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Adventure
Part I
The
Hero’s
Quest
Use this page to
breakdown an
existing film, using
the Hero’s Quest
theory. How does
your chosen film
fit with this?
The Ordinary World
The Call to Adventure
The Refusal
Mentor Help
Crossing the Threshold
Test/Allies/Enemies
Approach
Ordeal
Reward
Road Back
Atonement
Return
Maze runner
There are flashback scenes throughout the movie that show the characters normal
life before everything happened and he ended up in the maze.
This happens as soon as the movie starts as the opening scene is Thomas (main character)
being transported to the maze so the ordinary world has already been disrupted.
Doesn’t happen the main character fully agrees the first time to go along with the
adventure.
When Thomas arrives in the maze one of the characters acts as a mentor and
comforts him and teaches him about the maze and answers any questions he has.
Thomas fully commits to the journey when he decides to travel through the maze as
a 'runner' to try and find any clues or a way out.
Thomas is informed of the ranking system as such when he arrives in the maze and
is soon made aware of his allies and enemies.
Thomas and another 'runner' go into the maze to try and look for clues to get out
but they are interrupted by one of the monsters in the maze and this puts a stop to
their plan for a short while.
Thomas is being pursued by one of the monsters and has to jump a far distance in
order to escape, it’s a life-or-death situation and he conquers his fear or jumping
and goes for it, he manages to survive.
The reward is being free from the maze and finally being able to go back to the
outside world once again after a long time being in the maze.
Thomas manages to overcome the threat of the monsters and continues through
the maze towards the final climax (the gateway out of the maze).
Thomas and the other people in the maze manage to find a way out of the maze
and return to the ordinary world.
Thomas has a near death encounter when the safe place in the maze is swarmed by
monsters, after this he tries to regain his way and continues with the plan of escaping and
isn't discouraged.
Equilibrium
Disruption
Recognition
Attempt to repair the damage
New Equilibrium
Use this template to apply Todorov’s theory of equilibrium to your chosen film. Write in the boxes to explain what is happening in
your story at each point. Equilibrium
Disruption
New Equilibrium
Attempt to repair the damage
Recognition
The maze is portrayed to be inescapable
and we the viewers are shown a birds
eye view shot of the maze and its clear
to see the people in the maze aren't
meant to escape
At the start everything is in balance,
Thomas arrives in the maze.
All of the characters escape the maze
and are transported back to the ordinary
world via helicopter, everything is
balanced once again.
Thomas realises that he and
everyone else is stuck in the maze with
no way out, he also realises that
he doesn’t have any memory of who he
is or where he came from.
Thomas attempts to escape the maze
and resolve the issue that everyone in
there is stuck with no way out.
Character type How they appear in your story
The Hero Thomas
The Villian Gally
The Helper Newt, Minho
The Donor Teresa, Newt
The Dispatcher Gally
The Princess or prize Teresa
The Princess’s Father Doesn’t have one
The False Hero Gally
Use this template to apply Propp’s character types to your chosen film. Write in the boxes to explain which character acts as each
type in your film.
WWWWWH
Who Thomas
What Stuck in a maze trying to find a way to escape
Why The outside world is infected by a virus so people have been transported to a maze in order to survive
When Year 232
Where Not sure
How He was drugged voluntarily and lost his memories, he was then transported to the maze through a futuristic lift.
Use this template to apply Who, What, Where, When, Why and How to your chosen film. Write in the boxes to explain what is
happening in your story at each point.
Initial Ideas
Adventure film idea 1
A group of friends decides to take a trip to the woods, there is a modern outhouse owned by one of the friends
parents that they are going to stay in for a couple of nights. The son who's parents owns the house can sense
that the parents are hiding something about it, whenever he asks about the house his parents try to ignore him
or change the subject, on top off this he has slight and clouded memories of being there. He doesn’t know
what but can sense that something bad has happened there before. They arrive and everything is fine for a
couple of hours until they start to notice some odd happenings, the sons suspicions have been confirmed.
Adventure film idea 2
• Steve toaster has to make some toast, but there is no electricity, pete
sandwich comes to help out but they come across an evil plumb
called Giles, Giles tries to stop them from turning the electricity back
on. They all battle to the death, Steve and pete manage to kill plum
and turn the electric back on, Steve manages to make his buttery
smooth toast.
Adventure
film idea
3
• A group of students are attending
university on a normal day when there is
an announcement through the intercom, a
group of armed and dangerous masked
men dressed in all black have entered the
building and are locking down every
entrance and exit. Its clear that they are
planning an attack, Ayce, a dude attending
the university and his friends have to try
and survive when the masked man start
attacking classrooms full of people at
random.
Mood board:
Research
Research
Existing Product 1
Dark colors used, no bright colors at all which fits the theme of a
horror movie well as they are based on dark events. The title is bold
and stands out a lot. Knife prop and costume are also used in the
poster to familiarize and promote the killer in the film to the viewers.
