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Research
Thomas Battams
Existing Product
Cuphead
One of the biggest selling points of Cuphead that gets a lot of the audiences appeal is its art
style, since this was made in order to recapture the art style of the 1930’s, it was able to create
something that grabbed peoples attention with how detailed and accurate the art was to the
original concepts, the music and sound effects also sound like they were made for something
made in that time period. Along with the Art Style, the difficulty is the main reason why people
play the game, because while it isn’t as easy as other platformers such as Mario or Sonic, at the
same time it isn’t overbearingly difficult like something like what Dark Souls is, it’s fair to the
player, and is quite easy to play once people know the controls and how to beat each boss.
Existing Product
Sonic Heroes
The art style that was used in this game was used in order to bring the art style from the classic
genesis games over to 3D, this set Sonic Heroes apart from its Adventure Counterparts, however in
this case it helps the game as it takes some of the more realistic elements out of the game, which is
something that benefits the game as it personally makes it look better. The lighting used varies
depending on what set of stages you’re on, for example the first level ‘Seaside Hill’ is bright and
colourful with it’s beach setting, the fifth level ‘Casino Park’ is quite bright but it’s because of the
casino setting that gives it this instead of the beach/field theme of Seaside Hill, later on in the game
the areas get more dark and gloomy as it heads towards the end of the game, with the eleventh level
‘Hang Castle’ being the biggest culprit of this. The Music reflects what type of area the player is in, for
example ‘Seaside Hill’ will be relaxing yet thrilling, getting you ready for what’s going to appear later
on, meanwhile ‘Grand Metropolis’ will have a lot of techno sounds in order to reflect the futuristic
setting.
Existing Product
Sonic Mania
The Art Style that Sonic Mania used was made to recreate the look of the classic era, with
graphics that wouldn’t have looked out of place in the mid 90’s, and showcasing what a 2D Sonic
Game would’ve looked like on the Sega Saturn. The Lighting generally depends on the type of
stage, with stages such as ’Green Hill’, ‘Mirage Saloon’ and ‘Studiopolis’ being really bright and
colourful, and stages like ’Oil Ocean’ being more gloomy. The Music is also made to recreate
what would’ve been made in that era, with remixes to the old themes to make them sound new.
The nostalga factor is what really appeals to the audience, as the game is littered with hundreds
of references to not only classic Sonic Levels, but also other pieces of Sega’s History, this is
especially apparent in ‘Studiopolis’, it also appealed through the playable characters, as the
roster was the same as it was in Sonic 3 and Knuckles, giving four different options.
Existing Product
Super Mario World
Whilst the graphics and art style of Super Mario World are quite simplistic by today’s
standards, they are still used in a way that makes everything come to life. The lighting of the
game varies depending on what type of level the player is on, for example it’s really bright and
colorful in the main levels, it’s quite dark within Bowsers many castles, and eerie within the
ghost levels. The gameplay is simple to learn and is easy for anyone to pick up and get into,
something that is shared with a majority of platformers. The Sound Effects, while limited are
able to breath some extra life into the game, such as the sound made when picking up an
item, or when a fireball is thrown.
Research Analysis
• What common features do the researched products have?
– A Variety of different level themes (Plains, Desert, Water etc.)
– Generally Colourful Levels, with the occasional Darker Level towards the end
– Fitting Soundtracks (30’s esque music for Cuphead, relaxing music for stages like Seaside
Hill, Yoshi’s Island, Green Hill etc.)
– There’s a choice to play as multiple different characters (Cuphead and Mugman for
Cuphead, 4 Teams of 3 in Sonic Heroes, 3 Playable Characters for Sonic Mania, and
Mario and Luigi (+Yoshi) for Super Mario World)
– Power Ups placed around the levels
• What aspects of the research will you include within your on work?
– I will try to base my graphics on those similar to Sonic Mania and Super Mario World (16
Bit)
– The themes of the levels will generally follow those shown in the games (First Stage
being a Green Hill Based Level, Second being City Based etc.)
– Multiple Playable Characters
– Power Ups will be included throughout the levels
Interviews
Interview 1
• What Level Themes would you prefer to see in the game? (e.g. City
Theme, Water Theme etc.)
