting
and the name of the enemy you are fighting just
below that. In the bottom left is your magika bar
and it goes down quickly when you use spells. At the
bottom in the middle is your health bar goes down
as you take damage. The bottom right is the stamina
bar which goes down each time you use something
or run about and just above that is the amount of
magic that you have put into your weapon when
this runs out it leaves until you put magic into it
again. It is also interesting as you can talk to almost
every ai and they have individual things you can ask
them and talk to them about and you can choose
what to say and the menus are simple just scroll
Research Analysis
• What common features do the researched products have?
– Most of them are made up with some sort of mythical undertones to the
game apart from assassin’s creed( which is weird because you can defy physics
with in the game). They all have fantastic stories but I am more enticed by the
genres they use being action and adventure the design aspects are also good
with the health bars mini maps and item usage.
• What aspects of the research will you include within your on work?
• I am planning on using a sense of action and if I have enough time I will
add either places to explore or some sort of story line and I also want to
go for a medieval sort of game with its and bits of the mythical genre I
would like to include the health bar and stamina bar system I might use
item slots if I have enough room and I want to somehow come up with a
way to create a scoring system like maybe the amount of time it takes you
or maybe the amount of enemies you kill or even how you kill them, and
maybe even involve streaks.

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3. research

  • 2. Existing Product Developers: From Software Release date: 24th May 2018 Dark Souls remastered The location of the game is supposed to be in Lordran a kingdom with lots of undead and strange creatures, picture taken is full body shot so maybe a long shot, there are quite a lot of cool effects such as the fire and the all the embers floating upward from the fire and just in general there is a lot of attention to detail to be similar to the old game but seem a little bit new, postproduction? ( do you mean like the bandai Namco and the pegi rating). The use of lighting is good is good as the knight is being illuminated but past that the flame doesn’t really reach anywhere keeping the picture dark and leaving you with a sense of adventure/ fear of what could be there. The costume would be armor if the game were real, props= sword. Silver black orange purple red grey a shade of blue some green and a cream sort of colour was used. The font used was the dark souls font they use eerie music to create a sense of something going wrong soon like in a horror movie and as for sound effects moaning screeching and the clattering of weapons and armor. This makes the audience want to buy it because it is an old game remastered so for the nostalgia almost but apart from that it is an incredibly difficult game which caters to anyone who likes the medieval period or just enjoy the premise of fighting off a horde or so of monsters .
  • 3. Existing product The only things I can talk about there is really what the mechanincs are really as all the rest I have explained such as great attention to detail on the characters bosses and the levels but apart from that we can always see your health and stamina bar up in the top left the other bit are the numbers which are the amount of upgrades you can make to your character. In the bottom left there are the items that you are using at that point he is using a battle axe, a shield and some estus flasks the top bit is meant for some sort of magical spell to change these all you have to do is use the directional buttons on the D-pad. In the bottom right there is the souls count which shows you how many souls you have and can use to buy things. In the middle near the bottom there is the health bar of the boss if you are not fighting against a boss this will not usually be there. The last thing is the lock on which is just showing what you are attacking at the time.
  • 4. Existing Product Director: Capcom Release date: 15th January 2013 Devil May Cry Definitive Edition The location is set in some cities in America and to an extent hell, the angle is a long shot show by how far away the main character is and also the at how they get the whole body into the shot and some of the background behind him. It looks like they used dark colours and light colours to make a contrast between the two like good and bad, hell and heaven. Post Production? ( Do you mean Pegi and Capcom signs), the use of lighting is quite awkward as they use light to almost blot out the background which takes away from the design I think if they used dark all the way through it would make the design pop out. The main character in the foreground the title of the piece in the middle and some sort of city in the background. The costume is made of a sleeveless t-shirt some sort of coat and jeans. The props are two guns with the engraving ebony and Ivory and a sword. The whole colour scheme for the case is red and for the title black, the font is the normal devil may cry font. The use of sound is quite good with rock music and undead moaning and groaning sound effects. The audience appeal would be mainly the story behind the game because it is interesting and also the art style is quite good and interesting to look at.
  • 5. Existing product In this game the on screen mechanics are simple for bosses there is a line of health in the lower middle part of the screen, in the bottom left they have a weapon select mechanic . In the top left they have a health bar and a special attack bar and it shows version of Dante you are playing as whether it is the normal Dante or white haired demon Dante which was what your special attack turns Dante into for a short amount of time and in the top right they have a scoring kind of system for killing and slicing enemies in a row which can lead to high ranking such SSS,SS,S or A all of which are based on how well you fight if you get hit once you lose your score streak and if you want all the achievements you have to play on the hardest difficulty without losing your score streak.
