2. Existing Product
This is my first picture that is taken from my mood board and Iâm not sure what games itâs from, however it looks good. The
location of the image is somewhere near some mountains and a grassy area for where the character runs along. The angle is
2D and from a distance. The level design is 2D which makes it look good especially for a retro kind of game. Majority of
these games and pictures remind me of Mario which is and looks very similar to these photos. The effects look really good
as well because it looks like thereâs two different biomes in one picture showing the distance between them. The picture
overall looks very bright because of the use of bright colours. The props used in the picture such as the traps that are meant
to be avoided are put in a good place for people to jump over. The audience would watch this or buy it because itâs similar
to the likes of Mario and sonic which are some of the best games to ever exist so people would give it a go. If it had a decent
name, characters and other features people would buy and play this game. The connotations of this product would be
freedom because of the blue skyâs. The bright colours overall show freedom, happiness and fearlessness. This game was
made in the early 2000âs.
3. Existing Product
This image is also picked from my mood board and is from the game Mario. One of the original Mario games and the image shows the starter /
first level on the game. The location on the image is hard to tell, however thereâs cactusâ so this could be in a desert with a grassy area in the
background and clear skies. The angle is the same as the previous image, itâs from a certain distance away and is a 2D level design. The effects
are really good especially for a game that is a classic and was made a while ago. The lighting is bright enough because of the bright colours used.
My target audience would like this game because itâs one of the classic Mario games and is known for being one of the best games of all time.
This was one of the first Mario games so my target audience would get told this from maybe older siblings and play it. It was made long time ago
so people in my age range like 7 and 8 year olds wonât know what this is. But like said earlier they will get told by others. Just by seeing this
picture, if people have the game it will make them want to go on the game again and experience a game that was full of memories. The
connotations of this product are that it shows freedom and happiness. The colour green shows freshness and a new start to life. The darker
colours can show danger and a bit of anxiousness. This game was made in the late 1990âs.
4. Existing Product
This picture is also from my mood board and is a game that includes a panda and what looks like a beach side background which is
the starter level I think. The game looks pretty good the angle again is from a certain distance so the players can see all of the action
that occurs during the gameplay. The effects in my opinion look really good for a game that I donât know about and I like the limited
amount of colours used for the level because it doesnât look too complex. The level looks bright because itâs set in the daytime and
has the use of blue, cream and green as the main bright colours.
This game will appeal to my target audience and will want them to buy it, watch it or play it because it has a similar concept to Mario
and looks like a simple and easy game to play. The graphics look pretty decent and theyâve included the main character as a panda
which will appeal to the younger people in the audience. I think this game wonât grab the most attention because it looks like a game
people might not have seen before, therefore people might not like it, however if people got told by others they might play it. It all
depends on what the audience think if it in the end, my target audience will like it because of the concept being similar to Mario and
sonic. The connotations for this product are that there are the same as the previous products. Blue for freedom, green for freshness
and white for heaven. This shows that this game has a peaceful, easy concept to it.This date of this game being made was 2006.
5. Existing Product
This game is not off my mood board, but is off the internet as a pre-historic game design made in 1990. Iâm not sure what
game it is, however it looks good from being in 1990. The location of the image is hard to tell, however the angle is the
same, the effects are pretty good as well and the colours mainly are well thought out and look good. The colours make the
level or whatever it is bright. The level itself looks good, it includes enemy characters, certain obstacles and looks like a
challenging game.
My target audience might want to buy this game because itâs made in the 1990âs and people might want to go back in time
and look at some of the games that arenât quite as popular, but are made a while ago. If my target audience were to buy
this game, it probably would be bought by the older people in my audience because of how old the game is. However this
doesnât change younger people playing it either, because the older people in my audience could tell them about it and then
play it.
6. Research Analysis
⢠What common features do the researched products have?
