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Evaluation
Rebecca Edwards
Research
During my research, I tried to find three magazines with varying
designs and styles in order to get a better idea of what kind of
magazine I would like to make. I decided to choose the genres of
gaming, fashion and gossip as, on reflection, the design was easily
attainable given the tools I'd learnt in lesson and in past creative
products. When analysing each area of the products, I have made sure
to go into clear detail about each significant area of the front page and
the double page spread, not just labelling key parts to the images such
as the masthead, barcode etc. But also looking at the more subtle
elements all creators/editors integrate into their work to make it of a
more higher quality, such as the colour scheme used, any photography
used and what effect it has and even the writing style and language
from the articles of the double page spread. I also made sure to also
examine and estimate which demographic such as age range or gender
were the magazines aimed at, using the magazines available media
packs to note which areas or types of people are most attracted to the
magazine and why. Additionally, I also made sure to record where each
image came from and from which magazine in my bibliography.
However, I believe that I could have used a different example of a
gaming magazine rather than the one I chose as it had no audience
profile for me to reference, so during this process, I had to make
educated guesses as to what the demographic for the specific
magazine would be. I also believe that I should have examined a wider
variety of video game related magazines and chosen one magazine
that followed familiar tropes and contains similar effects and elements
to other gaming magazines, so to influence my final product and make
it more appealing to the target audience. In future products, I will
make sure to look at multiple sources and decide which one best
encapsulates the particular genre/theme I'm researching rather than
just looing at one or a few resources and choosing one quickly due to
time management as during my production, whilst trying to get design
ideas for my front cover, as the design of my chosen research cover
was too limited, I looked at other covers on Google Images in order to
learn how I could arrange some of my cover elements such as my listed
text at the bottom of the page.
Planning
My planning seemed to span multiple areas, these being my
Initial Plans and my Pre-Production, possibly also including my
Production Expirements, which let me test some design ideas
even though they weren’t linked to the chosen topic. In my
initial reaction and mind map, I have outlined clearly my
chosen magazine genre and a few design ideas I could use,
such as concepts, topics and required fields in order to
successfully complete the project. I have also made sure to
create two separate mindmaps, one outlining possible ideas for
each of my genres, and the other exploring my chosen video
games genre in more depth, analysing possible ideas for the
front cover and double page spread topic. I also successfully
created and anylised my mood board, which depicts images
representing possible ideas for my magazine, such as fonts to
use in the article or headers. I have also made sure that I
created a breif schedual and bibliography to referece when
researching information. However, during the actual
production of my magazine, near the end of the production
weeks, I didn't really stick to my planned sceduele as I finished
production on my front cover eariler than I expected, so I chose
to move on to and complete my double page spread for the
rest of the week, leaving my confused during the second week
as I idn't know what else I could do, so I opted to create a
second version of my double page spread, as I believed the
design on my original was too simplisic and not very
representative of a reguler double page spread . Addtionally, I
also don't believe I used my compiled bibliography to its full
extent as I mainly lifted information and facts from the Dreams
Wikapedia page, which overall could have lowered the
accuracy of my article due to Wikapedia's low reliability and
open source editing. In future projects, I plan to at least look at
the resources in my bibliography in order to find any useful
facts wihin and also make a more flexible or realistic
production scheduel and take into account my own personal
abilities, using this to effectively work out how much time I'll
need to spend on each asset
Planning
My pre-production mainly summed up aspects of my ideas,
such as what the layout of both assets will be and what style
each will have, such as fonts used and a fitting colour scheme
for each. I believe that both colour schemes I created help to
sucessfully encapsulate what each page's theme is or establish
a link between the page and the topic, such as the reds and
blacks of the front cover being more related to the gaming
topic (and probably also estabishing a link to men, the
magazines main gender audience) and the double pages
colours being mainly pinks and purples (pink being the main
house colour of Media Molecules, the company that created
Dreams). I also tried to stick to one basic idea or concept when
designing my pages so to give myself a more defined design
outline and to also make the whole aesthetic of the magazine
more professional looking. I also made sure to add simple
problems and solutions to my contingency plan and the health
and safety, additionally remembering to stick to aspects of my
plan, such as saving my files on a memory stick throughout
production to make sure the files were never lost. However, in
my final product, I think the way I used my final colour
schemes wasn't very effective as many gaming magazines I
researched throughout production did use muted colours on
their front cover, but also had some brighter colours to grab
the audiences attention such as many popular gaming
characters or game scenes. I also seemed to keep my design
layout ideas very limited, which did not give me much leeway
when designing the final products, and even when I did stick to
one design idea, I seemed to also integrate some other ideas
from other layouts. In future, I could try to create more layouts
in order to give more variety when creating the final products
and to also stick more closely to the original layout ideas. I
should also make sure that during the pre-production process, I
take into account the vast amount of variety in terms of
colours or themes when researching particular genres and try
