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Research
Ben Dix
Existing Product
Side on 2D display throughout the game. Misé en scene for the game is generally very robotic and
mechanical, whilst in tern reflecting the environment that the stage is i.e. the water stage has jellyfish
and sea snails. Gameplay itself normally have background and fore ground elements. The background
elements will generally have an animated feature i.e. cogs and pistons( top left) or falling water (top
left). Colour schemes are generally complex and use a majority of vibrant primary without necessarily. In
terms of lighting enemies are given a 3D feel by the way they are shaded. Backgrounds are darker which
adds to the 2.5D effect of the art style. In terms of music The game consists of title, stage select, stage
and boss battle music. Sound design is used to connote landed attacks on the enemy and on the player.
Audience appeal comes from the interesting character designs
Existing Product
The game is position and a slight top down angle in order to give a slight 3D effect. The mise en scene for
the game is very specific to the games art style however it does still work in a logical sense i.e. in the forest
dungeon there are enemies made of wood and plant life. Other segments of the games mise en scene
conform to more traditional fantasy elements i.e. a fiery metal blacksmith , fantastical weapons etc..
Lighting is generally dark and dingy due to the game majority taking place indoors. Where there is a source
of light there is a general glow around it making the area seem more warm and or mysterious. As it is a
more modern game there is sound effects to every action that player and enemies make, Doing this
grounds and immerses the player in the world of the game. Music inside of dungeons is in more of a minor
tone which keeps the player tense and aware of the game. Inside the town area music has a more major
tone, creating a thematic separation of the two parts of the game. The game appeals to the audience by
the way that the player would progress as well as unlocking more challenging dungeons in order to test the
player, giving them an understanding and a connection with the game.
Existing Product
Camera angle is in a true top down position meaning there is no slight 3d effects in play
whilst viewing the game. Battles in the game take place on a separate window, within this
window a detailed first person perspective plays out with a more detailed background,
allowing the player to get a better scope of the world they're playing in. The colour scheme
is similar to the next slide, being simple and minimalistic with basic inferences, for instance
blue is water green is grass and a walkable area. Sound is limited in the game due to its
early release and limited storage space, however there are sound effects when a battle
starts and different music for overworld, towns, and in battle. These pieces of music are
designed to make the player feel more invested
Existing Product
Top down perspective during overworld segments and side on 2D during involved scenarios i.e. battles. Whilst
in the overworld only the party leader is visible but in battles entire party is viewable. Overworld colour
scheme is simple with base being a block green colour, forests and mountains have greater shading in order to
give a 3D effect on the screen. Battles take place on an area dependent of the location, in the screen shot
above the battle is on a mainly black background connoting its inside and is a hostile place. In terms of music it
switches between an overworld them and a battle theme when necessary, in terms of sound design , its used
to connote when damage is dealt, during battle, and if talking to an NPC. Audience appeal comes from the
player inserting themselves into the story as well as the story itself and the fantastical elements and creatures.
Research Analysis
• What common features do the researched
products have?
– The researched products are majority all top down
with RPG elements, and or have fantasy art style
and character design
• What aspects of the research will you include
within your on work?
– In my product I plan to use a similar top down
style with early NES graphics, with a more
developed artstyle
Bibliography
Bibliography
1. .Capcom(1986) MegaMan 2
2. Digital sun. (2018) Moonlighter
3. .Enix (1986) Dragon Quest
4. .Square Enix (1990) final fantasy 3

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Research

  • 2. Existing Product Side on 2D display throughout the game. Misé en scene for the game is generally very robotic and mechanical, whilst in tern reflecting the environment that the stage is i.e. the water stage has jellyfish and sea snails. Gameplay itself normally have background and fore ground elements. The background elements will generally have an animated feature i.e. cogs and pistons( top left) or falling water (top left). Colour schemes are generally complex and use a majority of vibrant primary without necessarily. In terms of lighting enemies are given a 3D feel by the way they are shaded. Backgrounds are darker which adds to the 2.5D effect of the art style. In terms of music The game consists of title, stage select, stage and boss battle music. Sound design is used to connote landed attacks on the enemy and on the player. Audience appeal comes from the interesting character designs
  • 3. Existing Product The game is position and a slight top down angle in order to give a slight 3D effect. The mise en scene for the game is very specific to the games art style however it does still work in a logical sense i.e. in the forest dungeon there are enemies made of wood and plant life. Other segments of the games mise en scene conform to more traditional fantasy elements i.e. a fiery metal blacksmith , fantastical weapons etc.. Lighting is generally dark and dingy due to the game majority taking place indoors. Where there is a source of light there is a general glow around it making the area seem more warm and or mysterious. As it is a more modern game there is sound effects to every action that player and enemies make, Doing this grounds and immerses the player in the world of the game. Music inside of dungeons is in more of a minor tone which keeps the player tense and aware of the game. Inside the town area music has a more major tone, creating a thematic separation of the two parts of the game. The game appeals to the audience by the way that the player would progress as well as unlocking more challenging dungeons in order to test the player, giving them an understanding and a connection with the game.
  • 4. Existing Product Camera angle is in a true top down position meaning there is no slight 3d effects in play whilst viewing the game. Battles in the game take place on a separate window, within this window a detailed first person perspective plays out with a more detailed background, allowing the player to get a better scope of the world they're playing in. The colour scheme is similar to the next slide, being simple and minimalistic with basic inferences, for instance blue is water green is grass and a walkable area. Sound is limited in the game due to its early release and limited storage space, however there are sound effects when a battle starts and different music for overworld, towns, and in battle. These pieces of music are designed to make the player feel more invested
  • 5. Existing Product Top down perspective during overworld segments and side on 2D during involved scenarios i.e. battles. Whilst in the overworld only the party leader is visible but in battles entire party is viewable. Overworld colour scheme is simple with base being a block green colour, forests and mountains have greater shading in order to give a 3D effect on the screen. Battles take place on an area dependent of the location, in the screen shot above the battle is on a mainly black background connoting its inside and is a hostile place. In terms of music it switches between an overworld them and a battle theme when necessary, in terms of sound design , its used to connote when damage is dealt, during battle, and if talking to an NPC. Audience appeal comes from the player inserting themselves into the story as well as the story itself and the fantastical elements and creatures.
  • 6. Research Analysis • What common features do the researched products have? – The researched products are majority all top down with RPG elements, and or have fantasy art style and character design • What aspects of the research will you include within your on work? – In my product I plan to use a similar top down style with early NES graphics, with a more developed artstyle
  • 8. Bibliography 1. .Capcom(1986) MegaMan 2 2. Digital sun. (2018) Moonlighter 3. .Enix (1986) Dragon Quest 4. .Square Enix (1990) final fantasy 3

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.