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Research
Gemma Nicholls
Existing Product:
Limbo
Type of image-
Images from the existing product limbo all have a consistent colour pallet that consists of black and white
(monochrome). There is also always a direction the light (sun) is breaking through/shown. This is so different
tones appear on the screen and everything isn't one colour. The game keeps the main character and current
terrain the character is using a bolder black colour than those used in the backgrounds. This is so the player
knows where they are and what they need to do as it (monsters, puzzles, characters, objects) stands out more
than other things that aren't as important (like background textures-e.g. grass).The art style of the
screenshots/game is beautiful, detailed and creepy. Other than monsters and hostile creatures the boy is
constantly alone in a dark and unforgiving, however, gorgeous terrain.
The different use of textures in levels keep the background interesting and are also useful in building emotion/
expressing emotion. For example the first picture with the giant spider has a blurred background with only
emphasis on the important objects. This makes the player feel like the character as the character would be
panicked with a giant monster coming to kill them and they would want to escape fast than looking at their
surroundings. In comparison the second and third picture have the protagonist climbing and in less danger. So
the background is in more detail as the main character would be more at ease to explore/look at his
surroundings.
We follow the character from a side view angle. It is common in most platformers. Depending on the
surrounding of the character and the situation, the player/watchers view become closer and further away.
Showing us how small the character is in the game and how big the surroundings are. These different
perspectives keep the game visually interesting.
Audience appeal-
Audiences are puled into the games visuals. Even if this game has only a black and white colour pallet the game is incredibly detailed and tells a
story (e.g. why is their a giant spider chasing him? How did this happen? Where is he?). The art style is also alluring with the eerie atmosphere
making it appealing to the audience as the game is full of mystery making them want to uncover what is going on(the only way to do this is
buying the game).
I have chosen to look at this existing product because the colours used and visual atheistic is something I want to experiment with for my game.
I have learned that I don’t need to go into excessive detail when making characters even if it’s a silhouette it can be the main character.
Existing Product:
Gris
Type of image-
These screenshots are both from the videogame Gris; However, they show two completely
different colour pallets and use the same art style. The top screen shot has a colour pallet that
consists of mainly light pastel colours with some darker colours like black to outline closer objects
in the foreground. An example of this is the hills. In comparison the bottom screen shot uses a
black and white colour pallet no other colours. The top part of the image has a background with
different dark tones. while., the bottom has the protagonist horizontally reflected as a shadow in a
completely clear white background. Both images have a consistent watercolour type style, that has
been used throughout the game. Although both images are from the same game I look at them
separately, as I like the top image more for the different elements in the background and the props.
Compared to the bottom image where I like the composition (reflection of the character).
The different textures in the images from a completely flat ground to bumpy hills and platforms
keeps the game background/terrain interesting. The addition of naturally forming items gives the
levels a natural element. For example keeping the trees in the foreground and background makes
the character feel like they are in a forest more than if their were only trees in one or the other.
Game play of the main character is shown to the audience in a wide side view with close ups in the game in cut scenes and emotional moments.
The angle of the camera is eye level so the main character stays the main attention. With the wide angle the player also gets an idea of how
complicated something is (e.g. a jumping puzzle).
Audience appeal-The games colours, art style and powerful back story behind the main character are a main attracter to audiences. These features
along with the beautiful graphics and animation make people want to purchase the game fro one or all the reasons listed.
With my own knowledge the game another reason I chose it as an existing project to analyse is because I know the game is about emotions more
specifically the five stages of grief. Throughout the game this is shown through the colour pallet as the colour changes to suggest the protagonists
emotions changing. E.g. red represents anger and blue represents sadness. I want my games emotions to be represented correctly. However, I
don’t want to use colours other than back and white for the game play. Using this game I as an existing product I can look at how they use the
characters actions to also show the emotions.
Existing Product:
Monument ValleyType of image-
Images taken from the existing product Monument Valley use a combination of 3d models and 2d art. The screen
shots of the levels from the game use visual deception to give 3d elements in a 2d world. The audience follows
the main character in the game from a birds eye view and wide angle, over seeing the full level but only from one
side as the map doesn't rotate. This allows audiences to see and calculate how to complete the level and where
to avoid in the level because of dead ends and monsters. Instead of blindly guessing where to go with no idea.
The colour pallet used in monument valley is full of pastilles, and sun-tinged colours. These colours along with the
asymmetric and detail levels and backgrounds makes the game visually appealing to play and look at. In the
game/images the shading is of the levels is consistent and you can tell what areas receive the full sun and what
areas don't. This helps the illusion of 3d level design.
Different textures in the background is another thing that makes the levels unique to each other, going from
almost having completely blank block colour to having the background match the terrain of the level. This keeps
the level enjoyable and appealing to audiences. The slopes and platforms that the character walks on are all
smooth. Having the areas flat is useful to the player/audience as it is easy to tell where the protagonist is suppose
to go. This also keeps the characters animation simple as she doesn't run of jump only walk in different
directions.
The font used to introduce the audience to the game is easy to understand and read. The white, bold (but still
thin) capitals letters that are used for the tittle work well with the opening background. The spacing of the letters
is not too close to make the letters unreadable or far to away that the letters don’t look like they are from
different words.
Audience appeal- Audiences would be draw into the beautiful colours and unique gameplay. The audience like the simplistic character design
that emphasises and contrasts the details found in the background and levels. The game has easy to understand controls this would appeal to
audiences as it makes it easy to learn and play.
I chose to look into this game as an existing product because I liked the games contrast in characters and level/backgrounds. I also liked the
different textures that appeared in the background like smoke, clouds, rocks- etc. I want to make my game visually appealing to audiences and I
admire how the game monument valley achieved beautiful deigns with simple shapes.
Existing Product:
Inside
Type of image-
Gameplay screen shots from the existing videogame Inside shows the game having a soft minimal colour
pallet that uses both dark and light colours(blacks/greens, blues, greys etc.). The game uses different light
sources to create detailed effects(an example is shadows of structures and characters) and atmospheres.
Colours chosen and used by the game give a realistic feeling even though there are things like gigantic
robots that don’t really exist out of the game.
The art style of the game is two and a half dimensional (2.5d, alternately three quarte and pseudo). This
technique means the appearance of three dimensional when they(images) are not. Shadows do a good
job in accentuating the three dimension. Angling of the camera also makes the game look three
dimensional as it switched from eye level, birds eye view and wide angle. This makes the game feel
massive and that theirs lots to explore.
The games areas have generally a variety of surfaces the protagonist has to walk on/through from
walking/swimming in water to walking on a flat plank across a gab of two buildings. This keeps the game
visual interesting as its not one flat pathway. The different textures and props like broken wood,
shattered glass, grass and fire, lights, etc. make the game feel like your engaged in the atmosphere. This is
especial true when you add the sounds from the music and the sound effects. The sound in the game
helps explain situations/story and makes the audience feel emotions this is without any dialogue ( a
wordless narrative).
Audience appeal- Audiences are drawn to the unique 3d like perspective. As well as the use of light sources and shadows that help create/give
the games moods and atmosphere. The mysterious story line presented by the trailer make people intrigued to play the game. This is helped by
the brilliant use of music and sound effects that match the games settings and make the audience feel what the creator wanted.
I have chosen the game Inside as an existing product to analyse because I like how the audience is made to feel certain emotion by the characters
and gameplay to the music and background. By analysing this product I have learned that the music and point of view of the player is important
to make them feel certain moods and emotions. When making my game I need to make sure that the music need to match the setting I am trying
to create.
Existing Product:
Darkling's
Type of image-
These images from the existing mobile game darkling’s show how the audience is able to view the game
from a eye level wide angle camera angle. The game mechanics is unique only to mobiles, making the
game interesting to play. This is because you use your fingers to create/copy designs that are above the
monsters head to take over their body and protect the light (you) while being timed (collecting stars
increases the time).
The mainly dark colour pallet consisting of black, greys and whites is explained by the easy to understand
background story of the game. That is the dark monsters have taken all of the stars bringing about
darkness. This leaving the main character to protect the light and help stop the age of darkness by
defeating the monsters. The custom shaped monsters appearing at different intervals makes sure each
player gets a different experience.