Existing Product 2
The main subject off the spread is spiderman, there is a
large image taking up an entire half of the spread to bring
more attention to him, also the spider man 2 title is very
bold and large also, bringing even more attention to the
main subject. The spiderman costume is very bright and
vibrant, also the shot is professionally lit up making the
costume much more visible. Doc Ocks tentacles are
probably special effects also.
Existing Product 3
Very bright and vibrant colors, the subjects in the middle
of the page stand out a lot because of the vibrant colors
surrounding them, this works well with the white, plain
background as it adds some variation. The weapons the
characters are holding are all props. Some of the text is
highlighted to summaries what the text underneath is
talking about which makes the spread easier to digest and
read.
Existing Product 4
The text at the top symbolizes the internal struggle spiderman is going
through, this internal struggle is even displayed in the poster as it
shows spider man in the black suit and a reflection of the original red
and blue spiderman suit. The fact that the blue and red suit is the one
in the mirror and the black suit is the one hes wearing could mean
that the original suit (the good side) is the side he is rejecting as its
just a reflection and not real. Where as he is inviting the black suit (the
bad side). Obviously most of this poster is special effects like the fact
that they are so high up. The text is bold and fits the theme of the
spider man suit (silver).
Research Summary
• What have you learned from your research? I have learned how to properly isolate
the subject of a magazine cover and also how to make text stand out if the colour is clashing with the
background.
• What aspects of the research will you include within your on work? I
will include isolating the subject and also making the text stand out part of my research in my work since
they will come in handy and make the final piece look better.
Bibliography
1. Spider man 3 (2007), Director- Sam Raimi
2. Justice league (2021), Director- Zack Snyder
3. Scream (2022), Director- Matt Bettinelli-Olpin
4. The Maze Runner (2014), Director- Wes Ball
Bibliography
Pre-production and Planning
Movie poster Style Sheet
FONT 1
FONT 2
FONT 3
Movie poster Style sheet final
FONT 2
I have decided to choose red and black for my main colour scheme
and font 2 for my front cover text. I've picked these specific colours
and font because I feel as though it fits the theme of my poster the
best, My poster is horror based so I thought red to symbolise blood
and black to symbolise the darkness (2 horror movie genre
conventions) would work really well. I think the font also fits the
theme as it looks very much alike a horror font that’s used in well
known movies, for example, The howling (1981) and silent night
deadly night (1984).
Double page spread style sheet
FONT 1
FONT 2
FONT 3
Double page spread style sheet final
FONT
2
For my double page spread I have chosen the blue And black colour scheme
and font number 2. I chose this specific font because it looks sophisticated
and smart, a type of font you might see in a magazine aimed towards the
upper class, which is exactly what my magazine is going to be like. As for
the colour scheme, I chose blue and black because
Magazine cover style sheet
FONT 1
FONT 2
FONT 3
Magazine cover style sheet final
FONT 3
I've chosen to use purple and grey as my colour scheme and font
number 3 for most of my text. I chose this specific font and colour
scheme because it looks professional, the 2 colours contrast each
other therefore leaving it pretty hard for anything on the cover to
clash. This will make it very easy to make out all of the different parts
of the poster and reading the text will be natural and easy. I chose
font number 3 simply because I think it looks the best out of the 3
options and works the best with the cover.
Magazine and advert layouts
Title
Price
barcode
Cover lines
Cover lines
Main picture
in middle
Cover lines
Double page spread layout
Text
Title
Picture
Cover line
Picture
Text
Contingency
What can go wrong? What can you do if it does?
I lose the photos I wanted to use. Try my best to locate them, if I can't find them
anywhere I can always retake the photos and if its
urgent and I don’t have time to retake them I can just
use exiting photos from my camera roll.
I'm stuck and don’t know what to add to my poster
next.
I can simply go back to refer to my planning and
magazine/advert layouts, I'm sure this will give me
a few good ideas as ill be able to visually analyse and
see what I think will look good on my final piece.
Don’t know what to write. Once again I can refer back to my plan to see what I
put, or I can use automated text just to fill the gaps
and make it look better.
Risk Assessment
What could be a risk to you, others or the
equipment?
How can you make sure that doesn’t happen? What
will you do if it does?
Maybe we could injure ourselves while getting any
photos for the cover or double page spread.
Be weary off our surroundings and be careful of any
potential accidents.
Dropping the equipment and damaging it. Just be careful not to handle the equipment too
roughly as it could get damaged or fly out of our
hands, if it does get damaged I can try and fix it or get
help with fixing it.
Other people may accidentally end up in one of the
photos I take for my work.
To avoid this I can either go take photos where they
aren't any others and if someone ends up in one of
the photos and ii really like the photo I can ask the
person for there permission to use it.
Reflection
I think my double page spread looks ok, not the
best but I think it has some good things, for
example, I think the overall layout and positioning
of the titles and page number work well. The layout
makes the content and writing easy to digest as its
sectioned off. Maybe I could improve the right side
of the double page spread as the background is just
plain white which is kind of boring.
