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Research
Your Name
Existing Product
The game is 2D and uses a top down
perspective. This gives players more
visibility when doing puzzles in the
game. All of the assets are made using
pixel art, this gives it a very unique
artistic appearance with an abundance
of bright colours. The game also uses very subtle details
such as making cats tails wave and having the water wash
up against a wall, this really brings players into the game
world as it feels more alive and inviting. The main character
wears a green outfit, green is often seen as a very earthy
colour, to show that the character is down to earth. The
game uses different items to give information such as the hearts representing
how much life a player has, and the different pictures of swords and shields to show what
items players have. The games map uses lots of different colours, this is to make each
location feel new and different, the colours are all used to make the player feel something
when they’re in that area.
Existing Product
The Location of this game is set in a large and immersive
fantasy world with lots to explore and lots of quests to
complete. The world is bright and colourful with lots of
detail and exceptional photorealistic graphics, all to be
viewed from the third person perspective of the main
character, this is so that while in combat you have a better view of what is happening.
The games effects are great with lots of emphasis on things
like spells and blood and gore
which is very prevalent in the
game. Lighting is very important
in the game, which has a day and
night cycle, the time of day effects certain quests and
how hard certain enemies are to defeat. Your character
and horse evolve with you through the story which really makes the player feel
involved in the story as you build your skills and appearance up, using armors and
weapons found or built in the world. The props in this are abundant as you are able to
find items for use all around the world in poxes, bushes and dead bodies. The combat
in this game is very tough especially on the harder difficulties and you have to be
prepared properly because one wrong move could cause you to lose.
Existing Product
Super Time Force is a 2D platfomer in a dystopian like world,
which you have to fight your way
through, however every time you
die you respawn with a new
character and play along side your
old one. The games perspective is
also side scroller this means that you can see the most
important parts of the level at that point. The game has very
unique art style, it is all done in pixel art, pixel art itself isn't unique but the way the world is
created using it is very cartoon like. The props in this game are very exaggerated with large
over the top weapons which is to make the game seem more
extreme and chaotic. The games colours are not very bright and
could be seen as being quite dull, however this works well to
build the setting of this game as dystopian and dangerous. The
game uses 8 bit sounds for its music and sound effects. This
works really well with the art style of the game, it also has
nostalgic effect which a certain audience will be drawn too.
Existing Product
Battlefield is set in WW1 in exaggerated versions of battles to
make them much faster paced. The game is a first person
shooter, however in certain places it can be turned into 3rd
person. The use of first person is to get people more engaged
in the game and to feel like they are part of this game world.
The games graphics are extremely photo
realistic which is to further draw people into the world and make it
so people can relate to an object and know clearly what it is.
The gamehas a large range of guns and items which really helps to
keep games fun and new as you can experience something new each
match this helps audience stay with the game. There are a lot
of other effects that really build this game as well such as
explosions and ricochets which make the game more realistic.
The games sound design is also superb and there is a clear
emphasis on very realistic sounds, everything from shooting
rocks to plain exploding and headshots. The hud is also very
minimal to let people see much more of the world without maps and items cluttering the
screen.
Research Analysis
• From my research I found that the games have a clear artistic style
that they follow throughout the game, the art style in my game will
be more like the super time force style. Which is more pixelated
and more orientated to 2D games. From my research I found that
games normally have a large range of items that the player can use,
I will be using this in my game, it will be more like the witcher as it
has a clear system for rarity and progression. Which is another
thing that is key in games as it gives the layer much more drive to
play the game as they want to enhance the games character. This is
because it creates more of a bond between the player and
character. I also will have to make sure there is a link between the
sound of my game and its graphics. For example with pixel art
sound will have to be much more simple like the graphics are.
Interviews
Interview 1
• What is your opinion on character customization?
I think it as a good feature in a game however I don’t think
that games should be reliant on character customisation to
give a game depth.
• When playing games do you think an distinct art style is
important?
Yes I do, I think it gives a game a unique feel and I like when a
game is related to a specific art style i.e. borderlands
• Do you think character progression is important?