Background structures are created by layering different moving components like mountains, clouds,
smoke and islands. This gives the appearance of closer and further away formations making the
environment visually appealing and intriguing to look at. The texture of the ground that the protagonist
walks on is not flat, instead being textured with bumps and small hills. This small added texture on the
game makes the surrounding background and the terrain match more so the imagery becomes coherent.
Audience appeal- The different game controls that are only available on the mobile device make the game an interesting find to audiences. The
point of what the main character is doing (what their purpose is) is clear from the start of the game and is consistent throughout. Another thing
that would entice their audience to buy the game is because it is a game where you collect information of different creatures this is specifically
enticing to the emulator/ wanna be audience as to finish finding all them monsters is a sense of accomplishment that they can show and share
with their friends making them want to keep playing to completion.
I chose to analyses this game as It uses the difference of the game mechanics (being able to use your figure to draw the symbols on the monsters
head on screen) to the games advantage making it stand out from other games. The colour pallet used is simple but uses a lot of detail and
shading. I have learned that making your game feel unique from other gives the audience a new experience that they would keep coming to your
franchise for in the future. I would like my game to be feel simple but be excellently executed so people find it enjoyable to play and get drawn
into the story line and beauty.
Research Analysis: video games
I analysed the exiting videogame products to look for features to include in my own game, I found some
of the games had similar features even with very different ways of achieving them.
A common feature that the majority of my existing products have is the use of darker colours especially
black and white. Each of the game also carry a narrative that the audience follows so every stage/level
has a purpose. The games also rely on sound effects to get the audience to feel certain emotions that
are harder to express with backgrounds and character designs because the audience might think they
represent something else. Another common thing found in the existing products was the use of textures
in the background to make the game fell more realistic and immerse the player/audience more.
The reason I picked these existing games is because they are very different styles of platformers. This
will help me experiment and consider things I wouldn’t have thought of adding into my product. As well
as all these game make the audience feel different emotions (happy, sad, existed, etc.) and by looking
into the images and analysing I am able to see how they created those effects.
In my own production work will include different textured props and background. This is because I want
my audience to feel the emotions and atmosphere of the game. To help me achieve this I will also try to
create my own sound effects to make it feel more customized to the game.
Existing Product:
posters
Type of image-
This existing poster shows the protagonist of a game centred middle of the poster,. The audiences point of view is in a low
camera angle (looking up to the character). This makes the protagonist look powerful especially with the addition of the
weapon she is carrying. Smaller characters also appear in the bottom quarter of the poster but not as prominent as the
main character. The side characters designs are kept simple compared to the main character making her stand out more
as she is meant to be the main focus.
Colours the poster uses are muted dark and light pastels mainly pinks , greens and yellow tinted whites. Plain white text is
used and is minimal keeping all the attention on to the main image. The background of the image blends well with the
characters, the lighter colours of yellowish white is a nice contrast to the deep tones of pink and green. This lighter
colours behind the main character helps her stand out on the page more because of the contrasting colours used.
Type of image-
The style this poster uses watercolour textures to create a layered effect to give the image(s) more depth. The main/ only
colour used to create the image is a deep blue in different tones. The darker colour (black/blue) is on the lower part of the
image used both for the ground for the interior image but also the bottom quarter of a human silhouette for the exterior
image. Different tones of the colour blue is used to create detail and outlines for sections of each image. Eventually using
the lightest tone of blue at the top for the head of the human silhouette and for the exterior image and the sky for the
interior image.
The simplicity yet detailed image is matched with the small amount of easy to read white text that only claims the title of
the game it comes from. With the minimalistic approach it leaves the audience wondering more.
Audience appeal-
The colour pallet that these posters both use have light and dark tones, while , one of the poster (bottom) use only one main colour (white being a
side colour) and the other (top) poster uses multiple colours. The choices of colours used match give the poster emotions that the audience feel
and that attracts people. For example the bottom posters blue colour feel mysterious. Both posters keep the text used to a minimal making the
image the main point of the poster. Audience like this because they are not given a tone of information to take in and read just a pretty image.
I chose to look at these images because they both contain very different styles and colour pallets. Also the way they chose to present there game is
different. I have learnt from analysing these posters that a poster represent the game to not only people who have played it but to people that
haven’t. It is important to consider the colours, the stances of characters, the point of view of the audience and the background of the content in
the poster.
Research Analysis: poster
While analysing the exiting poster products different styles I found a few similar qualities. One similar
feature was that both posters used white text that contrasted to their background colour(s). The text
was not joined and had a good amount of spacing making it easy to read. It was also paced out of the
way of the main image and didn’t draw all the attention to that area. Another similar feature both
posters had was they both used well picked colours to make the audience feel a certain emotion when
looking a the image and also used the placement(stances) of the character(s)/background to signify how
the audience may feel when playing the game.
The reason I picked these existing posters is because the way they convey emotions to the audience is
the same but using different styles. I also wanted my poster to convey some emotions to the audience.
By looking at these posters and analysing as well as asking people who are in my target audience I can
see if they like the styles and which one is more effective. After I've experimented a few times with my
own poster I can ask the audience again which will aloud my to create a product that has the qualities I
want and the audience likes.
During my production work I will include text that is easy to ready by playing around with the font,
spacing and positioning on the poster. This is because I want the audiences main focus to be on the
imagery not the text. I will also consider the placement of the characters and what angle the audience
views them at because this is also important when making the audience feel a certain way.
Audience Research
Secondary Audience research
• Observation: This line up shows the difference between men and women's motives
for playing games. The highest motive for females was completion at 17% the
highest percentage on the board overall. Compared to males where they preferred
competition at 14.1% the fourth highest percentage overall. The second highest for
women was fantasy 16.2% higher than the males with their fourth motive at 9%.
Males second highest motive was destruction at 11.9%. This was not a motive on the
females side. Unlike the females the male motive completion was their third highest
at 10.2%. While the females third motive was design at 14.5%. . The lowest motives
where community for males a 8.8% and story for females at 8.5%. The females
motive community appeared second to last with 9.5%
• What this says about my audience: This shows the difference between why females
and males pay games and what the key motives are. This also shows that women
prefer completing the game and the game style and features over the males. While
the males enjoy the game play and modes of play over females.
• How will your product appeal to this audience: while creating my videogame I will
consider the most popular motives for each gender/overall (highest percentage) and
create a gam that both genders will enjoy playing. With my secondary product I can
make it appeal to audiences by making the image look like the game involves
features that are attractive to my audience.
S
Secondary Audience research
• Observation: The countries that make the most gaming revenue are the United
Sates, Norway, United kingdom ,France ,Germany, japan, Korea and China making
between 2500 and 3500 million U.S dollars. The second most gaming revenue are
Canada, Russia, Spain and Italy making between 1500 and 200 million U.S dollars.
Next between 1000 and 1500 million U.S. dollars is brazil, Mexico and Australia.
After that it is India, Saudi Arabia, turkey, Poland, Thailand and Indonesia. All the
other countries not mentioned make between 0 to 500 million U.S. dollars.
• What this says about my audience: This says that a larger quantity of my audience
comes from the places that makes the most revenue because they have a higher
percentage of purchasing my videogame.
S
• Observation: This bar graph shows the percentage of adults who often/sometimes
play video games in the U.S. (created in 2017). One bar shows that men play more
often than women by 5% while the difference between them sometimes playing is
1%. It also shows what point of peoples education they often or sometimes play.
High school or less has 21% for both often or sometimes. Some college having
25% again for both often and sometimes. As well as people doing their bachelor’s
degree+ playing 17% often and 19% sometimes. The graph also shows different
ages of people who play. The highest percentage playing sometimes being 29% by
18-29 year olds and the highest percent for sometimes also from18-29 year olds
being 31%. The lowest percentage of often/sometimes players in the age of 65+
with 11% and 13%.
• What this says about my audience: This says that people in college and high
school education are more active in playing games . Along with people in their
teens to young adults. While older people in higher education don’t have as much
free time to play games as often/sometimes. This also shows that these
demographics are most likely to purchase a videogame poster.