Reflection
I think my poster is basic, but it gets the message across and
portrays the genre and aesthetic of a horror film very well, the
tagline describes the events and scenes of a typical horror movie
very accurately also. I think it might be slightly too simple and
boring so that’s maybe something I could improve in. The font
stands out and its easy to read as it doesn’t clash with the
background, the copyright label at the bottom however does clash
a little bit and makes it a little hard to read.
Reflection
I think my magazine cover looks fine, the layout is a little
messy and the fonts are a bit basic but overall it looks ok. The
picture I used doesn’t really look horror related either but I
like the layout and overall design/idea I went with. Next I will
try and experiment with some new fonts and see if I can find
any that look better and fit the theme.
Production
Using your plans, produce:
• A synopsis for your film
• A magazine front cover, promoting the film
• Additional advertising to promote the film
Synopsis
Use this space for your synopsis. If you have produced different drafts or alternative ideas, then include those here too.
The more work the better. Show your working.
2 friends are bored one night and decide that they want to go explored an abandoned university campus,
they arrive and start to hear strange noises, out of the blue a man cloaked in black begins to chase them,
they are trapped and one of the friends sacrifices himself in order for the other friend to be able to make it
out alive. After this the surviving friend seeks revenge.
Magazine Front Cover
Use this space for your front cover. If you have produced different drafts or alternative ideas, then include those here too.
The more work the better. Show your working.
Double page spread:
Use this space for your advertising. If you have produced different drafts or alternative ideas, then include those here too.
The more work the better. Show your working.
Adventure
Part II
Bibliography
Pre-production and Planning
Idea generation
• I already have a couple of ideas for my game, for one I'm thinking of doing a 2D first person
shooter like the old Doom games, the objective will to b kill a certain number of enemies within a
timeframe, the levels will get harder as you progress and there will be different monsters
introduced further through the game. You'll be able to change what weapons you use also to give
the game variety. A second idea I have is a Mario type game where you must progress through the
levels while being chased by monsters, obviously the same as most games things will get harder
as you get further into the game. I was also thinking of doing a character customization part of
the game where you can create your own character. A third idea I have is an action-packed street
fighter game where you face an enemy in a 1 on 1 battle and try to win.
research
Mario – I was researching for 2D level
progression games, I came across
Mario which gave me the idea to do a
linear progression level system, in
Mario to progress through the level
you must move forwards, this gave me
The idea to use the same concept in
my own game.
Research part 2
• Undertale – Undertale has some unique
pixel art character designs that I will be
taking inspiration from, my character
won't be as detailed, but the overall style
and look will be similar. I also like the fact
that there are different looks or forms of
each character, as you can see in the
pictures Sans a character from Undertale
he has different looks which will add
variety.
Research part 3
• My research helped me with a colour scheme for my game, I knew it had to
fit the theme and vibe of my movie, so I wanted something dark and sinister.
When researching I came across the game Limbo which also uses a very dark
colour scheme, it has inspired me to use a similar vibe in my work since I think
it will accurately and effectively portray the dark, horror type theme of my
movie. Limbo also helped inspire the type of game I want to make, a classic
evade the monster.
Research part 4
In terms of enemy character designs, I really like the looks
of the zombies from deadrising 3, ill be taking inspiration
from them and making the enemies in my game humanoid
just like in deadrising. I'm also going to implement the
zombie characteristic into my game. The game also has
different styles of enemies that have different abilities,
some are really big and do a lot of damage where as some
are small but extremely fast, ill be using this in my game
also as it will add more variety and excitement.
Style Sheet
Sematary drippin
SEMATARY
DRIPPIN
SEMATARYDRIPPIN
Game layouts
Levels
Details about how many levels.
- 10 levels
How levels will vary.
- Different levels will have different obstacles and enemies to evade and overcome, the
scenery will also be different and the difficulty of each level will change based on what
number level your on.
An example of a beginner level.
- Pretty straight forward, not to many enemies too avoid and the enemies that are in the
level wont be too fast or strong, pretty easy to avoid. Wont be too many obstacles to climb
over or jump over either.
An example of a complex level.
- Multiple enemies all chasing you at once who do a great deal of damage and who are also
pretty fast and good at keeping up with you, there will also be a lot of obstacles and
blockages that you need to overcome and get past to be able to survive.
Game Summary
A quick summary of the game.
● Some Bullet Points with Unique Features
● And A Few More
Will be a chase type of game, the playable character will have to avoid being killed by certain monsters by outrunning
them, there will be different types of monsters depending on what level your on. Player customization will also be a
thing so you can make your character look however you want. It will be a 2D game with a linear progression path
making things easy to understand. The levelling system will be very simple also, once you complete a certain level,
you’ll be granted a certain number of points which you can use to unlock power ups to make the game easier and
more fun.
Story and Gameplay
Story
Once upon a time, in a universe far away…
Explain how the story will be told -- cut-scenes? A ‘talking head’?
Core Gameplay
A description of the game ‘loop.’
A flowchart is nice:
The player will be thrown into a level and they will have to progress through the level, once they complete a level
they will unlock a new level and be rewarded 5 points that they can use to level up or buy things. Every 5 levels
complete they will have to do an ultra level which is way harder than the normal levels but they will get a bigger
reward for completing it.
