3. Character type How they appear in your story
The Hero
The Villian
The Helper
The Donor
The Dispatcher
The Princess or prize
The Princess’s Father
The False Hero
12. A Way Out game
The reason I chose A Way Out is because it’s interactive and changeable plot, is what I am interested in doing. Multi choice decisions is a feature I am also interested
The character designs are meant to be realistic in A WAY OUT, both main characters having
Very distinct faces, to make them recognisable yet make it clear which character Is which.
The gameplay in general is set to be realistic for example: movement, dialogue and
Background imagery.
The gameplay is story driven, but you have access to influence how it goes to a
Certain extent. Theres many different situations where you have to make a multi choice
Decision which may take you on a different path.
The way this game is played is with another person as a duo, you can play on the same
Device or online but it is split screen so you can see what the other character (player)
Is doing and see their perspective. If both players are in close proximity or there is a cutscene it does tend to merge into one.
The cutscenes are primarily used to prolong or add to the story in A WAY OUT; in the opening the cutscenes are used to introduce the characters and give s
13. A Way Out continued
The way punishments work Is if you muck up a section that is pivotal to the story you will be forced to redo the scene.
Sometimes the decisions you make have consequences.
I guess the whole journey of the story is a type of reward or triumph, escaping the prison being the reward as you feel you had an influ
When it comes to the menu section they have a pretty basic layout and colour scheme with the black and yellow.
In the menu screen it also had quite a suspense backing track.
14. A Way Out audio
They suggested through the opening scenes with the opening soundtrack, a dark and sinister melancholic atmosphere, to repre
Like a movie they use not so noticeable backing music to reinforce the tone and atmosphere for a certain scene; not sticking to
Sound effects are used realistically, for example as a toilet is pulled across the floor you can hear the scraping, also all characte
Each change the music is used to add to what the player should feel like.
15. A Way Out
The way it makes the audience want to buy, watch and play it is its immersion and innovation, as there hasn’t been
Much multiplayer multi choice games out there. You also like in a movie feel like you’re in a way in the game. Because
The game has a movie structure to it.
The lighting is very dark and moody especially inside the prison, the lighting used the characters are made for them to
Send out opposed to everything else.
16. Rocketman
• One of the more enticing part of why I chose this trailer is its music, I think having good music really adds to if a trailer is
good because it can effect your emotions, and specifically in Rocketman Trailer the Elton John songs get you excited for the
movie as a whole.
• The lighting in a Rocketman is very bright and the colours are vibrant which creates a really happy and exciting atmosphere.
• In the trailer the locations get more Luxurious as the timeline to the story unfolds, as at the start he is in just a normal
house, but by the end he’s in a mansion and not only just houses the venues get more big, by the end he’s playing for a
crowd of thousands.
• The effect usage was very minimalistic, probably due to it being a real life story and the film is meant to be realistic.
• The editing is very quick as it gives you taste of what the movie will actually be like, in some scenes hinting at what
may play out, for example someone tells Elton don’t kill yourself with drugs, and also hints that there will be scenes of
Elton Johns coming out story.
• Elton Johns costumes get more glamours and eccentric as the trailer plays out, as he gets more confident and figures
out who he is.
17. Rocketman
• The fonts used in the Rocketman trailer is quite bold and shiny, it has stars in some of the lettering and the letters are covered in
like a star disco colour to represent Elton.
• In the the Rocketman trailer there isn’t much sound effects used as it is a realistic story based off real life; however what they have
done is bounce between Elton John songs and dialogue and sometimes intertwining the two.
• The trailer makes people want to buy it because it is very well put together and seems like it had a high budget, also they still leave
a lot to be desired not giving away too much and they almost tease the viewer hinting at interesting topics that may play out in the
movie.
18. Match of the Day
The colour scheme on MOTD magazine is very Vibrant and busy, which
lures you in. It has Match Attack cards attached to lure in a younger age
demographic, this is smart because the average reader of MOTD is 9.2.
It has convincing advertising as its the Uk’s best selling football mag.
There are relevant and popular footballing stars to entice you to find out
more. There are cover lines to interest you to what’s going to be in this
rendition of the magazine. The font is very big and bold to make it stand
out to other magazines. This magazine appeals to the average audience
of 9.2 because its way to read, it’s exciting with its big letters and
popular stars and added cards. The photography is of the players in their
football kits so it could entice a fan of the team that is being worn.
19. Pixel art
• The pixel art used in Terraria is very recognisable, known for
using bright and vibrant colours. I think it’s easily recognisable
even though it’s pixel art, it clearly has its own cartoony style.
Terraria being Pixel art also adds to the simplistic factor of the
game as you can see everything around you, not having to
worry about behind you. I feel like Terraria would appeal to the
audience, one for being bright and colourful it gives a
wholesome vibe to it, and two for it being pixel art there are
layers to the game. The exploration and adventure is endless.
20. Research Summary
• What have you learned from your research? I learnt that there’s a lot more that
goes into making a product enticing, such as lighting, music, sound effects, colours, bold lettering, planning,
etc, fonts, styles.
• What aspects of the research will you include within your on work? I
will do research on sound, as I believe that has a big influence on enjoyment of a product specifically
game and film, colours and Lighting as it can lure you in off from the bat. Through watching the video
game and advert the look is very consistent and I want to do something similar, in mine I want the look
to be quite dark and muted, dim and gritty per se.
