SlideShare a Scribd company logo
1 of 37
PLANNING
Locations
The two locations that I will be using are the studio and then an alley way that is located near my house. I have
chosen to shoot photos in an alley way because it is within walking distance. This means it is easy to access so I
can go back to the location if I ran into any unplanned problems. The alley way has graffiti down it which gives
it that realistic urban look. Shooting outside means that I will struggle with custom lighting so I have to make
sure the weather is decent. I also need to make sure I am at the correct angle so that the sun isn't glaring into
the camera lens. The alley way is grey as well which reflects the moods of the urban/street themes. As the alley
way is a public place, I will have to make sure that there is no one in the background of the photos I take. If I
miss something that doesn’t fit onto the cover of my game then I can always edit it out in production.
The studio will be the better location for taking photos. My reasoning for this is that I can customise the
lighting to fit my product. This will improve the aesthetics of the photos and also increase my experience using
the studio to its full potential. I can also customise what backdrop I have during my designated slot for the
studio. I have mentioned this before but I can have a black, white or green backdrop. An advantage to using the
studio over an outside location is that there is no interference from the outside world. For example, there are
no people walking across your shot.
My locations so far are very minimal and I may expand on these plans when it come round to production. If my
products don’t look realistic enough, then I can always retake the photos in an alternative location.
Finance
I am pricing up the items/props/costumes that I will need to make my product. My budget is under £30. This is definitely achievable.
To start with, I will need some bandannas. From the website www.wish.com I can purchase 2 bandannas for £2. Then, I will need a black t-
shirt and a white t-shirt. I am purchasing the white tee from www.primark.com and I will purchase the black tee from www.amazon.com as
these are the two websites where I can get these products the cheapest. The white tee will cost £2 and the black tee will cost £2.99. I will
then need a black cap and a white cap. The black cap will be purchased from www.primark.com and will cost me £2.50. I will purchase the
white cap from www.amazon.com and this will cost me £3.69 (this was the cheapest option available). I already own a black hoodie and one
of my peers owns a white hoodie so I can save money on the most expensive items. If I were to price these items up then the black hoodie
would cost me £8.99 (from www.amazon.com) and the white hoodie would cost me £8 (from www.primark.com). I also own some
sunglasses. The only prop I will need is a prop gun. I will buy this from www.amazon.com as this is one of the few places that sells cheap toy
guns. This will set me back £9.99 plus £2.99 P&P.
Summary:
Bandanna - £2
T-Shirts - £4.99
Caps - £6.19
Prop – £12.98
Total - £26.16
Time
Deadlines:
The deadlines I need to meet are all deadlines set by myself. This is because I have planned to make a certain
amount of products in a certain amount of time. Most of my products are video game covers (front and back)
so they will take a similar amount of time. There will obviously be different amounts of detail/content on each
different product so I will most likely give myself at least half a week to complete each product. There is roughly
6 weeks of production (and any time I can spend outside of college if I am falling behind), so I think half a week
to complete a product is enough time to ensure that I complete my products without rushing them. As
everything else in my plans, I can always adapt to a new plan if the original one doesn’t work.
Availability of equipment:
It is important that I book the equipment and studio as soon as possible, in order to secure a time slot that fits
my carefully planned schedule. If I fail to book the studio and equipment on time then this could hinder my
whole project. As for time spent in the studio, I will need at least an hour to make sure I get all the photos I
need. I will be able to manage my time fairly well in the studio because it is a simple process but I need to make
sure that I don’t rush because then the quality of the images won’t be to a good standard.
Availability of personnel:
As I plan to use my peers in my work, I need to know that they are available and willing to participate in my
project. I also need to make sure that I don’t take up to much of their time so that they can concentrate on
their individual projects as well.
Facilities
The first piece of equipment that I will need for production will include a Canon 600D or
700D. This is a piece of equipment that I will have to use. I will need to use it so that I can
take some original photos. Taking original photos means that I can use my imagination to
get the perfect pose, angle and lighting for each individual product. The camera is provided
by York College so I won’t have to pay to use it. I will need to book it out so that it fits my
schedule.
The second piece of equipment that I will need to use is a tripod. Once again this will be
provided for me. I will need this so that I can get an image that can be taken with ease. The
image will be less likely to be blurry or low quality as it will be taken from a still point. The
model of the tripod is unknown but that is not a major factor.
When I am taking photos in the studio, I will need to make sure that there is a backdrop.
When I book the studio, there will be a choice of colours to select for the backdrop. The
choice is between green, white and black. I think that green will be the most appropriate
colour to choose from because the models will be wearing black and white clothing so I
need the backdrop to contrast with the clothing. This will make it easier for me to cut out
the images in Photoshop.
Another important piece of equipment I will need for production is lights. These will
already be set up in the studio. These are extremely important to my project because it can
determine the quality of the image. If I get the lighting wrong that may effect the quality of
my product.
After I have taken the photos that I need, I will edit them in Photoshop. I can use this
software program at College and at home so if I am unable to come into college then I can
use it at home.
To be able to use Photoshop, I will need an iMac to run it on. The iMac that I will be using
is the late 2013 version. The iMac is fairly old so will not be as reliable as the newer
versions but it has held up for previous projects so it shouldn’t be a problem.
Materials
Props:
• The first prop I will need will be a gun or multiple guns. The guns will obviously not be real so I will need to purchase some
replica or toy guns to create a realistic effect. I will have to take some of these photos at home as bringing a replica gun that
looks realistic could be controversial. If I in desperate need to take photos in the studio, I can always make a cardboard cut out
of a gun and then edit in in Photoshop. I fear that this will take away the realism of the project though.
Costume:
• The costume I will need includes bandanas, t-shirts, hoodies, sunglasses and caps. The colours of the clothing will be black and
white as these colours are opposites which will represent the two opposing sides of the characters in the game. I already have
access to some t-shirts so I can save money on those props. The t-shirts may have logos on them but these can easily be edited
out using Photoshop. I have a black hoodie but I will need to buy a white hoodie. Depending on what store I buy from, this
should hopefully cost me less than 10 pounds. The white hoodie is not necessary as I can present different characters with
different pieces of clothing. For example, one character can have a bandana and a t-shirt and one could have a hoodie and a
cap. Creating different variants using the same pieces of costume could look very effective. The sunglasses do not have to be a
specific colour but I am planning to have reflective sunglasses as they hide the characters identity more. This creates more
mystery within the product. The caps will not be a problem as I already own a black cap and one of peers that I plan to use for a
model owns a white cap. I will have to look into purchasing some bandanas though as I don’t currently own any. They should
be fairly cheap and I need to make sure they aren't branded.
Copy
The copy that I will need for my products will be very minimal. I will need a description of what the game is about and then some
