2. Existing Product
The use of Low-key lighting creates a sinister atmosphere which
is aided by the creepy shapes and other visuals. There is non-
diegetic sound but music is played quietly in the back ground
which amplifies the creepiness of the final product. As well as
this it’s completely in black and white which for the audience is
a lot scarier, it’s harder to see in the dark- to see what’s there..
In terms of proxemics the character is almost always center
frame. The camera is always positioned at a side angle
which allows the player to see sings that the character
would not.
There is a clear difference between the character design and
setting as the there is a bigger attention to detail with setting.
All we know is that the character is a young venerable boy. I
think the main reason the audience would
(Limbo)
3. Existing Product
I won’t be able to copy this to the same scale due to the
use of different art mediums but I love the use of soft
colors to create beautiful sunsets and want to reflect this
in my project. The dark theme of the story line definitely
really contrasts the settings.
I am going adopt this games use of time rewind, I will
change a few of the principals for my game but want to
base my game on a similar theme which is the butterfly
effect.
(Life is Strange)
Despite the soft sunsets, there is also a great use of
contrast with shadows and silhouettes to create a sense
of doom.
The game is multiple choice game which gives the player a
chance to shape the character, this would definitely appeal
to an audience and the decisions they makes would feel
important and that characters would feel even more so
4. Existing Product
(Ori and the blind
forest)
The balance between high and low key lighting
creates a beautiful but ominous atmosphere. The
use of soft lighting in contrast to the dark setting
makes the audience feel as if they’re in their own
world. From what I can see the only post production
was the diegetic sound that was added.
There are many non-diegetic sounds in this game.
For example audience gratification is created when
they get coins through the se of a high pitched
positive sound.
As well as this visual codes are used
to create a sense of gratification. A
beautiful explosion of color appears
when you collect the coins in this
game.
A big audience appeal is the connection between the two
characters and our need to reunite them, when we finally do it’s
very gratifying for the audience. This appeals to an audience who
want to see character stories and character development.
5. Existing Product(Skyrim)
The use of shadows in this game are also very powerful,
the whole atmosphere of the game, when it turns to dark,
turns the game into something different. This shift of time
creates a sense of realism for the game.
When leveling up in this game, diegetic sound of a choir
chanting triumphantly appears. This is incredibly gratifying
for the audience as it creates a sense of complete
achievement.
The sunsets and settings as a whole are extremely
beautiful in this game. The depth of field in this game
draws the audience into it and makes them feel like
they’re in the game, as well as this, you can choose what
perspective you want to play in e.g. 1st or 2nd person.
6. Research Analysis
• All texts use high-key and low-key lighting to create oxymoronic atmospheres. The
use of shadows in all of these media texts play a great role in making the world
feel realistic. They also all create a sense of attachment to the characters by giving
them story lines and making them feel special to the player.
– First off all, In the game life of strange, the main character has the ability to
rewind time. I want to include this concept and follow the idea of chaos
theory and the butterfly to play a part in my game. I also love the use of black
and white in Limbo as it really creates a sense of mystery, I will incorporate
this in project
8. Bibliography
1. Developer. (Year of Release) Game’s Name
2. Don’t nod entertainment (2015) Life is strange
3. Playdead (2010) Limbo
4. Moon studios (2015) Ori and the blind forest
5. Bethesda (2011) Skyrim
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.