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Adventure
Group of lads living in 90s Manchester form
a band with intentions of becoming the
next Stone Roses. The 5 teens cant stay out
of trouble at school, as the one thing on
their mind is Spike Island, the greatest gig
of the 90s.
The lads record a demo tape of their music
to try and give to the band when they get
in, but fail to get tickets to the gig when the
seller doesn't show up. After failing to get
tickets they are all still determined to get in.
The day of the gig and the lads set off
to Widnes in hopes to see their
favourite band play despite not having
tickets.
They arrive and head to the main gates, but with no tickets they are
denied entry. Their first attempt of getting in is fighting their way
through security. As expected this didn’t work. The lads come into
some luck and gain 1 ticket. 1 of the lads go in leaving the rest outside
with the demo tape. The rest of the lads sneak their way around but is
still left on the wrong side of the fence along with everyone else that
doesn’t have a ticket. Still with the demo tape in hand they enjoy the
gig from the outside.
After the gig they all return back to Manchester
having lost the tape and one of the members
joining a new band. The lads then all decide its
time for them to go their separate ways.
Character type How they appear in your story
The Hero Tits – The lead singer of the band and the one that makes most of the decisions for him
and his friends
The Villian Ste- Tits’ older brother who steals their tickets and isn't a very great role model to Tits.
The Helper Dodge, Little Gaz, Penfold, Zippy – All Tits’ mates and fellow band members who join him
on the way to Spike Island.
The Donor Sally Harris – A girl who they bump into outside of the gig who later becomes Tits’
girlfriend.
The Dispatcher
The Princess or prize Spike island entry/ Sally Harris – Both are wanted by Tits.
The Princess’s Father
The False Hero Dodge – Who Tits thinks is his friend but later falls out with due to him joining different
band.
WWWWWH
Who Group of school lads – Tits, Dodge, Little Gaz, Penfold and Zippy all in a band together.
What They all want to go see The Stone Roses Perform live at Spike Island. But struggle to get in due to not having
tickets for the gig.
Why So they can try and give the band their demo tape and get a record deal.
When 1990
Where Manchester and Widnes (location of Spike Island)
How
Initial Ideas
Idea 1
Who 4 teenage friends
What 4 friends embark on a camping trip by themselves in a forest. End up splitting up, looking for firewood,
some people get lost.
Why They had just finished their year of college and decide to go on a group camping trip for the weekend.
When Set in the 90s.
Where A small woods in a forest located in the middle of nowhere.
How The group decide to make a fire and split off into groups of two. Each group end up lost and not able to find
each other.
Idea 2
Who 2 brothers, one aged 8 at the other 16.
What Both of them have had to evacuate to the countryside due to the war. Neither of them are been treat very
well so they aim to escape and go back to London without realising the consequences.
Why They both hate where they have been sent to and think living in the city is a lot safer for them
When 1915
Where Both of the brothers were sent to Suffolk in the countryside
How When allowed out to play in the garden they each pack a small bag and run away looking for the nearest
city.
Idea 3
Who A young girl – aged 13
What She can control peoples minds just from looking into them and they follow any of her instructions.
Why She does this to get back at people due to been bullied all throughout school.
When Mid 2000s
Where England, down south
How
Mind Map:
Camping trip
Location
At first very safe
environment at
first
Forest later becomes very
gloomy and unsafe
Characters
Group of teenagers just
finished their school year
and decide to go camping
The problem
They split up to find
firewood and the forest
suddenly becomes
gloomy.
They all keep
hearing wolf
like noises
The game idea
Some form of maze from a
birds eye view. 3 lives. Collect
all the sticks and make it to
other side without being
caught by wolves
Mood board:
A gloomy forest to make
the scene more intense
and scary.
To start with a nice warm and
inviting scene to create contrast
when it drastically changes to a cold
and gloomy forest
Characters chased by wolfs?
Likeable characters so viewer
feels more empathetic
Research
Research
The masthead on this cover is in a large bold font to draw
attention to the magazine when its in a shop.
The photo on the cover was taken in a studio and in post
production some effects have been added such as scratches
and smudges to appear as if the character is behind a bus
shelter. This creates a grimy aesthetic to reflect the film.
