2. Existing Product
Type of image
The location of the game is set in a rainforest, as can be seen by the trees, tree
trunks, the veins and the swamp-like water stream. The animals that can be
seen in the game as well suggests that they are living in their natural habitat
which further implies that the location of the game took place in a rainforest.
The angle of the camera is set in the middle so that the player/s can maximize
their view while playing the game. The intention of setting the camera to be in
the middle also allows the player/s to be fully aware of their character/s
movement and surroundings. With this it can make their gameplay easier as
they know what’s going around them and more enjoyable. The effects can be
seen are both visual and audio as well. For visual there are colours involved as
can be seen with the rockets. For the audio, it was mainly jumping, going
forward, back and shooting.
Use of lighting
The scene is bright and the players can see it clearly, the details on the scenery is detailed as can be seen above from the trees to the
characters in the game. The costume used in the game as can be seen with the character on the right, the intention is to give the
characters a form of identity so that the player/s could differentiate whose who. The game have options to change the costume of the
characters, with this it’ll make the game much more fun and interesting for the player/s. The props that are used are weaponries and
transportations such us boats etc. The connotations of the colours that are used are natural forest-like colours such as brown, green, blue
and white. This due to the developers wanted to create a forest-like location, hence they need to use that pallet of colours to be able to
achieve it.
Audience appeal
Their targeted audience would be people who enjoys robots and actions, people who likes games that take place in rainforests or forests
and people who likes to explore in games. For people who enjoys robots and actions the developer decided to add it into the game as a
feature to attract players, the developers also decided to include thrilling actions as can be seen with rockets and flying bullets. For people
who likes games in rainforests or forests, The developers achieved that by creating a location of the game that takes place in a forest where
there are features alike such as trees, animals and a river. The game is also made by the developers to be explorable where players will
enjoy them can explore freely with excitement.
3. Existing Product
Type of image
The location that this game is set in is in an abandoned golden temple. The angle is in the middle so
that players can see everything going on and be aware of the surrounding of the character that they
are playing. With this players will be able to enjoy the game more as they can see what's going on. The
effects that were used are mostly sound effects where when the character jumps, lands or hit
something. With this players won’t feel bored and will find it entertaining.
Use of lighting
The scene is well lit and bright and the details are very specific. The players could enjoy the beauty of
the graphics in the game. The costumes that were used are mainly to give identities towards the
characters that are available in the game. With that the players are able to recognise which ones
which. The props that they included are trees, bush, ladders and grass. This is so that the player would
feel themselves in a forest and could relate to it. The colours that are used are gold, brown and green.
The creator decided to use those colours to make it the game as attractive as possible especially gold,
where people with certain psychographics would see it attractive. The connotations of the colours may
suggests wealth and honour after completing the game
Audience appeal
They made the game appealing by adding features to it especially the colour palette used in the game.
Specifically the colour gold is really bright and a majority of people will be attracted by it. Other than
that setting/location of the game is mysterious where it intrigues people and at the same tiem
attracting them to play.
4. Existing Product
Type of image
The location of the game is set in a magical forest where all the
insects are bigger than usual and their physical attributes are
different than normal. The angle was set in the middle where the
player/s can see the whole situation of what’s happening around
their player and looking at the graphics of the gameplay. The
effects are mainly sound effects when the character jumps or
moves.
Use of lighting
The scene is bright and the players can see it clearly, the details on the scenery is very natural-like and specific. The costumes that
were used are mostly the colour of the skin of the characters in the game. With this they are given their own identities and can be
differentiated by the players so that it would be easier for them. The props that can be seen above are mostly trees, bushes, grass,
wagons, wooden boxes and a house. The reason why the developers added these props is because they wanted to create the scene
that took place in a village near a forest. This may be their own way to appeal and make it interesting for their targeted audience.
The colours that are used are mostly nature-like colours such as brown, green, yellow and dark pink. By using these colours, the
developers intention to create a forest scene is reached and produced as those colours helped them to achieve what they wanted to
do.