I don’t think character progression is as important as storyline
progression. However I think it would be good to see your
character change over time.
Interview 1
• Observation:
• From this interview I found that they don’t think that character progression and how a
character looks should be a focus point for the game, however a unique art style is
important as it makes the game more memorable.
• What this says about my audience:
• This shows that my audience is much more driven by a story compared and gameplay
rather than factor that have no real impact on how you feel about the characters within
the game .
• How will your product appeal to this audience:
• My game will appeal to the audience by having a large focus on a character driven story
that players can get emotionally invested in, including unique comabat and game
mechanics into the game which people have to learn button combos for rather than
unlocking during the game. This will mean that players can engage a situation anyway
they want. I will include customization but it will not be a focus point for the game.
Interview 2
• What is your opinion on character customization?
Customisation is always a welcomed addition as it
makes for a more personal experience.
• When playing games do you think an distinct art style is
important? Yes I do as a game can be rather forgettable
if the art style is bland or distinct.
• Do you think character progression is important? A
sense of progression is ideal as it creates the feeling
that you are actually getting stronger the more you
play etc.
Interview 2
• Observation:
• From this interview I found that customization, art style and progression is all
important in game, as customization and progression builds a bond between
player and character. And a unique art style makes the game memorable
• What this says about my audience:
• It shows that my audience want a game that is very focussed on the games main
character and what they are like rather than a larger more world based story.
• How will your product appeal to this
audience:
• My game will appeal to this audience as it will be heavily story driven with
character customization involved, and there will be some character progression
involved.
Bibliography
Bibliography
1. Interviewees, Jack Ward. (2018) Target Audience Interviews (conducted
on 12th January 2018)
2. Interviewees, Connor Wiffen. (2018) Target Audience Interviews
(conducted on 12th January 2018)
3. Capcom, 2004, The Legend of Zelda: The Minish Cap
4. CD Project Red, 2015, The Witcher 3: Wild Hunt
5. Capybara Games, 2014, Super Time Force
6. Dice, 2016, Battlefield 1

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3. research

  • 2. Existing Product The game is 2D and uses a top down perspective. This gives players more visibility when doing puzzles in the game. All of the assets are made using pixel art, this gives it a very unique artistic appearance with an abundance of bright colours. The game also uses very subtle details such as making cats tails wave and having the water wash up against a wall, this really brings players into the game world as it feels more alive and inviting. The main character wears a green outfit, green is often seen as a very earthy colour, to show that the character is down to earth. The game uses different items to give information such as the hearts representing how much life a player has, and the different pictures of swords and shields to show what items players have. The games map uses lots of different colours, this is to make each location feel new and different, the colours are all used to make the player feel something when they’re in that area.
  • 3. Existing Product The Location of this game is set in a large and immersive fantasy world with lots to explore and lots of quests to complete. The world is bright and colourful with lots of detail and exceptional photorealistic graphics, all to be viewed from the third person perspective of the main character, this is so that while in combat you have a better view of what is happening. The games effects are great with lots of emphasis on things like spells and blood and gore which is very prevalent in the game. Lighting is very important in the game, which has a day and night cycle, the time of day effects certain quests and how hard certain enemies are to defeat. Your character and horse evolve with you through the story which really makes the player feel involved in the story as you build your skills and appearance up, using armors and weapons found or built in the world. The props in this are abundant as you are able to find items for use all around the world in poxes, bushes and dead bodies. The combat in this game is very tough especially on the harder difficulties and you have to be prepared properly because one wrong move could cause you to lose.
  • 4. Existing Product Super Time Force is a 2D platfomer in a dystopian like world, which you have to fight your way through, however every time you die you respawn with a new character and play along side your old one. The games perspective is also side scroller this means that you can see the most important parts of the level at that point. The game has very unique art style, it is all done in pixel art, pixel art itself isn't unique but the way the world is created using it is very cartoon like. The props in this game are very exaggerated with large over the top weapons which is to make the game seem more extreme and chaotic. The games colours are not very bright and could be seen as being quite dull, however this works well to build the setting of this game as dystopian and dangerous. The game uses 8 bit sounds for its music and sound effects. This works really well with the art style of the game, it also has nostalgic effect which a certain audience will be drawn too.