extra titles and subheadings around the back cover. There is also the legal copyright information but I will most likely make this
“lorem ipsum” text as it isn't actually a real product.
Description of video game to be placed on the back cover:
“Enter a world where the two most infamous gangs in the world compete to claim the crown of the city. Immerse yourself in the
action, strategy and hustle of the streets. Play as the South Side Ignis to defend your crown or fight back with the Northern
Amarum to determine the no1 gang.”
The meaning of the two gang names are as follows; South Side Ignis means that the gang resides in the south of the country.
“Ignis” is Latin for “Fire” which is a theme of my game. The game is based in the UK and south of the UK is Africa which is a hot
country.
The Northern Amarum means that the gang members are from the North. Amarum is Latin for “bitterness” which can relate to
“ice” (opposite of fire). North of the UK is Scandinavia which is a cold place. When the gang name is fully in English, it reads
Northern Bitterness which sounds like some sort of storm.
Using Latin names may not sound as intimidating or realistic but it is less likely to have the same name as a real life gang.
Colour Schemes
The first colour scheme I am planning to use is a sandy colour scheme. I plan to use this scheme because I can
create some really fitting tones using these colours. For example, I can link the colour to a theme within the
game. My game is based around gangs and we would normally associate gangs coming from a poorer area of a
city. A poor area isn't going to be bold and bright compared to the main part of the cities so I need to use dark
or washed out colours to convey this to the audience. The brighter green colours contrast well with the
orange/yellow hints of the sandy colours. As this is only the planning stage, I may decided to change the colour
scheme when I'm in production as I may find a scheme that works better.
Colour Schemes
The second set of colours that I like the idea of is a grey, maroon and blue scheme. I think that the grey
represents the concrete of the cities where the gangs in the game will come from. Grey also has a certain
“urban” tone to it as well and this is a theme I would like to involve within my product. The blue will represent
the emotion and depression of the area where they came from because blue is what’s known as a cold colour
so it makes people feel down rather than joyful. The red is there to represent the blood spilled and red is also a
good colour to help a product stand out. It is likely that the shades of the colours I plan to use will change
slightly and wont be exactly the same as they are in the pictures above. My reasoning for this is that the
colours may look different when they are used on the product so it may be necessary to change them.
Colour Schemes
This colour scheme is probably the least appropriate and least fitting for my game. Having said that, the
contrast of the blue and the orange presents a lot of potential for attracting audience attention. The colours
work well together despite being opposites in terms of orange being a warm colour and blue being a cold
colour. This contrast helps the product to stand out and the balance of the cold and warm colour helps the
audience to feel comfortable.
A problem with this scheme is that the colours have no real relation to the themes of my game so I would
either have to re-plan my product to make these colours work or I will have to include them very minimally
somewhere amongst my products.
Font
I have used this font in the past and I know that it
looks very effective as a title font. A problem with
using this font as the title font is that it has a wild
west look to it and this doesn’t relate to modern
day gangs.
The font is free for personal use but it costs to use
it commercially.
The eroded style to this font does link to themes
of my game so I think that it could fit in.
The font is big and bold and fills lots of space
which makes it suitable for a title.
If I do not use this font on the front cover, it will
always work on the back cover.
This font has an urban appearance to it due to
way it has eroded. This font is more eroded than
the last which makes the themes more obvious.
This font has an urban appearance to it due to
way it has eroded. This font is more eroded than
the last which gives it a more edgy and dangerous
appeal. This is more likely to attract an audience
because they may want to experience the events
that go on in the streets that cant experience in
real life.
The font has lots of curvy edges which makes it
less intimidating than perhaps a graffiti font that
has loads of sharp points and turns on the letters.
Font
This font has a punk look to it which once again
goes against the themes of my game. Having said
this, I would not use this as a title font anyway.
This font would be more fitting as a sub heading
font or a font on one of the DLC products I
produce with the game.
It may be hard to change the colour of this font so
I will have to experiment with it first.
This font has an intimidating appeal to it. It is not
straight and the eroded style makes it seem like a
violent font.
The straight lines of the font create a mean look
but also make it easy to read. The font is all in
capitals as well so it makes it clear and obvious to
the reader.
The Urban Riot font looks very graffiti like. I like
this font because it fits the theme of my game.
This font would look good if it were used in the
background as graffiti on a wall. If I can find a
good technique to use, I will definitely follow this
idea.
This font isn't bold or clear enough to use for a
title so I think that using this as a main font isn't a
good idea.
I have no previous experience with this font so I
may need to experiment to see if it will be
appropriate with my products.
Font
I really like this font. I can definitely include this font on
the back cover or on the DLC products. I plan to use this
font to show each part of the game. I have attained a
screenshot from Google to help explain what I mean.
If this font does not work for whatever reason, it will be
really simple to replicate using the shape tool and then
finding a similar font.
I plan to use this font in a
similar way to this.
Font - experiments
This is my first experiment that I conducted using the
“Anarchy” font. The bottom line of text is the font in a
different colour. The top line of text is the font in a
different colour with a “stroke” on. This experiment was
very quickly done and not explored into very much, but it
is enough to see what it looks like in different colours.
I have made an extremely simplistic experiment using the
graffiti style font. With a bit of work and some guidance I
can make this look realistic which will improve the quality
of my product.
Colour Style
I have used the website www.coolor.com to build some style sheets. The first product I have picked out is a poster for the game
“Call Of Duty: Modern Warfare 2”. I chose this because I like the contrast of the dark background and the bright text. You can
customise the colours in the colour scheme so after playing around with it for a while I picked out a good scheme. I like this
scheme because it has a balance of dark and light colours which makes it easy to stand out. The dark colours aren’t too dark
though so they still look inviting instead of intimidating. The pale colours, however, look too calm. If I were to use these
light/pale colours I would have to use them as an Outer Glow or something to that effect. The bluey grey colour is an interesting
colour because it borders between light and dark. This equality has a big impact on the audience because they feel comfortably
neutral about the poster and don’t have any extreme views about it.
The second product I have chosen is the front cover art for the video game “Spec Ops: The Line”. I am really interested in this
design due to the sandy and desaturated colours because they have a big impact on the audience. The “warm” colours, the
peach and the orange, makes the audience feel comfort towards the product because the colours aren't so extreme that they
feel overwhelmed, instead the colours are more pleasing for the audience. The colour scheme then transitions into the colour
black. Although this colour is boring and common, it is an important colour in my opinion because it can be used in so many
ways and it makes everything look “clean” and bold. The two brown/grey colours at the end remind me of rubble from some
sort of man made disaster. This fits the theme of the game perfectly so if I can choose some colours that reflect the themes of
my game in the same way then I think my product will be of a high standard.
Colour Style
