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Pre-Production
Jake Whattam-Smith
Audience Profile
Initially it is important to recognize that as mentioned within my brief for this
project, there is already a set dimensions for who my audience profile will be
aimed at, these being 16 - 24 year old's.
Furthermore, as displayed across my video games researched, I intend of
reflecting the action genre throughout; as this is a feature I will evoke, it
effectively connotes more towards the male gender as dominance, strength,
and power are stereotypical values of males, like the genre here i am
including.
Next, another aspect that is defined within my video game as part of the
project, comes under an education value. When playing the game, this is
used to create a much more intriguing factor within my audience, both
making it more engaging and enjoyable at the same time. As this is used, it
seems most appropriate that it is also suiting for the upper and working
classes of people as well, primarily ranging from social grades B - C2.
Style Sheet
Style Sheet Continued
Color Pallet 1: These extracted colors will predominantly be in
the creation of the sky; in having different shades of primarily the
same color, this adds a larger sense of detail and effect to this
feature within my video game. Further, these variants of blues may
also be used in surrounding features across the foreground (mise-en-
scene), of which evidently displays the extent of my skills more
towards my peers and the people whom will review my final work.
Color Pallet 2: Further, these extracted colors will primarily be
in the creation of the vegetation; also in having different shades of
the same color, this allows more of a freedom and amount of detail
in these aspects using this specific color choice. Additionally, the
variety of color options here may also be used in other aspects I am
to include (carriages, clothing etc), further presenting the extent of
my ability in using different color options and my general creativity.
Color Pallet 3: Onwards, these also extracted colors will
mainly be in the creation of the ground and other rocky sculptures;
in having these color options, it will effectively help in portraying the
variants of shades in the ground and define other features (rocky
mounds etc). Furthermore, this feature evidently helps in reflecting
the foreground (a desert), portraying the western them throughout
my audience and supporting a larger understanding of the game.
Style Sheet Continued
Color Pallet 4: These extracted colors beside will help in being
the creation of the ground; in having more variations in the shades of
primarily one mild yellow color, this allows myself to add an extreme
amount of detail within the design. Due to the extent of detail that is
possible within my game, this effectively portrays an outstanding and
well produced end product; evidently reflecting myself as a
professional and well organized developer towards my peers.
Color Pallet 5: Evermore so, these extracted colors will also
support in creating the ground and other rocky structures, similarly
to the previous allotted color palette; in doing so, and having more
options/categories of colors, this allows myself to add an extreme
amount of detail within the aesthetic design of my video game I am
producing. Otherwise, they will be used similarly in developing the
ground and rocky features in more convincing visual graphics.
Color Pallet 6: Finally, these extracted color options present
beside will help in being the creation of a wide range of different
features that will pass within the main foreground of the video game;
these features primarily consist of: small desert trees, bushes, rocky
formations, animals and etc more other things. This here concludes
the gathered range of color pallets, all of which will be very beneficial
in the process of production in this video games project.
Screenshot Layout 1
Screenshot Layout 2
Screenshot Layout 3
Sound Effects/Dialogue
Sound Effects
There will be a western acoustic guitar theme song playing in the foreground; this will primarily be throughout the whole process of deciding
whether you start a new game, load a previous save, begin playing challenges or missions, altering components in the options menu, or
evidently quitting from the game menu. Specifically, this theme song will predominantly be slow moving like a campfire song, this is mainly
because it reflects the calm, relaxing scenario of the train’s silhouette moving in the sunset (the loading screen); furthermore, this is also
because it will obviously differ against when playing the game, as for ore upbeat and paced music will be displayed here, contradicting the
initial introduction when opening the game – this also works effectively in engaging the audience more, whilst also creating a tense yet
exciting atmosphere throughout my audience.