and stick to the particular styles and tropes of these genres in
order to make the final product more authentic
Time Management
Overall, I believe that I had very poor time management
throughout my project, especially my production process. Before
we began our actual production process, we were required to
create a production schedule, containing detailed instructions and
tasks to be fulfilled in that time slot (in this case, which week that
specific set of tasks was meant to be completed). I did manage to
clearly allocate a certain number of specific tasks to each week,
depending on how long I thought each task would take or how
much time I'd need to complete it and then improve upon it. For
most of my planning and pre-production material, this estimation
was rather accurate, and therefore, gave me enough time to move
on to the production aspect of my project. I also managed to
successfully organise and book the studio to take my studio photos
need mainly for my cover. However, during this main production
time, I managed to finish my front cover earlier than expected,
causing me to move onto my double page spread as only limited
improvements were needed for my cover. I also seemed to finish
my double page in the same week allocated time due to my first
draft not being so complex or time-consuming, so since my plan for
the second week was now inaccurate, I decided to make a second
draft of my double page spread after comparing both products and
deciding that my double page was of a lower quality and accuracy
compared to my front cover, this time referencing more gaming
magazines styles but also adding my own personalisation due to
my chosen article topic, still managing to complete this in the
allotted week before I had to start my evaluation. If I had had
longer to complete my work, I could have made more drafts in
order to gradually increase the quality of my work and be able to
reflect on previous design ideas eg. What design aspects worked
and which didn't. In future projects, I will make sure to try ad
organise my prodction in a more realisitc way and also make sure
to think of back up plans or improvments if I finish ahead of my
scheduele or try and catch up work outside of lesson if I feel that I
won't be able to complete said production in the allotted time.
Technical QualitiesI seem to have used
a lot more gradient
effects than most
front covers
This cover uses only
one type of font,
but changes its
boldness
The layouts
near the
bottom of the
cover seem to
be quite similar
and have
similar traits
such had the
divisions
between the
notes
Both main cover
images have
extremly stong
symbolism, but
my cover image
seems to be
more blunt
whereas the
other covers
image will only
be recognised by
people who have
played the game
Both have made sure that
the text have been placed
so it doesn't obstruct the
main part of the image
I also seem to have
referenced the contents of
my double page spread
whereas the other cover
seems to have used the
reference as the entire
cover image
My cover also seemed to
have placed the additional
text drectly underneath the
main image whereas the
other cove had also palced
additional information to
the side of it
Technical Qualities
Both have managed to
organise the article text
around an
image/images
My page is the only
one that seemes to
have a clear and
prodominant title
My article has been
arranged across two
pages whereas the
other double pages
article is only on
one page
Both have used
some form of
image(s) to
reference the game
they are talking
about in the article
My double page has placed
images around many parts
of th text boxes, whilst the
other magazine seems to
have intergrated one image
onto the articles page and
then placed the main
images on the other page
The colours I have used
seem to be more muted
and restricted whereas
the other pages colour
scheme is more bold and
eye-catching
My magazine seems to have
text boxes so the text will
not only be organised, but
clearer to see, whereas
there are no text boxes on
the other magazine,
possibly due to the contrast
of the font and background
colour creating greater
visibility
Technical Qualities
My page is the only
one that seemes to
have a prodominant
title
Both have used
some form of
image(s) to
reference the game
they are talking
about in the article
Both contain a pull
quote, but the other
magazines may be from
a different source
rather than from its
own article like mine
Both double pages seem to
have clearly allocated a
page for the main image(s)
and a page for the article
text, my images being
arranged in a collage like
style whereas the other
pages seem to be one clear
image
Both magazines arrange
their text freely against the
backdrop with no textboxes.
This design choice doesn't
really work well with my
magazine as the text isn't as
visible as it is on the other
magazine. In the futture, I
will make sure all my text is
visible
The colours I have used
seem to be more muted
and restricted whereas
the other pages colour
scheme is more bold and
eye-catching
Technical Qualities
Overall, for my cover the majority of my design decisions have worked quite well, as I mainly chose to copy
similar designs of other gaming magazines such as the notes at the bottom of the page and the layout of the
text surrounding my main cover image. The chosen design of my title also works quite well due to its bold
colours and text, but also the effects used such as the Drop Shadow seem to give it an almost grander effect on
the entirety of the cover. The way the image has been placed in the center field view may also help to intrigue
the audience due to its visibility and improved quality effects. However, the text right underneath my image,
detailing what is inside the magazine relating to the "Dreams" topic may not be as visible due to the lesser
visible effects used and the fact that the appearance of the main image right above it may undermine it. In the
future, I will make sure to place all text used in a clearly visible place or use certain effects to make it bolder if
the text cannot be moved in order to make sure it is legible. In my double pages, I tried to use similar effects to
try and link the assets to Media Molecules, the company that created Dreams, but different layouts.
Alternatively, my double page gave me the most problems and didn't work as well as my original design idea
didn't really fit with the overall theme or what a double page spread is supposed to encapsulate. My first draft
left a lot of dead space as my chosen pictures were too small and I let my text span both pages, therefore