The third product I have chosen is the cover art (without the game title) for the game “Tom Clancys The Division”. Immediately, I
notice that there are no colours that jump out to me. When overviewing the art, there is only really one colour that stands out
and that is the bright sun that is breaking through the clouds. The rest of the colours have a really drab appearance but this is
made up for by the contrasting bright colours of the sun. It is clear to see that the artwork is trying to convey a sad message
through its use of colours with a little ray of sunshine that represents hope. I think this is a really effective technique, one which
I will try to use within my products.
The fourth product is a poster for the game “Sniper Elite 3”. The colours spring out and make us feel happy because they are
bright and vibrant. The blue sky and sunshine makes us think of spring or summer which instantly gives us warm feeling. These
warm feelings are then immediately supported by the other warm colours used around the poster such as the orange and
yellow in the game title and then the sandy colours. Overall it is a very inviting poster. The darker colours at the bottom provide
definition and depth to the product. I will definitely take this products techniques into consideration during production as I find
it really intriguing.
Image Style
The first image style that I am considering taking
inspiration from is the Call Of Duty: Black Ops 2 cover. I like
the way that the ray of light shines on to the figure as if he
is in a jail cell. This makes the audience feel that when they
play the game they will be responsible for breaking him
out so they will feel a sense of achievement. The mans
facial details cannot be made out clearly which creates a
sense of mystery so the audience will want to play it to
find out who the character is. The weapons he is holding
are not be aimed or pointed at the camera which lets us
know that he is probably a good guy as he doesn’t want to
do harm to the people looking at him. The weapons are
still readied though which shows us that the game will
keep you ready for action at all times. We are level with
the character in terms of the angle of the image which
shows we are equal to him which could suggest we are a
fellow soldier. The fact that the character is sat down also
reassures us that he is not trying to overpower us.
Image Style
The next image style is that of the game cover “Star Wars
Battlefront 2”. Although this game is a Sci-Fi game which is
almost the complete opposite genre to what I plan to make, it
still has some strong points that I would really like to use in
mine. First of all the bottom of the poster shows the action of
the game but also shows some nice scenery. This gives the
audience mixed feelings such as awe and determination to
overthrow the bad guys. The cover then fades into the three
characters that take up the majority of the cover. The two
characters on the outside are ready to fight whereas the
character in the middle has their weapon lowered. The two
characters that are ready to fight are also smaller in size
compared to the character in the middle which doesn’t show
how insignificant the side characters are, but instead shows how
significant the main character is. This is because our immediate
association with Star Wars is lightsabres but the middle
character doesn’t have one so she must be important if she is
centred in the image without possessing one of the main items
within the franchise. I like the technique used on this due to
how the characters are structured and I will definitely try to
create something like this within my product.
Image Style
The final image style I am interested in is that of the
“Battlefield” franchise. The first thing I notice is that
there is no established eye contact between the
character and the audience. This can be a very
important part of a product because it can create the
foundations for a personal connection between the
character and player. The fact that there is no eye
contact here shows the importance of what the
character is focusing on. The type of shot used in this
image is not a long shot as we cant see his full body so
it has to be a medium long shot. The character is
clearly in actions and we can tell this because of the
position he is holding his weapons. Immediately, this
lets us know that this is an action packed game.
Layout Plans – Standard Edition
(Concept 1)
TITLE
“CAMPAIGN”
“MULTIPLAYER”
IMAGE
IMAGE
IMAGE
IMAGE
INFO
AGEWARNINGS
DEV
LOGO AGE
DEV
LOGO
PUBLISHER
LOGO
CHARACTER
CHARACTER
TITLE
CHARACTER
Layout Plans – Standard Edition
(Concept 1)
TITLE
“CAMPAIGN”
“MULTIPLAYER”
IMAGE
IMAGE
IMAGE
IMAGE
INFO
DEV
LOGO
DEV
LOGO
TITLE
Layout Plans – Standard Edition
(Concept 2)
TITLE
“CAMPAIGN”
“MULTIPLAYER”
IMAGE
IMAGE
IMAGE
IMAGE
INFO
AGEWARNINGS
DEV
LOGO
PUBLISHER
LOGO
IMAGE OF A GUN
TITLE
DEV
LOGOAGE
Layout Plans – Standard Edition
(Concept 2)
TITLE
“CAMPAIGN”
“MULTIPLAYER”
IMAGE
IMAGE
IMAGE
IMAGE
INFO
DEV
LOGO
DEV
LOGO
TITLE
Layout Plans – Limited Edition
(Concept 1)
TITLE
IMAGE
IMAGES OF EXTRA CONTENT
IMAGE
LIST OF EXTRA CONTENT
INFO
DEV
LOGO
DEV
LOGO
TITLE
PUBLISHER
LOGO
“LIMITED EDITION”
“LIMITED EDITION”
AGEWARNINGS AGE
IMAGE
Layout Plans – Limited Edition
(Concept 1)
TITLE
IMAGE IMAGE
LIST OF EXTRA CONTENT
INFO
DEV
LOGO
DEV
LOGO
TITLE
“LIMITED EDITION”
“LIMITED EDITION”
Layout Plans – Limited Edition
(Concept 2)
TITLE
IMAGE
IMAGES OF EXTRA CONTENT
IMAGE
INFO
AGEWARNINGS
DEV
LOGO AGE
DEV
LOGO
TITLE
PUBLISHER
LOGO
“LIMITED EDITION”
“LIMITED EDITION”
IMAGE
IMAGE
Layout Plans – Limited Edition
(Concept 2)
TITLE
IMAGE
IMAGE
INFO
DEV
LOGO
DEV
LOGO
TITLE
“LIMITED EDITION”
“LIMITED EDITION”
IMAGE
Layout Plans – Complete Edition
(Concept 1)
TITLE
IMAGE
IMAGES OF EXTRA CONTENT
IMAGE
LIST OF EXTRA
CONTENT
INFO
AGEWARNINGS
DEV
LOGO AGE
DEV
LOGO
TITLE
PUBLISHER
LOGO
“COMPLETE EDITION”
“COMPLETE EDITION”
IMAGE
Layout Plans – Complete Edition
(Concept 1)
TITLE
IMAGE
IMAGE
LIST OF EXTRA
CONTENT
INFO
DEV
LOGO
DEV
LOGO
TITLE
“COMPLETE EDITION”
“COMPLETE EDITION”
Layout Plans – Complete Edition
(Concept 2)
TITLE
IMAGE
IMAGES OF EXTRA CONTENT
IMAGE
INFO
AGEWARNINGS
DEV
LOGO AGE
DEV
LOGO
TITLE
PUBLISHER
LOGO
“COMPLETE EDITION”
“COMPLETE EDITION”
IMAGE
IMAGE
Layout Plans – Complete Edition
(Concept 2)
TITLE
IMAGE
IMAGE
INFO
DEV
LOGO
DEV
LOGO
TITLE
“COMPLETE EDITION”
“COMPLETE EDITION”
IMAGE
Layout Plans – DLC Season Pass
(Concept 1)
GAME LOGO
OR
STANDARD EDITION COVER
AGE
DEV
LOGO
“SEASON PASS”
Layout Plans – Limited Edition DLC
(Concept 1)
CODE
AGE
DEV
LOGO
“Dowloadable Content”
IMAGE OF DLC ITEM
CODE
IMAGE OF DLC ITEM
Layout Plans – Complete Edition DLC
(Concept 1)
CODE
“Dowloadable Content”
IMAGE OF DLC
ITEM
CODE
IMAGE OF DLC
ITEM
CODE
IMAGE OF DLC
ITEM
IMAGE OF DLC
ITEM
IMAGE OF DLC
ITEMDEV
LOGO
IMAGE OF DLC
ITEM
AGE
Layout Plans – Poster
TITLE
DEV
LOGO AGE
CHARACTER
CHARACTER
CHARACTER
CHARACTER
CHARACTER
Layout Plans – Dimensions
I have taken measurements from the cover art and DLC card of the video game “Call Of Duty: Black Ops 4”
Dimensions for video game cover:
For my cover to look as real as possible, I need to look at video game cover art dimensions. I have two options
towards finding these dimensions. The first option is to look on Google for some dimensions. A disadvantage to
this method is that I am guaranteed to get loads of different answers so I wont be sure which measurement will
be correct. My second option is to manually measure some cover art that I own. I think that the second option
is probably the most sensible option as I can see for myself what the precise measurements are. I can mix the
two options together by taking my own measurements and then comparing these to the measurements that I
find online. From my own measurements I received the dimensions: 26.8cm full W x 14.8cm H. Back cover=
12.8cm W x 14.8cm H. Spine = 1.2cm W x 14.8cm H. Front cover = 12.8cm W x 14.8cm H. The “XBOX” logo is
placed 0.4cm down from the top of the spine and is then 3.2cm long. There is then a 1.1cm gap between the
title of the game and the “XBOX” logo.
Dimensions for standard poster:
As posters are more common than video games, it has been easier to find some dimensions. A poster can be
any size so these dimensions can be altered.
Dimensions for DLC cards:
The DLC cards that shows the audience what the codes give the player also needs to be exact. It is vital that
they are precise measurements as they need to fit inside the case. My own measurements give the
dimensions: 12cm W x 13.1cm H. I know these dimensions are correct because they are smaller than the cover
art and the DLC card has to be smaller than the cover art so that it fits on the inside case.
Bibliography
Anon. (2019). Find your definition here.. Available: http://latin-dictionary.net/. Last
accessed 17th Mar 2019.