• I would prefer to see a woodland themed map, because I think it
would look cooler, and also it would make it more unique.
• Would you prefer the game to have a story or to just have
platforming?
• It would be better if it had a story, to make you feel more invested in
the game.
• Should the game have a Co-Op Feature and Why? (Similar to
Cuphead and Sonic Mania)
• Yes, because you might get bored playing on your own.
• What is one gameplay feature that you think is essential to 2D
platformers and Why?
• A rewards system, for instance the player could get points the more
they progress.
Interview 1
• Observation: This audience member would like to see a
Woodland Themed map, would prefer to have a story and a
co-op mode, and thinks a rewards system is needed for the
game.
• What this says about my audience: This tells me that my
audience is more story driven, would like to play with other
people, and would like to be rewarded for progressing
through the game.
• How will your product appeal to this audience: There will
be story elements added to the game, with the levels being
more structured in order to accommodate this, an option
on the menu for co-op will be added and a reward system
of some sort will be added into the game.
Interview 2
• What Level Themes would you prefer to see in the game? (e.g. City
Theme, Water Theme etc.)
• I would like to see a water theme, because its something unique and
different.
• Would you prefer the game to have a story or to just have
platforming?
• I would prefer the game to have platforming as it will keep the player
entertained.
• Should the game have a Co-Op Feature and Why? (Similar to
Cuphead and Sonic Mania)
• Yes, because it would appeal to the family side of the gaming
industry.
• What is one gameplay feature that you think is essential to 2D
platformers and Why?
• To free roam around the map, because then you would be able to
explore the area/map.
Interview 2
• Observation: This audience member would like to have a
water level, would prefer to just have platforming rather
than a story, they’d like to have a co-op mode, and would
like exploration to be incorporated into the level design.
• What this says about my audience: This tells me that my
audience isn’t very story driven and would prefer to just go
through the levels, would like to play with other people,
and would like to have the levels be quite large and have a
variety of ways to get through the stage.
• How will your product appeal to this audience: The levels
will have multiple pathways and secrets in order to add a
sense of exploration and replay ability into the the game,
an option for co-op will also be added into the game.
Interview 3
• What Level Themes would you prefer to see in the game? (e.g. City Theme,
Water Theme etc.) I would like to see a water theme as I think there isn't
much water themes in games at the moment. Therefore, that would make
your game levels unique.
• Would you prefer the game to have a story or to just have platforming? I
think it would be better to have a story in my opinion, even though that
would be hard to do since we are using pixel art, but it would make the
game better.
• Should the game have a Co-Op Feature and Why? (Similar to Cuphead and
Sonic Mania) Yeah, co-op is always needed in games like cuphead it makes
them more fun when you can play with a friend.
• What is one gameplay feature that you think is essential to 2D platformers
and Why? That you are able to run, jump, move forward and backward,
climb up and down and fight. Also move side to side unless it’s a side
scroller, but I think its essential for games to have these mechanics. Or you
wouldn’t be able to do much. Another thing is having enemies to fight,
because a game can get very boring without enemies to fight.
Interview 3
• Observation: This audience member would like to have a
water level, would prefer to have a story but they don’t
mind, and they would like to have a co-op mode added.
• What this says about my audience: This tells me that the
audience is quite story driven (however they didn’t mind If
there wasn’t a story), that they would like to play with
other people, and that they didn’t understand the last
question as it meant what could be added in order to make
it good, NOT the basic mechanic in every game ever made.
• How will your product appeal to this audience: Yes there’ll
be movement and enemies, there’s also going to be a co-op
feature added into the game, as well as a (basic) story if it
can be implemented.
Interview 4
• What Level Themes would you prefer to see in the game? (e.g. City Theme, Water Theme
etc.)?
Themes which I would like to see in a game would be a urban based theme such as a city or
a town. This would be a nice theme to use for a game as not many games have a purely
based urban theme to them
• Would you prefer the game to have a story or to just have platforming? The game has to
have some line of a story to it but I don’t think the story is important if the game is fun, for
example Flappy Bird was fun and didn’t have a story. I suppose there has to have some story
though or the game would get boring after a while.