making look unprofessional, even though it successfully references the articles content and some effects used
do give some elements a more attractive look, such as the effects used on the images to make them appear to
be bubbles. My second draft seems to be a greater improvement on the overall design, some examples being
having a clear allocated page for the pictures and the text, which also helped with the color scheme. I also think
that adding some of the new elements and removing the old ones did help to successfully improve the design,
such as adding the pull quote and removing the text boxes. In future, I will try to look at more example designs
in order to get a better idea of what kind of design is expected of me and I should also make sure to
accommodate certain features such as colour scheme to my target audience rather than use it to infer
something about the product such as manufacturers.
Aesthetic Qualities
My covers colour scheme seems to
be bold colours but have been
edited with a gradient which could
make them look more muted in
order to make it fit better with the
studio background, going against
the conventions of regular gaming
magazines. In future, I could try and
use more bolder colours in order to
make my products stand out more
and better associate them with my
chosen theme (if the theme
required bolder colours)
The only photography used on this
page is the studio image I took and
edited, which also helps to convey
what the magazine is about on first
glance, but doesn't specify any
games on its own.
The writing style and language
seems to be very blunt and direct,
forgoing any over the top language
to describe the assets, instead
choosing to simply specify the
assets, like most gaming magazines
The text/picture ratio is strongly in
favor of the text rather than images
as, like most gaming magazines, the
only image on the front cover is the
main image or figure that takes up
the whole of the page whilst all the
text surrounds it, helping to
describe the contents within. In
future, I should better balance out
this ration by possibly adding things
like advertisment or competition
images
Most of the fonts used on this page
are in a bold style to convey the
gaming look but like most gaming
magazines, the fonts are sometimes
also restrained, opting for a more
practical font that all the target
audience will be able to read
The mode of address is very indirect
as there is no clear mention of the
audience in any part of the text,
choosing to mainly focus on
describing to the audience what
information is in the magazine,
following the norm conventions. The
writing is also informal due to the
listing technique used at the bottom
of the cover and the abbreviations
used. I could use more direct
language in the future in order to
better influence the audience
Aesthetic Qualities
My double page's colour scheme
again seems to be bold colours but
have been edited with a gradient
which could make them look more
muted in order to try and tone
down the bright saturation, as
many gaming magazines choose to
use bright bold, male associated
colours in order to attract their
audience, but I have opted for
more pinks and purples mainly to
try and reference Media Molecules,
the company behind dreams, the
game I have researched. In future, I
could use more audience oriented
colours and let the screenshots
convey the company instead
I have tried to integrate
screenshots of the game into my
pages in a bubble-like design, as
this is another connotation of
Dreams. However, this does not
work very well as it leaves a lot of
dead space on both page and my
controller image seems out of place
due to it not being a screenshot. In
future, I should try and use more
images so to get rid of dead space
and also collect more images more
closely connected o the topic I have
chosen.
Most of the fonts used on these
pages are readable, but are in a
more simple style compared to my
front cover for legibility and also,
again, to link to Media Molecules.
However this may not work with the
predominantly male demographic.
In future, I should use fonts more
closely associated with the cover
and would appeal to the target
audience
The writing style here may also be
perceived as quite blunt as it mainly
tries to convey the facts rather than
used intricate language, which will
most likely appeal to my target
audience and get across the
message of the article, which is just
to describe the game and also
appeal to the audience
The text/picture ratio is strongly in
favor of the text rather than images
as I have only used a limited
amount of screenshots that would
fit on the page and not obstruct the
text with the style I have chosen. If I
did try this style again, I will make
sure to fill up dead space with
either more screenshots or more
text such as pull quotes
The mode of address is very indirect as
there is no clear mention of the
audience in any part of the text,
choosing to mainly focus on describing
to the audience what information is in
the magazine, following the norm
conventions. There is only one
reference of direct address used at the
very end of my article which could be
perceived as out of place. In future, I
will make sure the entirety of my text is
either all direct or indirect so as not to
confuse the audience or make any
specific lines or paragraphs seem out of
place
Aesthetic QualitiesMy double page's colour scheme
again seems to be bold colours but
have been edited with a gradient
which could make them look more
muted in order to try and tone
down the bright saturation, as
many gaming magazines choose to
use bright bold, male associated
colours in order to attract their
audience, but I have opted for
more pinks and purples mainly to
try and reference Media Molecules,
the company behind dreams, the
game I have researched. In future, I
could use more audience oriented
colours and let the screenshots
convey the company instead
In my second draft, I have chosen
to allocate one page to my
screenshots/images and the other
to the article, in order to have
better organization of the double
page, to not obstruct any of my
article and to get rid of any possible
dead space. I have also placed my
images in a collage like design so I
would be able to fit all of them in
and better convey the game. The
only problem could be how the
collage has been arranged as it
looks quite scruffy, which I should
improve in future projects by using
more clearer layouts and checking
my organization more closely
Most of the fonts used on these
pages are readable, but are in a
more simple style compared to my
front cover for legibility and also,
