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Research
Louis Robinson
The last stand is set in a zombie infested world where you play as a human survivor who has to
defend a makeshift perimeter, throughout defeating each wave of zombies you have 12 hours to
be shared out on either searching for survivors, repairing the barricade or searching for
weapons. The game uses low-key lighting as it helps set the tone and makes the game feel more
intense when fighting off hordes of zombies, the game also uses tries to seem as realistic as
possible however due to the limitations of the game engine the game seems cartoonish. The
characters are all wearing damaged clothes and clothes that are tactical or appropriate for a
zombie apocalypse scenario. The zombies are also wearing tattered/dirty clothes and have
pale/bloody skin to make them seem more authentic, as you'll notice there aren't any bright
colours used throughout the game from the clothes of the zombies/characters to the inventory
and menus, this makes the game seem more dark and sinister which helps immerses players.
Existing Product
Existing Product
The location of the game is set in a filed right outside a forest which can be seen in the
background with a day and night cycle going overhead, the setting makes the game seem more
scary and intense as there is no escape. On top of that the darkness of the forest in the back is
very sinister looking giving the player a scarier experience which makes the game more intense.
The fonts that are used in the game are very appropriate as they look damaged, rugged and
realistic looking since this gives the impression that the text has been written by survivors. The
text is also very authentic to the style that would be used in a zombie apocalypse game making
it more appropriate. The music used in the game is very slow and dark which makes the
gameplay more gripping along with the sound effects such as the snarls and growls of the
zombies make the game seem more authentic to a zombie apocalypse.
Existing Product
The game also features a heads up display (HUD) which shows the players ammunition and the
health of the barricade, this has been kept very minimal so it would’t take up much room on the
screen and to make the game as realistic as possible. The game is appealing to the audience
because it is a unique 3rd person side view zombie shooter which stands out from other zombie
survival games the feeling of surviving each night and upgrading your defences or weapons can
be very rewarding for players and give them a sense of achievement.
Existing Product
Pacman is a puzzle action video game where you play as a
yellow circle with a mouth that has to collect little yellow
dots and avoid the enemy ghosts which when caught by
you have to restart the game. Its set in a aerial view arcade
style world where the map is a maze, it mixes a dark
background with lights colours for the characters and
yellow collectables. This makes it easier for the player to
see where the enemies are and the collectables, the
characters in the game have simple designs due to the
limitations of technology the producers were using when
the game was developed. The game uses bright vibrant
fonts which are eye-catching for audiences as this
represents what kind of game it is and the friendly appeal
it has. The game also uses 80’s arcade styled music and
sound effects since the game was released in the 1980,
the game appeals to audiences because its so bright and
friendly and highly addictive making the player want to
beat their high scores.
Research Analysis
My researched games are very different however one common feature the products
have are that they both have to avoid enemies and if caught the characters have to
restart the game. I will include many aspects of my research into my product such as
the puzzle element of pacman with the map being a maze and the zombie survival
aspect of the last stand.
Interviews
Interview 1
Would you prefer the graphics to be realistic or cartoonish and why ?
I would prefer the graphics to be cartoonish. This is because I think they can often
look great and it can make it easier for a game to run, as its trying to process graphics
I a lower resolution.
Do you think the game should be a level based game and have multiple maps or be
unlimited until the character dies and why ?
I think it would be good to have an option to choose between the two game modes,
as they can both b really good. As if its in levels then you will find that people with
less free time play the game. However if it ends when the character dies then it
would be great as you can make it quite competitive, like a time. I would probably go
with the unlimited until the player dies.
Should there be a leader board system so friends can compete with each other and
why ?
Yeah, as it’s a great way to be motivated to get better and play more, maybe also
even play with your friends more.
Interview 1
• Observation: I have found out that my audience would like a cartoonish, level
based and play to death game with a leader board.
• What this says about my audience: This research shows me that me and my
audience have very similar opinion son how the game should be produced.
• How will your product appeal to this audience: My product will appeal to this
audience as I am using the research from my interviewees to help me produce
a game which will feature their suggestions.
Interview 2
Would you prefer the graphics to be realistic or cartoonish and why ?
I would prefer realistic graphics because I feel that they make the game more
appealing towards an older target audience.
Do you think the game should be a level based game and have multiple maps or be
unlimited until the character dies and why ?
Should be level based because what happens if the player gets the character a high
level and dies then they wont be interested in re trying because they don’t know
how far from completing the game they were.
Should there be a leader board system so friends can compete with each other and
why ?
Yeah because people have a higher interest in games where they can play with
friends also because this allows bragging rights within the groups.
Interview 2
• Observation: I have observed from this that this audience member prefer a
realistic, level based game including a leader board.
• What this says about my audience: This research has shown me that me and this
audience member may have opposite ideas about how the game should be
produced.
• How will your product appeal to this audience: My product will appeal to this
audience member by the game being competitive with a leader board.
Bibliography
Bibliography
1. Cave, Will. (2018) Target Audience Interviews (conducted on 27/2/18)
2. Johnson, A. (2018) Target Audience Interviews (conducted on 27Th
February 2018).

