The document discusses research Benjamin Fahey conducted on existing games. It analyzes several existing side-scrolling games that feature similar mechanics to the game Fahey intends to produce, such as jumping between platforms to collect power-ups and rewards. These existing games also share simple pixel graphics and a focus on accessibility across age groups. Fahey notes the research will inform elements of his own game such as collectibles, boosts, side-scrolling levels, and background style and color scheme.
2. EXISTING PRODUCT
This game uses a side
scrolling horizontal
view of the
characters and
scenery which is the
same as that game
that I am going to
produce.
This uses a system of
jumping to higher
locations to get
rewards and such
which is also used in
the game that I am
going to produce as
well.
This uses a different
theme but the
same concepts as
mine as it would
be suitable for
many ages
because its simple
and most people
could play it
however mine
would be slightly
more adult with it
having an
apocalyptic theme.
3. EXISTING PRODUCT
Donkey Kong features the same style of
pixel-art graphics that my game will
feature as well to make the game
simple for everyone of all ages to
understand.
This gamr also has
some power-up,
boost type pick-ups
that will be a large
part in the game that
I am going to make.
I will use the
multiple vertical
levels for each part
of the horizontal
moving map/scenery
so that the
characters can jump
and get pick-ups that
they might've
missed.
4. EXISTING PRODUCT
• This game
features a
similar
background
style to that
which I want
to use in the
game that I
produce.
• The format of the foreground is similar to that which I
would use in my game however I will make mine less
square so that it can look slightly more realistic than in
this game.
• The colour
scheme in this
one is quite
similar as mine
will feature a
lot of water
using blue and
a lot of brown
tones as well.
5. RESEARCH ANALYSIS
• What common features do the researched products have?
• They all have a simplistic style with the graphics and design of the scenery and
characters which is what I will be using in the game that I create and
• They all have collectibles and pick-ups and some included boosts that play an
important role in the gameplay.
• What aspects of the research will you include within your own work?
• I will be using a lot of pick-ups and collectibles in mine that act as boosts for the
character similar to some of the examples.
• The side scrolling maps/platforms that are features in all of these examples will
be used to replicate a person running to match the theme of the game that I am
going to create.
7. AUDIENCE PROFILE
Category Demographic Content to appeal to this audience
Age Range
Teenagers-Young
Adults
• The game would be a zombie game which I think
would appeal to young adults but isnt gory and is
simple enough for younger audiences as well.
Gender
Male • I think this game would appeal more to males as
there is a lot of violent undertones to the game even
though it is played off in a cartoon like style.
Psychographic
Achiever • This game would be aimed towards achievers
because you get to collect and rack up points which
would be the aim to get as many points as possible.
Social Status
All social
statuses
• My game wouldn’t be aimed towards
any specific social status it would just be
aimed at people of any status.
Editor's Notes
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
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
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
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
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?