More Related Content

Similar to PLANNING URBAN STREET PHOTOS

Similar to PLANNING URBAN STREET PHOTOS (20)

pre-production fmp.pptx
pre-production fmp.pptxpre-production fmp.pptx
pre-production fmp.pptx
 
Planning fmp
Planning fmpPlanning fmp
Planning fmp
 
Planning and production fmp
Planning and production fmpPlanning and production fmp
Planning and production fmp
 
3. fmp production experiments improved
3. fmp production experiments improved3. fmp production experiments improved
3. fmp production experiments improved
 
5. fmp pre production
5. fmp pre production5. fmp pre production
5. fmp pre production
 
5.Pre Production
5.Pre Production5.Pre Production
5.Pre Production
 
5. Pre Production
5. Pre Production5. Pre Production
5. Pre Production
 
5. pre production (updated wuth script)
5. pre production (updated wuth script)5. pre production (updated wuth script)
5. pre production (updated wuth script)
 
5. pre production
5. pre production5. pre production
5. pre production
 
4. pre production (1)
4. pre production (1)4. pre production (1)
4. pre production (1)
 
Planning
PlanningPlanning
Planning
 
Planning FMP
Planning FMPPlanning FMP
Planning FMP
 
5. pre production(2) (finished)
5. pre production(2) (finished)5. pre production(2) (finished)
5. pre production(2) (finished)
 
Problem solving
Problem solvingProblem solving
Problem solving
 
Problem solving
Problem solvingProblem solving
Problem solving
 
Planning (unfinished)
Planning (unfinished)Planning (unfinished)
Planning (unfinished)
 
Problem solving
Problem solvingProblem solving
Problem solving
 
Problem solving
Problem solvingProblem solving
Problem solving
 
Planning
PlanningPlanning
Planning
 
5. pre production(gaming)
5. pre production(gaming)5. pre production(gaming)
5. pre production(gaming)
 

More from Harry Taylor

More from Harry Taylor (20)

Harry Taylor CV
Harry Taylor CVHarry Taylor CV
Harry Taylor CV
 
FMP Portfolio
FMP PortfolioFMP Portfolio
FMP Portfolio
 
UAL UCAS Pro-Forma
UAL UCAS Pro-FormaUAL UCAS Pro-Forma
UAL UCAS Pro-Forma
 
FMP Presentation process
FMP Presentation processFMP Presentation process
FMP Presentation process
 
Evaluation FMP
Evaluation FMPEvaluation FMP
Evaluation FMP
 
Feedback FMP
Feedback FMPFeedback FMP
Feedback FMP
 
Production Reflection FMP
Production Reflection FMPProduction Reflection FMP
Production Reflection FMP
 
Development Diary FMP
Development Diary FMPDevelopment Diary FMP
Development Diary FMP
 