Audience appeal
It’s obvious their targeted audience is someone who age is ranging from 0-15 years old, someone who enjoys exploration games
and people who enjoys games that are set in a forest. By using all the elements above they were abled to achieve that. For someone
whose age is in that range, The developers decided to go for a magical/fantasy theme for their product to be able to appeal to
them. For someone who enjoys exploration games, they decided to make the game explorable by adding exploration side-missions
and main missions. With this the players won’t be bored and be attracted to the game. For people who enjoys games that set in a
forest, the picture above speaks for itself. The developer decided to create the game in a forest setting to appeal to them and make
them interested to the game.
5. Existing Product
Type of image
the location of the game is set in fantasy world. This is because as can be seen in the
picture and during the gameplay the platform that Mario runs on isn’t natural or
anything that is similar on earth. The angle that is set in the middle so that the
character/s can be seen by the players. This will also help them to be aware of their
character’s surrounding and also will be more enjoyable. The effects that are used are
visual effects and sound effects. For visual effects there are coins to be collected,
mystery boxes to knock and powerups. Furthermore, for audio effects there’s audio such
as “This is Mario!!!!” located in the game and a few noises when the character jumps.
Use of lighting
The scene is well lit where everything can be seen by the player/s. The costume used by the developers is to imitate an Italian man hence the
name Mario. The costume as well gives the character a form of identity so that the player/s are available to differentiate on which characters’
which. With this it helps the player/s a lot more and making their gameplay more enjoyable. The props that the developers decided to include
are a green tube/tunnel, mountains, bushes and mystery boxes. With this the scene that the developers trying to create a scene that they
intended to for their targeted audience. The colours that the developers use connotates the situation and surrounding to be semi-earth and
semi-fantasy. As it can be seen at the picture above. The fonts used in this game is a basic font, this is because the font isn’t the main attraction
for people to play the game instead it only acts as tools to tell the player/s about the stats that they have earned in the game. With this it’ll help
the player/s to navigate their character’s levels and stats.
Audience appeal
Their targeted audience would be people who are into beautiful natural scenery, people who are into exploration games and people who are
between 0-15 years old. For the people who enjoys beautiful scenery, the developers decided to make their product appealing to them by
creating a scenery where there are mountains, clouds and clear blue skies.
6. Research Analysis
• What common features do the researched products have?
– They all take place in a specific location that their targeted audience
like.
– They all have costumes on the characters to give them identities.
– They all added props into them to add more interesting features in the
game.
• What aspects of the research will you include within your on work?
– I will include a specific setting or location on what my targeted
audience would like, I would also add props into my game such as
mystery boxes so that it will be interesting for my players. I would also
add costumes to my characters to give them identities and so that my
players are able to identify which one is the bad guy and the good guy.
8. Audience research
• Observation: 81.82% of participants said yes while 18.18% of participants
said no.
• What this says about my audience: The majority of my participants like
animated demo games.
• How will your product appeal to this audience: By making an animated
demo game.
9. Audience research
• Observation: 72.73% of the participants want the duration to be 5 seconds
while 27.27% wants it to be only 4 seconds.
• What this says about my audience: The majority wants the animated
demo game to be longer (5 seconds).
• How will your product appeal to this audience: By making the duration of
my animated demo game to last 5 seconds or longer.
10. Audience research
• Observation: 27.27% of participants want it to happen at the temple, 36.36%
wants it to at a forest, 9.09% wants it at a lake and 27.27% wants it in outer
space.
• What this says about my audience: The majority of my participants prefer the
game to take place at a forest. While others differ.
• How will your product appeal to this audience: I will make the location of the
game to take place in a forest.
11. Audience research
• Observation: 54.55% of my participants are male and 45.45% of my
participants are females.
• What this says about my audience: The majority of my participants’ gender is
male and the minority is female.
• How will your product appeal to this audience: I will add more masculine
features such masculine colours or thrilling actions in the game.
12. Audience research
• Observation: 63.64% are under 18, 27.27% are between 19-24 and 9.09% are
between 25-34.
• What this says about my audience: The majority of my participants are
children under 18 and the rest are older.
• How will your product appeal to this audience: I will include features that kids
nowadays are into right now, so that the game will be interesting for them.
13. Audience research
• Observation: 36.36% of my participants want a male character, 36.36% of my
participants want a female character and 27.27% of my participants want a
gender-neutral colour.