• Should the game have a Co-Op Feature and Why? (Similar to Cuphead and Sonic Mania)?
The game should have a co-op feature because this makes the game more fun to play as
when you’re playing a game with your friends you have a different experience instead of
when you’re playing a game solo.
• What is one gameplay feature that you think is essential to 2D platformers and Why?
1 gameplay feature that is essential to 2D platformers is to have some way of score system
such as a leader-board because you want to know how well you compare to other people.
This will make the game more fun to play because you will want to get a better high-score
than your friends and other players across the world.
Interview 4
• Observation: This Audience Member would like to have a City
Themed Level, they’d like to have a story but wouldn’t mind if
the game was fun, they want a co-op feature, and they would
like to see a leaderboard being implemented into the game.
• What this says about my audience: This tells me that the
audience is quite mixed when it comes to the story, they would
like to play with other people, and that they are quite
competitive when it comes to getting the highest score possible.
• How will your product appeal to this audience: A leaderboard
can be implemented for people to compare and compete for
the highest score possible, the co-op feature will also be added
(with a separate leaderboard for that), and story elements will
be added into the game if possible.
Interview 5
• What Level Themes would you prefer to see in the game? (e.g. City
Theme, Water Theme etc.)
– I like post apocalyptic games or dystopian futures. Although I am open to
medieval games because I feel like there is a gap for a new one in the market
(except for skyrim or the witcher)
• Would you prefer the game to have a story or to just have
platforming?
– I think how the gameplay is is a bigger aspect for me although if a story is
repayable and has really good drive it would be because of that.
• Should the game have a Co-Op Feature and Why? (Similar to
Cuphead and Sonic Mania)
– Yeah i do because again theres a gap in the market for that and co-op is dead
nowerdays and should make a comeback
• What is one gameplay feature that you think is essential to 2D
platformers and Why?
– Good smooth, fast, responsive controls, nothing to jumpy and and buggy. A
smooth animation like the new sonic and not like a old Mario game.
Interview 5
• Observation: This Audience Member would like to have a
post-apocalyptic or a medieval theme in the game, they
would prefer to have gameplay but wouldn’t mind some
story elements, they also want a co-op mode, and would
like good controls and smooth animation.
• What this says about my audience: This tells me that the
audience is more gameplay driven, they want to play with
other people, and that they would like games to play a lot
better rather than run really badly.
• How will your product appeal to this audience: The controls
and animation of the game will be as good as they can
possibly be, the co-op mode is guaranteed at this point,
and there will be story elements.
How would the Product Appeal?
• Themes: Woodland, Water, Medieval, City, Bad Future were all
mentioned. Plains and Desert will also be in since they are
usually a staple for platformers.
• Story or Gameplay: 2 People Wanted Story, 2 Didn’t Care and 1
Wanted just Gameplay, therefore a story will be added.
• Co-Op Mode: Everyone wants it, they’re getting it.
• Gameplay Features Considered: A Leaderboard will be added in
order to suit people’s more competitive nature, and the rewards
system will be mixed in with this, giving players more bonus
points depending on how fast they can finish a level. The Levels
can be more open and contain multiple pathways in order to
add some replay value to the game. The controls and the
animations will be as good as I can possibly make them,
however with the limited time to make this that may not be as
good as intended.
Bibliography
Bibliography
1. Anon. (2017). Cuphead Co-Op Playthrough - World One. Available:
https://www.youtube.com/watch?v=SnJNQfx7coU. Last accessed 23rd February 2018.
2. DerfSonicGaming. (2011). Sonic Heroes - Seaside Hill. Available:
https://www.youtube.com/watch?v=dSuBYuFYaEg. Last accessed 23rd February 2018.
3. Gagz Gaming. (2016). Super Mario World Walkthrough - Yoshi's Island. Available:
https://www.youtube.com/watch?v=QR_TMmqePeU. Last accessed 23rd February
2018.
4. Greenwood, Jake. (2018) Target Audience Interviews (conducted on 23rd February
2018 )
5. HellFireComms. (2017). Sonic Mania Flying Battery Zone. Available:
https://www.youtube.com/watch?v=qR1P1BG-c6Q. Last accessed 23rd February
2018.