Assets
● Use this space to show the assets that you have made.
● If they are animated, then embed those animations on to your blog. They won’t work if you embed them here.
● Assets could be character designs and animations, environments, power ups, enemies, game over screens. Make
as much as you can, to get across how your game will look and play.
Game Overview
Theme / Setting / Genre
Show some example images or similar games / movies / books / TV shows with similar themes.
Core Gameplay Mechanics
Point to other games that this is similar to.
The theme of my game will be very dark and sinister, it will be a horror game with horror themed enemies and
locations, the aim is to avoid being killed by certain monsters that spawn in the level, they will chase you until you get to
the end of the level. The colour scheme will be black, grey and light grey. I'm taking inspiration from multiple games, for
example, limbo has inspired my colour scheme, Mario has inspired the type of game (Linear level progression system
game) and Deadrising 3 has inspired the types of enemies ill be putting into the game. It is also quite like Mario as in
both games you progress forward through the level trying to avoid different types of enemies, there are also different
types of monsters depending on which level your on.
Evaluation
Research
• One strength of my research is that it gave me a lot of unique and cool ideas for level design,
before doing my research I did a couple of experiments and tried to make a level, it was pretty
boring, bland and nothing about it really stood out. However, after conducting my research I felt
much more confident in my ability to create a level and have noticed a big change, in my opinion
my finished level for the final project is much better and entertaining than the one I did in my
experiments. A weakness of my research is probably that I didn’t research every aspect of game
design, instead I chose to do heavy, detailed and in depth research into a couple parts of making a
game and didn’t do any into other important components. This error made it so I had great
knowledge and insight on how to create pixel art characters but completely lacked the ability to
even animate them at all, to resolve this I could have instead conducted a decent amount of
research across the board instead of going overboard on specific aspects of game design. I think if
I did this my game would have better animation as that’s what I did the least amount of research
on.
Planning
My planning really helped a lot as it gave me something to look back on, at one point in the
production process I was struggling to come up with ideas for an enemy, I had tried multiple
different ideas for an enemy at this point but nothing seemed to work, I then decided to look back
at my planning where I had added games for inspiration, one of the games I used was very similar to
my game in terms of visual aesthetic. I used my planning as a reference and managed to design an
enemy for my game that made sense and fit the theme. A weakness of my planning was
Time Management
• I think I did manage my time pretty well overall, in the first week of production I managed to
completely finish multiple important aspects of my game including level design, character design
and more animation experiments. Doing it this way I had the entirety of the second week of
production the finished animation and sound design. Doing it this way worked out very well as I
finished everything and still had improvement time left over. If I had more time to produce my
work I would have just added more detail to the design of my characters an level, also I would
have added a couple more frames to make the animation look smoother.
Technical Qualities
I think my work was detailed enough for what it is meant to be, although I would have liked too add more detail to
the background and some of the characters I think that might have taken away from the pixelated, low budget
aesthetic I was going for. I think everything but the animation showcased a decently high level of technical
proficiency, the character and enemy where drawn accurately and I think the things in the actual level were laid out
and organized well.
Aesthetic Qualities
I think my work was aesthetically pleasing enough, my game followed the dark and eerie aesthetic that I initially
decided on and I think it displayed the aesthetic pretty accurately, same with my poster and advertising work, they all
had the same aesthetic and showcased the theme consistently in every piece of work. I think this makes it a better
experience as it doesn’t change out of the blue, instead it maintains its theme.
Aural Qualities
I feel like my work sounds slightly underdeveloped but in a good way, it works well
with the low quality visual aesthetic of the game, it also has a sinister tone to it which
fits well with my level design and enemy design in the game. I don’t think it was too
creative, it was slightly generic but I don’t think that is necessarily a bad thing
especially in a game that isn’t trying to do anything new either. I like the fact that my
audio is very simple and easy to digest, this way its more suited as a background track
to a game. I would improve maybe just the overall sound, it sounds fine as it is but
maybe I could have added some effects to make it sound slightly more professional
and more like a fully finished product.
Audience Appeal
I appealed to my audience using dark themes, spooky enemy designs and an eerie level design, this will appeal to
my audience (middle aged horror fans) as the things I listed are very clearly horror themed and things that regularly
appear in scary pieces of media. The fact that the game is a pixel art game will also appeal to my audience as pixel
games were popular around the time that my target audience will have been growing up, meaning this game could
offer them a lot of nostalgia which some people actively seek.
Overall strengths and weaknesses of the final
package.
Overall, I think my final piece was ok, everything matched and fit the aesthetic I had planned to go for
perfectly, the level design and character designs didn’t look too bad either although I feel like the
background could have used a little bit more detail to make it look slightly more realistic. Id say the
concept was a little bland and the animation didn’t really showcase that much of the game though. The
animation looked kind of rushed as well, it wasn’t smooth either and some of the frame jumps where
noticeable.