Primary Audience research: videogame
To collect my primary research I created a survey from the site survey monkey and posted
the link on to my media classes Snapchat group chat from my class to answer since they
were all in my target demographic. For some of my questions I asked why the people put
that answer. The first set of questions I asked where to do with my videogame. These
where the results:
I asked this question for my videogame. This is because I wanted to know
what pace of game they liked to play best. This is because your own paced
games focus more on being able to explore compared to fast pace game
where they mainly focus on how fast can you complete this game, level or
task.
Observation: The highest percentage of people agreed to like playing their
game at their own pace when I asked why they generally stated its fun to
‘explore’ the map. The lowest results were a slow paced game with no one
saying that they lied that pace of game. The second/third placed results
got the same amount of people. These where timed and fast pace games.
What this says about my audience: This says that my audience prefers to
play games at their own pace that having the game mechanics control
them.
How will your product appeal to this audience:
I will tailor my game/animation to be a reasonable pace with a few trial
and errors a mistakes a new person would make. Not making the main
character have a perfect first run of the game level.
P
Primary Audience research: videogame
I questioned my audience the question if they like cut scene or jumping straight to game
play because I wanted to know if I should add in a cut scene. This became a question
because if the audience didn't’t like cut scenes I would put in on like I had planned .
Observation: The majority of people answering the question preferred a cut scene opening
‘as it adds background/context to the game’(<-quote from one of the answers). Less
people voted on no starting cut scene just gameplay.
What this says about my audience: This says my audience prefers the added information
and atmosphere cut scenes at the start of a game provide.
How will your product appeal to this audience: To appeal to my target audience I will create
a small cut scene before the gameplay. This will create the audience to develop emotions
toward the game as its something to follow and is not just game play.
I asked this question to my target audience because I wanted to have no option of if they
wanted help or not when they started a game. I suspected because they wanted to explore the
game/ surroundings they would most likely want to have the choice to figure out things for
themselves especially with the emulators/ wanna be who likes senses of achievement and
wouldn't’t want everything to be handed to them.
Observation: the results turned out like I expected with the majority of people choosing the
option no I want to learn for my self. Leaving the option yes I need help with half the results
from the no option.
What this says about my audience: This shows my audience is more independent wanting to
figure out things on their own, liking the feeling of their own accomplishment.
How will your product appeal to this audience: To make my product appeal to my audience, I
can have a skip button placed on the screen that gives the player the option to do things
independently.
P
Primary Audience research: videogame
P
I asked this question because I wanted to know what electronic device my target audience plays video
games on. This is because different devices have different game mechanics. For example pc games are
more likely to have double jump than mobile games and mobile games use that the user has a screen
touch device on smart phones and adjusts game control/ mechanics around that.
Observation: Observation of the question shows the majority of the people that answered use a
PlayStation when playing videogames. The next most common device used was a PC. Third a Nintendo
switch and the rest (phone, Xbox and other) with the lowest score(0).
What this says about my audience: This shows that my audience mainly uses PlayStation, PC an Nintendo
switch as their gaming consoles. But my questionnaire doesn't take in to fact that they may use more than
one device but play more on one than another as the questionnaire only allows you to click one answer
How will your product appeal to this audience: Making the game mechanics/ controls something that is
more likely to be used with the most popular devices is something I can do to appeal to my audience.
I question my target audience to see witch gender my audience prefers playing video games as. I did this
because some people like the appeal of a certain gender in game.
Observation: The results showed that everybody that answered the this question didn't’t care for what
gender of character they played. As a follow up question to some people I asked why did they answer
that and one said ‘ For example people don’t care when they play Tomb Rader that they play as Lara
Croft and not Larry Croft’.
What this says about my audience: This shows that my audience don’t care about what gender they play
as in video games and prefer quality of the content and design.
How will your product appeal to this audience: When making my game I wont worry about what gender
to make my character, only to keep the quality of the design.
Primary Audience research: videogame
I asked my audience what type of
monster they liked. This is because I
wanted to know what type of
monsters the audience would like to
see the protagonist battle in the game
that can show up in puzzles.
Observation: The majority of my target
audience like more humanoid looking
monsters (63%). A smaller percentage
like animal like monsters (17%) While
my audience didn’t like non
consistently shaped monsters(e.g.
slimes).
P
What this says about my audience: This shows my audience like monsters with more consistent shapes and
features. As well as they prefer monsters that take human like forms (this doesn’t necessarily mean they
want to battle exactly other humans).
How will your product appeal to this audience: to tailor my product to my target audience I will create a
few monsters that have a human like forms.
Primary Audience research: poster
P
I asked questions to my audience about posters. The question in the top image was asked because I
wanted to know if my audience would even buy posters for a videogame. If this was something my
audience wouldn’t purchase I would have to change my plans slightly and have it appear in a
magazine witch would change the layout/style a bit. However, if my audience would purchase one
then I could stick with my original plan.
Observation: 100% of people who took the survey all clicked that yes they would indeed buy a poster
for a videogame. While no one clicked the option no.
What this says about my audience: This shows that my audience would buy merchandise from
games.
How will your my product appeal to my audience: My product (poster) will fit with my audiences
responses as it was a concept created around being a side product to my main product a videogame.
I questioned my audience about the size they preferred/would purchase a poster. This helps me
know what size(s) I should create my poster.
Observation: Most of my target audience voted for the size A2 (60% of votes). The second most
votes was to the size A3 (40% of votes). While no one voted for sizes that were bigger than A3.
What this says about my audience: This shows that my audience want a poster size where they can
see everything clearly but not a size where it becomes a struggle to put up or carry around if they
bought it while shopping.
How will my product appeal to my audience: I will tailor my poster to be the most requested by my
target audience A2. For the design I will make sure it can be scaled larger and smaller if the
audiences want a larger/smaller copy.
Primary Audience research: poster
P
I asked my audience if they preferred one main focus on a poster or multiple. This is because with one
focus point its important to make that focus stand out more than the rest. Compared to multiple focuses
having them all stand out the same.
Observation: My audience overwhelmingly chose one main focus with 80% of the votes. In comparison
to 20% of the votes being for multiple main focuses.
What this says about my audience: This shows that my audience prefers the main character to be the
stand point of the poster. Also the majority prefer one main focus over multiple .
How will my product appeal to my audience: I will tailor my product to have one main focus. This is
because a higher percentage of my audience chose that option and I want to appeal to the larger
quantity.
I asked this question to my target audience because I wanted to know their preference to large or small
amount of text on poster. This knowledge can help me create a poster that my audience will want to
purchase.
Observation: All of the target audience who answered this question chose a small amount of text
(100%). No one chose the option with a large amount of text.
What this says about my audience: This shows that my audience dislikes posters that contain large
amounts of text and prefer poster with minimal amount of text. It also shows that my audience prefers
to look at the main image and not have it crowded it text.
How will your product appeal to this audience: I will make my product to fit my audiences opinions by
making the text to appear on the poster to be minimal.
Subject Research:
videogames? poster
• Sound effects/ music
With most instruments minor chords sound sad and major chords sound happy. So to
create a sad atmosphere or happy atmosphere I have to just follow these notes.
• Camera angles
Camera angles unconsciously set a mood for the viewer. Examples of this are:
Lower angles: A low angle looks up at the subject, thereby giving significance to the
subject and creating a sense of power and superiority.
o A high angle is used to minimise the importance of a subject, creating a sense of
isolation, inferiority, weakness, make the character look smaller or confused. This
can have the emotional effect of the subject making them appear less powerful,
less significant or even submissive.
o Sometimes the camera is tilted to suggest imbalance or instability.
o A straight angle places you on the level of the character/object creating a sense of
equality.
Practical Research
Practical Research
Lip sync animation
• To create my animation first I had to open a new Photoshop shop file. I used
the page dimensions of w-1920and h-1080. Once clicked on windows on the
top bar on the scene and added the window called timeline.
• With the timeline window now added I added a new video layer via the layer
option on the top bar.
• After I added the new video layer I clicked create video time line and clicked
on the three line bars in the corner to play with the settings and add onion
skins( onions skins allows you to see what you had previously done before
and after in a faded colour so you can trace and add to the image).
• Then I decided on what word I wanted my animation to say and that was
banana. When that was decided I looked on free sound for someone saying
banana (If this was my game I would get someone I know to voice the
character). I found the minion character saying banana and chose to use that.
• With the word and speaker decided I started to draw using a drawing tablet.