6. Morton, Jack. (2018) Target Audience Interviews (conducted on 23rd February 2018)

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3. research

  • 2. Existing Product Cuphead One of the biggest selling points of Cuphead that gets a lot of the audiences appeal is its art style, since this was made in order to recapture the art style of the 1930’s, it was able to create something that grabbed peoples attention with how detailed and accurate the art was to the original concepts, the music and sound effects also sound like they were made for something made in that time period. Along with the Art Style, the difficulty is the main reason why people play the game, because while it isn’t as easy as other platformers such as Mario or Sonic, at the same time it isn’t overbearingly difficult like something like what Dark Souls is, it’s fair to the player, and is quite easy to play once people know the controls and how to beat each boss.
  • 3. Existing Product Sonic Heroes The art style that was used in this game was used in order to bring the art style from the classic genesis games over to 3D, this set Sonic Heroes apart from its Adventure Counterparts, however in this case it helps the game as it takes some of the more realistic elements out of the game, which is something that benefits the game as it personally makes it look better. The lighting used varies depending on what set of stages you’re on, for example the first level ‘Seaside Hill’ is bright and colourful with it’s beach setting, the fifth level ‘Casino Park’ is quite bright but it’s because of the casino setting that gives it this instead of the beach/field theme of Seaside Hill, later on in the game the areas get more dark and gloomy as it heads towards the end of the game, with the eleventh level ‘Hang Castle’ being the biggest culprit of this. The Music reflects what type of area the player is in, for example ‘Seaside Hill’ will be relaxing yet thrilling, getting you ready for what’s going to appear later on, meanwhile ‘Grand Metropolis’ will have a lot of techno sounds in order to reflect the futuristic setting.
  • 4. Existing Product Sonic Mania The Art Style that Sonic Mania used was made to recreate the look of the classic era, with graphics that wouldn’t have looked out of place in the mid 90’s, and showcasing what a 2D Sonic Game would’ve looked like on the Sega Saturn. The Lighting generally depends on the type of stage, with stages such as ’Green Hill’, ‘Mirage Saloon’ and ‘Studiopolis’ being really bright and colourful, and stages like ’Oil Ocean’ being more gloomy. The Music is also made to recreate what would’ve been made in that era, with remixes to the old themes to make them sound new. The nostalga factor is what really appeals to the audience, as the game is littered with hundreds of references to not only classic Sonic Levels, but also other pieces of Sega’s History, this is especially apparent in ‘Studiopolis’, it also appealed through the playable characters, as the roster was the same as it was in Sonic 3 and Knuckles, giving four different options.
  • 5. Existing Product Super Mario World Whilst the graphics and art style of Super Mario World are quite simplistic by today’s standards, they are still used in a way that makes everything come to life. The lighting of the game varies depending on what type of level the player is on, for example it’s really bright and colorful in the main levels, it’s quite dark within Bowsers many castles, and eerie within the ghost levels. The gameplay is simple to learn and is easy for anyone to pick up and get into, something that is shared with a majority of platformers. The Sound Effects, while limited are able to breath some extra life into the game, such as the sound made when picking up an item, or when a fireball is thrown.
  • 6. Research Analysis • What common features do the researched products have? – A Variety of different level themes (Plains, Desert, Water etc.) – Generally Colourful Levels, with the occasional Darker Level towards the end – Fitting Soundtracks (30’s esque music for Cuphead, relaxing music for stages like Seaside Hill, Yoshi’s Island, Green Hill etc.) – There’s a choice to play as multiple different characters (Cuphead and Mugman for Cuphead, 4 Teams of 3 in Sonic Heroes, 3 Playable Characters for Sonic Mania, and Mario and Luigi (+Yoshi) for Super Mario World) – Power Ups placed around the levels • What aspects of the research will you include within your on work? – I will try to base my graphics on those similar to Sonic Mania and Super Mario World (16 Bit) – The themes of the levels will generally follow those shown in the games (First Stage being a Green Hill Based Level, Second being City Based etc.) – Multiple Playable Characters – Power Ups will be included throughout the levels
  • 8. Interview 1 • What Level Themes would you prefer to see in the game? (e.g. City Theme, Water Theme etc.) • I would prefer to see a woodland themed map, because I think it would look cooler, and also it would make it more unique. • Would you prefer the game to have a story or to just have platforming? • It would be better if it had a story, to make you feel more invested in the game. • Should the game have a Co-Op Feature and Why? (Similar to Cuphead and Sonic Mania) • Yes, because you might get bored playing on your own. • What is one gameplay feature that you think is essential to 2D platformers and Why? • A rewards system, for instance the player could get points the more they progress.