again, to link to Media Molecules.
However this may not work with the
predominantly male demographic.
In future, I should use fonts more
closely associated with the cover
and would appeal to the target
audience
The writing style here may also be
perceived as quite blunt as it mainly
tries to convey the facts rather than
used intricate language, which will
most likely appeal to my target
audience and get across the
message of the article, which is just
to describe the game and also
appeal to the audience
The text/picture ratio, unlike my first
draft, seems more equal here due to
having allocated both the pictures and
the text their own separate pages,
however, there could be more pictures
than text as during my production
process, the single page wasn't big
enough to place the entire article in, so
some of the less important aspects
were removed. This could be made up
for by my pull quote, which does take
up some of this space.
The mode of address is very indirect as
there is no clear mention of the
audience in any part of the text,
choosing to mainly focus on describing
to the audience what information is in
the magazine, following the norm
conventions. There is only one
reference of direct address used at the
very end of my article (which is also my
pull quote) which could be perceived
as out of place. In future, I will make
sure the entirety of my text is either all
direct or indirect so as not to confuse
the audience or make any specific lines
or paragraphs seem out of place
Aesthetic Qualities
Overall, the aesthetic quality of my products seems to vary in style and various other
qualities such as image choices and colour scheme. I believe that I mostly did well on
factors like image choices or how to arrange them to some degree. In future, I will try to
improve picture quality if I decide to use screenshots again, try and organise my images
in a more coherent style to mke them seem more professional and possibly also try and
establish a stronger link between products as due to design choices, my front cover and
double page are complete contrasts and there seems to be no association between the
two aside from miniscule details such as the "imp" being visible on both pages.
Additionally, whilst my colour scheme for my front cover can be related to audience and
purpose, the double page spread's scheme is more of an inference to the creators of the
select game, which may not make sense to some readers, so next time, I should choose
a colour scheme that better reflects the theme of the product rather than the topic it
discusses
Audience Appeal
The use of my bold font and color
scheme will mainly end up
appealing to the male demographic
as red is a more commenly
associated colour and the text is
eye-catching but simple and more
legible
The simplicity of the
cover image could not
only interest the target
audience, but also appeal
to anyone who could
become the target
audience, such as people
who want to get into
gaming magazines but do
not understand any of the
terms or images used
The language I have used will help
to appeal to all areas of the
audience due to the lack of
descriptiveness and the use of
simple words and also reference to
famous game titles at the bottom
of the cover that the target
audience will recognize.
I have also helped to balance out the
text/picture ratio, which will appeal
to the audience as it encapsulates a
wide age range, the older audience
will appreciate the text and the
younger audience will appreciate the
main cover image, but however, may
not appreciate the copious amount of
text or the mundaneness of the main
image
Some features I have placed on my
front cover may work with what my
article is about, but may not
necessarily appeal to the audience,
such as the "imp" obviously hints at
what the article is about, but to
people who have never heard of
"Dreams", this may be confusing.
Audience Appeal
The use of my muted font and
bright color scheme may deter the
audience in a way as not only are
the colors not associated with the
target audience gender, but it
seems to contrast too much with
the front cover design, which could
also confuse the audience
The way I have collected my images
and arranged them may also seem
to confuse the audience as my
controller image is obviously out of
place along with the screenshots,
which could help to intrigue the
audience and explain what the
game is about and the way I have
placed said images has left a lot of
dead space, which may seem to
bore the audience
The language used may be
appropriate to the audience as
many game related articles
reference facts rather than in depth
description or use of intricate
language
Some features I have placed on my
front cover may work with what my
article is about, but may not
necessarily appeal to the audience,
such as the "imp" obviously hints at
what the article is about, but to
people who have never heard of
"Dreams", this may be confusing.
How I have edited my
images to try and give
them the "bubble effects"
may also seem to deter
the audience as they may
not have prior knowledge
to the game or designs
associated with it.
Additionally, the design
itself isn't at the highest
quality it can be, and so
may also confuse the
audience further
Audience Appeal The language used may be
appropriate to the audience as
many game related articles
reference facts rather than in depth
description or use of intricate
language
The use of my muted font and
bright color scheme may deter
the audience in a way as not
only are the colors not
associated with the target
audience gender, but it seems
to contrast too much with
the front cover design, which
could also confuse the
audience. However, this draft's
scheme may be an
improvement as the
combination of colors in the
screenshots and the darker
tone of the text page may help
to make the colors more muted
The way I have arranged
my images in this draft of
the double page seems to
be a lot better than the
first as they are all
screenshots, so they follow
a similar theme, are
clearer to see and fill up all
of the page, leaving no
dead space Some features I have placed on my
front cover may work with what my
article is about, but may not
necessarily appeal to the audience,
such as the "imp" obviously hints at
what the article is about, but to
people who have never heard of
"Dreams", this may be confusing.
This draft will attract the
audience more due to the
text and pictures being
placed on separate pages in a
more organized fashion,
effects on the text page
being in the form of the pull
quote, which makes the
article seem less bland and
help to grab the audiences
attention