â All the existing products/images are 2D level designed games. Majority of them include a character and well designed
backgrounds. There is use of bright colours and good effects. All the images have what looks like good level designs and good
lighting. They all include some form of nature either being plants or different types of weather. Two out of the four are pixel
games whereas the other two are normal games.
â All of the games are made from a certain distance away from the screen, so it looks like the angle of the game looks really far
away.
â Iconography â My work will be an adventure game that will include characters that have weapons (that are chosen from the
questionnaire), enemy characters and obstacles along the way and additional features throughout the animation such as power-
ups, coins, and more collectables to make it more entertaining.
â Denotations - These elements consist of what my features in my game have in store and what they mean. For example in the
Mario game thereâs a plant which attacks the character when crossed by.
â Connotations - This is the meaning of the plant. The plant will cause the character to get hurt and this can cause tension,
nervousness and power towards the end of the level.
â If my game had a social status it would be any because different social stated people have answered my questionnaire so it
should be in my opinion any social status. If I could put a price on my game it would be cheap because of the limited amount of
features in the game. It would be at least ÂŁ1 up to ÂŁ2 which I think is a reasonable price for a game available across different
consoles and devices.
⢠What aspects of the research will you include within your on work?
â The aspects from my research that I will include in my final product will be the likes of the 2D level design. Maybe some of the
features in those images I could include in my game. For example the parts where you need to jump I will include in my game
and maybe some of the enemy characters can give me an idea on what enemies to create when it comes to making my product.
My target audience would like to see my ideas coming from other games and combining them to make my own character or
level design.
8. Audience research
⢠Observation: It turns out all the people that answered are male and no females answered my survey.
⢠What this says about my audience: This shows that males are more interested in my project more than
females.
⢠How will your product appeal to this audience: I will listen and remember what recommendations they
have put for the upcoming questions. I will also make the game by thinking of what males would like in a
game, so maybe violence and a challenge.
9. Audience research
⢠Observation: It looks like thereâs more 17-18 year olds that answered the question compared to the other
options in the question.
⢠What this says about my audience: This shows that my audience are all teenagers and nearly becoming
adults so itâs a decent audience to get recommendations from.
⢠How will your product appeal to this audience: My product will appeal to my audience by including some
of their answers and be making it because of the age that people are. So I would make my game so itâs got
a age range of 16+ and not for people under that age.
10. Audience research
⢠Observation: I turns out that everybody that answered are interested in games.
⢠What this says about my audience: Theyâre all interested in games and that they will be interested in my
game that I will make.
⢠How will your product appeal to this audience: My product will appeal to my target audience because I
will use the ideas given to me from the questionnaire and because I know everyoneâs interested I will take
a many ideas as possible.
11. Audience research
⢠Observation: It turns out from the question that thereâs a mixture of answers including some in the
other option. This question was multiple choice and people chose adventure as the main gaming
genre.
⢠What this says about my audience: This shows that my audience are taking these answers seriously
and want a bit of everything the question asks.
⢠How will your product appeal to this audience: My product will appeal to my audience because I
will include adventure, fantasy and some of the suggested answers in my game as the genres. I will
only choose 2-3 genres though because I canât choose them all.
12. Audience research
⢠Observation: In this question it turns out again thereâs a mixture of what people play, but itâs mainly
the PlayStation consoles that people play.
⢠What this says about my audience: This shows that my target audience play on most consoles that I
suggested and some play their own that I didnât include in the question.
⢠How will your product appeal to this audience: My product will appeal to my audience because I
will include controls that are used on consoles. So to move for example I will include the PlayStation
buttons as itâs a game.
13. Audience research
⢠Observation: In this question itâs another mixture between 3 answers and the one with the most
ticks was over an hour. There was nobody that plays all the time which was good because playing all
the time can affect health.
⢠What this says about my audience: This shows that my audience will play my game for maybe an
hour or two then go off it and play something else.
⢠How will your product appeal to this audience: I will aim the game to be a decent length so people
donât play it loads, but can play it for a short amount of time.