21. Bibliography
1. Developer-Hazelight. (Year of Release-2018) Game’s Name-A Way Out
2. Director-Dexter Fletcher, Rocketman (2019) - Official Trailer - Paramount Pictures,
https://www.youtube.com/watch?v=S3vO8E2e6G0
3. Publisher-BBC, First copy-1979, Match Of The Day
4. Developers-Re-Logic, Pipeworks Studio, 505 Mobile S.r.l, Engine Software, Codeglue, year of
release-2011, games name-Terrarias
23. Style Sheet
• Fonts
• Mast head-Monaco-charcuterie
• Headline- Hoefler text-
• Body text- Baskerville
I picked this colour palette from Nightcrawler as yet being bright the colours are dimmed
Slightly giving an unsettling atmosphere
I used This colour palette from Harry
Potter because it gives a sad and depressing
Atmosphere. Cold and melancholic for the
Tone of the film/game.
28. Sypnopsis Naïve brothers Piere and Timotheè own a failing restaurant in Paris, from
with their dad when one customer unfortunately has an allergic reaction to
the food. Instead of reporting the body to the police and most definitnley
putting their restaurant into closure, they decide to cook and serve the
human to their customers to dispose of the body. When the restaurant gets
a lot of praise and starts doing well after people try the human that they
don’t know it is human flesh, Piere convinces Timotheè to keep going with
humans and the brothers find difffernt ways to kill; to Timothee worry and
disgust to the whole situation.
Eventually the police start getting suspicious and start an investigation,
when Piere and Tim start seeing cracks in their plan and also in their
relationship Tim threatens Piere that he is going to own up to their countless
murders and leave the restraunt, when Piere who is now obsessed with the
restaurant and showing signs of madness sees Tim accidently gets his hand
stuck in a meat grinder and instead of piere helping him out he lets Tim his
brother die and evidently cooks or eats him.
Jean the dad, who normally checks in on the boys is suspicious when Piere
tells him that Tim has told him that he got an offer to work in Nice to work
with some great chefs. When Jean goes snooping around he finds Tims
finger and immidietly calls the police behind pieres back then confronts
Piere with punches to his face and they get into an intense fight with Piere
finally stabbing his dad in the neck and limping out in a bloody mess out the
restaurnat infront of all the customers, police sirens and red and blue lights
are seen around him and the scene ends with him collapsing with armed
police around him.
Now working in a prison kitchen another inmate cuts off his finger and is in
screaming agony when its cuts to a closeup of Pieres face emotionless, this
links back to the start scene where Tim cuts his finger.
Piere
Slightly older and cooler brother of the
two, seen as a leader in comparison with
his brother. Slightly curly black hair,
skinny, paler of the two, brown eyes.
Wears mostly white and black, sometimes
wears gold rimmed glasses. Obsessive
personality, wants to make his dad proud.
Smokes cigerates. The taster of the food
and comes obsessed with flesh
Timotheè
suffers from anxiety, often zones out, wears baggy
and less stylish clothes, struggiling from death of his
mother, desperate to keep the restaurant going and
to be succcsesful, smokes cigerates, is visably haunted
by the guilt of murder.
Jean (dad)
Bald, retired chef, abusive
to his sons, distraught over
wifes death, strict. Childs
toughest critic
Jacques (Main police
detective)
Determinded, brown short
hair, suspicious. Moustache,
slight limp.
30. Sound Effects
Sound Effect Needed How I Will Create the Sound
Fight noises Punching meat
chopping Chopping like carrots or other things to get different noises like
crunches.
Police sirens internet
Refigerator noises Fridge noise
Meat grinder internet
Customer background ambiance internet
Stabbing noise Stab jelly
Chocking noises voice
Falling noise thud Throw object at floor
31. Actors/Locations
Actor Role Location for recording
Alex lawther Timotheè Paris
timothee chalamet piere Paris
David harbour Dad jean paris
Shia labeouf Police officer Paris
32. Music
Band Name Track Name Link
Edith Piath La vie en rose https://www.youtube.com/watch?v=kFzViYkZAz4
Pixies Where is my mind https://www.youtube.com/watch?v=N3oCS85HvpY
radiohead Exit music for a film https://www.youtube.com/watch?v=Bf01riuiJWA
33. Contingency
What can go wrong? What can you do if it does?
Bodily harm with knifes ambulance
Cooking accidents First aid
Fight scenes First aid
34. Risk Assessment
What could be a risk to you, others or the equipment? How can you make sure that doesn’t happen? What
will you do if it does?
Sharp objects Stunt doubles, fake knifes
Boiling water Co ordinated scenes, not actual hot water
fighting choreogr
36. Using your plans, produce:
• A synopsis for your film
• A video game that would support your film, to include a menu screen,
demo level and cut scene
• Sound track for the video game
• A magazine front cover, promoting the film
• Additional advertising to promote the film
Include synopsis, magazine cover and advertising in this pro forma.
Animation to be embedded in your blog.
Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.
What music could you use? This should be copyright free. Explore options online for copyright free/public domain music or make your own on Garage Band
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
Think about existing products as well as practical experiments
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Compare your work to similar existing products and discuss the similarities and differences
Is your work technically detailed/complicated enough? What effects and production techniques have you used? How technically proficient is your animation? How did you create your effects? How did you record your audio? Did you use any foley methods?
Compare your work to similar existing products and discuss the similarities and differences. Consider your game art, your magazine cover and advertising.
Is your aesthetically pleasing enough? What effects and techniques have you used? Does your project have a consistent aesthetic style? If not, how can it be improved?
Does your work sound good? Was it creative? What aspects of your audio do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.