The document outlines Daniel Firth's initial plans for a video game project based on the musical "We Will Rock You". It includes ideas for the game such as a side-scrolling or above-view style, cutscenes that are affected by player choices, and playable characters from the musical. Mind maps show additional ideas for the gameplay, aesthetics using dark colors, and a skill tree. A mood board analyzes repeated elements that will influence the final product. A schedule outlines the production process over 5 weeks, and a bibliography lists 7 sources for audience research, inspiration and planning.
2. Initial Reaction
• To fit the project brief of the game having to be
suitable for 16-24 year olds I will create a game
with relevant cultural images and ideas, which
suit the current media. I will use the popular
musical “we will Rock you” as reference for the
story and gameplay. I could make a side-Scrolling
game like Mario or an above view like most
Pokemon games, I could also do a cut-scene/
decision passed game where the choices that are
made affect the cut-scene that happens.
3. Mind Map
Side-Scrolling game
Dark colors as the
outside is
wasteland setting
Clinical white and
light for the inside
as it is a regime
main area
Enemy encounters, walk
up to enemy and battle.
To avoid confrontation
stay out of sight of
enemies.
Can either play
as “Galileo
Figaro” or
“Scaramouche”
the two main
characters in the
musical, but for
side missions can
play as other
characters e.g.
killer queen.
Browns. Blacks and
grays.
Dark
greens.
Whites,
light blues
and grays,
yellow and
reds.
4. Mind Map
Above view.
Control
movements of
character from
view above the
”world”
Find hidden items in
the world which
change parts of the
game aesthetic e.g.
make it B&W.
Cut scenes when
encounter other
characters,
Skill tree for better
skills, e.g. speed or
dexterity
6. Mood Board Analysis
Is there any repetition in the images you have collected?
Repeated colours/images styles/fonts/tone/mood
Repeated colours are mainly dark and gloomy undertones to fit
the wasteland background and for the inner city scenes there
will be a clean hygienic feel with whites and light blues .
How will your mood board influence your final product? I will
take a lot of influence from my mood board with the characters
in my game and the backgrounds too.
7. Schedule
WEEK OVERALL PLAN SPECIFIC TASKS
1 Production Experiments,
Initial Response, Product
Research
Look into existing product and plan my game
2 Product Research, Proposal,
Planning
Write my proposal
3 Production Start production
4 Production Finnish production
5 Evaluation Evaluate my work
8. Bibliography
• Name at least 7 sources that you plan to use in this project. These should include audience
research, books, videos/films/video games, magazines and newspaper articles etc.
1. Developer. (Year of Release) Game’s Name.
2. NINTENDO OF AMERICA INC. Nintendo Entertainment Analysis &
Development (1987) Zelda II
3. Toby Fox (2015) Undertale
4. Square Enix (1987) Final Fantasy
5. Burst studios, EA pacific (1996) Toonstruck.
6. . Queen (1977) we will rock you
7. .Queen (1975) bohemian rapsody
8. . Queen (1984) radio gaga
Editor's Notes
Log your initial thoughts regarding the set brief- What could you make? What are you good at? Your opinions?
Can be a list of bullet points of reactions- does not have to be full prose. Can be hand written/drawn and scanned in.
Bubbl.us or hand drawn-scanned using college printers exploring 3 potential ideas
Bubbl.us or hand drawn-scanned using college printers exploring your final idea
Collection of images related to your product/inspirational/visually interesting
At least 15 needed Monkey Island, Full Throttle, Broken Age