First I created a circle and eyes on another on one layer so they would stay
consistent and used reference images to create the moving mouth n a second
layer.
• After I completed creating the mouth saying the different letters in the video
animation I exported the clip and reopened it in premiere.
• In premiere I also open the free sound file of the minion saying banana and
started editing the clip so the animation mouthed letters fit in when the
letters where said from the audio file.
• In this process I had to lengthen and shorten the time the word animation
was shown.
• Once the editing was completed I exported the animation with the audio into
a mp4 file which I can also upload to YouTube then my blog.
Moving amination step by step
• To start with I created a new document on photoshop with the page
dimensions of w-1920 and h-1080
• Once the new document opened I added the timeline window. I did this
by clicking on the window option on the top bar then looking on the
options until I found and clicked on timeline.
• After I opened time line I clicked create video animation.
• With this now created I once again looked on the top bar option and
went on layers and clicked on video layer- create new video layer.
• Now with the newly created layer I looked on google for some reference
images and decided on a dog sitting with its back facing the audience
because I could thing of different things I could animate (e.g. tail, ears)
• After everything was decided I went back to the Photoshop document I
added the onion skins setting via the three horizonal bars at the right
side top of the timeline bar. (onions skins allows you to see what you
had previously done before and after in a faded colour so you can trace
and add to the image).
• With my reference image now chosen I started to draw a ruff image
using a drawing tablet and pen.
• Whilst creating the animation I used the arrow keys to move back and
forth between the animation slides.
• Once I had finished drawing the individual slides for the animation I
played them to see if I was happy ( I did play them when I was working
on them as well).
• Once I was happy I exported the video animation and could then upload
it on to YouTube then my blog.
Practical Research
Animating a still image
• I firstly I watched a clip on YouTube how to make a still image move and decided to have a go using the picture
provided in the description link.
• Then opened up photoshop and created a new document with the page dimensions of w-1920 and h-1080 and
opened the image into this document. I decided to only animate the waterfall so using the quick mask mode I
highlighted the waterfall with the brush tool, removing any unnecessary parts.
• After I clicked the quick mask button to have the painted area transformed into a selection that kept the outline.
• Then I went to the select menu on the to bar and clicked invert and copy and pasted it onto a new layer.
• Once done I opened the timeline tab and clicked create a new video timeline, shortening the length to about 1
second and clicked the arrow to expand the timeline layers options (position/opacity/style).
• To increase the option I clicked on layer one (on the right side below the colours and swatches) and converted it
to a smart object. Now the clip option showed a transform option.
• I used the mouse to move the player head to the start of the time line I then applied transform (I did this by click
the stop watch icon). Once done I move the player head along the timeline and add another key frame (I did this
by clicking the diamond icon).
• I zoomed out so the image fits in the screen area and used command and T (from the keyboard) to manipulate
the water fall clipping, stretching the waterfall clipping in the direction the water is flowing and hitting enter.
• In the time line I dragged the key frame all the way to the right (the end) of the clip. Playing the clip to see the
basic animation.
• Then I added a fade transition to each end of the clip by clicking and dragging from the box next to the scissors in
the timeline section.
• I then clicked onto the background layer and then used quick selection masked the mist around the waterfall
following the same steps as I did for the water fall –masking-inverting –smart object-trimming the time and
transforming.
• To transform the mist I moved the player head to the start of the timeline and clicked the transform key frame ,
then moved the key frame along a bit and added another key frame. After I had done that I pressed Command
and T on the keyboard to transform the mist, I scaled it upward so it looked like the mist was growing. Then
dragged the key frame to the end and like the waterfall added the fade transitions.
• After I Select the background layer and duplicated it dragging the new copy to the top on the list and a lined the
layer to the rest of the animation time line and add a layer mask. As well as filling the colour with black.
• I then moved the player head to a point in the animation where I could see things moving out of place (the
person) setting the brush tool with white colouring. I began to painting over the unwanted areas acting as a
mask.
• After I completed that to my satisfaction I then watched my new moving still image. As well as exported it.
Practical Research
Practical Research analysis:
videogames
• What went well?
Over all I liked the look of the smoother animations that were created by using the graphics
tablet. I also liked the easy to use setting onion skin. This is because with it turned on I could see
what I had previously drawn and if I wanted to adjust the setting I could also see what I had
drawn on slides a head of the one I’m currently working on. With this useful setting I could make
my animation run smoother as I could adjust the drawing to what I needed. I also liked the how
the lip sync animation fit with the audio after edited in premiere.
• What didn’t go well?
One thing that didn’t go as well as I hoped was the moving still image. This is because as I tried to
loop the animation it didn’t look like natural running water. When played once it worked okay
though. Another thing that didn’t go as smoothly as I thought was the time it took to create and
animate the lip sync of the word banana and then make it fit with the audio.
• What I would/would not add to my production?
I wouldn’t use lip sync animation as it takes too long to animate words and phases and I want to
use the production time to create smoother backgrounds and characters. A method I would use
is the same method I used to animate the dog as it creates better flowing animations and you
can fix things to make it look better when played.
Practical Research: posters
Practical Research analysis: posters
• To create this poster I opened a new photoshop document with a digital A4 paper
size.
• Next I created a new layer and used the brush tool while holding shift to create a
clean straight diagonal line.
• Then I proceeded to increase the brush size and fill in one half of the page in back
and kept the other side white.
• I then used the same method (holding shift) to create the straight diagonal line to
create a second one with a smaller brush size and in the colour black.
• After I was happy with the background I copy and pasted a silhouette of a women
warrior and made her larger ( ctrl- T- enter). I placed her in the centre of the digital
page.
• Next I used the tool quick select and selected the parts of her body/sword that
where in black and made them white using the brush tool and the colour white.
Then I also made the parts of her body/sword that where in black stay black.
• Finally I added text in the corner to represent the title. I made it minimalistic and
made the colour white like the warrior on the black side.
What went well?
I like the minimalistic design there's not a lot to it but it stand out even though its
simplistic. The colour divide is consistent even with the smaller straight black diagonal
line.
What didn’t go well?
I did want to play around with different fonts but they wouldn’t download so I used the
main photoshop font.
What I would/would not add to my production?
Since I want my products to be black an white I will keep the colour pallet maybe a few
different tones can be added. I would not keep the font I used as I want my products to
feel more customized not generic.
Practical Research: posters
• To start with I opened a new photoshop document with the size of the digital page being A4.
• I then went to google to look up some images and found a girl holing an umbrella on a hill and
decided to do something with that.
• I pasted the image onto the new document and quick selected the girl/umbrella and made a
new layer via cut.
• Next I duplicated the layer and made the new layer flip so it’s a mirror image of the original
layer.
• I then placed the two girls with umbrellas in the centre of the page next to each other and two
my surprise between the two a face looking structure appeared sort of looking like a devil.
• I added some circles using the shape tool to make eyes and that shape started to look more
like a devil.
• I went back on google to look through some more images and found some fighting martial
artists. Adding them to the bottom of the page.
• Finally I then found some more images to make the page look fuller. I added scattered
splotches to the left half of the page and placed butterfly patterns to the right. This made the
two sides look like they were battling teach other giving deeper meaning to the poster.
What went well?
The two images surprisingly creating another image in between them, as well as it looking like a
devil was unexpected but welcomed with the addition of more features to make it look more
human.
What didn’t go well?
I would have liked to add more to the background with out it becoming overly crowed so in the
future I would play around with more colours and tones and not just plain white.
What I would/would not add to my production?
I would add both the good and bad sides on my poster as it creates a nice contrast. I wouldn’t add
images taken from google I would create my own as it makes the poster more unique as I'm making
a poster for a game I'm creating.