14. Audience research
⢠Observation: It turns out that people play games on the phone and not on the tablet. However
some people donât play games on their phone or tablet whatsoever.
⢠What this says about my audience: This shows that my audience enjoy playing on their phones
more than tablet. Some people play both, however some donât paly game at all. So Iâve got a
mixture of people that do and donât paly on certain devices.
⢠How will your product appeal to this audience: Iâll make my game suitable to a smart phone and on
a console so people can play the game on both. Certain features on the console however wouldnât
be on the phone.
15. Audience research
⢠Observation: For this question thereâs another mixture of what people think and the most choices
have come between âhaving a weaponâ and âotherâ.
⢠What this says about my audience: This shows that my audience want their own suggestions
instead of my own.
⢠How will your product appeal to this audience: My product will appeal to my audience because I
will choose between people choices theyâve made. So Iâll choose between having some kind of
weapon and what the people chose in the âotherâ option.
16. Audience research
⢠Observation: Out of the choices people chose Axe as the favourite to choose as the main characters
weapon.
⢠What this says about my audience: This shows that my audience want their own decisions making
instead of my own however âaxeâ got most votes, therefore that might be the main weapon.
⢠How will your product appeal to this audience: I will appeal to my target audience by adding what
the people who answered voted for and thatâs the âaxeâ and maybe something thatâs suggested in
âotherâ.
17. Audience research
⢠Observation: For the last question people chose between the first and the second option, so the
decision is mine to make.
⢠What this says about my audience: This shows that my audience want to see a poster which is one
extra thing to make or two things to make. Either way Iâm going to make two side products for the
game.
⢠How will your product appeal to this audience: My product will appeal to my audience because I
will include two of these side products to go with the final product.
19. Interview 1
⢠What video games do you play and why?
Play FIFA UFC, WWE, football manager.
⢠If you have a console, what console do you play on?
PS4 and Xbox one and a bit of PC
⢠Whatâs your favourite game at the moment or the one you are playing the most?
FIFA
⢠What would you choose as your weapon in a adventure game?
A big sledgehammer
⢠If you were to have a superpower on your main character what would it be?
To pause time
20. Interview 1
⢠Observation: The first interviewee likes his sports as he chose sport related games
for the main video games he plays. FIFA was his favourite game at the moment and
had a variety of consoles he plays on. He chose as his weapon as âa big
sledgehammerâ which is a reasonable answer for an adventure game. And his
superpower was to pause time and in my opinion thatâs a good choice especially
for an adventure game that would help a lot during gameplay.
⢠What this says about my audience: This says that my audience like adventure
games and the sports kind of things.
⢠How will your product appeal to this audience: If I want to appeal to my audience I
will include the likes of a sledgehammer or what looks like one and have the
superpower as pause time. He said pause time because you would be able to
control what is happening at that time and thinks it would help get out of
situations that are made impossible.
21. Interview 2
⢠What video games do you play and why?
FIFA 15, assassins creed unity, G-force, sonic sega all stars racing, wii sports, Kinect
sports, GTA, Ballz â Because they are good game and are fun to play.
⢠If you have a console, what console do you play on?
PS4, Xbox one, Wii, iOS.
⢠Whatâs your favourite game at the moment or the one you are playing the most?
Ballz
⢠What would you choose as your weapon in a adventure game?
Iron Man suit.
⢠If you were to have a superpower on your main character what would it be?
Pause time.
22. Interview 2
⢠Observation: It turns out the second interviewee plays a mixture of different
games such as sonic, FIFA, Wii sports and are spread across different consoles. His
favourite game was an iOS game which is reasonable because my game is going to
be a smart phone game and maybe a console game if it gets developed well. His
chosen weapon would be the Iron Man sit which in my opinion sounds a bit
stupid, however itâs a good choice because of what that suit can do. This wonât be
included in my game as a weapon throughout the game, but as a pick-up. The
superpower was to also pause time, the same answer from the previous interview.