The film title is also in a large bold font in a bright colour to
entice the reader to the film advertisement.
The “smarter movie magazine” text below the masthead tells
the reader that the magazine is superior to other film
magazines and shows that is is of a higher quality.
As well as this the “exclusive” text tells the reader that this
magazine contains something that no other magazines contain,
giving the reader more of a reason to buy the magazine.
Compared to the magazine cover the
billboard advert doesn't’t give away too
much information about the film. They have
kept the advert simple but still effective
enough to tell the viewer what the film is. A
large bold font of the film title to show what
the film is called and when it is released.
The colour scheme on the billboard is much
darker than its surroundings so it stands out
therefore drawing attention to it when a car
is driving past. The dark background
emphasizes the film title as it’s a much
lighter colour; drawing more attention to
the key information on the billboard.
Pac - Man
This game features a maze, where the character has
to work his way round collecting points without
getting caught by the ghosts. The character is given 5
lives until you lose and have to restart the game. The
Pac-Man sound effects are mainly a robotic eating
noise when collecting the yellow pieces. This is a
similar concept to my game as it will also feature a
maze in the style of a forest. And the aim will be to
get to the others side while collecting firewood on
the way whist avoiding wolves.
The banner of the magazine tells the reader what films
the magazine contains. Its been written in the rule of
three to keep it short and informative while still keeping
the readers attention. The main image on the cover is
large and cover the masthead making it stand out. As well
as this the characters eyes are looking directly into the
camera catching the viewers attention right from the start.
The cover reflects the genre of the film with the bottom
line “feel the force”. The barcode is in the bottom right-
hand corner as its necessary on the cover but isn't taking
the viewers attention away from the actual magazine. At
the very bottom of the magazine there is a rhetorical
question which leaves the reader wanting to buy the
magazine and read on. On this cover the date price and
website name is in a much smaller font as its less
important than most of the other features.
Frogger
Frogger is a game where the aim is to get all 5
frogs to the top of the screen while trying to avoid
vehicles or falling in the water. If the frog is hit by
a vehicle or falls in the water then you have to re
start the game. There’s a sound effect when the
frog jumps and a different sound effect when the
frog dies.
Research Summary
• What have you learned from your research?
• From my research I have learnt that any magazine cover or advert follows a
certain colour scheme, so it is eye catching for the viewer. Aswell as this
magazine covers always include a masthead and the title of the film/game in
large bold letters so it is clearly visible on the front of the cover.
• What aspects of the research will you include within your on work?
• Aspects I will include in my work will be a consistent, relevant colour scheme.
I will also include large, bold font for the title. These are the main features my
work will include.
Bibliography
Pre-production and Planning
Style Sheet
Magazine and
advert layouts
Video Game layouts
This is a drawing of the background of my game that will be
animated to appear as if the character is moving. This will
allow me to only animate the character with an up and down
motion.
Script
*scene starts in a gloomy forest and the fire has started burning out*
Character 1: We should probably go collect some more wood for that fire before it goes out
Character 2: Yeah, good thinking, lets split up and collect it before it gets even darker.
Character 1: Do you really think splitting up is a good idea it's pretty dark already.
Character 2: We will be fine just be back here in 10 mins don’t worry about It.
*They split off to go collect fire wood*
*Temperature suddenly drops, Character 1 becomes panicked hearing unfamiliar noises.
Character 1: Hello?
Character 1: Who is it?
*Fierce looking wolf appears from the within the fog and heads towards character 1*
*Game begins*
Sound Effects
Sound Effect Needed How I Will Create the Sound
Rustling leaves Find dry leaves create sounds from them
Crackling fire Scrunching crisp packet, bubble wrap,
rustling tin foil.
Wolf howl Knock on my front door, record sound my
dog makes.
Stabbing/squishing sound
Jumping sound Record sound of someone jumping.
Collecting points sound Use beepbox
Music
Band Name Track Name Link
UNKLE, Ian Brown Be There https://youtu.be/kUubW5szdwA
Tricky Hell Is Round The Corner https://youtu.be/LTsQQW8ttzg
Bonobo Terrapin https://youtu.be/5xDVg9dTb4A
Contingency
What can go wrong? What can you do if it does?