Bibliography
Bibliography
1. Unknown (2014)https://www.guitarfella.com/sad-chords-guitar/ (opened in April
2019)
2. Unknown(23rd February 2014)http://kurtywurty.blogspot.com/2014/02/camera-
angles-and-their-meanings.html (opened in April 2019)
3. Game Media(4th July 2018) https://news.game.co.uk/game-magazine-free-issue-1/
(opened in April 2019)
4. Gemma Nicholls. (2019) Target Audience Research Survey (conducted on April 10
2019)
5. Google (July 12 2001) https://images.google.com/ (opened April 2019)
6. Lisa Galarneau( august 1 2014)https://www.bigfishgames.com/blog/2013-gamers-
survey-results-demographics-platforms-and-smartphone-use/ (opened in April 2019)
7. We PC (2017 statistics) https://www.wepc.com/news/video-game-statistics/ (opened
April 2019)

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3. FMPY1 research

  • 2. Existing Product: Limbo Type of image- Images from the existing product limbo all have a consistent colour pallet that consists of black and white (monochrome). There is also always a direction the light (sun) is breaking through/shown. This is so different tones appear on the screen and everything isn't one colour. The game keeps the main character and current terrain the character is using a bolder black colour than those used in the backgrounds. This is so the player knows where they are and what they need to do as it (monsters, puzzles, characters, objects) stands out more than other things that aren't as important (like background textures-e.g. grass).The art style of the screenshots/game is beautiful, detailed and creepy. Other than monsters and hostile creatures the boy is constantly alone in a dark and unforgiving, however, gorgeous terrain. The different use of textures in levels keep the background interesting and are also useful in building emotion/ expressing emotion. For example the first picture with the giant spider has a blurred background with only emphasis on the important objects. This makes the player feel like the character as the character would be panicked with a giant monster coming to kill them and they would want to escape fast than looking at their surroundings. In comparison the second and third picture have the protagonist climbing and in less danger. So the background is in more detail as the main character would be more at ease to explore/look at his surroundings. We follow the character from a side view angle. It is common in most platformers. Depending on the surrounding of the character and the situation, the player/watchers view become closer and further away. Showing us how small the character is in the game and how big the surroundings are. These different perspectives keep the game visually interesting. Audience appeal- Audiences are puled into the games visuals. Even if this game has only a black and white colour pallet the game is incredibly detailed and tells a story (e.g. why is their a giant spider chasing him? How did this happen? Where is he?). The art style is also alluring with the eerie atmosphere making it appealing to the audience as the game is full of mystery making them want to uncover what is going on(the only way to do this is buying the game). I have chosen to look at this existing product because the colours used and visual atheistic is something I want to experiment with for my game. I have learned that I don’t need to go into excessive detail when making characters even if it’s a silhouette it can be the main character.
  • 3. Existing Product: Gris Type of image- These screenshots are both from the videogame Gris; However, they show two completely different colour pallets and use the same art style. The top screen shot has a colour pallet that consists of mainly light pastel colours with some darker colours like black to outline closer objects in the foreground. An example of this is the hills. In comparison the bottom screen shot uses a black and white colour pallet no other colours. The top part of the image has a background with different dark tones. while., the bottom has the protagonist horizontally reflected as a shadow in a completely clear white background. Both images have a consistent watercolour type style, that has been used throughout the game. Although both images are from the same game I look at them separately, as I like the top image more for the different elements in the background and the props. Compared to the bottom image where I like the composition (reflection of the character). The different textures in the images from a completely flat ground to bumpy hills and platforms keeps the game background/terrain interesting. The addition of naturally forming items gives the levels a natural element. For example keeping the trees in the foreground and background makes the character feel like they are in a forest more than if their were only trees in one or the other. Game play of the main character is shown to the audience in a wide side view with close ups in the game in cut scenes and emotional moments. The angle of the camera is eye level so the main character stays the main attention. With the wide angle the player also gets an idea of how complicated something is (e.g. a jumping puzzle). Audience appeal-The games colours, art style and powerful back story behind the main character are a main attracter to audiences. These features along with the beautiful graphics and animation make people want to purchase the game fro one or all the reasons listed. With my own knowledge the game another reason I chose it as an existing project to analyse is because I know the game is about emotions more specifically the five stages of grief. Throughout the game this is shown through the colour pallet as the colour changes to suggest the protagonists emotions changing. E.g. red represents anger and blue represents sadness. I want my games emotions to be represented correctly. However, I don’t want to use colours other than back and white for the game play. Using this game I as an existing product I can look at how they use the characters actions to also show the emotions.
  • 4. Existing Product: Monument ValleyType of image- Images taken from the existing product Monument Valley use a combination of 3d models and 2d art. The screen shots of the levels from the game use visual deception to give 3d elements in a 2d world. The audience follows the main character in the game from a birds eye view and wide angle, over seeing the full level but only from one side as the map doesn't rotate. This allows audiences to see and calculate how to complete the level and where to avoid in the level because of dead ends and monsters. Instead of blindly guessing where to go with no idea. The colour pallet used in monument valley is full of pastilles, and sun-tinged colours. These colours along with the asymmetric and detail levels and backgrounds makes the game visually appealing to play and look at. In the game/images the shading is of the levels is consistent and you can tell what areas receive the full sun and what areas don't. This helps the illusion of 3d level design. Different textures in the background is another thing that makes the levels unique to each other, going from almost having completely blank block colour to having the background match the terrain of the level. This keeps the level enjoyable and appealing to audiences. The slopes and platforms that the character walks on are all smooth. Having the areas flat is useful to the player/audience as it is easy to tell where the protagonist is suppose to go. This also keeps the characters animation simple as she doesn't run of jump only walk in different directions. The font used to introduce the audience to the game is easy to understand and read. The white, bold (but still thin) capitals letters that are used for the tittle work well with the opening background. The spacing of the letters is not too close to make the letters unreadable or far to away that the letters don’t look like they are from different words. Audience appeal- Audiences would be draw into the beautiful colours and unique gameplay. The audience like the simplistic character design that emphasises and contrasts the details found in the background and levels. The game has easy to understand controls this would appeal to audiences as it makes it easy to learn and play. I chose to look into this game as an existing product because I liked the games contrast in characters and level/backgrounds. I also liked the different textures that appeared in the background like smoke, clouds, rocks- etc. I want to make my game visually appealing to audiences and I admire how the game monument valley achieved beautiful deigns with simple shapes.
  • 5. Existing Product: Inside Type of image- Gameplay screen shots from the existing videogame Inside shows the game having a soft minimal colour pallet that uses both dark and light colours(blacks/greens, blues, greys etc.). The game uses different light sources to create detailed effects(an example is shadows of structures and characters) and atmospheres. Colours chosen and used by the game give a realistic feeling even though there are things like gigantic robots that don’t really exist out of the game. The art style of the game is two and a half dimensional (2.5d, alternately three quarte and pseudo). This technique means the appearance of three dimensional when they(images) are not. Shadows do a good job in accentuating the three dimension. Angling of the camera also makes the game look three dimensional as it switched from eye level, birds eye view and wide angle. This makes the game feel massive and that theirs lots to explore. The games areas have generally a variety of surfaces the protagonist has to walk on/through from walking/swimming in water to walking on a flat plank across a gab of two buildings. This keeps the game visual interesting as its not one flat pathway. The different textures and props like broken wood, shattered glass, grass and fire, lights, etc. make the game feel like your engaged in the atmosphere. This is especial true when you add the sounds from the music and the sound effects. The sound in the game helps explain situations/story and makes the audience feel emotions this is without any dialogue ( a wordless narrative). Audience appeal- Audiences are drawn to the unique 3d like perspective. As well as the use of light sources and shadows that help create/give the games moods and atmosphere. The mysterious story line presented by the trailer make people intrigued to play the game. This is helped by the brilliant use of music and sound effects that match the games settings and make the audience feel what the creator wanted. I have chosen the game Inside as an existing product to analyse because I like how the audience is made to feel certain emotion by the characters and gameplay to the music and background. By analysing this product I have learned that the music and point of view of the player is important to make them feel certain moods and emotions. When making my game I need to make sure that the music need to match the setting I am trying to create.