There will also be a sound effect implemented when scrolling/selecting the different components in the menu screen, these consisting upon:
new game, load save, challenges, missions, options, and quit. Specifically, the sound effect displayed will conclude under a western gun shot
bang, visually here you will also encounter the selected aspect to have a gun hole; in having this sound is primarily to enforce the western
genre and help support more of an understanding throughout my audience, that is why this is achieved here to the standard present.
There will also be another western themed acoustic guitar themed beat song whilst playing in the foreground; this however will differ
significantly through first being a much more upbeat soundtrack, and only played through the process of when doing the campaign,
challenges and or missions that are integrated in my video game, and selectable within the main menu screen. Specifically, this theme song
here will be a much more upbeat soundtrack, as previously mentioned; this is primarily because it reflects the scenario effectively, stated in
the much more action based gameplay, but also because this predominantly differs significantly against the previous scene in having the train
silhouetted across a sunset foreground; as this differs, it effectively also creates a prior sense of excitement and tension throughout my
audience, all of which is necessary to express across my video game, as for it portrays the western genre of which is closely related across the
action, gunslinger characteristics.
There will also be a sound effect around the train that moves constantly throughout the whole video game, from initially opening up the
game in the loading screen to when you finish playing either the campaign, challenges or missions game mode. Specifically the sound effect
will sound like a general train moving, as there is no need to over complicate simple characteristics that are already in place; furthermore, in
having the general stereotypical train moving mechanic, regularly, across the narrative when moving from carriage to carriage and evidently
reaching the front, a train horn will go off, this adds a cool mechanic to the game as these hold the sole purpose of checkpoints, of which
makes the game much more enjoyable and fun as the action never stops.
Sound Effects/Dialogue Continued
Sound Effects
There will also be a sound effect regarding the different characters within the video game walking; this is quite a simple feature, and due to
that aspect, it would be as simple as a light pitter patter of wooden planks moving underneath the characters transition from place to place.
Specifically, this feature would be produced under a range of sound workshops, from garage band to beepbox and many more in finding the
right sound effect from this scenario. Furthermore, it is essential in recognising that the train would overpower the sound of footsteps,
however, as this is a feature I intend on incorporating, the overall sound will be reduced to a suitable level in relation to the situation and
train volume as well. And finally, coming under this sound effect that’s incorporated within my game, the noise would have to alter in
recognition with when walking g along the top of the train; as this is a feature I will include, the sound will also have to change,
predominantly to a more thud and this signifies contact with the metal roofing of the train.
There will also be a sound regarding when a health supply is gathered from the main character my audience control, this being an eagle
squawk; as this is a western genre based video game, this seems appropriate that an eagle sound is overheard, reflecting why this is
implemented when gathering health for you chosen character. Similarly, a sound is also required when losing health, and evidently being shot
from the nearby enemies stopping you whilst on your travels across the train, this would consist of an ‘urgh’ sound. Specifically, this is
predominantly because it is always closely related towards the death of someone in a video game, and so in having this stereotypical feature
within my own project, it supports my audience with a clearer understanding if my project video game.
And finally, in finishing of this section regarding sound effect, the last on I am to include is the obvious gun shot, this being the stereotypical
representation of a western revolver bang; this will primarily and obviously be only used during the process of either you shooting your gun,
and or either the enemies shooting their gun towards you character. Furthermore, as every gun during this era requires, it will need to be
reloaded after every 6 bullets fired; specifically, under this effect, a jingling of metal hitting each other will be displayed here. This is
predominantly because this is the stereotypical representation under this category, evidently meaning that my audience will have a greater
understanding into the games mechanics and sound interpretations.
Contingency Planning
Health and Safety

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Vg pre production 2019

  • 2. Audience Profile Initially it is important to recognize that as mentioned within my brief for this project, there is already a set dimensions for who my audience profile will be aimed at, these being 16 - 24 year old's. Furthermore, as displayed across my video games researched, I intend of reflecting the action genre throughout; as this is a feature I will evoke, it effectively connotes more towards the male gender as dominance, strength, and power are stereotypical values of males, like the genre here i am including. Next, another aspect that is defined within my video game as part of the project, comes under an education value. When playing the game, this is used to create a much more intriguing factor within my audience, both making it more engaging and enjoyable at the same time. As this is used, it seems most appropriate that it is also suiting for the upper and working classes of people as well, primarily ranging from social grades B - C2.
