1. Proposal
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Working Title: Crossbones
Audience: My target audience should be aged between 16-19, male, bisexual, C1, C2 or B
social status and a needs driven psychographic. I feel the age range works well as it is a
particularly violent game, but there could also be a secondary audience for more middle -
aged malesas that’s the stereotypical strategy game audience. The male target isas pirates
represent a freedom we don’t have and I feel that would appeal to males in today’s society.
Bisexual has been chosen as it is a stereotypical pirate concept. You’re free to do as you
want and if someone disagrees you just shoot them. The select social status is the re as
you’d need to buy the game instead of just downloading it so you’d need a sustainable
income. Needs driven speaks for itself. There’s an intrinsic sense of accomplishment when
you finish a good video game so I think it would appeal to them.
Rationale (approx. 100 words): Throughout the year I’ve been anticipating this unit as I felt
that my advergame waslacklustre and disappointing. I’ve been waiting to prove that I can
do better than that with the Photoshop skills I have. I’m not entirely sure tha t I have learned
anything new per se but I have experimented with different techniques of things I already
knew about the program.
Project Concept (approx. 200 words): The idea behind my concept is entirely based around
my recent playing of a game called Bomber Crew. The idea of my game is that you start off
by choosing a ship (Schooner, Frigate and Man O’ War), each with it’s own disadvantages
such as the Man O’ War being slow and vulnerable to being hit, but packing a heavy punch.
You will be given quests to sail to different ports, kill certain enemiesor raid enemy fleets.
In my research, I will look at video games with pirates, naval combat, crew management
and ship customisation. The main drive of my game will be a “late game loadout1” and the
hook will be to keep “grinding2” to achieve this loadout.
1. “Late game loadout” A fully equipped and upgraded character or vehicle, usually
used in role-playing games that take a long time to finish
2. “Grinding” A term used to explain the constant repetition to gain experience and in
game money, usually to buy upgrades.
Evaluation (approx. 50 words): For my evaluation, I plan to evaluate each section of pre-
production, production and post-production. This could include my research and how it
affected the end result or the peer feedback I gather. Ultimately my goal for the evaluation
is to get enough feedback to improve my game to the point of it looking professional if I
could re-do it post-production.