  • 5. Existing Product Battlefield is set in WW1 in exaggerated versions of battles to make them much faster paced. The game is a first person shooter, however in certain places it can be turned into 3rd person. The use of first person is to get people more engaged in the game and to feel like they are part of this game world. The games graphics are extremely photo realistic which is to further draw people into the world and make it so people can relate to an object and know clearly what it is. The gamehas a large range of guns and items which really helps to keep games fun and new as you can experience something new each match this helps audience stay with the game. There are a lot of other effects that really build this game as well such as explosions and ricochets which make the game more realistic. The games sound design is also superb and there is a clear emphasis on very realistic sounds, everything from shooting rocks to plain exploding and headshots. The hud is also very minimal to let people see much more of the world without maps and items cluttering the screen.
  • 6. Research Analysis • From my research I found that the games have a clear artistic style that they follow throughout the game, the art style in my game will be more like the super time force style. Which is more pixelated and more orientated to 2D games. From my research I found that games normally have a large range of items that the player can use, I will be using this in my game, it will be more like the witcher as it has a clear system for rarity and progression. Which is another thing that is key in games as it gives the layer much more drive to play the game as they want to enhance the games character. This is because it creates more of a bond between the player and character. I also will have to make sure there is a link between the sound of my game and its graphics. For example with pixel art sound will have to be much more simple like the graphics are.
  • 8. Interview 1 • What is your opinion on character customization? I think it as a good feature in a game however I don’t think that games should be reliant on character customisation to give a game depth. • When playing games do you think an distinct art style is important? Yes I do, I think it gives a game a unique feel and I like when a game is related to a specific art style i.e. borderlands • Do you think character progression is important? I don’t think character progression is as important as storyline progression. However I think it would be good to see your character change over time.
  • 9. Interview 1 • Observation: • From this interview I found that they don’t think that character progression and how a character looks should be a focus point for the game, however a unique art style is important as it makes the game more memorable. • What this says about my audience: • This shows that my audience is much more driven by a story compared and gameplay rather than factor that have no real impact on how you feel about the characters within the game . • How will your product appeal to this audience: • My game will appeal to the audience by having a large focus on a character driven story that players can get emotionally invested in, including unique comabat and game mechanics into the game which people have to learn button combos for rather than unlocking during the game. This will mean that players can engage a situation anyway they want. I will include customization but it will not be a focus point for the game.
  • 10. Interview 2 • What is your opinion on character customization? Customisation is always a welcomed addition as it makes for a more personal experience. • When playing games do you think an distinct art style is important? Yes I do as a game can be rather forgettable if the art style is bland or distinct. • Do you think character progression is important? A sense of progression is ideal as it creates the feeling that you are actually getting stronger the more you play etc.
  • 11. Interview 2 • Observation: • From this interview I found that customization, art style and progression is all important in game, as customization and progression builds a bond between player and character. And a unique art style makes the game memorable • What this says about my audience: • It shows that my audience want a game that is very focussed on the games main character and what they are like rather than a larger more world based story. • How will your product appeal to this audience: • My game will appeal to this audience as it will be heavily story driven with character customization involved, and there will be some character progression involved.
  • 13. Bibliography 1. Interviewees, Jack Ward. (2018) Target Audience Interviews (conducted on 12th January 2018) 2. Interviewees, Connor Wiffen. (2018) Target Audience Interviews (conducted on 12th January 2018) 3. Capcom, 2004, The Legend of Zelda: The Minish Cap 4. CD Project Red, 2015, The Witcher 3: Wild Hunt 5. Capybara Games, 2014, Super Time Force 6. Dice, 2016, Battlefield 1

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. 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?
  2. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. 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?
  3. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. 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?
  4. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. 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?
  5. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.