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Adventure
Stephen Royle
Equilibrium
Disruption
Recognition
Attempt to repair the damage
New Equilibrium
Character type How they appear in your story
The Hero Secret agent working for the British Government assigned to investigate the murders of
three fellow agents.
The Villian Crime boss self making heroin and under investigation by the secret service.
The Helper Voodoo psychic originally employed by villain and a love interest for hero.
The Dispatcher Head of Secret Intelligence Service
The Princess or prize Voodoo psychic originally employed by villain and a love interest for hero.
The False Hero A rogue CIA agent who is secretly an underling of the villain, who sends her to kill the
hero.
WWWWWH
Who James Bond.
What Secret agent in the British government.
Why Bond investigates the murders of three fellow agents, he finds himself a target, evading vicious assassins as he closes in on powerful
Kananga. Known on the streets as Mr. Big, Kananga is coordinating a global threat, using tons of self-produced heroin. As Bond tries to
unravel the mastermind's plan, he meets Solitaire (Jane Seymour), a beautiful tarot-card reader, whose magic is crucial to the crime lord.
When 1973
Where African-American cultural centres such as Harlem and New Orleans, as well as the Caribbean Islands.
How Bond kills Kananga with a compressed gas bullet by forcing it down his throat, causing him to inflate and explode after hitting the ceiling
of a cave.
Initial Ideas
Idea 1
Who John Ray.
What Ex Afghanistan soldier.
Why John Ray is framed for a war crime he hasn’t committed by the family of a fallen soldier as they blame him
for the death.
When 2020
Where UK
How John Ray has to clear his name and find out who is taking him down whilst on the run.
Idea 2
Who Luke Brown.
What 18 year old boy.
Why Luke Brown on a journey to find his father that mysteriously went missing 8 years ago and pronounced dead
whilst Luke was young.
When 2020
Where UK
How Luke has found new evidence that his father could still be alive and pursues it in hope of seeing his father
again.
Idea 3
Who Jim Woodhead.
What 45 year old explorer.
Why Employed by a company to find a lost treasure. However the company want to steal the treasure and use it
for bad.
When 1970
Where Indonesia
How Jim has to find the treasure and escape away from the company that wants it for bad.
Mind Map:
Mood board:
Brief Synopsis
An ex military soldier from Afghanistan is framed for the death of his fellow soldier and
friend. He must figure out who is framing him and clear his name.
Research
Research
Existing Product
Tiny Pixel Wars
This existing product is a 2D pixel art game based on war and capture. It has lots of
elements that show this and what makes it a good product. For example it is set in a very
rural and depopulated place which gives the war effect and helps to set the scene and
theme for the audience. The developers use lighting in the product to help the audience
see what they have unlocked and what they still have to explore. For example the darker
shades of light are places that the audience have not discovered yet and the brighter parts
are the places they have. This really helps the audience to see where they need to go and
what they need to do so that the game doesn’t get too confusing. I will try to use elements
like this in my product to make it easier to play and to entice the audience more. The
product also includes a retro arcade style soundtrack. This is very nostalgic for the older
audience members that would have played lots of retro arcade games. The soundtrack also
gives the audience the idea that this product is like a retro arcade game and has the same
game mechanics and themes. I would want to use a soundtrack like this to expand my
audience range as I could include older audience members through the use of the
soundtrack. The product has sound effects for the gun shots which again helps the
audience with the theme of the product and the genre and this would hopefully entice
them into playing the game. To again show the war and army theme the product includes
characters with army costumes and weapons. This again shows the audience the genre and
theme of the product and also the unity of the team as they all wear the same costume.
Existing Product
Main protagonists is easily identified
in the image as he is is in the centre
and has the highest level. The
audience can also see his face
clearer than the others. This
immediately shows the audience
the main character and helps them
to get more involved from the start.
Lots of soldiers cramped together in
a tight trench. This gives the feeling
of claustrophobia and really
highlights the reality and the pain
that war brings. This makes the
audience feel what the soldiers feel
and makes them want to watch the
film to see if the outcome will be
any better for them.
The product is set in a harsh rural
war location. This helps to
emphasise the reality of war and
helps to show the audience the
genre and theme.
The title is dark on the top and lighter on
the bottom. The lighter side of the title
could connotate that there could be a,
‘light at the end of the tunnel’. This
foreshadows a happy ending to the
audience so they would want to fulfil
this by watching the film.
The poster has very low and dark
lighting. This sets the scene for war
as darkness can connotate death
and brutality. This shows the
audience the genre and helps to
attract a better target audience
Existing Product
This existing product is a first person pixel shooter. It has lots of elements and
stylers that I would take inspiration from and use in my product. One
example of this would be the location. The product is set in a remote rural
location that sets the game up well and gives the audience a good idea of
what the game is about. The product is in a first person perspective. This
really submerges the audience into the product and makes them feel as
though they are inside the game physically playing. It gives a good virtual
experience for them and would make them want to play the product more.