  • 6. Existing Product Developer: Ubisoft Release: 29th October 2013 Assassin’s Creed IV Black Flag The location is in Kingston/ Havana sort of area, the angle is of a full body shot and I think it is around about a mid shot as the main character is closer than it would be in a long shot and it involves a ship and some islands in the background with a dead enemy at the feat of the main character, it gives of a feeling of danger and adventure shown by the weapons and old wooden ships also the black flag so they are really trying to sell on the pirate stereotypes , the post production involves the ubisoft and the age rating. The use of lighting is good as it would be on a normal day however in some places there could be a bit more use of shading when it came down to the smoke, they have a dead body in the foreground the main character and the title is in the mid section and in the background there is a ship and further in the background there are a few islands which are out of focus. I have no idea for the costume because all I can really see is a hood armour belts, trousers and boots. The props would be swords guns and flags and many others. The colours are mainly light colours which is in contradiction to their source being pirates. The font is the assassin’s creed font. They have some great energetic music and they also use some shanties as well then there is the sound effects which are fantastic but I can’t remember any in specific apart from the cannons. The audience appeal to this is the fact the the whole game is about killing people and making sure that your friends stay safe which the storyline takes you down a path that kills of practically all of your friends. So it has an amazing historical plot and it also looks fantastic and draws you in with adventure and action genres.
  • 7. Existing product This game uses a health bar and shows what you are playing as, below this shows the amount of crew you have left alive on your ship and below that are the objectives you have been given if you complete these you complete what ever you were trying to do which is shown in the top left hand corner of the screen. In the bottom left corner of the screen they have a mini map to show where areas you might want to visit are and also shows where your main objective is and pretty much shows you how to get to places and below that there is a money gauge as for completing objectives you get money you can steal it and and you can pilfer dead bodies. They also use red or yellow spots to show the detection level of the enemy if red is showing they are going to attack you and yellow spots show that they will start looking for you. In the bottom right it shows what weapons you can use and what weapons you are using . In the top right it shows what you can do it tells you all the controls which you can use.
  • 8. Existing Product Developer: Bethesda Release: 11th November 2011 Name:Skyrim The setting is in Skyrim a mythical land with magic and mythical creatures such as dragons. The angle is close up as the symbol is a sort of pendant or broach a way of signifying the dragon born, this gives of a fairly simple effect where your character is the light in the darkness of the world you are taking part in. The post production is the bethesda sign and the pegi rating, the lighting is very bright as if they are on a book directly under a light or candle fire in this case. There is the dragon born symbol in the foreground the title in the middle and a sort of book cover in the background. There are no costumes in this or the game as you can wear whatever you want which is in the game. There are no props apart from the swords and other weapons inside of the game, the colours used are black brown and silver. The font is the elder scrolls games font. There is an abundant amount of soothing music with in the game and also an abundance of sound effects. This would appeal to the audience for the sense of adventure and danger that comes with mythical world.
  • 9. Existing product One of the main mechanics of this game is that you can make the character you play as see in 3rd person or 1st person making the game easier to play. In the top part of the screen they use a mini map with your quest marker your personal marker enemies and locations when you are near them the bit just below that uses a health bar for the enemy you are fighting and the name of the enemy you are fighting just below that. In the bottom left is your magika bar and it goes down quickly when you use spells. At the bottom in the middle is your health bar goes down as you take damage. The bottom right is the stamina bar which goes down each time you use something or run about and just above that is the amount of magic that you have put into your weapon when this runs out it leaves until you put magic into it again. It is also interesting as you can talk to almost every ai and they have individual things you can ask them and talk to them about and you can choose what to say and the menus are simple just scroll
  • 10. Research Analysis • What common features do the researched products have? – Most of them are made up with some sort of mythical undertones to the game apart from assassin’s creed( which is weird because you can defy physics with in the game). They all have fantastic stories but I am more enticed by the genres they use being action and adventure the design aspects are also good with the health bars mini maps and item usage. • What aspects of the research will you include within your on work? • I am planning on using a sense of action and if I have enough time I will add either places to explore or some sort of story line and I also want to go for a medieval sort of game with its and bits of the mythical genre I would like to include the health bar and stamina bar system I might use item slots if I have enough room and I want to somehow come up with a way to create a scoring system like maybe the amount of time it takes you or maybe the amount of enemies you kill or even how you kill them, and maybe even involve streaks.

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?