  • 4. Style Sheet Continued Color Pallet 1: These extracted colors will predominantly be in the creation of the sky; in having different shades of primarily the same color, this adds a larger sense of detail and effect to this feature within my video game. Further, these variants of blues may also be used in surrounding features across the foreground (mise-en- scene), of which evidently displays the extent of my skills more towards my peers and the people whom will review my final work. Color Pallet 2: Further, these extracted colors will primarily be in the creation of the vegetation; also in having different shades of the same color, this allows more of a freedom and amount of detail in these aspects using this specific color choice. Additionally, the variety of color options here may also be used in other aspects I am to include (carriages, clothing etc), further presenting the extent of my ability in using different color options and my general creativity. Color Pallet 3: Onwards, these also extracted colors will mainly be in the creation of the ground and other rocky sculptures; in having these color options, it will effectively help in portraying the variants of shades in the ground and define other features (rocky mounds etc). Furthermore, this feature evidently helps in reflecting the foreground (a desert), portraying the western them throughout my audience and supporting a larger understanding of the game.
  • 5. Style Sheet Continued Color Pallet 4: These extracted colors beside will help in being the creation of the ground; in having more variations in the shades of primarily one mild yellow color, this allows myself to add an extreme amount of detail within the design. Due to the extent of detail that is possible within my game, this effectively portrays an outstanding and well produced end product; evidently reflecting myself as a professional and well organized developer towards my peers. Color Pallet 5: Evermore so, these extracted colors will also support in creating the ground and other rocky structures, similarly to the previous allotted color palette; in doing so, and having more options/categories of colors, this allows myself to add an extreme amount of detail within the aesthetic design of my video game I am producing. Otherwise, they will be used similarly in developing the ground and rocky features in more convincing visual graphics. Color Pallet 6: Finally, these extracted color options present beside will help in being the creation of a wide range of different features that will pass within the main foreground of the video game; these features primarily consist of: small desert trees, bushes, rocky formations, animals and etc more other things. This here concludes the gathered range of color pallets, all of which will be very beneficial in the process of production in this video games project.
  • 9. Sound Effects/Dialogue Sound Effects There will be a western acoustic guitar theme song playing in the foreground; this will primarily be throughout the whole process of deciding whether you start a new game, load a previous save, begin playing challenges or missions, altering components in the options menu, or evidently quitting from the game menu. Specifically, this theme song will predominantly be slow moving like a campfire song, this is mainly because it reflects the calm, relaxing scenario of the train’s silhouette moving in the sunset (the loading screen); furthermore, this is also because it will obviously differ against when playing the game, as for ore upbeat and paced music will be displayed here, contradicting the initial introduction when opening the game – this also works effectively in engaging the audience more, whilst also creating a tense yet exciting atmosphere throughout my audience. There will also be a sound effect implemented when scrolling/selecting the different components in the menu screen, these consisting upon: new game, load save, challenges, missions, options, and quit. Specifically, the sound effect displayed will conclude under a western gun shot bang, visually here you will also encounter the selected aspect to have a gun hole; in having this sound is primarily to enforce the western genre and help support more of an understanding throughout my audience, that is why this is achieved here to the standard present. There will also be another western themed acoustic guitar themed beat song whilst playing in the foreground; this however will differ significantly through first being a much more upbeat soundtrack, and only played through the process of when doing the campaign, challenges and or missions that are integrated in my video game, and selectable within the main menu screen. Specifically, this theme song here will be a much more upbeat soundtrack, as previously mentioned; this is primarily because it reflects the scenario effectively, stated in the much more action based gameplay, but also because this predominantly differs significantly against the previous scene in having the train silhouetted across a sunset foreground; as this differs, it effectively also creates a prior sense of excitement and tension throughout my audience, all of which is necessary to express across my video game, as for it portrays the western genre of which is closely related across the action, gunslinger characteristics. There will also be a sound effect around the train that moves constantly throughout the whole video game, from initially opening up the game in the loading screen to when you finish playing either the campaign, challenges or missions game mode. Specifically the sound effect will sound like a general train moving, as there is no need to over complicate simple characteristics that are already in place; furthermore, in having the general stereotypical train moving mechanic, regularly, across the narrative when moving from carriage to carriage and evidently reaching the front, a train horn will go off, this adds a cool mechanic to the game as these hold the sole purpose of checkpoints, of which makes the game much more enjoyable and fun as the action never stops.