FMP Final Products
FMP Final ProductsFMP Final Products
FMP Final Products
 
FMP Research
FMP ResearchFMP Research
FMP Research
 
Problem solving
Problem solvingProblem solving
Problem solving
 
FMP Proposal
FMP ProposalFMP Proposal
FMP Proposal
 
FMP Pre-Proposal
FMP Pre-ProposalFMP Pre-Proposal
FMP Pre-Proposal
 
FMP Ideas
FMP IdeasFMP Ideas
FMP Ideas
 
Theories Research
Theories ResearchTheories Research
Theories Research
 
Media Product Analysis
Media Product AnalysisMedia Product Analysis
Media Product Analysis
 
Client Evaluation
Client EvaluationClient Evaluation
Client Evaluation
 
Client Products
Client ProductsClient Products
Client Products
 
Development diary
Development diaryDevelopment diary
Development diary
 
Ideas and Planning
Ideas and PlanningIdeas and Planning
Ideas and Planning
 

Recently uploaded

Solving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptxSolving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptxOH TEIK BIN
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxGaneshChakor2
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Sapana Sha
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptxVS Mahajan Coaching Centre
 
Mastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory InspectionMastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory InspectionSafetyChain Software
 
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdfssuser54595a
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeThiyagu K
 
How to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptxHow to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptxmanuelaromero2013
 
Crayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon ACrayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon AUnboundStockton
 
MENTAL STATUS EXAMINATION format.docx
MENTAL     STATUS EXAMINATION format.docxMENTAL     STATUS EXAMINATION format.docx
MENTAL STATUS EXAMINATION format.docxPoojaSen20
 
Science 7 - LAND and SEA BREEZE and its Characteristics
Science 7 - LAND and SEA BREEZE and its CharacteristicsScience 7 - LAND and SEA BREEZE and its Characteristics
Science 7 - LAND and SEA BREEZE and its CharacteristicsKarinaGenton
 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformChameera Dedduwage
 
Employee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptxEmployee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptxNirmalaLoungPoorunde1
 
Paris 2024 Olympic Geographies - an activity
Paris 2024 Olympic Geographies - an activityParis 2024 Olympic Geographies - an activity
Paris 2024 Olympic Geographies - an activityGeoBlogs
 
Alper Gobel In Media Res Media Component
Alper Gobel In Media Res Media ComponentAlper Gobel In Media Res Media Component
Alper Gobel In Media Res Media ComponentInMediaRes1
 
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991RKavithamani
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxheathfieldcps1
 
Separation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and ActinidesSeparation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and ActinidesFatimaKhan178732
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactdawncurless
 
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17Celine George
 

Recently uploaded (20)

Solving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptxSolving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptx
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptx
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
 
Mastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory InspectionMastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory Inspection
 
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
How to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptxHow to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptx
 
Crayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon ACrayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon A
 
MENTAL STATUS EXAMINATION format.docx
MENTAL     STATUS EXAMINATION format.docxMENTAL     STATUS EXAMINATION format.docx
MENTAL STATUS EXAMINATION format.docx
 
Science 7 - LAND and SEA BREEZE and its Characteristics
Science 7 - LAND and SEA BREEZE and its CharacteristicsScience 7 - LAND and SEA BREEZE and its Characteristics
Science 7 - LAND and SEA BREEZE and its Characteristics
 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy Reform
 
Employee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptxEmployee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptx
 
Paris 2024 Olympic Geographies - an activity
Paris 2024 Olympic Geographies - an activityParis 2024 Olympic Geographies - an activity
Paris 2024 Olympic Geographies - an activity
 
Alper Gobel In Media Res Media Component
Alper Gobel In Media Res Media ComponentAlper Gobel In Media Res Media Component
Alper Gobel In Media Res Media Component
 
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
 
Separation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and ActinidesSeparation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and Actinides
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impact
 