• What this says about my audience: Amongst my participants the results for male
and female character are the same. The minority choses a gender-neutral
character.
• How will your product appeal to this audience: I have to choose between male and
female due to the result is the same. Hence, I decided to choose male because I
need to include masculine features in the game.
14. Audience research
• Observation: 90.91% of my participants are from the middle class and 9.09% of my
participants is from the lower middle class.
• What this says about my audience: The majority of my participants are from the
middle class, some are from lower middle class and none from my participants are
from the upper class.
• How will your product appeal to this audience: I will make my product affordable
and even free for them. Due to this, people who are from the middle class and the
lower middle class can access it without hurting their pockets.
15. Audience research
• Observation: 100 % of my participants want the character to have a rivalry
with another character.
• What this says about my audience: Everyone agrees that they want the
character to have an enemy/enemies.
• How will your product appeal to this audience: I will include another character
to act as an enemy or a rival towards the main character.
16. Audience research
• Observation: 18.18% of my participants use their tablets, 45.45% of my
participants use their phones and 36.36% of my participants use their
computers.
• What this says about my audience: The majority of my participants uses their
phone to play games on and the rest uses their tablets and computers.
• How will your product appeal to this audience: I will make my demo animated
game accessible into my audiences phones.
17. Audience research
• Observation: 36.36% of my participants chose RnB, 9.09% of my participants
chose Rap and 54.55% of my participants chose pop.
• What this says about my audience: The majority of my participants chose pop
music to be played as background music in my demo animated game.
• How will your product appeal to this audience: I will add pop (Royalty-free)
music as my background to appeal to my audience.
19. Interview 1
• What do you like about demo animated games ?
I like being able to play a compacted version of the entire game. It especially helps if it has an element
of every gameplay mechanic.
• What kind of props are you looking forward for to be in the game ?( mystery boxes or easter eggs)
I’d like to see some easter eggs in the game as it it fun to look out for.
• What kind of theme will give you the thrill actions in a demo animated game?
A fast paced game with maybe like a neon blue background would look good in my opinion.
• What kind of outro or ending that you might expect when playing a demo animated game ?
I’d want a cliff-hanger ending as it’d make me want to play the full game to see what happened.
• What kind of special powers or features that you find interesting that the main character has ?
Having power ups that give the character flower abilities and water abilities like “Mario” would be cool.
20. Interview 1
• Observation: The interviewee like the game to be a compacted version, He
also liked to have easter eggs in the game because he thinks its more fun
to have, he would also like the game to be in a fast pace, he like the game
to have a cliff-hanger ending and making the main character to have
flower and water abilities.
• What this says about my audience: My audience is someone who likes
animated games that have a fantasy concept and dramatic scenes to it as
can be seen with his preferences.
• How will your product appeal to this audience: I will insert props that will
satisfy this type of audience for example a mystery box or easters eggs or
even both. I would also make my animated demo game in a fast space and
not too fast as long as I can keep my players still feel the tension and the
thrilling action. I would try to come up with a cliff-hanger ending that
would satisfy this type of audience. I will also add features/superpowers
onto my main character.
21. Interview 2
• What do you like about demo animated games ?
I think they’re fun to play and they’re different to any other game.
• What kind of props are you looking forward for to be in the game ?( mystery boxes or easter
eggs)
definitely mystery boxes because it’s something to look forward too because you don’t know
what’s in the mystery boxes.
• What kind of theme will give you the thrill actions in a demo animated game?
Red, black and also dark features. And knives.
• What kind of outro or ending that you might expect when playing a demo animated game ?
A surprise.
• What kind of special powers or features that you find interesting that the main character
has?
I’d say flying because they can get places quicker.
22. Interview 2
• Observation: My interviewee find my project to be exciting and fun, she also
prefer mystery boxes to be in the game because she found much more
interesting as you don’t know what will come out. My interviewee also
suggested a few colours to be used in the game such as red, black and other
dark colours. She also said that adding knives would make the game more
appealing to her. She would prefer the ending of the game, what she meant
was for there to be a plot twist or a cliff-hanger at the end of the demo
animated game. She also suggested the main character should have special
powers such as flying because it appealed more to her.