  • 10. Sound Effects/Dialogue Continued Sound Effects There will also be a sound effect regarding the different characters within the video game walking; this is quite a simple feature, and due to that aspect, it would be as simple as a light pitter patter of wooden planks moving underneath the characters transition from place to place. Specifically, this feature would be produced under a range of sound workshops, from garage band to beepbox and many more in finding the right sound effect from this scenario. Furthermore, it is essential in recognising that the train would overpower the sound of footsteps, however, as this is a feature I intend on incorporating, the overall sound will be reduced to a suitable level in relation to the situation and train volume as well. And finally, coming under this sound effect that’s incorporated within my game, the noise would have to alter in recognition with when walking g along the top of the train; as this is a feature I will include, the sound will also have to change, predominantly to a more thud and this signifies contact with the metal roofing of the train. There will also be a sound regarding when a health supply is gathered from the main character my audience control, this being an eagle squawk; as this is a western genre based video game, this seems appropriate that an eagle sound is overheard, reflecting why this is implemented when gathering health for you chosen character. Similarly, a sound is also required when losing health, and evidently being shot from the nearby enemies stopping you whilst on your travels across the train, this would consist of an ‘urgh’ sound. Specifically, this is predominantly because it is always closely related towards the death of someone in a video game, and so in having this stereotypical feature within my own project, it supports my audience with a clearer understanding if my project video game. And finally, in finishing of this section regarding sound effect, the last on I am to include is the obvious gun shot, this being the stereotypical representation of a western revolver bang; this will primarily and obviously be only used during the process of either you shooting your gun, and or either the enemies shooting their gun towards you character. Furthermore, as every gun during this era requires, it will need to be reloaded after every 6 bullets fired; specifically, under this effect, a jingling of metal hitting each other will be displayed here. This is predominantly because this is the stereotypical representation under this category, evidently meaning that my audience will have a greater understanding into the games mechanics and sound interpretations.

Editor's Notes

  1. List age, gender, ABC1/C2DE etc (as appropriate). Include images as appropriate to illustrate your target audience Use https://yougov.co.uk/profileslite#/ for similar games to list audience desires/interests and how you will appeal to them through your game.
  2. Explore colours and pixel art styles similar to what you want to produce. Discuss these elements in relation to why you chose them and where you may use them in your project. Go over as many pages as you need to.
  3. Explore colours and pixel art styles similar to what you want to produce. Discuss these elements in relation to why you chose them and where you may use them in your project. Go over as many pages as you need to.
  4. Explore colours and pixel art styles similar to what you want to produce. Discuss these elements in relation to why you chose them and where you may use them in your project. Go over as many pages as you need to.
  5. Mock up of a potential design using the colours and sourced images. Alter this slide to make it appropriate for your planned product types. Use the content established in your style sheet to do this.
  6. Mock up of a potential design using the colours and sourced images. Alter this slide to make it appropriate for your planned product types. Use the content established in your style sheet to do this.
  7. What sound effects might you need for your animated screenshot? How could you make them?