  • 6. Existing Product: Darkling's Type of image- These images from the existing mobile game darkling’s show how the audience is able to view the game from a eye level wide angle camera angle. The game mechanics is unique only to mobiles, making the game interesting to play. This is because you use your fingers to create/copy designs that are above the monsters head to take over their body and protect the light (you) while being timed (collecting stars increases the time). The mainly dark colour pallet consisting of black, greys and whites is explained by the easy to understand background story of the game. That is the dark monsters have taken all of the stars bringing about darkness. This leaving the main character to protect the light and help stop the age of darkness by defeating the monsters. The custom shaped monsters appearing at different intervals makes sure each player gets a different experience. Background structures are created by layering different moving components like mountains, clouds, smoke and islands. This gives the appearance of closer and further away formations making the environment visually appealing and intriguing to look at. The texture of the ground that the protagonist walks on is not flat, instead being textured with bumps and small hills. This small added texture on the game makes the surrounding background and the terrain match more so the imagery becomes coherent. Audience appeal- The different game controls that are only available on the mobile device make the game an interesting find to audiences. The point of what the main character is doing (what their purpose is) is clear from the start of the game and is consistent throughout. Another thing that would entice their audience to buy the game is because it is a game where you collect information of different creatures this is specifically enticing to the emulator/ wanna be audience as to finish finding all them monsters is a sense of accomplishment that they can show and share with their friends making them want to keep playing to completion. I chose to analyses this game as It uses the difference of the game mechanics (being able to use your figure to draw the symbols on the monsters head on screen) to the games advantage making it stand out from other games. The colour pallet used is simple but uses a lot of detail and shading. I have learned that making your game feel unique from other gives the audience a new experience that they would keep coming to your franchise for in the future. I would like my game to be feel simple but be excellently executed so people find it enjoyable to play and get drawn into the story line and beauty.
  • 7. Research Analysis: video games I analysed the exiting videogame products to look for features to include in my own game, I found some of the games had similar features even with very different ways of achieving them. A common feature that the majority of my existing products have is the use of darker colours especially black and white. Each of the game also carry a narrative that the audience follows so every stage/level has a purpose. The games also rely on sound effects to get the audience to feel certain emotions that are harder to express with backgrounds and character designs because the audience might think they represent something else. Another common thing found in the existing products was the use of textures in the background to make the game fell more realistic and immerse the player/audience more. The reason I picked these existing games is because they are very different styles of platformers. This will help me experiment and consider things I wouldn’t have thought of adding into my product. As well as all these game make the audience feel different emotions (happy, sad, existed, etc.) and by looking into the images and analysing I am able to see how they created those effects. In my own production work will include different textured props and background. This is because I want my audience to feel the emotions and atmosphere of the game. To help me achieve this I will also try to create my own sound effects to make it feel more customized to the game.
  • 8. Existing Product: posters Type of image- This existing poster shows the protagonist of a game centred middle of the poster,. The audiences point of view is in a low camera angle (looking up to the character). This makes the protagonist look powerful especially with the addition of the weapon she is carrying. Smaller characters also appear in the bottom quarter of the poster but not as prominent as the main character. The side characters designs are kept simple compared to the main character making her stand out more as she is meant to be the main focus. Colours the poster uses are muted dark and light pastels mainly pinks , greens and yellow tinted whites. Plain white text is used and is minimal keeping all the attention on to the main image. The background of the image blends well with the characters, the lighter colours of yellowish white is a nice contrast to the deep tones of pink and green. This lighter colours behind the main character helps her stand out on the page more because of the contrasting colours used. Type of image- The style this poster uses watercolour textures to create a layered effect to give the image(s) more depth. The main/ only colour used to create the image is a deep blue in different tones. The darker colour (black/blue) is on the lower part of the image used both for the ground for the interior image but also the bottom quarter of a human silhouette for the exterior image. Different tones of the colour blue is used to create detail and outlines for sections of each image. Eventually using the lightest tone of blue at the top for the head of the human silhouette and for the exterior image and the sky for the interior image. The simplicity yet detailed image is matched with the small amount of easy to read white text that only claims the title of the game it comes from. With the minimalistic approach it leaves the audience wondering more. Audience appeal- The colour pallet that these posters both use have light and dark tones, while , one of the poster (bottom) use only one main colour (white being a side colour) and the other (top) poster uses multiple colours. The choices of colours used match give the poster emotions that the audience feel and that attracts people. For example the bottom posters blue colour feel mysterious. Both posters keep the text used to a minimal making the image the main point of the poster. Audience like this because they are not given a tone of information to take in and read just a pretty image. I chose to look at these images because they both contain very different styles and colour pallets. Also the way they chose to present there game is different. I have learnt from analysing these posters that a poster represent the game to not only people who have played it but to people that haven’t. It is important to consider the colours, the stances of characters, the point of view of the audience and the background of the content in the poster.
  • 9. Research Analysis: poster While analysing the exiting poster products different styles I found a few similar qualities. One similar feature was that both posters used white text that contrasted to their background colour(s). The text was not joined and had a good amount of spacing making it easy to read. It was also paced out of the way of the main image and didn’t draw all the attention to that area. Another similar feature both posters had was they both used well picked colours to make the audience feel a certain emotion when looking a the image and also used the placement(stances) of the character(s)/background to signify how the audience may feel when playing the game. The reason I picked these existing posters is because the way they convey emotions to the audience is the same but using different styles. I also wanted my poster to convey some emotions to the audience. By looking at these posters and analysing as well as asking people who are in my target audience I can see if they like the styles and which one is more effective. After I've experimented a few times with my own poster I can ask the audience again which will aloud my to create a product that has the qualities I want and the audience likes. During my production work I will include text that is easy to ready by playing around with the font, spacing and positioning on the poster. This is because I want the audiences main focus to be on the imagery not the text. I will also consider the placement of the characters and what angle the audience views them at because this is also important when making the audience feel a certain way.
  • 11. Secondary Audience research • Observation: This line up shows the difference between men and women's motives for playing games. The highest motive for females was completion at 17% the highest percentage on the board overall. Compared to males where they preferred competition at 14.1% the fourth highest percentage overall. The second highest for women was fantasy 16.2% higher than the males with their fourth motive at 9%. Males second highest motive was destruction at 11.9%. This was not a motive on the females side. Unlike the females the male motive completion was their third highest at 10.2%. While the females third motive was design at 14.5%. . The lowest motives where community for males a 8.8% and story for females at 8.5%. The females motive community appeared second to last with 9.5% • What this says about my audience: This shows the difference between why females and males pay games and what the key motives are. This also shows that women prefer completing the game and the game style and features over the males. While the males enjoy the game play and modes of play over females. • How will your product appeal to this audience: while creating my videogame I will consider the most popular motives for each gender/overall (highest percentage) and create a gam that both genders will enjoy playing. With my secondary product I can make it appeal to audiences by making the image look like the game involves features that are attractive to my audience. S
  • 12. Secondary Audience research • Observation: The countries that make the most gaming revenue are the United Sates, Norway, United kingdom ,France ,Germany, japan, Korea and China making between 2500 and 3500 million U.S dollars. The second most gaming revenue are Canada, Russia, Spain and Italy making between 1500 and 200 million U.S dollars. Next between 1000 and 1500 million U.S. dollars is brazil, Mexico and Australia. After that it is India, Saudi Arabia, turkey, Poland, Thailand and Indonesia. All the other countries not mentioned make between 0 to 500 million U.S. dollars. • What this says about my audience: This says that a larger quantity of my audience comes from the places that makes the most revenue because they have a higher percentage of purchasing my videogame. S • Observation: This bar graph shows the percentage of adults who often/sometimes play video games in the U.S. (created in 2017). One bar shows that men play more often than women by 5% while the difference between them sometimes playing is 1%. It also shows what point of peoples education they often or sometimes play. High school or less has 21% for both often or sometimes. Some college having 25% again for both often and sometimes. As well as people doing their bachelor’s degree+ playing 17% often and 19% sometimes. The graph also shows different ages of people who play. The highest percentage playing sometimes being 29% by 18-29 year olds and the highest percent for sometimes also from18-29 year olds being 31%. The lowest percentage of often/sometimes players in the age of 65+ with 11% and 13%. • What this says about my audience: This says that people in college and high school education are more active in playing games . Along with people in their teens to young adults. While older people in higher education don’t have as much free time to play games as often/sometimes. This also shows that these demographics are most likely to purchase a videogame poster.