Issues with photoshop - the software crashing Try to recover as much as possible
Weather issues when shooting photos for the
magazine cover.
Shoot the photos indoors if possible, if not go out on a
non-rainy day.
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?
Getting burnt when making a fire Don’t mess around near or when building the
fire.
If ground is slippery and muddy falling over
is a risk
Be cautious if ground is slippery or shoot
somewhere else.
Production
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.
Evaluation
Research
• Strengths of my research I would say was the analysis of the magazine covers. Researching into
covers helped me massively when producing my own. For example, I knew what features to
include and where to put them. This research also taught me why each feature is included for
example a much larger font is used for the title to draw the veiwers attention as well as promote
the company.
• I would say a weakness in my research was when I looked into different games. I feel this didn’t
help me when it came into producing my game as I didn’t know how to make one. To resolve/
improve this I could have researched into how games were made for example research Sofware,
how their ideas are planned, how long they take to produce. Because of this I struggled with
producing my game on the animating side of things .
Planning
• There were not many strengths to my planning other than helping me think of a new idea along
similar lines due to not been able to shoot my original idea due to covid restrictions.
• Weaknesses of this planning was not thinking ahead of time. For example, I didn’t take into
account that the UK could potentially end up in another lockdown meaning I will not be able to
shoot with a cast outdoors. As well as this it meant I didn’t have access to the software I was used
to using. This meant when it came to using alternative software I struggled. Next time I would
plan a backup idea, so I didn’t have to think of a whole new idea just incase I find out my
original idea cannot go ahead.
Time Management
• My time management was pretty good to say I was working from home. I successfully stuck to
my college timetable in order to complete my work. In the first week of working my time
management wasn’t great. This is due to my laptop breaking meaning I couldn’t access my work
for the week until it was fixed. This left me behind on parts of my production work, meaning I had
to put in an extra couple hours each day in order to catch up. Once I had caught up I then had
issues with the software I was using losing a days work. This meant I had to spend more time
catching up.
• Due to the issues I faced it didn’t leave me any time to go back and edit and improve my work. If I
had been given additional time I would've gone back and changed parts of my game. I feel like I
could've pin-pointed certain parts and gone back and improved them. For example, focus on
getting a smoother animation by adding more frames.
Aesthetic Qualities
Aural Qualities
The sound featured in my game was good, I would say it fit the theme and tone of it as it wasn’t too
fast or too slow. All of my sound was created on beepbox, this includes sound effects as well as songs
used on my game. I'd say the most successful parts of my audio would be the sound effects used for
my characters as I feel they represent my game characters well.
If I were to improve parts of my audio I would definitely take a look at the short song I created for the
main part of my game. I feel like I could've maybe refined the sounds I used to make it fit the theme
of my game more .
Audience Appeal
My target audience was ages 10+ and I feel as if I've met this. My game consisted of 2 characters,
and animated alien and a square character to appeal to the younger ages. I decided to make the age
10+ due to the game featuring some minor animated violence for example an explosion at the very
end of the game which I don’t feel is suitable for any ages younger than 10.
The colour scheme of my game included a very monochrome coloured background and then
characters with much brighter, prominent colours to stand out. If I were to have used a much more
realistic colour pallete the game would appeal less to the younger audience. This is due to younger
people being more drawn to much brighter colours.
Overall strengths and weaknesses of the final
package.
One of my main stregnths I would say was managing to produce a magzine cover without the
use of photoshop. Working from home presented me with some issues and I feel I worked very
well despite the fact I faced many technical issues when using unfamiliar software. Another
strength of my final product I would say was the menu screen featured in my game, I feel as if it
featured all the key parts that an actual game screen consists of. As well as this I was happy with
the way I had animated the menu screen as it was the first bit of animation I did using a
different software to photoshop.
I'd say my weaknesses were spending too much time learning how to use the software. Another
weakness of mine was not having the smoothest of animations for example, when a character
moved it would be slightly jumpy. If I had more time I would have fixed this by adding more
frames inbetween. Another thing I would change if I had more time is the creativity of my
advertisments. For example, I was very happy with the outcome of the tshirt design as well as
the poster design but I feel I could have taken a more creative approach at the bus stop
advertisment.