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Developmental Diary FMP Year 2Developmental Diary FMP Year 2
Developmental Diary FMP Year 2
 
Problem Solving FMP Year 2
Problem Solving FMP Year 2Problem Solving FMP Year 2
Problem Solving FMP Year 2
 
Research FMP Year 2
Research FMP Year 2Research FMP Year 2
Research FMP Year 2
 
2nd year prep
2nd year prep2nd year prep
2nd year prep
 
4. Pre production ver 2
4. Pre production ver 24. Pre production ver 2
4. Pre production ver 2
 
3. research ver 2
3. research ver 23. research ver 2
3. research ver 2
 
4. Pre Production
4. Pre Production4. Pre Production
4. Pre Production
 
3. Research
3. Research3. Research
3. Research
 
FMP Initial Plans
FMP Initial PlansFMP Initial Plans
FMP Initial Plans
 
FMP Initial Plans
FMP Initial PlansFMP Initial Plans
FMP Initial Plans
 
7. evaluation vg (1)
7. evaluation vg (1)7. evaluation vg (1)
7. evaluation vg (1)
 
6. production reflection (1)
6. production reflection (1)6. production reflection (1)
6. production reflection (1)
 
3. research (2)
3. research (2)3. research (2)
3. research (2)
 
5. pre production (1)
5. pre production (1)5. pre production (1)
5. pre production (1)
 
2. initial plans
2. initial plans 2. initial plans
2. initial plans
 
1. production experiments
1. production experiments 1. production experiments
1. production experiments
 
6. evaluation mv 2018 (1)
6. evaluation mv 2018 (1)6. evaluation mv 2018 (1)
6. evaluation mv 2018 (1)
 
5. production reflection mv 2018 (1)
5. production reflection mv 2018 (1)5. production reflection mv 2018 (1)
5. production reflection mv 2018 (1)
 
4. pre production mv 2018
4. pre production mv 20184. pre production mv 2018
4. pre production mv 2018
 