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
 

PLANNING URBAN STREET PHOTOS

  • 2. Locations The two locations that I will be using are the studio and then an alley way that is located near my house. I have chosen to shoot photos in an alley way because it is within walking distance. This means it is easy to access so I can go back to the location if I ran into any unplanned problems. The alley way has graffiti down it which gives it that realistic urban look. Shooting outside means that I will struggle with custom lighting so I have to make sure the weather is decent. I also need to make sure I am at the correct angle so that the sun isn't glaring into the camera lens. The alley way is grey as well which reflects the moods of the urban/street themes. As the alley way is a public place, I will have to make sure that there is no one in the background of the photos I take. If I miss something that doesn’t fit onto the cover of my game then I can always edit it out in production. The studio will be the better location for taking photos. My reasoning for this is that I can customise the lighting to fit my product. This will improve the aesthetics of the photos and also increase my experience using the studio to its full potential. I can also customise what backdrop I have during my designated slot for the studio. I have mentioned this before but I can have a black, white or green backdrop. An advantage to using the studio over an outside location is that there is no interference from the outside world. For example, there are no people walking across your shot. My locations so far are very minimal and I may expand on these plans when it come round to production. If my products don’t look realistic enough, then I can always retake the photos in an alternative location.
  • 3. Finance I am pricing up the items/props/costumes that I will need to make my product. My budget is under £30. This is definitely achievable. To start with, I will need some bandannas. From the website www.wish.com I can purchase 2 bandannas for £2. Then, I will need a black t- shirt and a white t-shirt. I am purchasing the white tee from www.primark.com and I will purchase the black tee from www.amazon.com as these are the two websites where I can get these products the cheapest. The white tee will cost £2 and the black tee will cost £2.99. I will then need a black cap and a white cap. The black cap will be purchased from www.primark.com and will cost me £2.50. I will purchase the white cap from www.amazon.com and this will cost me £3.69 (this was the cheapest option available). I already own a black hoodie and one of my peers owns a white hoodie so I can save money on the most expensive items. If I were to price these items up then the black hoodie would cost me £8.99 (from www.amazon.com) and the white hoodie would cost me £8 (from www.primark.com). I also own some sunglasses. The only prop I will need is a prop gun. I will buy this from www.amazon.com as this is one of the few places that sells cheap toy guns. This will set me back £9.99 plus £2.99 P&P. Summary: Bandanna - £2 T-Shirts - £4.99 Caps - £6.19 Prop – £12.98 Total - £26.16
  • 4. Time Deadlines: The deadlines I need to meet are all deadlines set by myself. This is because I have planned to make a certain amount of products in a certain amount of time. Most of my products are video game covers (front and back) so they will take a similar amount of time. There will obviously be different amounts of detail/content on each different product so I will most likely give myself at least half a week to complete each product. There is roughly 6 weeks of production (and any time I can spend outside of college if I am falling behind), so I think half a week to complete a product is enough time to ensure that I complete my products without rushing them. As everything else in my plans, I can always adapt to a new plan if the original one doesn’t work. Availability of equipment: It is important that I book the equipment and studio as soon as possible, in order to secure a time slot that fits my carefully planned schedule. If I fail to book the studio and equipment on time then this could hinder my whole project. As for time spent in the studio, I will need at least an hour to make sure I get all the photos I need. I will be able to manage my time fairly well in the studio because it is a simple process but I need to make sure that I don’t rush because then the quality of the images won’t be to a good standard. Availability of personnel: As I plan to use my peers in my work, I need to know that they are available and willing to participate in my project. I also need to make sure that I don’t take up to much of their time so that they can concentrate on their individual projects as well.
  • 5. Facilities The first piece of equipment that I will need for production will include a Canon 600D or 700D. This is a piece of equipment that I will have to use. I will need to use it so that I can take some original photos. Taking original photos means that I can use my imagination to get the perfect pose, angle and lighting for each individual product. The camera is provided by York College so I won’t have to pay to use it. I will need to book it out so that it fits my schedule. The second piece of equipment that I will need to use is a tripod. Once again this will be provided for me. I will need this so that I can get an image that can be taken with ease. The image will be less likely to be blurry or low quality as it will be taken from a still point. The model of the tripod is unknown but that is not a major factor. When I am taking photos in the studio, I will need to make sure that there is a backdrop. When I book the studio, there will be a choice of colours to select for the backdrop. The choice is between green, white and black. I think that green will be the most appropriate colour to choose from because the models will be wearing black and white clothing so I need the backdrop to contrast with the clothing. This will make it easier for me to cut out the images in Photoshop. Another important piece of equipment I will need for production is lights. These will already be set up in the studio. These are extremely important to my project because it can determine the quality of the image. If I get the lighting wrong that may effect the quality of my product. After I have taken the photos that I need, I will edit them in Photoshop. I can use this software program at College and at home so if I am unable to come into college then I can use it at home. To be able to use Photoshop, I will need an iMac to run it on. The iMac that I will be using is the late 2013 version. The iMac is fairly old so will not be as reliable as the newer versions but it has held up for previous projects so it shouldn’t be a problem.
  • 6. Materials Props: • The first prop I will need will be a gun or multiple guns. The guns will obviously not be real so I will need to purchase some replica or toy guns to create a realistic effect. I will have to take some of these photos at home as bringing a replica gun that looks realistic could be controversial. If I in desperate need to take photos in the studio, I can always make a cardboard cut out of a gun and then edit in in Photoshop. I fear that this will take away the realism of the project though. Costume: • The costume I will need includes bandanas, t-shirts, hoodies, sunglasses and caps. The colours of the clothing will be black and white as these colours are opposites which will represent the two opposing sides of the characters in the game. I already have access to some t-shirts so I can save money on those props. The t-shirts may have logos on them but these can easily be edited out using Photoshop. I have a black hoodie but I will need to buy a white hoodie. Depending on what store I buy from, this should hopefully cost me less than 10 pounds. The white hoodie is not necessary as I can present different characters with different pieces of clothing. For example, one character can have a bandana and a t-shirt and one could have a hoodie and a cap. Creating different variants using the same pieces of costume could look very effective. The sunglasses do not have to be a specific colour but I am planning to have reflective sunglasses as they hide the characters identity more. This creates more mystery within the product. The caps will not be a problem as I already own a black cap and one of peers that I plan to use for a model owns a white cap. I will have to look into purchasing some bandanas though as I don’t currently own any. They should be fairly cheap and I need to make sure they aren't branded.