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Adventure pro forma

  • 3. Use this page to breakdown an existing film, using the Hero’s Quest theory. How does your chosen film fit with this? The Ordinary World The Call to Adventure The Refusal Mentor Help Crossing the Threshold Test/Allies/Enemies Approach Ordeal Reward Road Back Atonement Return Maze runner There are flashback scenes throughout the movie that show the characters normal life before everything happened and he ended up in the maze. This happens as soon as the movie starts as the opening scene is Thomas (main character) being transported to the maze so the ordinary world has already been disrupted. Doesn’t happen the main character fully agrees the first time to go along with the adventure. When Thomas arrives in the maze one of the characters acts as a mentor and comforts him and teaches him about the maze and answers any questions he has. Thomas fully commits to the journey when he decides to travel through the maze as a 'runner' to try and find any clues or a way out. Thomas is informed of the ranking system as such when he arrives in the maze and is soon made aware of his allies and enemies. Thomas and another 'runner' go into the maze to try and look for clues to get out but they are interrupted by one of the monsters in the maze and this puts a stop to their plan for a short while. Thomas is being pursued by one of the monsters and has to jump a far distance in order to escape, it’s a life-or-death situation and he conquers his fear or jumping and goes for it, he manages to survive. The reward is being free from the maze and finally being able to go back to the outside world once again after a long time being in the maze. Thomas manages to overcome the threat of the monsters and continues through the maze towards the final climax (the gateway out of the maze). Thomas and the other people in the maze manage to find a way out of the maze and return to the ordinary world. Thomas has a near death encounter when the safe place in the maze is swarmed by monsters, after this he tries to regain his way and continues with the plan of escaping and isn't discouraged.
  • 5. Use this template to apply Todorov’s theory of equilibrium to your chosen film. Write in the boxes to explain what is happening in your story at each point. Equilibrium Disruption New Equilibrium Attempt to repair the damage Recognition The maze is portrayed to be inescapable and we the viewers are shown a birds eye view shot of the maze and its clear to see the people in the maze aren't meant to escape At the start everything is in balance, Thomas arrives in the maze. All of the characters escape the maze and are transported back to the ordinary world via helicopter, everything is balanced once again. Thomas realises that he and everyone else is stuck in the maze with no way out, he also realises that he doesn’t have any memory of who he is or where he came from. Thomas attempts to escape the maze and resolve the issue that everyone in there is stuck with no way out.
  • 6. Character type How they appear in your story The Hero Thomas The Villian Gally The Helper Newt, Minho The Donor Teresa, Newt The Dispatcher Gally The Princess or prize Teresa The Princess’s Father Doesn’t have one The False Hero Gally Use this template to apply Propp’s character types to your chosen film. Write in the boxes to explain which character acts as each type in your film.
  • 7. WWWWWH Who Thomas What Stuck in a maze trying to find a way to escape Why The outside world is infected by a virus so people have been transported to a maze in order to survive When Year 232 Where Not sure How He was drugged voluntarily and lost his memories, he was then transported to the maze through a futuristic lift. Use this template to apply Who, What, Where, When, Why and How to your chosen film. Write in the boxes to explain what is happening in your story at each point.
  • 9. Adventure film idea 1 A group of friends decides to take a trip to the woods, there is a modern outhouse owned by one of the friends parents that they are going to stay in for a couple of nights. The son who's parents owns the house can sense that the parents are hiding something about it, whenever he asks about the house his parents try to ignore him or change the subject, on top off this he has slight and clouded memories of being there. He doesn’t know what but can sense that something bad has happened there before. They arrive and everything is fine for a couple of hours until they start to notice some odd happenings, the sons suspicions have been confirmed.
  • 10. Adventure film idea 2 • Steve toaster has to make some toast, but there is no electricity, pete sandwich comes to help out but they come across an evil plumb called Giles, Giles tries to stop them from turning the electricity back on. They all battle to the death, Steve and pete manage to kill plum and turn the electric back on, Steve manages to make his buttery smooth toast.
  • 11. Adventure film idea 3 • A group of students are attending university on a normal day when there is an announcement through the intercom, a group of armed and dangerous masked men dressed in all black have entered the building and are locking down every entrance and exit. Its clear that they are planning an attack, Ayce, a dude attending the university and his friends have to try and survive when the masked man start attacking classrooms full of people at random.
  • 14. Existing Product 1 Dark colors used, no bright colors at all which fits the theme of a horror movie well as they are based on dark events. The title is bold and stands out a lot. Knife prop and costume are also used in the poster to familiarize and promote the killer in the film to the viewers.
  • 15. Existing Product 2 The main subject off the spread is spiderman, there is a large image taking up an entire half of the spread to bring more attention to him, also the spider man 2 title is very bold and large also, bringing even more attention to the main subject. The spiderman costume is very bright and vibrant, also the shot is professionally lit up making the costume much more visible. Doc Ocks tentacles are probably special effects also.
  • 16. Existing Product 3 Very bright and vibrant colors, the subjects in the middle of the page stand out a lot because of the vibrant colors surrounding them, this works well with the white, plain background as it adds some variation. The weapons the characters are holding are all props. Some of the text is highlighted to summaries what the text underneath is talking about which makes the spread easier to digest and read.