  • 13. Primary Audience research: videogame To collect my primary research I created a survey from the site survey monkey and posted the link on to my media classes Snapchat group chat from my class to answer since they were all in my target demographic. For some of my questions I asked why the people put that answer. The first set of questions I asked where to do with my videogame. These where the results: I asked this question for my videogame. This is because I wanted to know what pace of game they liked to play best. This is because your own paced games focus more on being able to explore compared to fast pace game where they mainly focus on how fast can you complete this game, level or task. Observation: The highest percentage of people agreed to like playing their game at their own pace when I asked why they generally stated its fun to ‘explore’ the map. The lowest results were a slow paced game with no one saying that they lied that pace of game. The second/third placed results got the same amount of people. These where timed and fast pace games. What this says about my audience: This says that my audience prefers to play games at their own pace that having the game mechanics control them. How will your product appeal to this audience: I will tailor my game/animation to be a reasonable pace with a few trial and errors a mistakes a new person would make. Not making the main character have a perfect first run of the game level. P
  • 14. Primary Audience research: videogame I questioned my audience the question if they like cut scene or jumping straight to game play because I wanted to know if I should add in a cut scene. This became a question because if the audience didn't’t like cut scenes I would put in on like I had planned . Observation: The majority of people answering the question preferred a cut scene opening ‘as it adds background/context to the game’(<-quote from one of the answers). Less people voted on no starting cut scene just gameplay. What this says about my audience: This says my audience prefers the added information and atmosphere cut scenes at the start of a game provide. How will your product appeal to this audience: To appeal to my target audience I will create a small cut scene before the gameplay. This will create the audience to develop emotions toward the game as its something to follow and is not just game play. I asked this question to my target audience because I wanted to have no option of if they wanted help or not when they started a game. I suspected because they wanted to explore the game/ surroundings they would most likely want to have the choice to figure out things for themselves especially with the emulators/ wanna be who likes senses of achievement and wouldn't’t want everything to be handed to them. Observation: the results turned out like I expected with the majority of people choosing the option no I want to learn for my self. Leaving the option yes I need help with half the results from the no option. What this says about my audience: This shows my audience is more independent wanting to figure out things on their own, liking the feeling of their own accomplishment. How will your product appeal to this audience: To make my product appeal to my audience, I can have a skip button placed on the screen that gives the player the option to do things independently. P
  • 15. Primary Audience research: videogame P I asked this question because I wanted to know what electronic device my target audience plays video games on. This is because different devices have different game mechanics. For example pc games are more likely to have double jump than mobile games and mobile games use that the user has a screen touch device on smart phones and adjusts game control/ mechanics around that. Observation: Observation of the question shows the majority of the people that answered use a PlayStation when playing videogames. The next most common device used was a PC. Third a Nintendo switch and the rest (phone, Xbox and other) with the lowest score(0). What this says about my audience: This shows that my audience mainly uses PlayStation, PC an Nintendo switch as their gaming consoles. But my questionnaire doesn't take in to fact that they may use more than one device but play more on one than another as the questionnaire only allows you to click one answer How will your product appeal to this audience: Making the game mechanics/ controls something that is more likely to be used with the most popular devices is something I can do to appeal to my audience. I question my target audience to see witch gender my audience prefers playing video games as. I did this because some people like the appeal of a certain gender in game. Observation: The results showed that everybody that answered the this question didn't’t care for what gender of character they played. As a follow up question to some people I asked why did they answer that and one said ‘ For example people don’t care when they play Tomb Rader that they play as Lara Croft and not Larry Croft’. What this says about my audience: This shows that my audience don’t care about what gender they play as in video games and prefer quality of the content and design. How will your product appeal to this audience: When making my game I wont worry about what gender to make my character, only to keep the quality of the design.
  • 16. Primary Audience research: videogame I asked my audience what type of monster they liked. This is because I wanted to know what type of monsters the audience would like to see the protagonist battle in the game that can show up in puzzles. Observation: The majority of my target audience like more humanoid looking monsters (63%). A smaller percentage like animal like monsters (17%) While my audience didn’t like non consistently shaped monsters(e.g. slimes). P What this says about my audience: This shows my audience like monsters with more consistent shapes and features. As well as they prefer monsters that take human like forms (this doesn’t necessarily mean they want to battle exactly other humans). How will your product appeal to this audience: to tailor my product to my target audience I will create a few monsters that have a human like forms.
  • 17. Primary Audience research: poster P I asked questions to my audience about posters. The question in the top image was asked because I wanted to know if my audience would even buy posters for a videogame. If this was something my audience wouldn’t purchase I would have to change my plans slightly and have it appear in a magazine witch would change the layout/style a bit. However, if my audience would purchase one then I could stick with my original plan. Observation: 100% of people who took the survey all clicked that yes they would indeed buy a poster for a videogame. While no one clicked the option no. What this says about my audience: This shows that my audience would buy merchandise from games. How will your my product appeal to my audience: My product (poster) will fit with my audiences responses as it was a concept created around being a side product to my main product a videogame. I questioned my audience about the size they preferred/would purchase a poster. This helps me know what size(s) I should create my poster. Observation: Most of my target audience voted for the size A2 (60% of votes). The second most votes was to the size A3 (40% of votes). While no one voted for sizes that were bigger than A3. What this says about my audience: This shows that my audience want a poster size where they can see everything clearly but not a size where it becomes a struggle to put up or carry around if they bought it while shopping. How will my product appeal to my audience: I will tailor my poster to be the most requested by my target audience A2. For the design I will make sure it can be scaled larger and smaller if the audiences want a larger/smaller copy.
  • 18. Primary Audience research: poster P I asked my audience if they preferred one main focus on a poster or multiple. This is because with one focus point its important to make that focus stand out more than the rest. Compared to multiple focuses having them all stand out the same. Observation: My audience overwhelmingly chose one main focus with 80% of the votes. In comparison to 20% of the votes being for multiple main focuses. What this says about my audience: This shows that my audience prefers the main character to be the stand point of the poster. Also the majority prefer one main focus over multiple . How will my product appeal to my audience: I will tailor my product to have one main focus. This is because a higher percentage of my audience chose that option and I want to appeal to the larger quantity. I asked this question to my target audience because I wanted to know their preference to large or small amount of text on poster. This knowledge can help me create a poster that my audience will want to purchase. Observation: All of the target audience who answered this question chose a small amount of text (100%). No one chose the option with a large amount of text. What this says about my audience: This shows that my audience dislikes posters that contain large amounts of text and prefer poster with minimal amount of text. It also shows that my audience prefers to look at the main image and not have it crowded it text. How will your product appeal to this audience: I will make my product to fit my audiences opinions by making the text to appear on the poster to be minimal.
  • 19. Subject Research: videogames? poster • Sound effects/ music With most instruments minor chords sound sad and major chords sound happy. So to create a sad atmosphere or happy atmosphere I have to just follow these notes. • Camera angles Camera angles unconsciously set a mood for the viewer. Examples of this are: Lower angles: A low angle looks up at the subject, thereby giving significance to the subject and creating a sense of power and superiority. o A high angle is used to minimise the importance of a subject, creating a sense of isolation, inferiority, weakness, make the character look smaller or confused. This can have the emotional effect of the subject making them appear less powerful, less significant or even submissive. o Sometimes the camera is tilted to suggest imbalance or instability. o A straight angle places you on the level of the character/object creating a sense of equality.
  • 21. Practical Research Lip sync animation • To create my animation first I had to open a new Photoshop shop file. I used the page dimensions of w-1920and h-1080. Once clicked on windows on the top bar on the scene and added the window called timeline. • With the timeline window now added I added a new video layer via the layer option on the top bar. • After I added the new video layer I clicked create video time line and clicked on the three line bars in the corner to play with the settings and add onion skins( onions skins allows you to see what you had previously done before and after in a faded colour so you can trace and add to the image). • Then I decided on what word I wanted my animation to say and that was banana. When that was decided I looked on free sound for someone saying banana (If this was my game I would get someone I know to voice the character). I found the minion character saying banana and chose to use that. • With the word and speaker decided I started to draw using a drawing tablet. First I created a circle and eyes on another on one layer so they would stay consistent and used reference images to create the moving mouth n a second layer. • After I completed creating the mouth saying the different letters in the video animation I exported the clip and reopened it in premiere. • In premiere I also open the free sound file of the minion saying banana and started editing the clip so the animation mouthed letters fit in when the letters where said from the audio file. • In this process I had to lengthen and shorten the time the word animation was shown. • Once the editing was completed I exported the animation with the audio into a mp4 file which I can also upload to YouTube then my blog.