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3. research

  • 2. The last stand is set in a zombie infested world where you play as a human survivor who has to defend a makeshift perimeter, throughout defeating each wave of zombies you have 12 hours to be shared out on either searching for survivors, repairing the barricade or searching for weapons. The game uses low-key lighting as it helps set the tone and makes the game feel more intense when fighting off hordes of zombies, the game also uses tries to seem as realistic as possible however due to the limitations of the game engine the game seems cartoonish. The characters are all wearing damaged clothes and clothes that are tactical or appropriate for a zombie apocalypse scenario. The zombies are also wearing tattered/dirty clothes and have pale/bloody skin to make them seem more authentic, as you'll notice there aren't any bright colours used throughout the game from the clothes of the zombies/characters to the inventory and menus, this makes the game seem more dark and sinister which helps immerses players. Existing Product
  • 3. Existing Product The location of the game is set in a filed right outside a forest which can be seen in the background with a day and night cycle going overhead, the setting makes the game seem more scary and intense as there is no escape. On top of that the darkness of the forest in the back is very sinister looking giving the player a scarier experience which makes the game more intense. The fonts that are used in the game are very appropriate as they look damaged, rugged and realistic looking since this gives the impression that the text has been written by survivors. The text is also very authentic to the style that would be used in a zombie apocalypse game making it more appropriate. The music used in the game is very slow and dark which makes the gameplay more gripping along with the sound effects such as the snarls and growls of the zombies make the game seem more authentic to a zombie apocalypse.
  • 4. Existing Product The game also features a heads up display (HUD) which shows the players ammunition and the health of the barricade, this has been kept very minimal so it would’t take up much room on the screen and to make the game as realistic as possible. The game is appealing to the audience because it is a unique 3rd person side view zombie shooter which stands out from other zombie survival games the feeling of surviving each night and upgrading your defences or weapons can be very rewarding for players and give them a sense of achievement.
  • 5. Existing Product Pacman is a puzzle action video game where you play as a yellow circle with a mouth that has to collect little yellow dots and avoid the enemy ghosts which when caught by you have to restart the game. Its set in a aerial view arcade style world where the map is a maze, it mixes a dark background with lights colours for the characters and yellow collectables. This makes it easier for the player to see where the enemies are and the collectables, the characters in the game have simple designs due to the limitations of technology the producers were using when the game was developed. The game uses bright vibrant fonts which are eye-catching for audiences as this represents what kind of game it is and the friendly appeal it has. The game also uses 80’s arcade styled music and sound effects since the game was released in the 1980, the game appeals to audiences because its so bright and friendly and highly addictive making the player want to beat their high scores.
  • 6. Research Analysis My researched games are very different however one common feature the products have are that they both have to avoid enemies and if caught the characters have to restart the game. I will include many aspects of my research into my product such as the puzzle element of pacman with the map being a maze and the zombie survival aspect of the last stand.
  • 8. Interview 1 Would you prefer the graphics to be realistic or cartoonish and why ? I would prefer the graphics to be cartoonish. This is because I think they can often look great and it can make it easier for a game to run, as its trying to process graphics I a lower resolution. Do you think the game should be a level based game and have multiple maps or be unlimited until the character dies and why ? I think it would be good to have an option to choose between the two game modes, as they can both b really good. As if its in levels then you will find that people with less free time play the game. However if it ends when the character dies then it would be great as you can make it quite competitive, like a time. I would probably go with the unlimited until the player dies. Should there be a leader board system so friends can compete with each other and why ? Yeah, as it’s a great way to be motivated to get better and play more, maybe also even play with your friends more.
  • 9. Interview 1 • Observation: I have found out that my audience would like a cartoonish, level based and play to death game with a leader board. • What this says about my audience: This research shows me that me and my audience have very similar opinion son how the game should be produced. • How will your product appeal to this audience: My product will appeal to this audience as I am using the research from my interviewees to help me produce a game which will feature their suggestions.
  • 10. Interview 2 Would you prefer the graphics to be realistic or cartoonish and why ? I would prefer realistic graphics because I feel that they make the game more appealing towards an older target audience. Do you think the game should be a level based game and have multiple maps or be unlimited until the character dies and why ? Should be level based because what happens if the player gets the character a high level and dies then they wont be interested in re trying because they don’t know how far from completing the game they were. Should there be a leader board system so friends can compete with each other and why ? Yeah because people have a higher interest in games where they can play with friends also because this allows bragging rights within the groups.
  • 11. Interview 2 • Observation: I have observed from this that this audience member prefer a realistic, level based game including a leader board. • What this says about my audience: This research has shown me that me and this audience member may have opposite ideas about how the game should be produced. • How will your product appeal to this audience: My product will appeal to this audience member by the game being competitive with a leader board.
  • 13. Bibliography 1. Cave, Will. (2018) Target Audience Interviews (conducted on 27/2/18) 2. Johnson, A. (2018) Target Audience Interviews (conducted on 27Th February 2018).

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.