Another thing I like about the product is that when the player is shot or
injured the outside of the screen goes red. This helps to highlight to the
audience that the player has been hit and that they need to fight back or take
cover. This makes the product easier to play as an audience member and also
gives the player more information. The product also has lots of sound effects
that convey the semiotics of war. These include heavy breathing to show fear
and fatigue. This effect makes the product more realistic for the audience
and helps to show the struggle of war. The product also uses gunshots and
distant gunfire to emphasise that the product is about war and to show the
harsh reality of war. Overall this existing product has given me lots of ideas
and qualities that I may include in my own product.
Pixel war
Existing Product
The central character, and assumed
main protagonist, is using direct
address. This makes the audience
feel compelled and pulled in right
from the start. It gives them a
feeling of fear and that the war is
staring them dead in the eyes. It also
makes the product more realistic
and reinforces the fact that the film
is a true story.
Military grade helicopter very faint
in the background. This shows
that the soldiers are a highly
trained military squad however
they are not fully backed up by
the team and they are on there
own for most of the mission.
The characters are all placed in a
close proximity to each other. This
shows a sense of teamwork and
almost a sense of family. This can
link to the word ‘strong’ in the
title as the team has a strong bond
with each other.
The horses give connotations of
older time war methods and
strategies. This choice of strategy
is the opposite of modern time
war strategies. This would make
the audience want to see the
meaning and the reasoning
behind this.
The bright dusty orange colour in
the bottom right corner looks like
sand. This could mean that the
film is predominantly located in
the desert or in a warmer more
rural country.
Existing Product
This existing product is a pixel generated game based on World War 1. In it
you become the commander of troops and assault the enemies in trenches.
The product has lots of features that can draw the audience in and that I
may use in my product. For example, throughout the game there are many
different levels that all have different locations and terrains. Some of the
locations are urban in the abandoned streets of war. Some are in rural
locations with realistic weather forecast for the locations. These elements
can help to show the audience the genre and the theme of the game.
Research Summary
• What have you learned from your research?
• I have learned lots of different techniques and styles that could entice an
audience in and make them want to watch/play my product.
• I have also learned different techniques that I can take from my research and
use in my own product to make it look better and more aesthetically pleasing.
• What aspects of the research will you include within your on work?
• Use of colours to convey meaning.
• Clear structure and clear characterisation.
• Different colours that correspond to different actions or results.
• Using the best setting possible for the scene and the theme of the product.
• Using different sound effects to show actions and to keep the audience
entertained.
Bibliography
1. Pixel War. 2015. HyperKid.
2. Tiny Pixel Wars. 2018. FreeGamePlanet.
3. 12 Strong. 2018. Nicolai Fuglsig.
4. 1917. 2019. Sam Mendes.
Bibliography
Pre-production and Planning
Synopsis
A family driven, ex Afghanistan soldier (John Ray) has his life flipped
around as he is framed for the murder of his fellow soldier and friend.
A nationwide man hunt is underway but Ray has better ideas to find
the people that have framed him and see how deep this framing really
goes.
John Ray, an ex Afghanistan
soldier, is retired and spending
most of his time in his home with
his wife and two kids, 8 and 12.
One night whilst John is walking his dog he gets
attacked by highly trained incognito men. He is hauled
into a van and tied up. John pulls a blade from his
pocket and cuts himself loose. He grabs one of the men
and knocks him out so he can break from the van and
get to a safer place. John scrambles home and sees his
wife staring at the tv in shock of the news that John Ray
has committed army crimes and has killed a fellow
soldier, his close family friend.
John has to gather evidence and think back to
everything that happened back in Afghanistan
knowing full well he was innocent. John goes to
see his fallen friends family, who he has trusted
forever. They welcome him in knowing what he
has allegedly done. They talk about what could
have happened and who could be behind it.
Suddenly a call comes from a high government official.
John straight away stands up and holds them at gunpoint
knowing that this official should not be in contact. He finds
that they blame him for the death of their son and that
they have been helped by another ex army sergeant to
bring Ray down and put him away for the family to have
vengeance and for the sergeant to be recognised in the
higher ranks for finding him.
John collects evidence on the family and the
sergeant and traps them to confess their crimes.
He unveils them and they get detained and
questioned for their crimes. John Ray goes back to
his family to make ameens and to spend the time
they have together.
Style Sheet
These colours have stood out to me for an adventure genre as there are lots of greens to symbolise nature and rural
places. There are also darker colours that can connotate a darker side to the genre which would link to my product being
military based. Some of the greens I found are also based off army colours and stereotypical uniform colours. The brighter
sandy colours are based off of the deserts and mountains in Afghanistan. All of these colours are based of the adventure
and war genre.