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Print Evaluation

  • 2. Research During my research, I tried to find three magazines with varying designs and styles in order to get a better idea of what kind of magazine I would like to make. I decided to choose the genres of gaming, fashion and gossip as, on reflection, the design was easily attainable given the tools I'd learnt in lesson and in past creative products. When analysing each area of the products, I have made sure to go into clear detail about each significant area of the front page and the double page spread, not just labelling key parts to the images such as the masthead, barcode etc. But also looking at the more subtle elements all creators/editors integrate into their work to make it of a more higher quality, such as the colour scheme used, any photography used and what effect it has and even the writing style and language from the articles of the double page spread. I also made sure to also examine and estimate which demographic such as age range or gender were the magazines aimed at, using the magazines available media packs to note which areas or types of people are most attracted to the magazine and why. Additionally, I also made sure to record where each image came from and from which magazine in my bibliography. However, I believe that I could have used a different example of a gaming magazine rather than the one I chose as it had no audience profile for me to reference, so during this process, I had to make educated guesses as to what the demographic for the specific magazine would be. I also believe that I should have examined a wider variety of video game related magazines and chosen one magazine that followed familiar tropes and contains similar effects and elements to other gaming magazines, so to influence my final product and make it more appealing to the target audience. In future products, I will make sure to look at multiple sources and decide which one best encapsulates the particular genre/theme I'm researching rather than just looing at one or a few resources and choosing one quickly due to time management as during my production, whilst trying to get design ideas for my front cover, as the design of my chosen research cover was too limited, I looked at other covers on Google Images in order to learn how I could arrange some of my cover elements such as my listed text at the bottom of the page.
  • 3. Planning My planning seemed to span multiple areas, these being my Initial Plans and my Pre-Production, possibly also including my Production Expirements, which let me test some design ideas even though they weren’t linked to the chosen topic. In my initial reaction and mind map, I have outlined clearly my chosen magazine genre and a few design ideas I could use, such as concepts, topics and required fields in order to successfully complete the project. I have also made sure to create two separate mindmaps, one outlining possible ideas for each of my genres, and the other exploring my chosen video games genre in more depth, analysing possible ideas for the front cover and double page spread topic. I also successfully created and anylised my mood board, which depicts images representing possible ideas for my magazine, such as fonts to use in the article or headers. I have also made sure that I created a breif schedual and bibliography to referece when researching information. However, during the actual production of my magazine, near the end of the production weeks, I didn't really stick to my planned sceduele as I finished production on my front cover eariler than I expected, so I chose to move on to and complete my double page spread for the rest of the week, leaving my confused during the second week as I idn't know what else I could do, so I opted to create a second version of my double page spread, as I believed the design on my original was too simplisic and not very representative of a reguler double page spread . Addtionally, I also don't believe I used my compiled bibliography to its full extent as I mainly lifted information and facts from the Dreams Wikapedia page, which overall could have lowered the accuracy of my article due to Wikapedia's low reliability and open source editing. In future projects, I plan to at least look at the resources in my bibliography in order to find any useful facts wihin and also make a more flexible or realistic production scheduel and take into account my own personal abilities, using this to effectively work out how much time I'll need to spend on each asset
  • 4. Planning My pre-production mainly summed up aspects of my ideas, such as what the layout of both assets will be and what style each will have, such as fonts used and a fitting colour scheme for each. I believe that both colour schemes I created help to sucessfully encapsulate what each page's theme is or establish a link between the page and the topic, such as the reds and blacks of the front cover being more related to the gaming topic (and probably also estabishing a link to men, the magazines main gender audience) and the double pages colours being mainly pinks and purples (pink being the main house colour of Media Molecules, the company that created Dreams). I also tried to stick to one basic idea or concept when designing my pages so to give myself a more defined design outline and to also make the whole aesthetic of the magazine more professional looking. I also made sure to add simple problems and solutions to my contingency plan and the health and safety, additionally remembering to stick to aspects of my plan, such as saving my files on a memory stick throughout production to make sure the files were never lost. However, in my final product, I think the way I used my final colour schemes wasn't very effective as many gaming magazines I researched throughout production did use muted colours on their front cover, but also had some brighter colours to grab the audiences attention such as many popular gaming characters or game scenes. I also seemed to keep my design layout ideas very limited, which did not give me much leeway when designing the final products, and even when I did stick to one design idea, I seemed to also integrate some other ideas from other layouts. In future, I could try to create more layouts in order to give more variety when creating the final products and to also stick more closely to the original layout ideas. I should also make sure that during the pre-production process, I take into account the vast amount of variety in terms of colours or themes when researching particular genres and try and stick to the particular styles and tropes of these genres in order to make the final product more authentic
  • 5. Time Management Overall, I believe that I had very poor time management throughout my project, especially my production process. Before we began our actual production process, we were required to create a production schedule, containing detailed instructions and tasks to be fulfilled in that time slot (in this case, which week that specific set of tasks was meant to be completed). I did manage to clearly allocate a certain number of specific tasks to each week, depending on how long I thought each task would take or how much time I'd need to complete it and then improve upon it. For most of my planning and pre-production material, this estimation was rather accurate, and therefore, gave me enough time to move on to the production aspect of my project. I also managed to successfully organise and book the studio to take my studio photos need mainly for my cover. However, during this main production time, I managed to finish my front cover earlier than expected, causing me to move onto my double page spread as only limited improvements were needed for my cover. I also seemed to finish my double page in the same week allocated time due to my first draft not being so complex or time-consuming, so since my plan for the second week was now inaccurate, I decided to make a second draft of my double page spread after comparing both products and deciding that my double page was of a lower quality and accuracy compared to my front cover, this time referencing more gaming magazines styles but also adding my own personalisation due to my chosen article topic, still managing to complete this in the allotted week before I had to start my evaluation. If I had had longer to complete my work, I could have made more drafts in order to gradually increase the quality of my work and be able to reflect on previous design ideas eg. What design aspects worked and which didn't. In future projects, I will make sure to try ad organise my prodction in a more realisitc way and also make sure to think of back up plans or improvments if I finish ahead of my scheduele or try and catch up work outside of lesson if I feel that I won't be able to complete said production in the allotted time.
  • 6. Technical QualitiesI seem to have used a lot more gradient effects than most front covers This cover uses only one type of font, but changes its boldness The layouts near the bottom of the cover seem to be quite similar and have similar traits such had the divisions between the notes Both main cover images have extremly stong symbolism, but my cover image seems to be more blunt whereas the other covers image will only be recognised by people who have played the game Both have made sure that the text have been placed so it doesn't obstruct the main part of the image I also seem to have referenced the contents of my double page spread whereas the other cover seems to have used the reference as the entire cover image My cover also seemed to have placed the additional text drectly underneath the main image whereas the other cove had also palced additional information to the side of it