Overall if I was to choose between both interviews I would choose the answers
from the first interview because they sound reasonable for an adventure game
and have good answers.
⢠What this says about my audience: This shows that my audience has a likability for
sports so I might include some sport related features into my game.
⢠How will your product appeal to this audience: I will appeal to my audience by
including some of the answers in my questionnaire and interviews so some
peopleâs ideas can be in my game.
23. Audience Profile
Category Demographic Content to appeal to this audience
Age Range 7+
⢠I will appeal to this audience by including features that are
reasonable for that age range, so I wonât include much violence
and anything too scary. Things such as killing enemies, I will find a
way to kill them without to much violence with the chosen
weapon in the game.
Gender Both, mainly male.
⢠To appeal to my audience I will add features that will be cool and
be liked by the male demographics. My gaming idea is based of
Mario, so the idea is to make it similar but make every feature
myself and thatâs how Iâm going to appeal to my audience.
Psychographic Belonger
⢠I will appeal to the psychographic by making sure family members
can get involved with the game and make sure you can do
something in a short or long space of time.
Social Status Any
⢠I think with my product any kind of social status can like my game
because I will try and include something for everyone to enjoy.
Different social stated people have answered my questionnaire
and Iâm going to include some of those ideas into my game.
⢠The main social status would be the DE part of ABC1C2DE because
I want my game to be affordable for people that havenât got a lot
of money or family to be around with.
25. Research Evaluation
⢠Give an overview of how you conducted your research.
Discuss the strengths and weaknesses of each method
â Product Research
â The strengths of my research were that it was easy to analyse the pictures that I chose because I knew what to type
and knew what I was on about. I chose one well-known game, two 2D level designs and a game I think made in the
1990âs. Talking about them was good so then I could see what those type of games have included and try and think of
something similar to add to mine.
â Questionnaires
â The questionnaire was good and got some reasonable answers in the end. There were some good answers, in fact
some of them were really interesting and might include within my game. That was a strength however the
weaknesses of the questionnaire were the answers in the âotherâ option boxes. I got at least one stupid answer, but I
wonât choose that as a good answer and will ignore it and think about the positive and well-thought out answers.
â Interviews
â The interviews were really good because they also had decent answers. The main strength was that both
intervieweeâs took the questions seriously and thatâs what helped me think out of all the answers given what to
include within my game. There wasnât any weaknesses because all the answers were serious and good instead of
stupid.
â If I was to make my work be able for the whole public to get involved in, I would distribute it so itâs available on the
internet as technology nowadays is everywhere and majority of people around the globe have a phone that they can
interact with. I think online is more effective than handing it out on paper because majority of people arenât
interested, therefore people that are using technology throughout their day might be more interested.
â My quantitative and my qualitative research work ended up being really good and will help me go forward with my
product.
26. Research Evaluation
â What sort of a response did you get?
â The majority of the responses were reasonable and serious. I got decent answers that made me
think if I should recommend including some of these ideas into my game and thatâs how good they
were. Some of the other responses werenât really worth discussing because they werenât taken
seriously and I ignored them in the end.
â In my quantitative research the answers were good and I took some of those responses and added
them into my game. And the qualitative research got decent answers as well. The only problem was
that I couldnât include all of the ideas into my game that were given to me. So I had to take the
responses and ideas that would actually work in my game and that was only a few of the answers
from both my quantitative and qualitative research.
â How did you distribute your survey? Give an advantage and a disadvantage
â The advantage of the survey was getting peopleâs opinions and what they thought of the questions
that I asked. I included the âotherâ option so people could use their own ideas in the questions
instead of choosing my own.
â The disadvantage of having a survey would be in my opinion giving the âotherâ option in questions
because some people donât take it seriously and type some stupid answer that wonât be included by
any means.
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?
Choose a historical product (pre-1990) 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?
Discuss the existing product research, surveys and interviews
Discuss the responses you got from your survey
Discuss distributing your evaluation digitally