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Adventure pro forma

  • 2. Group of lads living in 90s Manchester form a band with intentions of becoming the next Stone Roses. The 5 teens cant stay out of trouble at school, as the one thing on their mind is Spike Island, the greatest gig of the 90s. The lads record a demo tape of their music to try and give to the band when they get in, but fail to get tickets to the gig when the seller doesn't show up. After failing to get tickets they are all still determined to get in. The day of the gig and the lads set off to Widnes in hopes to see their favourite band play despite not having tickets. They arrive and head to the main gates, but with no tickets they are denied entry. Their first attempt of getting in is fighting their way through security. As expected this didn’t work. The lads come into some luck and gain 1 ticket. 1 of the lads go in leaving the rest outside with the demo tape. The rest of the lads sneak their way around but is still left on the wrong side of the fence along with everyone else that doesn’t have a ticket. Still with the demo tape in hand they enjoy the gig from the outside. After the gig they all return back to Manchester having lost the tape and one of the members joining a new band. The lads then all decide its time for them to go their separate ways.
  • 3. Character type How they appear in your story The Hero Tits – The lead singer of the band and the one that makes most of the decisions for him and his friends The Villian Ste- Tits’ older brother who steals their tickets and isn't a very great role model to Tits. The Helper Dodge, Little Gaz, Penfold, Zippy – All Tits’ mates and fellow band members who join him on the way to Spike Island. The Donor Sally Harris – A girl who they bump into outside of the gig who later becomes Tits’ girlfriend. The Dispatcher The Princess or prize Spike island entry/ Sally Harris – Both are wanted by Tits. The Princess’s Father The False Hero Dodge – Who Tits thinks is his friend but later falls out with due to him joining different band.
  • 4. WWWWWH Who Group of school lads – Tits, Dodge, Little Gaz, Penfold and Zippy all in a band together. What They all want to go see The Stone Roses Perform live at Spike Island. But struggle to get in due to not having tickets for the gig. Why So they can try and give the band their demo tape and get a record deal. When 1990 Where Manchester and Widnes (location of Spike Island) How
  • 6. Idea 1 Who 4 teenage friends What 4 friends embark on a camping trip by themselves in a forest. End up splitting up, looking for firewood, some people get lost. Why They had just finished their year of college and decide to go on a group camping trip for the weekend. When Set in the 90s. Where A small woods in a forest located in the middle of nowhere. How The group decide to make a fire and split off into groups of two. Each group end up lost and not able to find each other.
  • 7. Idea 2 Who 2 brothers, one aged 8 at the other 16. What Both of them have had to evacuate to the countryside due to the war. Neither of them are been treat very well so they aim to escape and go back to London without realising the consequences. Why They both hate where they have been sent to and think living in the city is a lot safer for them When 1915 Where Both of the brothers were sent to Suffolk in the countryside How When allowed out to play in the garden they each pack a small bag and run away looking for the nearest city.
  • 8. Idea 3 Who A young girl – aged 13 What She can control peoples minds just from looking into them and they follow any of her instructions. Why She does this to get back at people due to been bullied all throughout school. When Mid 2000s Where England, down south How
  • 9. Mind Map: Camping trip Location At first very safe environment at first Forest later becomes very gloomy and unsafe Characters Group of teenagers just finished their school year and decide to go camping The problem They split up to find firewood and the forest suddenly becomes gloomy. They all keep hearing wolf like noises The game idea Some form of maze from a birds eye view. 3 lives. Collect all the sticks and make it to other side without being caught by wolves
  • 10. Mood board: A gloomy forest to make the scene more intense and scary. To start with a nice warm and inviting scene to create contrast when it drastically changes to a cold and gloomy forest Characters chased by wolfs? Likeable characters so viewer feels more empathetic
  • 12. The masthead on this cover is in a large bold font to draw attention to the magazine when its in a shop. The photo on the cover was taken in a studio and in post production some effects have been added such as scratches and smudges to appear as if the character is behind a bus shelter. This creates a grimy aesthetic to reflect the film. The film title is also in a large bold font in a bright colour to entice the reader to the film advertisement. The “smarter movie magazine” text below the masthead tells the reader that the magazine is superior to other film magazines and shows that is is of a higher quality. As well as this the “exclusive” text tells the reader that this magazine contains something that no other magazines contain, giving the reader more of a reason to buy the magazine.