Style Sheet
I have selected these fonts based on the adventure and war theme. I used dafont.com to find these fonts. I would think about
mainly using the war themed fonts like the, WARTORN, XXII ARMY and WARUNA fonts for the main parts of the film posters
like the masthead and the subtitles however I would use the remaining adventure fonts for the titles and information in the
films game. The different fonts can help to show the genre well and add more meaning to the poster and the game.
Magazine and advert layouts
I have mocked up this layout using images from the internet
and fonts from dafont.com. I have included the XXII army
font as I think that it can add elements of war and can help
the audience recognise the genre. However, the font does
not suit the poster as a whole as the themes could contrast
and the audience could be confused. I have used a central
intelligence service for the background. This gives the
audience the idea that the government and the secret
service could be the theme of the film or could be the
antagonists as the image is at the back and is very large to
signify power. Finally the central image and assumed
protagonist could suggest to the audience that he has either
gone rogue or is undercover. This is because he is in dark
unbranded clothing suggesting that he could be incognito. All
of these styles of fonts and images would make the audience
want to watch the product and engage with it to find out the
different character roles and themes.
Magazine and advert layouts
In this layout I have used different font styles and different
image styles. I have done this to show the genre and the style of
the product to the audience. For example I have used an
adventure genre based font, for the masthead, that helps to
show the audience that the film is an adventure film. The
imagery I have used also suggests that the product is adventure
as the background image is a big mountain range and desert.
This can connotate that the landscape needs to be explored or
acquired. The helicopter can also add the the adventure genre.
The central image of the soldier in battle helps to show the war
genre and style of the product. The helicopter is also a military
grade aircraft that can show that the force or army they are with
is powerful and has a lot of money. Overall I like this layout and
use some of the elements in my final product.
Video Game layouts
I would like my product to have a
similar layout to this for my games
cut scene. I think it reflects the
locations well and sets the scene
and genre well for the audience. I
have gone with the isolated desert
location to add to the vulnerability
of the soldiers and to emphasise to
the audience the danger of their
mission. The soldiers will be
wearing similar costumes to the
ones in the layout as it sets the
scene and shows that they are
trained for this location and terrain.
Overall I think that. This layout has
given me some good ideas that will
help me to make my product the
best it can be.
Script
Cut scene 1.
Two best friends and colleagues work together to find more information on unknown territory in
Afghanistan.
John: Keep your head down and eyes open we are in uncharted territory and don’t know what could
be here.
Sam: For all we know it could just be a wasteland.
John: Or it could be an unknown settlement or base we don’t know of.
Sam: Anyway lets talk about the first thing you are doing when we finish this tour.
John: I never really thought about it.
Sam: Well I have it fully pla…….
Gunshot from distance hits Sam.
Sam drops to the floor instantly with a thud.
Screen cuts to black.
Sound Effects
Sound Effect Needed How I Will Create the Sound
Gun shot Foley recordings
Desert ambience Foley recordings
Wind Foley recordings
Footsteps in sand Foley recordings
Crows crowing Foley recordings
Actors/Locations
Actor Role Location for recording
Stephen Royle John Ray Studio
Steve Royle Commander Studio
Stephen Royle Lieutenant Studio
Music
Band Name Track Name Link
Sean Jimmerson. Axxe Grinder. 10:39
Brian Tuey Boss. 13:17
James McCawley. Zombie surf. 46:38
Contingency
What can go wrong? What can you do if it does?
Corrupted files/unsaved deleted files. Constantly save files and always eject memory sticks.
Running out of time. Have a good time management routine.
Actors may not show up. Have backup actors or a backup day to record.
Ideas may not turn out the way I wanted. Have multiple ideas that can be made instead.
Equipment may not work. Have spare equipment and schedule another 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?
Headaches. Stay hydrated and take regular breaks.
Fatigue. Take regular breaks.
Repetitive strain. Take regular breaks.
Tripping over wires. Make sure to keep wires neat and wrapped up.
Dry eyes. Take regular breaks have a good sleeping pattern.
Production
Video Game
Magazine front cover
Film Logo
Evaluation
Research
My research had both strengths and weaknesses throughout this project. Some of the strengths
included detailed analysation of existing products. For example I researched 5 different existing
products that had similar themes to what I wanted to make. I used screenshots from different pixel
games and also posters from movies within the adventure genre. I analysed the different features
and themes in each product and took inspiration from some of the existing products and thought
about how I could incorporate these ideas and features into my product. Some of the features I
used included different colour schemes to show the genre and the style of the product. On the
other hand my research also had some weaknesses. I could have maybe got more information and
enhanced my idea generation if I had looked more into how the pixel games where created and
what scales and techniques they were using. This could have made my product look more
professional overall and given my whole product an extra layer. Overall I think my research went
well and was a good foundation for my product.
