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Research
Thomas Dickinson
Existing Product
Terraria
Location: It’s set in a jungle/forest setting in
sunny weather so it’s pleasant to look at.
Angle: The camera is placed this way so that the
character is central to the screen. This is so you
can see all around him and feel immersed in the
game.
Effects: The sound effects in the game are stuff
like: the noise when you place blocks,
background music and the sound of birds or
crickets etc.
Costume: The main character is wearing a
green cape because you get to design your
character as a way of immersing you into the
game.
Colours: The majority of the
colour scheme is blue and
green like my product is going
to be. The other colours that
are used are brown, black and
white to indicate nature,
shadows and the sky.
Audience Appeal: This
appeals to audience by being
bright colours so it looks fun
to and look at and play.
Existing Product
Location: It’s a farm with a well and filled fields of
crops in the middle of spring.
Stardew Valley
Angle: The angle is almost directly above the
character so you can see him and his surroundings
clearly. Another reason why so much is visible and
the camera is where it is, is because the game’s
very visually pleasing and it’s calming to look at.
Colours: The colour scheme of
the game is very nature
orientated as it’s a farming
game. Green, brown and
yellow are the colours that
come up the most due to trees
and the ground.
Effects: Some of the sound effects used in Stardew
Valley are: background music, weather noises and
harvesting noises for when you harvest your farm.
Costume: The character you play as is wearing a
straw hat and dungarees which is a stereotypical
farming outfit in media.
Audience Appeal: It appeals to
the audience by being fun to play
and satisfying to look at.
Existing Product
Mario
Location: This level is set near a castle on a colourful,
sunny day.
Angle: The camera is parallel to the character as it’s a
2D game. Mario (the main character) is central as
you’re directly following him in the game when he
jumps and kills enemies etc.
Effects: The sound effects used are: background
music, the noise when you jump and the noise when
you kill enemies.
Costume: Mario has a cap and dungarees on
because he’s a plumber, he also has a moustache.
Props: The props that Mario uses are mushrooms
which make him turn big and other various power-
ups. In this screenshot he has reached a flag pole
which he is sliding down which means you've finished
the level.
Colours: The colours used in
this product are blue for the sky
and white for the clouds as well
as a copper-like colour for the
castle and ground.
Audience Appeal: It appealed to
the audience by being one of
the first platformers of its time.
Research Analysis
• What common features do the researched
products have? The similarities between my
product and the other products is the colour
schemes and animation designs.
• What aspects of the research will you include
within your own work? Similar level layout
and character design to the games that I have
analysed.
My Target Audience
Audience Profile
Category Demographic Content to appeal to this audience
Age Range
Any age Its fun gameplay and bright colours appeal to
younger people. It also appeals to older people
as it takes skill to master, as it’s a strategy
game.
Gender
Any gender It appeals to all genders as games can be
played by any of them, also because the game
is just jumping and climbing its universal.
Psychographic
Belongers It appeals to belongers because the majority of
people like games so it’s a very common
opinion/hobby.
Social Status
Middle
class/upper class
It appeals to the middle and higher classes
because people of lower class might not be
able to afford the game or the game system.

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Explore Colorful 2D Platformers and Farming Games

  • 2. Existing Product Terraria Location: It’s set in a jungle/forest setting in sunny weather so it’s pleasant to look at. Angle: The camera is placed this way so that the character is central to the screen. This is so you can see all around him and feel immersed in the game. Effects: The sound effects in the game are stuff like: the noise when you place blocks, background music and the sound of birds or crickets etc. Costume: The main character is wearing a green cape because you get to design your character as a way of immersing you into the game. Colours: The majority of the colour scheme is blue and green like my product is going to be. The other colours that are used are brown, black and white to indicate nature, shadows and the sky. Audience Appeal: This appeals to audience by being bright colours so it looks fun to and look at and play.
  • 3. Existing Product Location: It’s a farm with a well and filled fields of crops in the middle of spring. Stardew Valley Angle: The angle is almost directly above the character so you can see him and his surroundings clearly. Another reason why so much is visible and the camera is where it is, is because the game’s very visually pleasing and it’s calming to look at. Colours: The colour scheme of the game is very nature orientated as it’s a farming game. Green, brown and yellow are the colours that come up the most due to trees and the ground. Effects: Some of the sound effects used in Stardew Valley are: background music, weather noises and harvesting noises for when you harvest your farm. Costume: The character you play as is wearing a straw hat and dungarees which is a stereotypical farming outfit in media. Audience Appeal: It appeals to the audience by being fun to play and satisfying to look at.
  • 4. Existing Product Mario Location: This level is set near a castle on a colourful, sunny day. Angle: The camera is parallel to the character as it’s a 2D game. Mario (the main character) is central as you’re directly following him in the game when he jumps and kills enemies etc. Effects: The sound effects used are: background music, the noise when you jump and the noise when you kill enemies. Costume: Mario has a cap and dungarees on because he’s a plumber, he also has a moustache. Props: The props that Mario uses are mushrooms which make him turn big and other various power- ups. In this screenshot he has reached a flag pole which he is sliding down which means you've finished the level. Colours: The colours used in this product are blue for the sky and white for the clouds as well as a copper-like colour for the castle and ground. Audience Appeal: It appealed to the audience by being one of the first platformers of its time.
  • 5. Research Analysis • What common features do the researched products have? The similarities between my product and the other products is the colour schemes and animation designs. • What aspects of the research will you include within your own work? Similar level layout and character design to the games that I have analysed.
  • 7. Audience Profile Category Demographic Content to appeal to this audience Age Range Any age Its fun gameplay and bright colours appeal to younger people. It also appeals to older people as it takes skill to master, as it’s a strategy game. Gender Any gender It appeals to all genders as games can be played by any of them, also because the game is just jumping and climbing its universal. Psychographic Belongers It appeals to belongers because the majority of people like games so it’s a very common opinion/hobby. Social Status Middle class/upper class It appeals to the middle and higher classes because people of lower class might not be able to afford the game or the game system.

Editor's Notes

  1. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  2. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  3. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?