  • 13. Compared to the magazine cover the billboard advert doesn't’t give away too much information about the film. They have kept the advert simple but still effective enough to tell the viewer what the film is. A large bold font of the film title to show what the film is called and when it is released. The colour scheme on the billboard is much darker than its surroundings so it stands out therefore drawing attention to it when a car is driving past. The dark background emphasizes the film title as it’s a much lighter colour; drawing more attention to the key information on the billboard.
  • 14. Pac - Man This game features a maze, where the character has to work his way round collecting points without getting caught by the ghosts. The character is given 5 lives until you lose and have to restart the game. The Pac-Man sound effects are mainly a robotic eating noise when collecting the yellow pieces. This is a similar concept to my game as it will also feature a maze in the style of a forest. And the aim will be to get to the others side while collecting firewood on the way whist avoiding wolves.
  • 15. The banner of the magazine tells the reader what films the magazine contains. Its been written in the rule of three to keep it short and informative while still keeping the readers attention. The main image on the cover is large and cover the masthead making it stand out. As well as this the characters eyes are looking directly into the camera catching the viewers attention right from the start. The cover reflects the genre of the film with the bottom line “feel the force”. The barcode is in the bottom right- hand corner as its necessary on the cover but isn't taking the viewers attention away from the actual magazine. At the very bottom of the magazine there is a rhetorical question which leaves the reader wanting to buy the magazine and read on. On this cover the date price and website name is in a much smaller font as its less important than most of the other features.
  • 16. Frogger Frogger is a game where the aim is to get all 5 frogs to the top of the screen while trying to avoid vehicles or falling in the water. If the frog is hit by a vehicle or falls in the water then you have to re start the game. There’s a sound effect when the frog jumps and a different sound effect when the frog dies.
  • 17. Research Summary • What have you learned from your research? • From my research I have learnt that any magazine cover or advert follows a certain colour scheme, so it is eye catching for the viewer. Aswell as this magazine covers always include a masthead and the title of the film/game in large bold letters so it is clearly visible on the front of the cover. • What aspects of the research will you include within your on work? • Aspects I will include in my work will be a consistent, relevant colour scheme. I will also include large, bold font for the title. These are the main features my work will include.
  • 21. Video Game layouts This is a drawing of the background of my game that will be animated to appear as if the character is moving. This will allow me to only animate the character with an up and down motion.
  • 22. Script *scene starts in a gloomy forest and the fire has started burning out* Character 1: We should probably go collect some more wood for that fire before it goes out Character 2: Yeah, good thinking, lets split up and collect it before it gets even darker. Character 1: Do you really think splitting up is a good idea it's pretty dark already. Character 2: We will be fine just be back here in 10 mins don’t worry about It. *They split off to go collect fire wood* *Temperature suddenly drops, Character 1 becomes panicked hearing unfamiliar noises. Character 1: Hello? Character 1: Who is it? *Fierce looking wolf appears from the within the fog and heads towards character 1* *Game begins*
  • 23. Sound Effects Sound Effect Needed How I Will Create the Sound Rustling leaves Find dry leaves create sounds from them Crackling fire Scrunching crisp packet, bubble wrap, rustling tin foil. Wolf howl Knock on my front door, record sound my dog makes. Stabbing/squishing sound Jumping sound Record sound of someone jumping. Collecting points sound Use beepbox
  • 24. Music Band Name Track Name Link UNKLE, Ian Brown Be There https://youtu.be/kUubW5szdwA Tricky Hell Is Round The Corner https://youtu.be/LTsQQW8ttzg Bonobo Terrapin https://youtu.be/5xDVg9dTb4A
  • 25. Contingency What can go wrong? What can you do if it does? Issues with photoshop - the software crashing Try to recover as much as possible Weather issues when shooting photos for the magazine cover. Shoot the photos indoors if possible, if not go out on a non-rainy day.