Planning
My planning process had strengths and weaknesses. An example of my strengths were the Style
sheets and layouts. I think that my style sheets helped a to gather my fonts, colour schemes and
visual ideas into one place where I could plan and decide what I wanted my product to look like and
what I wanted in it. The style sheet helped me develop my ideas into a rough idea of what my
products would look like. I feel like the two planning techniques helped to develop my product into
something physical and helped me get a better idea and understanding of what to add or change to
my original plans. Some of the weaknesses to my planning where the planning of my script and
actors. This is because I made the script too complicated and ended up changing the script in my cut
scene and making my own voice actors on my computer for the script that I had. If I had a backup
plan for this or planned this idea sooner then I could have executed this idea in a better more
planned way when it came to the production of my product. Overall I, again, thought that the
majority of my planning was done well and helped me to get the best outcome out of my finished
product.
Time Management
At the start of the project (during the research and planning stage) I thought that I managed my
time well and I got each stage of the project completed in the right time and I stuck to the correct
deadlines. However from the start of the production stage I felt like I spent too much time on the
assets such as the characters and not enough time on the animation and the final edit of all of my
work. I felt as though I had rushed the final production of my game and that it didn’t turn out as
professional as I wanted it to be and if I had spent less time on assets and equally distributed the
timings for all parts of production then I could have improved more on the whole look of the game
and maybe added some additional things that might have given the audience a better idea of the
storyline. Overall I finished my project with lots of good elements but also a few things that I
needed to spend more time on to get the best outcome.
Technical Qualities
I have chosen to compare my work to an existing pixel
game based on the war in WW2. The two products have
some similarities and differences. Some of the similarities
of the two are that they are both games about soldiers and
war. They both use guns and both have enemies to kill.
Both game characters move from left to right making the
protagonist obvious. The existing product has a more
detailed set of levels. For example it has obstacles such as
barbed wire and trenches, whereas my product only has
rocks and boulders that are fairly easy to animate around.
This shows that I could maybe have been more technical
with my animating and designing by creating a few more
obstacles that could push my skill set further and make my
product more professional overall. The existing game also
had multiple characters working as a unit. My product only
had three characters in the whole game. I could have
maybe added a few more characters to push my technical
qualities further and again make a more professional
product in the long run.
Aesthetic Qualities
Main protagonist
centre image.
Both have a red
and white main
colour scheme.
Both products have a
large central masthead
Both products have a
weapon in them for action
elements.
Exclusive story in big
block capitals at the top
of the page.
Newspaper
reviews.
More actor films
and specials.
Aesthetic Qualities
I think that my film magazine is creative, aesthetically pleasing and consistent. I have used a simple white and
red colour scheme. I have done this because it is simple so it stays aesthetically pleasing and consistent
throughout the whole magazine. I have used an image with a full scale photo covering the whole magazine
which contrasts to the existing product that only has the central character on the magazine. This expands my
creativity and aesthetic of the magazine so that the audience have more to look at and engage in. one thing
that I could have done different would have been to give my masthead more depth as I feel it is too flat and
pulls down the creativity and aesthetic of the magazine. Overall I think that my aesthetic qualities are strong
and work well as a whole product.
Aural Qualities
My product has certain aspects that I think are strong and equally some aspects that are weaker. Some of the
strengths include, the soundtrack and some sound effects. I think that the soundtrack works very well with the
theme of the product as it is a fast soundtrack that makes the audience feel more suspenseful. I also managed
to get the beat to drop perfectly at the start as I matched it up well with the transition from the games menu
screen to the start of the games cut scene. Some of the sound effects such as the varied gunshots worked well
as I was able to find a heavy long distanced gun shot to match with the shot from the sniper at the start of the
game and also a less heavy, close range assault rifle shot to go at the end. These sound elements help to add a
layer of professionalism to the game and help the audience to understand the different gunshots and ranges.
There were also weaker points in my audio. For example the audio from the cut scene when my character is
talking in the radio is very brief. To improve this I could add my own voice and develop on the scene more as
apposed to making it on the internet as this limited me. This would make the conversation even more clear for
the audience and make the piece more professional. Overall I think that my aural qualities were good and had
lots of promising features with a few things that I can improve on in the futre.
Audience Appeal
I have appealed to my target audience by making the genre clear for the audience to know they are in the
correct place and to get them hooked from the start as this is there proffered genre. The foreign landscapes
and the characters entering them will help to reinforce the genre as being adventure and will keep the
audience hooked. I also appealed to my audience by making the protagonists go from the left to right. This
easily identifies the protagonist to the audience as they are going a standard English way of doing everything
from left to right. Overall I think that I have appealed to my audience well and used some specific ways to
target them and keep them entertained.
Overall strengths and weaknesses of the final
package.