  • 9. Interview 1 • Observation: This audience member would like to see a Woodland Themed map, would prefer to have a story and a co-op mode, and thinks a rewards system is needed for the game. • What this says about my audience: This tells me that my audience is more story driven, would like to play with other people, and would like to be rewarded for progressing through the game. • How will your product appeal to this audience: There will be story elements added to the game, with the levels being more structured in order to accommodate this, an option on the menu for co-op will be added and a reward system of some sort will be added into the game.
  • 10. Interview 2 • What Level Themes would you prefer to see in the game? (e.g. City Theme, Water Theme etc.) • I would like to see a water theme, because its something unique and different. • Would you prefer the game to have a story or to just have platforming? • I would prefer the game to have platforming as it will keep the player entertained. • Should the game have a Co-Op Feature and Why? (Similar to Cuphead and Sonic Mania) • Yes, because it would appeal to the family side of the gaming industry. • What is one gameplay feature that you think is essential to 2D platformers and Why? • To free roam around the map, because then you would be able to explore the area/map.
  • 11. Interview 2 • Observation: This audience member would like to have a water level, would prefer to just have platforming rather than a story, they’d like to have a co-op mode, and would like exploration to be incorporated into the level design. • What this says about my audience: This tells me that my audience isn’t very story driven and would prefer to just go through the levels, would like to play with other people, and would like to have the levels be quite large and have a variety of ways to get through the stage. • How will your product appeal to this audience: The levels will have multiple pathways and secrets in order to add a sense of exploration and replay ability into the the game, an option for co-op will also be added into the game.
  • 12. Interview 3 • What Level Themes would you prefer to see in the game? (e.g. City Theme, Water Theme etc.) I would like to see a water theme as I think there isn't much water themes in games at the moment. Therefore, that would make your game levels unique. • Would you prefer the game to have a story or to just have platforming? I think it would be better to have a story in my opinion, even though that would be hard to do since we are using pixel art, but it would make the game better. • Should the game have a Co-Op Feature and Why? (Similar to Cuphead and Sonic Mania) Yeah, co-op is always needed in games like cuphead it makes them more fun when you can play with a friend. • What is one gameplay feature that you think is essential to 2D platformers and Why? That you are able to run, jump, move forward and backward, climb up and down and fight. Also move side to side unless it’s a side scroller, but I think its essential for games to have these mechanics. Or you wouldn’t be able to do much. Another thing is having enemies to fight, because a game can get very boring without enemies to fight.
  • 13. Interview 3 • Observation: This audience member would like to have a water level, would prefer to have a story but they don’t mind, and they would like to have a co-op mode added. • What this says about my audience: This tells me that the audience is quite story driven (however they didn’t mind If there wasn’t a story), that they would like to play with other people, and that they didn’t understand the last question as it meant what could be added in order to make it good, NOT the basic mechanic in every game ever made. • How will your product appeal to this audience: Yes there’ll be movement and enemies, there’s also going to be a co-op feature added into the game, as well as a (basic) story if it can be implemented.
  • 14. Interview 4 • What Level Themes would you prefer to see in the game? (e.g. City Theme, Water Theme etc.)? Themes which I would like to see in a game would be a urban based theme such as a city or a town. This would be a nice theme to use for a game as not many games have a purely based urban theme to them • Would you prefer the game to have a story or to just have platforming? The game has to have some line of a story to it but I don’t think the story is important if the game is fun, for example Flappy Bird was fun and didn’t have a story. I suppose there has to have some story though or the game would get boring after a while. • Should the game have a Co-Op Feature and Why? (Similar to Cuphead and Sonic Mania)? The game should have a co-op feature because this makes the game more fun to play as when you’re playing a game with your friends you have a different experience instead of when you’re playing a game solo. • What is one gameplay feature that you think is essential to 2D platformers and Why? 1 gameplay feature that is essential to 2D platformers is to have some way of score system such as a leader-board because you want to know how well you compare to other people. This will make the game more fun to play because you will want to get a better high-score than your friends and other players across the world.