  • 26. 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? Getting burnt when making a fire Don’t mess around near or when building the fire. If ground is slippery and muddy falling over is a risk Be cautious if ground is slippery or shoot somewhere else.
  • 28. 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.
  • 30. Research • Strengths of my research I would say was the analysis of the magazine covers. Researching into covers helped me massively when producing my own. For example, I knew what features to include and where to put them. This research also taught me why each feature is included for example a much larger font is used for the title to draw the veiwers attention as well as promote the company. • I would say a weakness in my research was when I looked into different games. I feel this didn’t help me when it came into producing my game as I didn’t know how to make one. To resolve/ improve this I could have researched into how games were made for example research Sofware, how their ideas are planned, how long they take to produce. Because of this I struggled with producing my game on the animating side of things .
  • 31. Planning • There were not many strengths to my planning other than helping me think of a new idea along similar lines due to not been able to shoot my original idea due to covid restrictions. • Weaknesses of this planning was not thinking ahead of time. For example, I didn’t take into account that the UK could potentially end up in another lockdown meaning I will not be able to shoot with a cast outdoors. As well as this it meant I didn’t have access to the software I was used to using. This meant when it came to using alternative software I struggled. Next time I would plan a backup idea, so I didn’t have to think of a whole new idea just incase I find out my original idea cannot go ahead.
  • 32. Time Management • My time management was pretty good to say I was working from home. I successfully stuck to my college timetable in order to complete my work. In the first week of working my time management wasn’t great. This is due to my laptop breaking meaning I couldn’t access my work for the week until it was fixed. This left me behind on parts of my production work, meaning I had to put in an extra couple hours each day in order to catch up. Once I had caught up I then had issues with the software I was using losing a days work. This meant I had to spend more time catching up. • Due to the issues I faced it didn’t leave me any time to go back and edit and improve my work. If I had been given additional time I would've gone back and changed parts of my game. I feel like I could've pin-pointed certain parts and gone back and improved them. For example, focus on getting a smoother animation by adding more frames.
  • 34. Aural Qualities The sound featured in my game was good, I would say it fit the theme and tone of it as it wasn’t too fast or too slow. All of my sound was created on beepbox, this includes sound effects as well as songs used on my game. I'd say the most successful parts of my audio would be the sound effects used for my characters as I feel they represent my game characters well. If I were to improve parts of my audio I would definitely take a look at the short song I created for the main part of my game. I feel like I could've maybe refined the sounds I used to make it fit the theme of my game more .
  • 35. Audience Appeal My target audience was ages 10+ and I feel as if I've met this. My game consisted of 2 characters, and animated alien and a square character to appeal to the younger ages. I decided to make the age 10+ due to the game featuring some minor animated violence for example an explosion at the very end of the game which I don’t feel is suitable for any ages younger than 10. The colour scheme of my game included a very monochrome coloured background and then characters with much brighter, prominent colours to stand out. If I were to have used a much more realistic colour pallete the game would appeal less to the younger audience. This is due to younger people being more drawn to much brighter colours.
  • 36. Overall strengths and weaknesses of the final package. One of my main stregnths I would say was managing to produce a magzine cover without the use of photoshop. Working from home presented me with some issues and I feel I worked very well despite the fact I faced many technical issues when using unfamiliar software. Another strength of my final product I would say was the menu screen featured in my game, I feel as if it featured all the key parts that an actual game screen consists of. As well as this I was happy with the way I had animated the menu screen as it was the first bit of animation I did using a different software to photoshop. I'd say my weaknesses were spending too much time learning how to use the software. Another weakness of mine was not having the smoothest of animations for example, when a character moved it would be slightly jumpy. If I had more time I would have fixed this by adding more frames inbetween. Another thing I would change if I had more time is the creativity of my advertisments. For example, I was very happy with the outcome of the tshirt design as well as the poster design but I feel I could have taken a more creative approach at the bus stop advertisment.

Editor's Notes

  1. 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?
  2. 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?
  3. 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?
  4. 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
  5. 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
  6. 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?
  7. 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?
  8.  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?
  9. 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
  10. How have you appealed to your target audience? What specific bits of content would appeal to your target audience.