  • 7. Copy The copy that I will need for my products will be very minimal. I will need a description of what the game is about and then some extra titles and subheadings around the back cover. There is also the legal copyright information but I will most likely make this “lorem ipsum” text as it isn't actually a real product. Description of video game to be placed on the back cover: “Enter a world where the two most infamous gangs in the world compete to claim the crown of the city. Immerse yourself in the action, strategy and hustle of the streets. Play as the South Side Ignis to defend your crown or fight back with the Northern Amarum to determine the no1 gang.” The meaning of the two gang names are as follows; South Side Ignis means that the gang resides in the south of the country. “Ignis” is Latin for “Fire” which is a theme of my game. The game is based in the UK and south of the UK is Africa which is a hot country. The Northern Amarum means that the gang members are from the North. Amarum is Latin for “bitterness” which can relate to “ice” (opposite of fire). North of the UK is Scandinavia which is a cold place. When the gang name is fully in English, it reads Northern Bitterness which sounds like some sort of storm. Using Latin names may not sound as intimidating or realistic but it is less likely to have the same name as a real life gang.
  • 8. Colour Schemes The first colour scheme I am planning to use is a sandy colour scheme. I plan to use this scheme because I can create some really fitting tones using these colours. For example, I can link the colour to a theme within the game. My game is based around gangs and we would normally associate gangs coming from a poorer area of a city. A poor area isn't going to be bold and bright compared to the main part of the cities so I need to use dark or washed out colours to convey this to the audience. The brighter green colours contrast well with the orange/yellow hints of the sandy colours. As this is only the planning stage, I may decided to change the colour scheme when I'm in production as I may find a scheme that works better.
  • 9. Colour Schemes The second set of colours that I like the idea of is a grey, maroon and blue scheme. I think that the grey represents the concrete of the cities where the gangs in the game will come from. Grey also has a certain “urban” tone to it as well and this is a theme I would like to involve within my product. The blue will represent the emotion and depression of the area where they came from because blue is what’s known as a cold colour so it makes people feel down rather than joyful. The red is there to represent the blood spilled and red is also a good colour to help a product stand out. It is likely that the shades of the colours I plan to use will change slightly and wont be exactly the same as they are in the pictures above. My reasoning for this is that the colours may look different when they are used on the product so it may be necessary to change them.
  • 10. Colour Schemes This colour scheme is probably the least appropriate and least fitting for my game. Having said that, the contrast of the blue and the orange presents a lot of potential for attracting audience attention. The colours work well together despite being opposites in terms of orange being a warm colour and blue being a cold colour. This contrast helps the product to stand out and the balance of the cold and warm colour helps the audience to feel comfortable. A problem with this scheme is that the colours have no real relation to the themes of my game so I would either have to re-plan my product to make these colours work or I will have to include them very minimally somewhere amongst my products.
  • 11. Font I have used this font in the past and I know that it looks very effective as a title font. A problem with using this font as the title font is that it has a wild west look to it and this doesn’t relate to modern day gangs. The font is free for personal use but it costs to use it commercially. The eroded style to this font does link to themes of my game so I think that it could fit in. The font is big and bold and fills lots of space which makes it suitable for a title. If I do not use this font on the front cover, it will always work on the back cover. This font has an urban appearance to it due to way it has eroded. This font is more eroded than the last which makes the themes more obvious. This font has an urban appearance to it due to way it has eroded. This font is more eroded than the last which gives it a more edgy and dangerous appeal. This is more likely to attract an audience because they may want to experience the events that go on in the streets that cant experience in real life. The font has lots of curvy edges which makes it less intimidating than perhaps a graffiti font that has loads of sharp points and turns on the letters.
  • 12. Font This font has a punk look to it which once again goes against the themes of my game. Having said this, I would not use this as a title font anyway. This font would be more fitting as a sub heading font or a font on one of the DLC products I produce with the game. It may be hard to change the colour of this font so I will have to experiment with it first. This font has an intimidating appeal to it. It is not straight and the eroded style makes it seem like a violent font. The straight lines of the font create a mean look but also make it easy to read. The font is all in capitals as well so it makes it clear and obvious to the reader. The Urban Riot font looks very graffiti like. I like this font because it fits the theme of my game. This font would look good if it were used in the background as graffiti on a wall. If I can find a good technique to use, I will definitely follow this idea. This font isn't bold or clear enough to use for a title so I think that using this as a main font isn't a good idea. I have no previous experience with this font so I may need to experiment to see if it will be appropriate with my products.
  • 13. Font I really like this font. I can definitely include this font on the back cover or on the DLC products. I plan to use this font to show each part of the game. I have attained a screenshot from Google to help explain what I mean. If this font does not work for whatever reason, it will be really simple to replicate using the shape tool and then finding a similar font. I plan to use this font in a similar way to this.
  • 14. Font - experiments This is my first experiment that I conducted using the “Anarchy” font. The bottom line of text is the font in a different colour. The top line of text is the font in a different colour with a “stroke” on. This experiment was very quickly done and not explored into very much, but it is enough to see what it looks like in different colours. I have made an extremely simplistic experiment using the graffiti style font. With a bit of work and some guidance I can make this look realistic which will improve the quality of my product.
  • 15. Colour Style I have used the website www.coolor.com to build some style sheets. The first product I have picked out is a poster for the game “Call Of Duty: Modern Warfare 2”. I chose this because I like the contrast of the dark background and the bright text. You can customise the colours in the colour scheme so after playing around with it for a while I picked out a good scheme. I like this scheme because it has a balance of dark and light colours which makes it easy to stand out. The dark colours aren’t too dark though so they still look inviting instead of intimidating. The pale colours, however, look too calm. If I were to use these light/pale colours I would have to use them as an Outer Glow or something to that effect. The bluey grey colour is an interesting colour because it borders between light and dark. This equality has a big impact on the audience because they feel comfortably neutral about the poster and don’t have any extreme views about it. The second product I have chosen is the front cover art for the video game “Spec Ops: The Line”. I am really interested in this design due to the sandy and desaturated colours because they have a big impact on the audience. The “warm” colours, the peach and the orange, makes the audience feel comfort towards the product because the colours aren't so extreme that they feel overwhelmed, instead the colours are more pleasing for the audience. The colour scheme then transitions into the colour black. Although this colour is boring and common, it is an important colour in my opinion because it can be used in so many ways and it makes everything look “clean” and bold. The two brown/grey colours at the end remind me of rubble from some sort of man made disaster. This fits the theme of the game perfectly so if I can choose some colours that reflect the themes of my game in the same way then I think my product will be of a high standard.