As a whole my product had many strengths but also a few weaknesses. The strengths included the detail of the
assets, the sound design and parts of the animation. I thought that my assets were very professional and
detailed. For example I was very careful when editing the soldier when he was stood up to when he crouched
down. I had to make sure that the second asset was very similar to the first one or the audience could get
confused and mistake it for another character. This helped to make the overall look of the product more
professional and accurate. I was also happy with how my soundtrack turned out and how I edited it to the
beat. For example the music took a beat and went up in tempo and volume when the game switched from the
menu screen to the start of the game. On the other hand I did have some weaknesses that effected my
product. For example the overall aim and story of the game could have been explained better and I could have
planned more on how to execute the story properly to give the audience the best experience. Overall I think
that the strengths out weigh the weaknesses however I will think more about the weaknesses and try to work
with them a lot better and always have a second plan.

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Adventure pro forma

  • 3. Character type How they appear in your story The Hero Secret agent working for the British Government assigned to investigate the murders of three fellow agents. The Villian Crime boss self making heroin and under investigation by the secret service. The Helper Voodoo psychic originally employed by villain and a love interest for hero. The Dispatcher Head of Secret Intelligence Service The Princess or prize Voodoo psychic originally employed by villain and a love interest for hero. The False Hero A rogue CIA agent who is secretly an underling of the villain, who sends her to kill the hero.
  • 4. WWWWWH Who James Bond. What Secret agent in the British government. Why Bond investigates the murders of three fellow agents, he finds himself a target, evading vicious assassins as he closes in on powerful Kananga. Known on the streets as Mr. Big, Kananga is coordinating a global threat, using tons of self-produced heroin. As Bond tries to unravel the mastermind's plan, he meets Solitaire (Jane Seymour), a beautiful tarot-card reader, whose magic is crucial to the crime lord. When 1973 Where African-American cultural centres such as Harlem and New Orleans, as well as the Caribbean Islands. How Bond kills Kananga with a compressed gas bullet by forcing it down his throat, causing him to inflate and explode after hitting the ceiling of a cave.
  • 6. Idea 1 Who John Ray. What Ex Afghanistan soldier. Why John Ray is framed for a war crime he hasn’t committed by the family of a fallen soldier as they blame him for the death. When 2020 Where UK How John Ray has to clear his name and find out who is taking him down whilst on the run.
  • 7. Idea 2 Who Luke Brown. What 18 year old boy. Why Luke Brown on a journey to find his father that mysteriously went missing 8 years ago and pronounced dead whilst Luke was young. When 2020 Where UK How Luke has found new evidence that his father could still be alive and pursues it in hope of seeing his father again.
  • 8. Idea 3 Who Jim Woodhead. What 45 year old explorer. Why Employed by a company to find a lost treasure. However the company want to steal the treasure and use it for bad. When 1970 Where Indonesia How Jim has to find the treasure and escape away from the company that wants it for bad.
  • 11. Brief Synopsis An ex military soldier from Afghanistan is framed for the death of his fellow soldier and friend. He must figure out who is framing him and clear his name.
  • 13. Existing Product Tiny Pixel Wars This existing product is a 2D pixel art game based on war and capture. It has lots of elements that show this and what makes it a good product. For example it is set in a very rural and depopulated place which gives the war effect and helps to set the scene and theme for the audience. The developers use lighting in the product to help the audience see what they have unlocked and what they still have to explore. For example the darker shades of light are places that the audience have not discovered yet and the brighter parts are the places they have. This really helps the audience to see where they need to go and what they need to do so that the game doesn’t get too confusing. I will try to use elements like this in my product to make it easier to play and to entice the audience more. The product also includes a retro arcade style soundtrack. This is very nostalgic for the older audience members that would have played lots of retro arcade games. The soundtrack also gives the audience the idea that this product is like a retro arcade game and has the same game mechanics and themes. I would want to use a soundtrack like this to expand my audience range as I could include older audience members through the use of the soundtrack. The product has sound effects for the gun shots which again helps the audience with the theme of the product and the genre and this would hopefully entice them into playing the game. To again show the war and army theme the product includes characters with army costumes and weapons. This again shows the audience the genre and theme of the product and also the unity of the team as they all wear the same costume.