  • 17. Existing Product 4 The text at the top symbolizes the internal struggle spiderman is going through, this internal struggle is even displayed in the poster as it shows spider man in the black suit and a reflection of the original red and blue spiderman suit. The fact that the blue and red suit is the one in the mirror and the black suit is the one hes wearing could mean that the original suit (the good side) is the side he is rejecting as its just a reflection and not real. Where as he is inviting the black suit (the bad side). Obviously most of this poster is special effects like the fact that they are so high up. The text is bold and fits the theme of the spider man suit (silver).
  • 18. Research Summary • What have you learned from your research? I have learned how to properly isolate the subject of a magazine cover and also how to make text stand out if the colour is clashing with the background. • What aspects of the research will you include within your on work? I will include isolating the subject and also making the text stand out part of my research in my work since they will come in handy and make the final piece look better.
  • 19. Bibliography 1. Spider man 3 (2007), Director- Sam Raimi 2. Justice league (2021), Director- Zack Snyder 3. Scream (2022), Director- Matt Bettinelli-Olpin 4. The Maze Runner (2014), Director- Wes Ball
  • 21. Movie poster Style Sheet FONT 1 FONT 2 FONT 3
  • 22. Movie poster Style sheet final FONT 2 I have decided to choose red and black for my main colour scheme and font 2 for my front cover text. I've picked these specific colours and font because I feel as though it fits the theme of my poster the best, My poster is horror based so I thought red to symbolise blood and black to symbolise the darkness (2 horror movie genre conventions) would work really well. I think the font also fits the theme as it looks very much alike a horror font that’s used in well known movies, for example, The howling (1981) and silent night deadly night (1984).
  • 23. Double page spread style sheet FONT 1 FONT 2 FONT 3
  • 24. Double page spread style sheet final FONT 2 For my double page spread I have chosen the blue And black colour scheme and font number 2. I chose this specific font because it looks sophisticated and smart, a type of font you might see in a magazine aimed towards the upper class, which is exactly what my magazine is going to be like. As for the colour scheme, I chose blue and black because
  • 25. Magazine cover style sheet FONT 1 FONT 2 FONT 3
  • 26. Magazine cover style sheet final FONT 3 I've chosen to use purple and grey as my colour scheme and font number 3 for most of my text. I chose this specific font and colour scheme because it looks professional, the 2 colours contrast each other therefore leaving it pretty hard for anything on the cover to clash. This will make it very easy to make out all of the different parts of the poster and reading the text will be natural and easy. I chose font number 3 simply because I think it looks the best out of the 3 options and works the best with the cover.
  • 27. Magazine and advert layouts Title Price barcode Cover lines Cover lines Main picture in middle Cover lines
  • 28. Double page spread layout Text Title Picture Cover line Picture Text
  • 29. Contingency What can go wrong? What can you do if it does? I lose the photos I wanted to use. Try my best to locate them, if I can't find them anywhere I can always retake the photos and if its urgent and I don’t have time to retake them I can just use exiting photos from my camera roll. I'm stuck and don’t know what to add to my poster next. I can simply go back to refer to my planning and magazine/advert layouts, I'm sure this will give me a few good ideas as ill be able to visually analyse and see what I think will look good on my final piece. Don’t know what to write. Once again I can refer back to my plan to see what I put, or I can use automated text just to fill the gaps and make it look better.
  • 30. Risk Assessment What could be a risk to you, others or the equipment? How can you make sure that doesn’t happen? What will you do if it does? Maybe we could injure ourselves while getting any photos for the cover or double page spread. Be weary off our surroundings and be careful of any potential accidents. Dropping the equipment and damaging it. Just be careful not to handle the equipment too roughly as it could get damaged or fly out of our hands, if it does get damaged I can try and fix it or get help with fixing it. Other people may accidentally end up in one of the photos I take for my work. To avoid this I can either go take photos where they aren't any others and if someone ends up in one of the photos and ii really like the photo I can ask the person for there permission to use it.
  • 31. Reflection I think my double page spread looks ok, not the best but I think it has some good things, for example, I think the overall layout and positioning of the titles and page number work well. The layout makes the content and writing easy to digest as its sectioned off. Maybe I could improve the right side of the double page spread as the background is just plain white which is kind of boring.
  • 32. Reflection I think my poster is basic, but it gets the message across and portrays the genre and aesthetic of a horror film very well, the tagline describes the events and scenes of a typical horror movie very accurately also. I think it might be slightly too simple and boring so that’s maybe something I could improve in. The font stands out and its easy to read as it doesn’t clash with the background, the copyright label at the bottom however does clash a little bit and makes it a little hard to read.
  • 33. Reflection I think my magazine cover looks fine, the layout is a little messy and the fonts are a bit basic but overall it looks ok. The picture I used doesn’t really look horror related either but I like the layout and overall design/idea I went with. Next I will try and experiment with some new fonts and see if I can find any that look better and fit the theme.