• What this says about my audience: With this I can see that my audience likes
games that is more masculine according to the colours and the thrilling actions
that she suggested above. This type of audience also enjoys cliff-hanger
ending in a game and filled with plot twits and surprises.
• How will your product appeal to this audience: I will add those colours onto
my characters to assert masculinity into my game. I will also add thrilling
actions into the game such as adding knives and adding actions such as
fighting and/or thrilling moments.
23. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
Primary = (0-14)
Secondary = (15-25)
• I will add materials that is not too violent for people who are in my
primary age range. This is because those people are underage and
its inappropriate for children to be exposed to violence. Instead I
will include thrill by making the main character chased by a
dinosaur to my game which I see appropriate for both my primary
age range and secondary age range.
Gender
Primary = (male)
Secondary = (all genders)
• I will use a male for my main character and give cloths with
masculine colours such as navy blue and black.
• I will add another character which I think ideally would be an alien
as it would be gender-neutral where a lot of my participants who
answered my survey chose. By adding a gender-neutral character
it would be appealing to them.
Psychographic
Belongers • I will add a RnB background music because based on my surveys
the majority of my participants chose RnB due to it being the trend
right now. Hence by using the things that is trendy right now will
surely attract people who are belongers. I will also add a more
trendy costume onto my character such as cargo pants or
streetwear style that people are into now.
Social Status
Primary = (middle class)
Secondary = (lower middle
class)
• I will make my product affordable by making it free for everyone to
access it so that everyone can play it and everyone can enjoy it.
• I will make my demo animated game accessible to all platform so
that it is compatible on all devices such as computers, mobile
phones and tablets.
25. Research Evaluation
• Give an overview of how you conducted your research. Discuss the strengths and weaknesses of
each method
– Product Research
• Strengths = I was able to understand the market better and be able to identify the common features
such as the location chosen by the developers to make their game appeals more to their targeted
audience as can be seen with a lot of games that take place in a forest. I noticed as well the props and
costumes used also play a role in the game depending on who are their targeted audience.
• Weakness = It is too time consuming and it is a little bit tricky to trace which features attract which
type of audiences. It is also hard to find which one that I can use as an inspiration to make my product
to appeal more to my targeted audience.
– Questionnaires
• Strengths = I was able to understand more what people nowadays are into. This is important because
my targeted audience’s psychographic is belongers which highly depends on the trend that the public
is into now. I was able to know what does my targeted audience are into and expected what to come
out in the game such characters, location and background music.
• Weakness = It is hard to be sure that the people that are answering the surveys belongs to the
psychographic group which is my targeted audience. People who belongs to other psychogroup will
have different taste and preference compared to belongers. Which may make my product more
complicated and complex as the results that I’ve received are people who have different level in the
psychogroup spectrum. Which will confuse my targeted audience as there are things that they are not
into but other people who answered my survey do.
– Interviews
– Strengths = I was able to dive in deeper into making my decisions about what to insert in my game. I was
able to get direct and specific answers and insights from people who are definitely in the psychographic of
my targeted audience. With this I can be able to be confirmed on what to insert in my game and what to
avoid or making it subtle.
– Weakness = Some answers that I’ve received from the interviews are not that really deep or specific instead
the answer can only be categorised as clear and understandable but not specific.
26. Research Evaluation
– What sort of a response did you get?
The responses that I got from my researches including surveys and interviews are
somewhat similar as I can see the common and majority of the answers are the
same. Including the location of the game, the plot of the story as in is it better if I
add villains or rivals in the game.
– How did you distribute your survey? Give an advantage and a disadvantage
Advantage = I got my surveys answered in a short time from different people with
different preferences and opinions which really broaden the space for
possibilities of adding things into the game.
Disadvantage = a few people who are not from my targeted audience’s
psychographic answer my survey and the results coming back from them would
make it more difficult for me decide which one to include to appeal to my
audience and which to not include.
Editor's Notes
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?
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?
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?
Choose a historical product (pre-1990) 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?
Discuss the existing product research, surveys and interviews
Discuss the responses you got from your survey
Discuss distributing your evaluation digitally