  • 14. Existing Product Main protagonists is easily identified in the image as he is is in the centre and has the highest level. The audience can also see his face clearer than the others. This immediately shows the audience the main character and helps them to get more involved from the start. Lots of soldiers cramped together in a tight trench. This gives the feeling of claustrophobia and really highlights the reality and the pain that war brings. This makes the audience feel what the soldiers feel and makes them want to watch the film to see if the outcome will be any better for them. The product is set in a harsh rural war location. This helps to emphasise the reality of war and helps to show the audience the genre and theme. The title is dark on the top and lighter on the bottom. The lighter side of the title could connotate that there could be a, ‘light at the end of the tunnel’. This foreshadows a happy ending to the audience so they would want to fulfil this by watching the film. The poster has very low and dark lighting. This sets the scene for war as darkness can connotate death and brutality. This shows the audience the genre and helps to attract a better target audience
  • 15. Existing Product This existing product is a first person pixel shooter. It has lots of elements and stylers that I would take inspiration from and use in my product. One example of this would be the location. The product is set in a remote rural location that sets the game up well and gives the audience a good idea of what the game is about. The product is in a first person perspective. This really submerges the audience into the product and makes them feel as though they are inside the game physically playing. It gives a good virtual experience for them and would make them want to play the product more. Another thing I like about the product is that when the player is shot or injured the outside of the screen goes red. This helps to highlight to the audience that the player has been hit and that they need to fight back or take cover. This makes the product easier to play as an audience member and also gives the player more information. The product also has lots of sound effects that convey the semiotics of war. These include heavy breathing to show fear and fatigue. This effect makes the product more realistic for the audience and helps to show the struggle of war. The product also uses gunshots and distant gunfire to emphasise that the product is about war and to show the harsh reality of war. Overall this existing product has given me lots of ideas and qualities that I may include in my own product. Pixel war
  • 16. Existing Product The central character, and assumed main protagonist, is using direct address. This makes the audience feel compelled and pulled in right from the start. It gives them a feeling of fear and that the war is staring them dead in the eyes. It also makes the product more realistic and reinforces the fact that the film is a true story. Military grade helicopter very faint in the background. This shows that the soldiers are a highly trained military squad however they are not fully backed up by the team and they are on there own for most of the mission. The characters are all placed in a close proximity to each other. This shows a sense of teamwork and almost a sense of family. This can link to the word ‘strong’ in the title as the team has a strong bond with each other. The horses give connotations of older time war methods and strategies. This choice of strategy is the opposite of modern time war strategies. This would make the audience want to see the meaning and the reasoning behind this. The bright dusty orange colour in the bottom right corner looks like sand. This could mean that the film is predominantly located in the desert or in a warmer more rural country.
  • 17. Existing Product This existing product is a pixel generated game based on World War 1. In it you become the commander of troops and assault the enemies in trenches. The product has lots of features that can draw the audience in and that I may use in my product. For example, throughout the game there are many different levels that all have different locations and terrains. Some of the locations are urban in the abandoned streets of war. Some are in rural locations with realistic weather forecast for the locations. These elements can help to show the audience the genre and the theme of the game.
  • 18. Research Summary • What have you learned from your research? • I have learned lots of different techniques and styles that could entice an audience in and make them want to watch/play my product. • I have also learned different techniques that I can take from my research and use in my own product to make it look better and more aesthetically pleasing. • What aspects of the research will you include within your on work? • Use of colours to convey meaning. • Clear structure and clear characterisation. • Different colours that correspond to different actions or results. • Using the best setting possible for the scene and the theme of the product. • Using different sound effects to show actions and to keep the audience entertained.
  • 19. Bibliography 1. Pixel War. 2015. HyperKid. 2. Tiny Pixel Wars. 2018. FreeGamePlanet. 3. 12 Strong. 2018. Nicolai Fuglsig. 4. 1917. 2019. Sam Mendes.
  • 21. Synopsis A family driven, ex Afghanistan soldier (John Ray) has his life flipped around as he is framed for the murder of his fellow soldier and friend. A nationwide man hunt is underway but Ray has better ideas to find the people that have framed him and see how deep this framing really goes.
  • 22. John Ray, an ex Afghanistan soldier, is retired and spending most of his time in his home with his wife and two kids, 8 and 12. One night whilst John is walking his dog he gets attacked by highly trained incognito men. He is hauled into a van and tied up. John pulls a blade from his pocket and cuts himself loose. He grabs one of the men and knocks him out so he can break from the van and get to a safer place. John scrambles home and sees his wife staring at the tv in shock of the news that John Ray has committed army crimes and has killed a fellow soldier, his close family friend. John has to gather evidence and think back to everything that happened back in Afghanistan knowing full well he was innocent. John goes to see his fallen friends family, who he has trusted forever. They welcome him in knowing what he has allegedly done. They talk about what could have happened and who could be behind it. Suddenly a call comes from a high government official. John straight away stands up and holds them at gunpoint knowing that this official should not be in contact. He finds that they blame him for the death of their son and that they have been helped by another ex army sergeant to bring Ray down and put him away for the family to have vengeance and for the sergeant to be recognised in the higher ranks for finding him. John collects evidence on the family and the sergeant and traps them to confess their crimes. He unveils them and they get detained and questioned for their crimes. John Ray goes back to his family to make ameens and to spend the time they have together.
  • 23. Style Sheet These colours have stood out to me for an adventure genre as there are lots of greens to symbolise nature and rural places. There are also darker colours that can connotate a darker side to the genre which would link to my product being military based. Some of the greens I found are also based off army colours and stereotypical uniform colours. The brighter sandy colours are based off of the deserts and mountains in Afghanistan. All of these colours are based of the adventure and war genre.
  • 24. Style Sheet I have selected these fonts based on the adventure and war theme. I used dafont.com to find these fonts. I would think about mainly using the war themed fonts like the, WARTORN, XXII ARMY and WARUNA fonts for the main parts of the film posters like the masthead and the subtitles however I would use the remaining adventure fonts for the titles and information in the films game. The different fonts can help to show the genre well and add more meaning to the poster and the game.