  • 35. Using your plans, produce: • A synopsis for your film • A magazine front cover, promoting the film • Additional advertising to promote the film
  • 36. Synopsis Use this space for your synopsis. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working. 2 friends are bored one night and decide that they want to go explored an abandoned university campus, they arrive and start to hear strange noises, out of the blue a man cloaked in black begins to chase them, they are trapped and one of the friends sacrifices himself in order for the other friend to be able to make it out alive. After this the surviving friend seeks revenge.
  • 37. Magazine Front Cover Use this space for your front cover. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working.
  • 38. Double page spread: Use this space for your advertising. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working.
  • 41. Idea generation • I already have a couple of ideas for my game, for one I'm thinking of doing a 2D first person shooter like the old Doom games, the objective will to b kill a certain number of enemies within a timeframe, the levels will get harder as you progress and there will be different monsters introduced further through the game. You'll be able to change what weapons you use also to give the game variety. A second idea I have is a Mario type game where you must progress through the levels while being chased by monsters, obviously the same as most games things will get harder as you get further into the game. I was also thinking of doing a character customization part of the game where you can create your own character. A third idea I have is an action-packed street fighter game where you face an enemy in a 1 on 1 battle and try to win.
  • 42. research Mario – I was researching for 2D level progression games, I came across Mario which gave me the idea to do a linear progression level system, in Mario to progress through the level you must move forwards, this gave me The idea to use the same concept in my own game.
  • 43. Research part 2 • Undertale – Undertale has some unique pixel art character designs that I will be taking inspiration from, my character won't be as detailed, but the overall style and look will be similar. I also like the fact that there are different looks or forms of each character, as you can see in the pictures Sans a character from Undertale he has different looks which will add variety.
  • 44. Research part 3 • My research helped me with a colour scheme for my game, I knew it had to fit the theme and vibe of my movie, so I wanted something dark and sinister. When researching I came across the game Limbo which also uses a very dark colour scheme, it has inspired me to use a similar vibe in my work since I think it will accurately and effectively portray the dark, horror type theme of my movie. Limbo also helped inspire the type of game I want to make, a classic evade the monster.
  • 45. Research part 4 In terms of enemy character designs, I really like the looks of the zombies from deadrising 3, ill be taking inspiration from them and making the enemies in my game humanoid just like in deadrising. I'm also going to implement the zombie characteristic into my game. The game also has different styles of enemies that have different abilities, some are really big and do a lot of damage where as some are small but extremely fast, ill be using this in my game also as it will add more variety and excitement.
  • 48. Levels Details about how many levels. - 10 levels How levels will vary. - Different levels will have different obstacles and enemies to evade and overcome, the scenery will also be different and the difficulty of each level will change based on what number level your on. An example of a beginner level. - Pretty straight forward, not to many enemies too avoid and the enemies that are in the level wont be too fast or strong, pretty easy to avoid. Wont be too many obstacles to climb over or jump over either. An example of a complex level. - Multiple enemies all chasing you at once who do a great deal of damage and who are also pretty fast and good at keeping up with you, there will also be a lot of obstacles and blockages that you need to overcome and get past to be able to survive.
  • 49. Game Summary A quick summary of the game. ● Some Bullet Points with Unique Features ● And A Few More Will be a chase type of game, the playable character will have to avoid being killed by certain monsters by outrunning them, there will be different types of monsters depending on what level your on. Player customization will also be a thing so you can make your character look however you want. It will be a 2D game with a linear progression path making things easy to understand. The levelling system will be very simple also, once you complete a certain level, you’ll be granted a certain number of points which you can use to unlock power ups to make the game easier and more fun.
  • 50. Story and Gameplay Story Once upon a time, in a universe far away… Explain how the story will be told -- cut-scenes? A ‘talking head’? Core Gameplay A description of the game ‘loop.’ A flowchart is nice: The player will be thrown into a level and they will have to progress through the level, once they complete a level they will unlock a new level and be rewarded 5 points that they can use to level up or buy things. Every 5 levels complete they will have to do an ultra level which is way harder than the normal levels but they will get a bigger reward for completing it.
  • 51. Assets ● Use this space to show the assets that you have made. ● If they are animated, then embed those animations on to your blog. They won’t work if you embed them here. ● Assets could be character designs and animations, environments, power ups, enemies, game over screens. Make as much as you can, to get across how your game will look and play.
  • 52. Game Overview Theme / Setting / Genre Show some example images or similar games / movies / books / TV shows with similar themes. Core Gameplay Mechanics Point to other games that this is similar to. The theme of my game will be very dark and sinister, it will be a horror game with horror themed enemies and locations, the aim is to avoid being killed by certain monsters that spawn in the level, they will chase you until you get to the end of the level. The colour scheme will be black, grey and light grey. I'm taking inspiration from multiple games, for example, limbo has inspired my colour scheme, Mario has inspired the type of game (Linear level progression system game) and Deadrising 3 has inspired the types of enemies ill be putting into the game. It is also quite like Mario as in both games you progress forward through the level trying to avoid different types of enemies, there are also different types of monsters depending on which level your on.