  • 22. Moving amination step by step • To start with I created a new document on photoshop with the page dimensions of w-1920 and h-1080 • Once the new document opened I added the timeline window. I did this by clicking on the window option on the top bar then looking on the options until I found and clicked on timeline. • After I opened time line I clicked create video animation. • With this now created I once again looked on the top bar option and went on layers and clicked on video layer- create new video layer. • Now with the newly created layer I looked on google for some reference images and decided on a dog sitting with its back facing the audience because I could thing of different things I could animate (e.g. tail, ears) • After everything was decided I went back to the Photoshop document I added the onion skins setting via the three horizonal bars at the right side top of the timeline bar. (onions skins allows you to see what you had previously done before and after in a faded colour so you can trace and add to the image). • With my reference image now chosen I started to draw a ruff image using a drawing tablet and pen. • Whilst creating the animation I used the arrow keys to move back and forth between the animation slides. • Once I had finished drawing the individual slides for the animation I played them to see if I was happy ( I did play them when I was working on them as well). • Once I was happy I exported the video animation and could then upload it on to YouTube then my blog. Practical Research
  • 23. Animating a still image • I firstly I watched a clip on YouTube how to make a still image move and decided to have a go using the picture provided in the description link. • Then opened up photoshop and created a new document with the page dimensions of w-1920 and h-1080 and opened the image into this document. I decided to only animate the waterfall so using the quick mask mode I highlighted the waterfall with the brush tool, removing any unnecessary parts. • After I clicked the quick mask button to have the painted area transformed into a selection that kept the outline. • Then I went to the select menu on the to bar and clicked invert and copy and pasted it onto a new layer. • Once done I opened the timeline tab and clicked create a new video timeline, shortening the length to about 1 second and clicked the arrow to expand the timeline layers options (position/opacity/style). • To increase the option I clicked on layer one (on the right side below the colours and swatches) and converted it to a smart object. Now the clip option showed a transform option. • I used the mouse to move the player head to the start of the time line I then applied transform (I did this by click the stop watch icon). Once done I move the player head along the timeline and add another key frame (I did this by clicking the diamond icon). • I zoomed out so the image fits in the screen area and used command and T (from the keyboard) to manipulate the water fall clipping, stretching the waterfall clipping in the direction the water is flowing and hitting enter. • In the time line I dragged the key frame all the way to the right (the end) of the clip. Playing the clip to see the basic animation. • Then I added a fade transition to each end of the clip by clicking and dragging from the box next to the scissors in the timeline section. • I then clicked onto the background layer and then used quick selection masked the mist around the waterfall following the same steps as I did for the water fall –masking-inverting –smart object-trimming the time and transforming. • To transform the mist I moved the player head to the start of the timeline and clicked the transform key frame , then moved the key frame along a bit and added another key frame. After I had done that I pressed Command and T on the keyboard to transform the mist, I scaled it upward so it looked like the mist was growing. Then dragged the key frame to the end and like the waterfall added the fade transitions. • After I Select the background layer and duplicated it dragging the new copy to the top on the list and a lined the layer to the rest of the animation time line and add a layer mask. As well as filling the colour with black. • I then moved the player head to a point in the animation where I could see things moving out of place (the person) setting the brush tool with white colouring. I began to painting over the unwanted areas acting as a mask. • After I completed that to my satisfaction I then watched my new moving still image. As well as exported it. Practical Research
  • 24. Practical Research analysis: videogames • What went well? Over all I liked the look of the smoother animations that were created by using the graphics tablet. I also liked the easy to use setting onion skin. This is because with it turned on I could see what I had previously drawn and if I wanted to adjust the setting I could also see what I had drawn on slides a head of the one I’m currently working on. With this useful setting I could make my animation run smoother as I could adjust the drawing to what I needed. I also liked the how the lip sync animation fit with the audio after edited in premiere. • What didn’t go well? One thing that didn’t go as well as I hoped was the moving still image. This is because as I tried to loop the animation it didn’t look like natural running water. When played once it worked okay though. Another thing that didn’t go as smoothly as I thought was the time it took to create and animate the lip sync of the word banana and then make it fit with the audio. • What I would/would not add to my production? I wouldn’t use lip sync animation as it takes too long to animate words and phases and I want to use the production time to create smoother backgrounds and characters. A method I would use is the same method I used to animate the dog as it creates better flowing animations and you can fix things to make it look better when played.
  • 26. Practical Research analysis: posters • To create this poster I opened a new photoshop document with a digital A4 paper size. • Next I created a new layer and used the brush tool while holding shift to create a clean straight diagonal line. • Then I proceeded to increase the brush size and fill in one half of the page in back and kept the other side white. • I then used the same method (holding shift) to create the straight diagonal line to create a second one with a smaller brush size and in the colour black. • After I was happy with the background I copy and pasted a silhouette of a women warrior and made her larger ( ctrl- T- enter). I placed her in the centre of the digital page. • Next I used the tool quick select and selected the parts of her body/sword that where in black and made them white using the brush tool and the colour white. Then I also made the parts of her body/sword that where in black stay black. • Finally I added text in the corner to represent the title. I made it minimalistic and made the colour white like the warrior on the black side. What went well? I like the minimalistic design there's not a lot to it but it stand out even though its simplistic. The colour divide is consistent even with the smaller straight black diagonal line. What didn’t go well? I did want to play around with different fonts but they wouldn’t download so I used the main photoshop font. What I would/would not add to my production? Since I want my products to be black an white I will keep the colour pallet maybe a few different tones can be added. I would not keep the font I used as I want my products to feel more customized not generic.
  • 27. Practical Research: posters • To start with I opened a new photoshop document with the size of the digital page being A4. • I then went to google to look up some images and found a girl holing an umbrella on a hill and decided to do something with that. • I pasted the image onto the new document and quick selected the girl/umbrella and made a new layer via cut. • Next I duplicated the layer and made the new layer flip so it’s a mirror image of the original layer. • I then placed the two girls with umbrellas in the centre of the page next to each other and two my surprise between the two a face looking structure appeared sort of looking like a devil. • I added some circles using the shape tool to make eyes and that shape started to look more like a devil. • I went back on google to look through some more images and found some fighting martial artists. Adding them to the bottom of the page. • Finally I then found some more images to make the page look fuller. I added scattered splotches to the left half of the page and placed butterfly patterns to the right. This made the two sides look like they were battling teach other giving deeper meaning to the poster. What went well? The two images surprisingly creating another image in between them, as well as it looking like a devil was unexpected but welcomed with the addition of more features to make it look more human. What didn’t go well? I would have liked to add more to the background with out it becoming overly crowed so in the future I would play around with more colours and tones and not just plain white. What I would/would not add to my production? I would add both the good and bad sides on my poster as it creates a nice contrast. I wouldn’t add images taken from google I would create my own as it makes the poster more unique as I'm making a poster for a game I'm creating.
  • 29. Bibliography 1. Unknown (2014)https://www.guitarfella.com/sad-chords-guitar/ (opened in April 2019) 2. Unknown(23rd February 2014)http://kurtywurty.blogspot.com/2014/02/camera- angles-and-their-meanings.html (opened in April 2019) 3. Game Media(4th July 2018) https://news.game.co.uk/game-magazine-free-issue-1/ (opened in April 2019) 4. Gemma Nicholls. (2019) Target Audience Research Survey (conducted on April 10 2019) 5. Google (July 12 2001) https://images.google.com/ (opened April 2019) 6. Lisa Galarneau( august 1 2014)https://www.bigfishgames.com/blog/2013-gamers- survey-results-demographics-platforms-and-smartphone-use/ (opened in April 2019) 7. We PC (2017 statistics) https://www.wepc.com/news/video-game-statistics/ (opened April 2019)

Editor's Notes

  1. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  2. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  3. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  4. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  5. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  6. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  7. Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
  8. Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
  9. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project. Observation: What this says about my audience: How will your product appeal to this audience:
  10. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project. Observation: What this says about my audience: How will your product appeal to this audience:
  11. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  12. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project. Observation: What this says about my audience: How will your product appeal to this audience:
  13. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  14. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  15. If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject. Getting some background information on your subject would be a really good idea. Find some resources, log them, read them and write something about them.
  16. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  17. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  18. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  19. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  20. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  21. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  22. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.