  • 25. Magazine and advert layouts I have mocked up this layout using images from the internet and fonts from dafont.com. I have included the XXII army font as I think that it can add elements of war and can help the audience recognise the genre. However, the font does not suit the poster as a whole as the themes could contrast and the audience could be confused. I have used a central intelligence service for the background. This gives the audience the idea that the government and the secret service could be the theme of the film or could be the antagonists as the image is at the back and is very large to signify power. Finally the central image and assumed protagonist could suggest to the audience that he has either gone rogue or is undercover. This is because he is in dark unbranded clothing suggesting that he could be incognito. All of these styles of fonts and images would make the audience want to watch the product and engage with it to find out the different character roles and themes.
  • 26. Magazine and advert layouts In this layout I have used different font styles and different image styles. I have done this to show the genre and the style of the product to the audience. For example I have used an adventure genre based font, for the masthead, that helps to show the audience that the film is an adventure film. The imagery I have used also suggests that the product is adventure as the background image is a big mountain range and desert. This can connotate that the landscape needs to be explored or acquired. The helicopter can also add the the adventure genre. The central image of the soldier in battle helps to show the war genre and style of the product. The helicopter is also a military grade aircraft that can show that the force or army they are with is powerful and has a lot of money. Overall I like this layout and use some of the elements in my final product.
  • 27. Video Game layouts I would like my product to have a similar layout to this for my games cut scene. I think it reflects the locations well and sets the scene and genre well for the audience. I have gone with the isolated desert location to add to the vulnerability of the soldiers and to emphasise to the audience the danger of their mission. The soldiers will be wearing similar costumes to the ones in the layout as it sets the scene and shows that they are trained for this location and terrain. Overall I think that. This layout has given me some good ideas that will help me to make my product the best it can be.
  • 28. Script Cut scene 1. Two best friends and colleagues work together to find more information on unknown territory in Afghanistan. John: Keep your head down and eyes open we are in uncharted territory and don’t know what could be here. Sam: For all we know it could just be a wasteland. John: Or it could be an unknown settlement or base we don’t know of. Sam: Anyway lets talk about the first thing you are doing when we finish this tour. John: I never really thought about it. Sam: Well I have it fully pla……. Gunshot from distance hits Sam. Sam drops to the floor instantly with a thud. Screen cuts to black.
  • 29. Sound Effects Sound Effect Needed How I Will Create the Sound Gun shot Foley recordings Desert ambience Foley recordings Wind Foley recordings Footsteps in sand Foley recordings Crows crowing Foley recordings
  • 30. Actors/Locations Actor Role Location for recording Stephen Royle John Ray Studio Steve Royle Commander Studio Stephen Royle Lieutenant Studio
  • 31. Music Band Name Track Name Link Sean Jimmerson. Axxe Grinder. 10:39 Brian Tuey Boss. 13:17 James McCawley. Zombie surf. 46:38
  • 32. Contingency What can go wrong? What can you do if it does? Corrupted files/unsaved deleted files. Constantly save files and always eject memory sticks. Running out of time. Have a good time management routine. Actors may not show up. Have backup actors or a backup day to record. Ideas may not turn out the way I wanted. Have multiple ideas that can be made instead. Equipment may not work. Have spare equipment and schedule another day.
  • 33. 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? Headaches. Stay hydrated and take regular breaks. Fatigue. Take regular breaks. Repetitive strain. Take regular breaks. Tripping over wires. Make sure to keep wires neat and wrapped up. Dry eyes. Take regular breaks have a good sleeping pattern.
  • 39. Research My research had both strengths and weaknesses throughout this project. Some of the strengths included detailed analysation of existing products. For example I researched 5 different existing products that had similar themes to what I wanted to make. I used screenshots from different pixel games and also posters from movies within the adventure genre. I analysed the different features and themes in each product and took inspiration from some of the existing products and thought about how I could incorporate these ideas and features into my product. Some of the features I used included different colour schemes to show the genre and the style of the product. On the other hand my research also had some weaknesses. I could have maybe got more information and enhanced my idea generation if I had looked more into how the pixel games where created and what scales and techniques they were using. This could have made my product look more professional overall and given my whole product an extra layer. Overall I think my research went well and was a good foundation for my product.
  • 40. Planning My planning process had strengths and weaknesses. An example of my strengths were the Style sheets and layouts. I think that my style sheets helped a to gather my fonts, colour schemes and visual ideas into one place where I could plan and decide what I wanted my product to look like and what I wanted in it. The style sheet helped me develop my ideas into a rough idea of what my products would look like. I feel like the two planning techniques helped to develop my product into something physical and helped me get a better idea and understanding of what to add or change to my original plans. Some of the weaknesses to my planning where the planning of my script and actors. This is because I made the script too complicated and ended up changing the script in my cut scene and making my own voice actors on my computer for the script that I had. If I had a backup plan for this or planned this idea sooner then I could have executed this idea in a better more planned way when it came to the production of my product. Overall I, again, thought that the majority of my planning was done well and helped me to get the best outcome out of my finished product.