  • 15. Interview 4 • Observation: This Audience Member would like to have a City Themed Level, they’d like to have a story but wouldn’t mind if the game was fun, they want a co-op feature, and they would like to see a leaderboard being implemented into the game. • What this says about my audience: This tells me that the audience is quite mixed when it comes to the story, they would like to play with other people, and that they are quite competitive when it comes to getting the highest score possible. • How will your product appeal to this audience: A leaderboard can be implemented for people to compare and compete for the highest score possible, the co-op feature will also be added (with a separate leaderboard for that), and story elements will be added into the game if possible.
  • 16. Interview 5 • What Level Themes would you prefer to see in the game? (e.g. City Theme, Water Theme etc.) – I like post apocalyptic games or dystopian futures. Although I am open to medieval games because I feel like there is a gap for a new one in the market (except for skyrim or the witcher) • Would you prefer the game to have a story or to just have platforming? – I think how the gameplay is is a bigger aspect for me although if a story is repayable and has really good drive it would be because of that. • Should the game have a Co-Op Feature and Why? (Similar to Cuphead and Sonic Mania) – Yeah i do because again theres a gap in the market for that and co-op is dead nowerdays and should make a comeback • What is one gameplay feature that you think is essential to 2D platformers and Why? – Good smooth, fast, responsive controls, nothing to jumpy and and buggy. A smooth animation like the new sonic and not like a old Mario game.
  • 17. Interview 5 • Observation: This Audience Member would like to have a post-apocalyptic or a medieval theme in the game, they would prefer to have gameplay but wouldn’t mind some story elements, they also want a co-op mode, and would like good controls and smooth animation. • What this says about my audience: This tells me that the audience is more gameplay driven, they want to play with other people, and that they would like games to play a lot better rather than run really badly. • How will your product appeal to this audience: The controls and animation of the game will be as good as they can possibly be, the co-op mode is guaranteed at this point, and there will be story elements.
  • 18. How would the Product Appeal? • Themes: Woodland, Water, Medieval, City, Bad Future were all mentioned. Plains and Desert will also be in since they are usually a staple for platformers. • Story or Gameplay: 2 People Wanted Story, 2 Didn’t Care and 1 Wanted just Gameplay, therefore a story will be added. • Co-Op Mode: Everyone wants it, they’re getting it. • Gameplay Features Considered: A Leaderboard will be added in order to suit people’s more competitive nature, and the rewards system will be mixed in with this, giving players more bonus points depending on how fast they can finish a level. The Levels can be more open and contain multiple pathways in order to add some replay value to the game. The controls and the animations will be as good as I can possibly make them, however with the limited time to make this that may not be as good as intended.
  • 20. Bibliography 1. Anon. (2017). Cuphead Co-Op Playthrough - World One. Available: https://www.youtube.com/watch?v=SnJNQfx7coU. Last accessed 23rd February 2018. 2. DerfSonicGaming. (2011). Sonic Heroes - Seaside Hill. Available: https://www.youtube.com/watch?v=dSuBYuFYaEg. Last accessed 23rd February 2018. 3. Gagz Gaming. (2016). Super Mario World Walkthrough - Yoshi's Island. Available: https://www.youtube.com/watch?v=QR_TMmqePeU. Last accessed 23rd February 2018. 4. Greenwood, Jake. (2018) Target Audience Interviews (conducted on 23rd February 2018 ) 5. HellFireComms. (2017). Sonic Mania Flying Battery Zone. Available: https://www.youtube.com/watch?v=qR1P1BG-c6Q. Last accessed 23rd February 2018. 6. Morton, Jack. (2018) Target Audience Interviews (conducted on 23rd February 2018)

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.