  • 7. Technical Qualities Both have managed to organise the article text around an image/images My page is the only one that seemes to have a clear and prodominant title My article has been arranged across two pages whereas the other double pages article is only on one page Both have used some form of image(s) to reference the game they are talking about in the article My double page has placed images around many parts of th text boxes, whilst the other magazine seems to have intergrated one image onto the articles page and then placed the main images on the other page The colours I have used seem to be more muted and restricted whereas the other pages colour scheme is more bold and eye-catching My magazine seems to have text boxes so the text will not only be organised, but clearer to see, whereas there are no text boxes on the other magazine, possibly due to the contrast of the font and background colour creating greater visibility
  • 8. Technical Qualities My page is the only one that seemes to have a prodominant title Both have used some form of image(s) to reference the game they are talking about in the article Both contain a pull quote, but the other magazines may be from a different source rather than from its own article like mine Both double pages seem to have clearly allocated a page for the main image(s) and a page for the article text, my images being arranged in a collage like style whereas the other pages seem to be one clear image Both magazines arrange their text freely against the backdrop with no textboxes. This design choice doesn't really work well with my magazine as the text isn't as visible as it is on the other magazine. In the futture, I will make sure all my text is visible The colours I have used seem to be more muted and restricted whereas the other pages colour scheme is more bold and eye-catching
  • 9. Technical Qualities Overall, for my cover the majority of my design decisions have worked quite well, as I mainly chose to copy similar designs of other gaming magazines such as the notes at the bottom of the page and the layout of the text surrounding my main cover image. The chosen design of my title also works quite well due to its bold colours and text, but also the effects used such as the Drop Shadow seem to give it an almost grander effect on the entirety of the cover. The way the image has been placed in the center field view may also help to intrigue the audience due to its visibility and improved quality effects. However, the text right underneath my image, detailing what is inside the magazine relating to the "Dreams" topic may not be as visible due to the lesser visible effects used and the fact that the appearance of the main image right above it may undermine it. In the future, I will make sure to place all text used in a clearly visible place or use certain effects to make it bolder if the text cannot be moved in order to make sure it is legible. In my double pages, I tried to use similar effects to try and link the assets to Media Molecules, the company that created Dreams, but different layouts. Alternatively, my double page gave me the most problems and didn't work as well as my original design idea didn't really fit with the overall theme or what a double page spread is supposed to encapsulate. My first draft left a lot of dead space as my chosen pictures were too small and I let my text span both pages, therefore making look unprofessional, even though it successfully references the articles content and some effects used do give some elements a more attractive look, such as the effects used on the images to make them appear to be bubbles. My second draft seems to be a greater improvement on the overall design, some examples being having a clear allocated page for the pictures and the text, which also helped with the color scheme. I also think that adding some of the new elements and removing the old ones did help to successfully improve the design, such as adding the pull quote and removing the text boxes. In future, I will try to look at more example designs in order to get a better idea of what kind of design is expected of me and I should also make sure to accommodate certain features such as colour scheme to my target audience rather than use it to infer something about the product such as manufacturers.
  • 10. Aesthetic Qualities My covers colour scheme seems to be bold colours but have been edited with a gradient which could make them look more muted in order to make it fit better with the studio background, going against the conventions of regular gaming magazines. In future, I could try and use more bolder colours in order to make my products stand out more and better associate them with my chosen theme (if the theme required bolder colours) The only photography used on this page is the studio image I took and edited, which also helps to convey what the magazine is about on first glance, but doesn't specify any games on its own. The writing style and language seems to be very blunt and direct, forgoing any over the top language to describe the assets, instead choosing to simply specify the assets, like most gaming magazines The text/picture ratio is strongly in favor of the text rather than images as, like most gaming magazines, the only image on the front cover is the main image or figure that takes up the whole of the page whilst all the text surrounds it, helping to describe the contents within. In future, I should better balance out this ration by possibly adding things like advertisment or competition images Most of the fonts used on this page are in a bold style to convey the gaming look but like most gaming magazines, the fonts are sometimes also restrained, opting for a more practical font that all the target audience will be able to read The mode of address is very indirect as there is no clear mention of the audience in any part of the text, choosing to mainly focus on describing to the audience what information is in the magazine, following the norm conventions. The writing is also informal due to the listing technique used at the bottom of the cover and the abbreviations used. I could use more direct language in the future in order to better influence the audience
  • 11. Aesthetic Qualities My double page's colour scheme again seems to be bold colours but have been edited with a gradient which could make them look more muted in order to try and tone down the bright saturation, as many gaming magazines choose to use bright bold, male associated colours in order to attract their audience, but I have opted for more pinks and purples mainly to try and reference Media Molecules, the company behind dreams, the game I have researched. In future, I could use more audience oriented colours and let the screenshots convey the company instead I have tried to integrate screenshots of the game into my pages in a bubble-like design, as this is another connotation of Dreams. However, this does not work very well as it leaves a lot of dead space on both page and my controller image seems out of place due to it not being a screenshot. In future, I should try and use more images so to get rid of dead space and also collect more images more closely connected o the topic I have chosen. Most of the fonts used on these pages are readable, but are in a more simple style compared to my front cover for legibility and also, again, to link to Media Molecules. However this may not work with the predominantly male demographic. In future, I should use fonts more closely associated with the cover and would appeal to the target audience The writing style here may also be perceived as quite blunt as it mainly tries to convey the facts rather than used intricate language, which will most likely appeal to my target audience and get across the message of the article, which is just to describe the game and also appeal to the audience The text/picture ratio is strongly in favor of the text rather than images as I have only used a limited amount of screenshots that would fit on the page and not obstruct the text with the style I have chosen. If I did try this style again, I will make sure to fill up dead space with either more screenshots or more text such as pull quotes The mode of address is very indirect as there is no clear mention of the audience in any part of the text, choosing to mainly focus on describing to the audience what information is in the magazine, following the norm conventions. There is only one reference of direct address used at the very end of my article which could be perceived as out of place. In future, I will make sure the entirety of my text is either all direct or indirect so as not to confuse the audience or make any specific lines or paragraphs seem out of place