  • 41. Time Management At the start of the project (during the research and planning stage) I thought that I managed my time well and I got each stage of the project completed in the right time and I stuck to the correct deadlines. However from the start of the production stage I felt like I spent too much time on the assets such as the characters and not enough time on the animation and the final edit of all of my work. I felt as though I had rushed the final production of my game and that it didn’t turn out as professional as I wanted it to be and if I had spent less time on assets and equally distributed the timings for all parts of production then I could have improved more on the whole look of the game and maybe added some additional things that might have given the audience a better idea of the storyline. Overall I finished my project with lots of good elements but also a few things that I needed to spend more time on to get the best outcome.
  • 42. Technical Qualities I have chosen to compare my work to an existing pixel game based on the war in WW2. The two products have some similarities and differences. Some of the similarities of the two are that they are both games about soldiers and war. They both use guns and both have enemies to kill. Both game characters move from left to right making the protagonist obvious. The existing product has a more detailed set of levels. For example it has obstacles such as barbed wire and trenches, whereas my product only has rocks and boulders that are fairly easy to animate around. This shows that I could maybe have been more technical with my animating and designing by creating a few more obstacles that could push my skill set further and make my product more professional overall. The existing game also had multiple characters working as a unit. My product only had three characters in the whole game. I could have maybe added a few more characters to push my technical qualities further and again make a more professional product in the long run.
  • 43. Aesthetic Qualities Main protagonist centre image. Both have a red and white main colour scheme. Both products have a large central masthead Both products have a weapon in them for action elements. Exclusive story in big block capitals at the top of the page. Newspaper reviews. More actor films and specials.
  • 44. Aesthetic Qualities I think that my film magazine is creative, aesthetically pleasing and consistent. I have used a simple white and red colour scheme. I have done this because it is simple so it stays aesthetically pleasing and consistent throughout the whole magazine. I have used an image with a full scale photo covering the whole magazine which contrasts to the existing product that only has the central character on the magazine. This expands my creativity and aesthetic of the magazine so that the audience have more to look at and engage in. one thing that I could have done different would have been to give my masthead more depth as I feel it is too flat and pulls down the creativity and aesthetic of the magazine. Overall I think that my aesthetic qualities are strong and work well as a whole product.
  • 45. Aural Qualities My product has certain aspects that I think are strong and equally some aspects that are weaker. Some of the strengths include, the soundtrack and some sound effects. I think that the soundtrack works very well with the theme of the product as it is a fast soundtrack that makes the audience feel more suspenseful. I also managed to get the beat to drop perfectly at the start as I matched it up well with the transition from the games menu screen to the start of the games cut scene. Some of the sound effects such as the varied gunshots worked well as I was able to find a heavy long distanced gun shot to match with the shot from the sniper at the start of the game and also a less heavy, close range assault rifle shot to go at the end. These sound elements help to add a layer of professionalism to the game and help the audience to understand the different gunshots and ranges. There were also weaker points in my audio. For example the audio from the cut scene when my character is talking in the radio is very brief. To improve this I could add my own voice and develop on the scene more as apposed to making it on the internet as this limited me. This would make the conversation even more clear for the audience and make the piece more professional. Overall I think that my aural qualities were good and had lots of promising features with a few things that I can improve on in the futre.
  • 46. Audience Appeal I have appealed to my target audience by making the genre clear for the audience to know they are in the correct place and to get them hooked from the start as this is there proffered genre. The foreign landscapes and the characters entering them will help to reinforce the genre as being adventure and will keep the audience hooked. I also appealed to my audience by making the protagonists go from the left to right. This easily identifies the protagonist to the audience as they are going a standard English way of doing everything from left to right. Overall I think that I have appealed to my audience well and used some specific ways to target them and keep them entertained.
  • 47. Overall strengths and weaknesses of the final package. As a whole my product had many strengths but also a few weaknesses. The strengths included the detail of the assets, the sound design and parts of the animation. I thought that my assets were very professional and detailed. For example I was very careful when editing the soldier when he was stood up to when he crouched down. I had to make sure that the second asset was very similar to the first one or the audience could get confused and mistake it for another character. This helped to make the overall look of the product more professional and accurate. I was also happy with how my soundtrack turned out and how I edited it to the beat. For example the music took a beat and went up in tempo and volume when the game switched from the menu screen to the start of the game. On the other hand I did have some weaknesses that effected my product. For example the overall aim and story of the game could have been explained better and I could have planned more on how to execute the story properly to give the audience the best experience. Overall I think that the strengths out weigh the weaknesses however I will think more about the weaknesses and try to work with them a lot better and always have a second plan.