  • 16. Colour Style The third product I have chosen is the cover art (without the game title) for the game “Tom Clancys The Division”. Immediately, I notice that there are no colours that jump out to me. When overviewing the art, there is only really one colour that stands out and that is the bright sun that is breaking through the clouds. The rest of the colours have a really drab appearance but this is made up for by the contrasting bright colours of the sun. It is clear to see that the artwork is trying to convey a sad message through its use of colours with a little ray of sunshine that represents hope. I think this is a really effective technique, one which I will try to use within my products. The fourth product is a poster for the game “Sniper Elite 3”. The colours spring out and make us feel happy because they are bright and vibrant. The blue sky and sunshine makes us think of spring or summer which instantly gives us warm feeling. These warm feelings are then immediately supported by the other warm colours used around the poster such as the orange and yellow in the game title and then the sandy colours. Overall it is a very inviting poster. The darker colours at the bottom provide definition and depth to the product. I will definitely take this products techniques into consideration during production as I find it really intriguing.
  • 17. Image Style The first image style that I am considering taking inspiration from is the Call Of Duty: Black Ops 2 cover. I like the way that the ray of light shines on to the figure as if he is in a jail cell. This makes the audience feel that when they play the game they will be responsible for breaking him out so they will feel a sense of achievement. The mans facial details cannot be made out clearly which creates a sense of mystery so the audience will want to play it to find out who the character is. The weapons he is holding are not be aimed or pointed at the camera which lets us know that he is probably a good guy as he doesn’t want to do harm to the people looking at him. The weapons are still readied though which shows us that the game will keep you ready for action at all times. We are level with the character in terms of the angle of the image which shows we are equal to him which could suggest we are a fellow soldier. The fact that the character is sat down also reassures us that he is not trying to overpower us.
  • 18. Image Style The next image style is that of the game cover “Star Wars Battlefront 2”. Although this game is a Sci-Fi game which is almost the complete opposite genre to what I plan to make, it still has some strong points that I would really like to use in mine. First of all the bottom of the poster shows the action of the game but also shows some nice scenery. This gives the audience mixed feelings such as awe and determination to overthrow the bad guys. The cover then fades into the three characters that take up the majority of the cover. The two characters on the outside are ready to fight whereas the character in the middle has their weapon lowered. The two characters that are ready to fight are also smaller in size compared to the character in the middle which doesn’t show how insignificant the side characters are, but instead shows how significant the main character is. This is because our immediate association with Star Wars is lightsabres but the middle character doesn’t have one so she must be important if she is centred in the image without possessing one of the main items within the franchise. I like the technique used on this due to how the characters are structured and I will definitely try to create something like this within my product.
  • 19. Image Style The final image style I am interested in is that of the “Battlefield” franchise. The first thing I notice is that there is no established eye contact between the character and the audience. This can be a very important part of a product because it can create the foundations for a personal connection between the character and player. The fact that there is no eye contact here shows the importance of what the character is focusing on. The type of shot used in this image is not a long shot as we cant see his full body so it has to be a medium long shot. The character is clearly in actions and we can tell this because of the position he is holding his weapons. Immediately, this lets us know that this is an action packed game.
  • 20. Layout Plans – Standard Edition (Concept 1) TITLE “CAMPAIGN” “MULTIPLAYER” IMAGE IMAGE IMAGE IMAGE INFO AGEWARNINGS DEV LOGO AGE DEV LOGO PUBLISHER LOGO CHARACTER CHARACTER TITLE CHARACTER
  • 21. Layout Plans – Standard Edition (Concept 1) TITLE “CAMPAIGN” “MULTIPLAYER” IMAGE IMAGE IMAGE IMAGE INFO DEV LOGO DEV LOGO TITLE
  • 22. Layout Plans – Standard Edition (Concept 2) TITLE “CAMPAIGN” “MULTIPLAYER” IMAGE IMAGE IMAGE IMAGE INFO AGEWARNINGS DEV LOGO PUBLISHER LOGO IMAGE OF A GUN TITLE DEV LOGOAGE
  • 23. Layout Plans – Standard Edition (Concept 2) TITLE “CAMPAIGN” “MULTIPLAYER” IMAGE IMAGE IMAGE IMAGE INFO DEV LOGO DEV LOGO TITLE
  • 24. Layout Plans – Limited Edition (Concept 1) TITLE IMAGE IMAGES OF EXTRA CONTENT IMAGE LIST OF EXTRA CONTENT INFO DEV LOGO DEV LOGO TITLE PUBLISHER LOGO “LIMITED EDITION” “LIMITED EDITION” AGEWARNINGS AGE IMAGE
  • 25. Layout Plans – Limited Edition (Concept 1) TITLE IMAGE IMAGE LIST OF EXTRA CONTENT INFO DEV LOGO DEV LOGO TITLE “LIMITED EDITION” “LIMITED EDITION”
  • 26. Layout Plans – Limited Edition (Concept 2) TITLE IMAGE IMAGES OF EXTRA CONTENT IMAGE INFO AGEWARNINGS DEV LOGO AGE DEV LOGO TITLE PUBLISHER LOGO “LIMITED EDITION” “LIMITED EDITION” IMAGE IMAGE
  • 27. Layout Plans – Limited Edition (Concept 2) TITLE IMAGE IMAGE INFO DEV LOGO DEV LOGO TITLE “LIMITED EDITION” “LIMITED EDITION” IMAGE
  • 28. Layout Plans – Complete Edition (Concept 1) TITLE IMAGE IMAGES OF EXTRA CONTENT IMAGE LIST OF EXTRA CONTENT INFO AGEWARNINGS DEV LOGO AGE DEV LOGO TITLE PUBLISHER LOGO “COMPLETE EDITION” “COMPLETE EDITION” IMAGE
  • 29. Layout Plans – Complete Edition (Concept 1) TITLE IMAGE IMAGE LIST OF EXTRA CONTENT INFO DEV LOGO DEV LOGO TITLE “COMPLETE EDITION” “COMPLETE EDITION”
  • 30. Layout Plans – Complete Edition (Concept 2) TITLE IMAGE IMAGES OF EXTRA CONTENT IMAGE INFO AGEWARNINGS DEV LOGO AGE DEV LOGO TITLE PUBLISHER LOGO “COMPLETE EDITION” “COMPLETE EDITION” IMAGE IMAGE
  • 31. Layout Plans – Complete Edition (Concept 2) TITLE IMAGE IMAGE INFO DEV LOGO DEV LOGO TITLE “COMPLETE EDITION” “COMPLETE EDITION” IMAGE
  • 32. Layout Plans – DLC Season Pass (Concept 1) GAME LOGO OR STANDARD EDITION COVER AGE DEV LOGO “SEASON PASS”
  • 33. Layout Plans – Limited Edition DLC (Concept 1) CODE AGE DEV LOGO “Dowloadable Content” IMAGE OF DLC ITEM CODE IMAGE OF DLC ITEM
  • 34. Layout Plans – Complete Edition DLC (Concept 1) CODE “Dowloadable Content” IMAGE OF DLC ITEM CODE IMAGE OF DLC ITEM CODE IMAGE OF DLC ITEM IMAGE OF DLC ITEM IMAGE OF DLC ITEMDEV LOGO IMAGE OF DLC ITEM AGE
  • 35. Layout Plans – Poster TITLE DEV LOGO AGE CHARACTER CHARACTER CHARACTER CHARACTER CHARACTER
  • 36. Layout Plans – Dimensions I have taken measurements from the cover art and DLC card of the video game “Call Of Duty: Black Ops 4” Dimensions for video game cover: For my cover to look as real as possible, I need to look at video game cover art dimensions. I have two options towards finding these dimensions. The first option is to look on Google for some dimensions. A disadvantage to this method is that I am guaranteed to get loads of different answers so I wont be sure which measurement will be correct. My second option is to manually measure some cover art that I own. I think that the second option is probably the most sensible option as I can see for myself what the precise measurements are. I can mix the two options together by taking my own measurements and then comparing these to the measurements that I find online. From my own measurements I received the dimensions: 26.8cm full W x 14.8cm H. Back cover= 12.8cm W x 14.8cm H. Spine = 1.2cm W x 14.8cm H. Front cover = 12.8cm W x 14.8cm H. The “XBOX” logo is placed 0.4cm down from the top of the spine and is then 3.2cm long. There is then a 1.1cm gap between the title of the game and the “XBOX” logo. Dimensions for standard poster: As posters are more common than video games, it has been easier to find some dimensions. A poster can be any size so these dimensions can be altered. Dimensions for DLC cards: The DLC cards that shows the audience what the codes give the player also needs to be exact. It is vital that they are precise measurements as they need to fit inside the case. My own measurements give the dimensions: 12cm W x 13.1cm H. I know these dimensions are correct because they are smaller than the cover art and the DLC card has to be smaller than the cover art so that it fits on the inside case.
  • 37. Bibliography Anon. (2019). Find your definition here.. Available: http://latin-dictionary.net/. Last accessed 17th Mar 2019.