2. Existing Product
Terrain – The UFC octagon floor is the terrain, as
this is the floor in which they fight on, this is
done in a lot of detail, with sponsors included
from the real life sport.
The presentation of the game is very
good, it is presented just as the real
life version of the sport is presented,
they have it as similar to the real
thing as possible, with the timing
section at the bottom being the
same as TV, as well as all the camera
angles, and the commentary that is
involved, as well as this they have
the set ups from a real fight, with
the ring announcer announcing the
competitors, as well as entrances
and crowd reactions.
The use of music in this game is the same as in the real sport, this
being entrances mostly, as well as using music in the menu’s. They
also use sound effects for all strikes, grapples, and takedowns, as
well as for movement and surroundings, for example the cage
surrounding the octagon.
This shows you your characters
and opponents health & stamina,
so you know when you can be
close to finishing the fight with a
knock out, as well as which area’s
of the body are damaged, or
when you need to rest your
character to gain more stamina.
They use audio very well in this game
as it relates to the real life sport, they
use commentary and ring entrance
music, as well as menu music.
3. Existing Product
The terrain in this game is the
floor, as this is what they are
fighting on.
The graphics of this game are done in a
similar way as I will do mine, this being
pixel art, as the characters in this game
are made in detailed pixels, which will
be how I design the characters on my
game, but I will try and make mine
more realistic by basing mine off real
life UFC fighters.
This part displays your characters and
your opponents health, showing you
how well you have done or how close
you are to losing the game, it also
shows your points tally.
Music is used in this game depending on what you are
doing, for example when you are in the menu’s the
music is different to while you are in the actual fight,
they also use sound effects for strikes.
The use of audio in this game is through
the in game menu’s, and in the actual
game they have background music as well
as sound effects for the combat, such as
punches and kicks, the sound effects vary
between each different fighting technique.
4. The terrain in this game is
the ring and outside
areas, such as the floors.
This game is presented well, as it is
designed to be as similar to the real
life product as possible, so it
includes things such as commentary
and many camera angles and
replays that are similar to what is
used in the real life product. They
also set it up as similarly to TV as
possible, as they include the ring
announcers and entrances, as well
as special announcing for title
matches, similar to real life.
This part shows your health, as well
as parts of the game such as how
many reversals you have left to do,
your momentum, and how many
finishers and signature moves you
have built up, as well as this it
shows your health, with the body.
The game uses music for the same as the real life product,
this being for entrances and winning celebrations, as well
as using music while you are in the menu’s of the game,
as well as this it uses sound effects for strikes and moves,
as well as for objects around, such as tables and chairs.
The use of audio in this game is to make it as similar to the real product as
possible, they use a commentary team as well as sound effects for the
wrestlers, they also use wrestlers voices, as well as this there is in menu
music as well as entrance music for the characters.
5. Existing Product
The terrain in this game is
the floor of the octagon, as
this is what they fight on.
This game uses a similar design to
how I will be designing my game,
with the cartoonish look, as well as
this the game is presented like a real
fight, not as much as the detail in
the official UFC game, but they do a
good job of presenting the MMA
style fight.
These parts show you your
health and stamina, so you know
how close to possibly losing the
game you are, as well as showing
you moves that you can do
This game uses music during the menu’s, as well as using
tenser music in the build up to a fight, music is not used
during the fight itself, instead of this there is the sound
effect of the crowd as well as the sound effects of strikes
and grapples.
6. Research Analysis
• What common features do the researched products have?
– All the researched products are fighting games, which is what my game will be
based on, I chose to research similar products as it will give me a greater
understanding on the game genre and what a lot of games do, as well as what
is unique to certain companies or game franchises.
– As well as this they all use music and sound effects in similar ways, these being
during the menu’s and in specific ways during the fights, these ways mostly
being similar to how they present them in the real life versions of the games.
– Also the majority of the games use elements of real life sport in them, all of
the games apart from street fighter are based on a real life sport/event.
• What aspects of the research will you include within your on work?
– I have learnt things from the product research, such as parts of fighting games
which are in all of the games, this could make me want to not include these
features, in order to be unique, or to include the features at it is proven to
draw in an audience and proven to work.
– As well as this I have learnt things that are unique to certain games and
therefore I should not copy these things, as these may result in the game
owners copyrighting the feature as they are the only ones who use it.
8. Interview 1
• What fighting/combat games do you play and
why do you like these games?
– Counter Strike, PUBG and other shooter games as
they are what I’ve grown up playing and I find
them enjoyable.
• In fighting/combat games do you prefer
realism or not, and why?
– I prefer some realism as it makes the gameplay
more immersive however too much realism can
detach you from reality and can be too real.
9. Interview 1
• Observation: The person enjoys fighting/combat
games as well as having realism in the games, but
not too realistic.
• What this says about my audience: They like
combat games and most of the time prefer
realism in the games.
• How will your product appeal to this audience: As
the game will be a realistic fighting game, this will
be similar to the real presentation of MMA.
10. Interview 2
• What fighting/combat games do you play and
why do you like these games?
– I like combat/fighting games such as Street Fighter
and Tekken as they can require a certain level of skill
but also bring an element of arcade nostalgia.
• In fighting/combat games do you prefer realism
or not, and why?
– I believe that realism is good when it is used
appropriately towards the respective games. For
example realism within a storyline or concept isn't
always necessary however realism in graphics is very
satisfying.
11. Interview 2
• Observation: They enjoy fighting & combat
games, as well as realism in the graphics, but not
necessarily in a storyline.
• What this says about my audience: It shows they
enjoy fighting games as well as elements of
realism.
• How will your product appeal to this audience: As
the game will be a realistic fighting game, this will
be similar to the real presentation of MMA.
13. Bibliography
1. Henderson, Jack. (2018) Target Audience Interviews (conducted on
22/01)
2. Ward, Jack. (2018) Target Audience Interviews (conducted on 22/01)
3. EA Sports (2016), UFC 2.
4. Capcom (1991), Street Fighter II: The World Warrior
5. Anon. (10/01/18). Fighting Game. Available:
https://en.wikipedia.org/wiki/Fighting_game Last accessed 23rd January
2018.
6. UFC Official UK Website. Available: http://uk.ufc.com/. Last accessed
23rd January 2018.
7. Youtube. Available: http://www.youtube.com/ . Last accessed 23rd
January 2018.
Editor's Notes
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?
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?
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?
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?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.