  • 12. Aesthetic QualitiesMy double page's colour scheme again seems to be bold colours but have been edited with a gradient which could make them look more muted in order to try and tone down the bright saturation, as many gaming magazines choose to use bright bold, male associated colours in order to attract their audience, but I have opted for more pinks and purples mainly to try and reference Media Molecules, the company behind dreams, the game I have researched. In future, I could use more audience oriented colours and let the screenshots convey the company instead In my second draft, I have chosen to allocate one page to my screenshots/images and the other to the article, in order to have better organization of the double page, to not obstruct any of my article and to get rid of any possible dead space. I have also placed my images in a collage like design so I would be able to fit all of them in and better convey the game. The only problem could be how the collage has been arranged as it looks quite scruffy, which I should improve in future projects by using more clearer layouts and checking my organization more closely Most of the fonts used on these pages are readable, but are in a more simple style compared to my front cover for legibility and also, again, to link to Media Molecules. However this may not work with the predominantly male demographic. In future, I should use fonts more closely associated with the cover and would appeal to the target audience The writing style here may also be perceived as quite blunt as it mainly tries to convey the facts rather than used intricate language, which will most likely appeal to my target audience and get across the message of the article, which is just to describe the game and also appeal to the audience The text/picture ratio, unlike my first draft, seems more equal here due to having allocated both the pictures and the text their own separate pages, however, there could be more pictures than text as during my production process, the single page wasn't big enough to place the entire article in, so some of the less important aspects were removed. This could be made up for by my pull quote, which does take up some of this space. The mode of address is very indirect as there is no clear mention of the audience in any part of the text, choosing to mainly focus on describing to the audience what information is in the magazine, following the norm conventions. There is only one reference of direct address used at the very end of my article (which is also my pull quote) which could be perceived as out of place. In future, I will make sure the entirety of my text is either all direct or indirect so as not to confuse the audience or make any specific lines or paragraphs seem out of place
  • 13. Aesthetic Qualities Overall, the aesthetic quality of my products seems to vary in style and various other qualities such as image choices and colour scheme. I believe that I mostly did well on factors like image choices or how to arrange them to some degree. In future, I will try to improve picture quality if I decide to use screenshots again, try and organise my images in a more coherent style to mke them seem more professional and possibly also try and establish a stronger link between products as due to design choices, my front cover and double page are complete contrasts and there seems to be no association between the two aside from miniscule details such as the "imp" being visible on both pages. Additionally, whilst my colour scheme for my front cover can be related to audience and purpose, the double page spread's scheme is more of an inference to the creators of the select game, which may not make sense to some readers, so next time, I should choose a colour scheme that better reflects the theme of the product rather than the topic it discusses
  • 14. Audience Appeal The use of my bold font and color scheme will mainly end up appealing to the male demographic as red is a more commenly associated colour and the text is eye-catching but simple and more legible The simplicity of the cover image could not only interest the target audience, but also appeal to anyone who could become the target audience, such as people who want to get into gaming magazines but do not understand any of the terms or images used The language I have used will help to appeal to all areas of the audience due to the lack of descriptiveness and the use of simple words and also reference to famous game titles at the bottom of the cover that the target audience will recognize. I have also helped to balance out the text/picture ratio, which will appeal to the audience as it encapsulates a wide age range, the older audience will appreciate the text and the younger audience will appreciate the main cover image, but however, may not appreciate the copious amount of text or the mundaneness of the main image Some features I have placed on my front cover may work with what my article is about, but may not necessarily appeal to the audience, such as the "imp" obviously hints at what the article is about, but to people who have never heard of "Dreams", this may be confusing.
  • 15. Audience Appeal The use of my muted font and bright color scheme may deter the audience in a way as not only are the colors not associated with the target audience gender, but it seems to contrast too much with the front cover design, which could also confuse the audience The way I have collected my images and arranged them may also seem to confuse the audience as my controller image is obviously out of place along with the screenshots, which could help to intrigue the audience and explain what the game is about and the way I have placed said images has left a lot of dead space, which may seem to bore the audience The language used may be appropriate to the audience as many game related articles reference facts rather than in depth description or use of intricate language Some features I have placed on my front cover may work with what my article is about, but may not necessarily appeal to the audience, such as the "imp" obviously hints at what the article is about, but to people who have never heard of "Dreams", this may be confusing. How I have edited my images to try and give them the "bubble effects" may also seem to deter the audience as they may not have prior knowledge to the game or designs associated with it. Additionally, the design itself isn't at the highest quality it can be, and so may also confuse the audience further
  • 16. Audience Appeal The language used may be appropriate to the audience as many game related articles reference facts rather than in depth description or use of intricate language The use of my muted font and bright color scheme may deter the audience in a way as not only are the colors not associated with the target audience gender, but it seems to contrast too much with the front cover design, which could also confuse the audience. However, this draft's scheme may be an improvement as the combination of colors in the screenshots and the darker tone of the text page may help to make the colors more muted The way I have arranged my images in this draft of the double page seems to be a lot better than the first as they are all screenshots, so they follow a similar theme, are clearer to see and fill up all of the page, leaving no dead space Some features I have placed on my front cover may work with what my article is about, but may not necessarily appeal to the audience, such as the "imp" obviously hints at what the article is about, but to people who have never heard of "Dreams", this may be confusing. This draft will attract the audience more due to the text and pictures being placed on separate pages in a more organized fashion, effects on the text page being in the form of the pull quote, which makes the article seem less bland and help to grab the audiences attention

Editor's Notes

  1. 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?
  2. 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?
  3. 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?
  4. 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?
  5. Compare your work to similar existing products and discuss the similarities and differences Put your final piece(s) in the centre of a page alongside an existing product Use text boxes and arrows
  6. Compare your work to similar existing products and discuss the similarities and differences Put your final piece(s) in the centre of a page alongside an existing product Use text boxes and arrows
  7. Compare your work to similar existing products and discuss the similarities and differences Put your final piece(s) in the centre of a page alongside an existing product Use text boxes and arrows
  8. Compare your work to similar existing products and discuss the similarities and differences Put your final piece(s) in the centre of a page alongside an existing product Use text boxes and arrows
  9. Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it? Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  10. Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it? Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  11. Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it? Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  12. Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it? Discuss the strengths and weaknesses Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  13. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Refer to your findings from your questionnaire. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  14. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Refer to your findings from your questionnaire. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows
  15. How have you appealed to your target audience? What specific bits of content would appeal to your target audience. Refer to your findings from your questionnaire. Put your final piece(s) in the centre of a page and analyse them Use text boxes and arrows