  • 54. Research • One strength of my research is that it gave me a lot of unique and cool ideas for level design, before doing my research I did a couple of experiments and tried to make a level, it was pretty boring, bland and nothing about it really stood out. However, after conducting my research I felt much more confident in my ability to create a level and have noticed a big change, in my opinion my finished level for the final project is much better and entertaining than the one I did in my experiments. A weakness of my research is probably that I didn’t research every aspect of game design, instead I chose to do heavy, detailed and in depth research into a couple parts of making a game and didn’t do any into other important components. This error made it so I had great knowledge and insight on how to create pixel art characters but completely lacked the ability to even animate them at all, to resolve this I could have instead conducted a decent amount of research across the board instead of going overboard on specific aspects of game design. I think if I did this my game would have better animation as that’s what I did the least amount of research on.
  • 55. Planning My planning really helped a lot as it gave me something to look back on, at one point in the production process I was struggling to come up with ideas for an enemy, I had tried multiple different ideas for an enemy at this point but nothing seemed to work, I then decided to look back at my planning where I had added games for inspiration, one of the games I used was very similar to my game in terms of visual aesthetic. I used my planning as a reference and managed to design an enemy for my game that made sense and fit the theme. A weakness of my planning was
  • 56. Time Management • I think I did manage my time pretty well overall, in the first week of production I managed to completely finish multiple important aspects of my game including level design, character design and more animation experiments. Doing it this way I had the entirety of the second week of production the finished animation and sound design. Doing it this way worked out very well as I finished everything and still had improvement time left over. If I had more time to produce my work I would have just added more detail to the design of my characters an level, also I would have added a couple more frames to make the animation look smoother.
  • 57. Technical Qualities I think my work was detailed enough for what it is meant to be, although I would have liked too add more detail to the background and some of the characters I think that might have taken away from the pixelated, low budget aesthetic I was going for. I think everything but the animation showcased a decently high level of technical proficiency, the character and enemy where drawn accurately and I think the things in the actual level were laid out and organized well.
  • 58. Aesthetic Qualities I think my work was aesthetically pleasing enough, my game followed the dark and eerie aesthetic that I initially decided on and I think it displayed the aesthetic pretty accurately, same with my poster and advertising work, they all had the same aesthetic and showcased the theme consistently in every piece of work. I think this makes it a better experience as it doesn’t change out of the blue, instead it maintains its theme.
  • 59. Aural Qualities I feel like my work sounds slightly underdeveloped but in a good way, it works well with the low quality visual aesthetic of the game, it also has a sinister tone to it which fits well with my level design and enemy design in the game. I don’t think it was too creative, it was slightly generic but I don’t think that is necessarily a bad thing especially in a game that isn’t trying to do anything new either. I like the fact that my audio is very simple and easy to digest, this way its more suited as a background track to a game. I would improve maybe just the overall sound, it sounds fine as it is but maybe I could have added some effects to make it sound slightly more professional and more like a fully finished product.
  • 60. Audience Appeal I appealed to my audience using dark themes, spooky enemy designs and an eerie level design, this will appeal to my audience (middle aged horror fans) as the things I listed are very clearly horror themed and things that regularly appear in scary pieces of media. The fact that the game is a pixel art game will also appeal to my audience as pixel games were popular around the time that my target audience will have been growing up, meaning this game could offer them a lot of nostalgia which some people actively seek.
  • 61. Overall strengths and weaknesses of the final package. Overall, I think my final piece was ok, everything matched and fit the aesthetic I had planned to go for perfectly, the level design and character designs didn’t look too bad either although I feel like the background could have used a little bit more detail to make it look slightly more realistic. Id say the concept was a little bland and the animation didn’t really showcase that much of the game though. The animation looked kind of rushed as well, it wasn’t smooth either and some of the frame jumps where noticeable.

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. 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 watch it?
  2. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. 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 watch it?
  3. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. 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 watch it?
  4. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. 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 watch it?
  5. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.
  6. What were the strengths of your research? How did your research help your product? What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product? Think about existing products as well as practical experiments
  7. What were the strengths of your planning? How did your planning help your product? What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  8. Did you manage your time well? Did you complete your project on time or would your products have improved with additional time? What would you have done if you had more time to produce your work?
  9. Compare your work to similar existing products and discuss the similarities and differences Is your work technically detailed/complicated enough? What effects and production techniques have you used? How technically proficient is your animation? How did you create your effects? How did you record your audio? Did you use any foley methods?
  10. Compare your work to similar existing products and discuss the similarities and differences. Consider your game art, your magazine cover and advertising. Is your aesthetically pleasing enough? What effects and techniques have you used? Does your project have a consistent aesthetic style? If not, how can it be improved?
  11. Does your work sound good? Was it creative? What aspects of your audio do you like? What would you improve? How would you improve it? Discuss the strengths and weaknesses
  12. How have you appealed to your target audience? What specific bits of content would appeal to your target audience.