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Research
Tom Batty
Existing Product The product I have chose is the flash version of the
well known game portal. When I was thinking of my
idea I remembered playing this game and really
enjoyed the idea of it. I particularly really like the
room and level designs and that’s what I would loved
for my game to have. Also I was thinking of adding in a
gadget just like the portal gun, but adding my own
twist to it which relates to the game. The layout for
the game is very clear and lit up very well, which
makes it nice and easy to see wats happening when
playing. The game is set in the same place or universe
each time, but for my game that’s something I'm not
going to have because I don’t want the players to get
bored of having the same place and having that adds
variety. Going back to the portal gun and moving
onto the other traps, the game gives off some cool
colored lighting effects which add more characters to
the bland and plain layout.
The use of music is very suited for the game and it gives off
the feelings of an intense escape which is part of the whole
game. Some of the music is more up beat and intense. The
game itself is a very scientific and the music also sounds like a
bit a sci-fi action film. When it comes down to the sound
effects, the characters walking and jumping is the same
generic sounds but are hard to hear because of how loud the
music is. The noise for the portal gun I find is well fitted and
sounds just like what I could imagine a portal gun to sound
like.
Another feature I would like to maybe steak from this game is
the restrictions on the walls where you cannot place the
portal so you have to use the given walls to try beat the level.
The age range for this game is 18-24 but that’s based off the
first original game because I couldn't actually find the age
range for the flash version. I would say that it is a very
suitable age range because then levels can get very
challenging and could be harder for younger people to play.
https://armorgames.com/play/107/portal-
the-flash-version?tag-referral=puzzle
Existing Product
My next game I chose was a game called Unstable. This game again
was has features that I was thinking of adding to my game where you
have to move on certain platforms and pull certain leavers to
progress through the level. I the idea of it is very simple but again
does work well for a small computer game. This concept is a thing I
will take into consideration. For the layout I would say it’s a basic
design but does have a lot of variety in how to get around in each
level which takes your attention away from how simple the designs
are. It’s a nice birds eye flat plan and is well lit up so you can see
everything that’s going on. The colours used are bland but do suit the
style of the game and its story line. The effects are again simple in
when you walk aver a platform it will turn green from red to indicate
that yes you can use the platform or switch.
The music chosen for this game is again well suited for what the game
looks like and based on. Its again a very sci-fi based game so the music is
that old arcade 8 bit style sci-fi noises, which again sets the tone for the
game very well. For the sound effects there isn't actually any for when
the robot is moving but there is for when the character climbs, using the
platforms and switches. The sound effect again is an old arcade almost
anime noise which is wildly used in other games such a Pokémon. The
sound effect suits the robot character and does sound like a generic
robot noise.
I gain couldn't find the age range but I'm going to take a stab at who the
game could appeal to. The game itself isn't too easy or too hard to do
once you get your head around it but it is a simple game so wouldn't
really appeal to an older audience or people who enjoy complex skilled
games.
https://armorgames.com/play/1
8241/unstable?tag-
referral=puzzle
Existing Product For my third existing product is a game called Continuity. I have to
say I really like the look of this game and love playing it. It’s a very
well thought out idea and a very simple but clever idea too. On each
level there are three different rooms/ jigsaw pieces that you have to
move around to the move to character in the right way to the
collect the key and escape through the red door to the next level. If I
was given more time and the skills to create something like this
then I would because yet again so simply but different that it keeps
people invested into playing it because of how different it is. For this
game I would say the layout starts simple then slowly gets a lot
more complicated but it only seems complicated because of how
you have to place the rooms together to find your way through each
level. The colours used are basic and very simply but suits what the
game is about because the aim of the game is to play the game not
just look at it. For a 2D birds eye view flat plan, the game is more
complicated then most games but works perfectly how it is.
The sound effects and music in the game I feel are very well thought out and
work very well with the gameplay. When you're in the puzzle stage and sliding
each room about you have some very nice calm music to help you
concentrate and when you slide the cards it makes a nice sound of sliding
through a deck of cards. But when you're in a selected room the music begins
to pick up and it makes your gaming experience way more intense and almost
puts more pressure on you even though you aren't under any time limit. This
is something I've thought hard about and would love to implement into my
own game. When it comes to the sound effects, there is only sound effects
when you jump as the character, when you pick up the key and finally when
you go through the red door at the end. The sound effects are nice and suttle
and fit in well with the gameplay. I couldn't find the age range for this game
either but going off the game and the gameplay this isn't a game for children
but more aimed at the teenager and upwards but I don’t think this would
really excite an adult.
https://armorgames.com/play/5910/conti
nuity?tag-referral=puzzle
Existing Product My final existing product I will be reviewing is a game called
concerned Joe. Again this game has very basic mechanics
using the arrow keys to move about, but has a very
different addition that I haven't personally seen a lot of is
that you have to keep running to stay alive and to
regenerate your health. Like the picture on the left you can
get checkpoints where you don’t lose health at all. But like I
had thought of before there are blocks that makes you lose
health and completely reset you back to the checkpoint
before. I again might have to add this idea into my game
because of how similar my previous thoughts were to this.
The layout for me reminds me of a lot of games and mainly
gives off Mario vibes. Just like all the other games I've
reviewed previously its very well lit up and you can see
what's going on. The colours are plain and the design
seems reasonably basic, also the background doesn't really
change and its all set in one area/place. But what I like is
that it’s a nice layout and doesn't seem cramped like other
games I've played.
The effects in the game are nice and work well, when you walk over
the green check points it will lights up brighter and the characters
face will begin to smile. But if you land on the red boxes that kill your
character then the character will do a little blow up animations, and
when the health bar goes down the face changes expressions which I
find a nice feature to the game. The sound effects are minimal with
this game the character doesn’t really make any at all but there is
mechanical noises in the background and when doors open. But
having minimal sound effects for the character makes up for the
voice over taunting you whilst you play. The music is very arcade like
again and and is up beat and joyful and makes it quite calming to
play. These all come together to make an enjoyable game. This game
for an age rating I would say could be played by a younger audience
as well as an older one because the gameplay itself isn't hard at all
and easy to get your head around and finally the problem solving is
very limited in the game so doesn't make it that difficult for the
younger audience.
https://armorgames.com/play/12404/conce
rned-joe?tag-referral=puzzle
Research Analysis
• What common features do the researched
products have?
• The most common feature in my research I would say is that throughout playing a level
you will have over come or collect something to then proceed and do well in the game.
Even if its to collect an item or stand on a certain object you will proceed and figure out
what to do.
• What aspects of the research will you include
within your on work?
– A lot of the features and mechanics of all my research I had ideas for but I cant
implement the all into my game because it would simply be too much and for the
time I have to create the game it couldn't be possible. The two ideas that I really like
the idea of though is, having an item to help you a long your travels and having some
items deployed around the levels that will effect your gameplay or even damage your
character. I feel that they would be the most interesting things to add and would
work better then the other combinations I thought of.
Interviews
Interview 1
• What game function would you prefer to see in a puzzle game? Pulling or
pushing down on buttons, moving objects or even collecting items to
move onto the next level.
In a puzzle game I like to see a mix of pulling and pushing buttons along with
moving objects in order to proceed to the next level. Something that makes
the player think.
• When you think of puzzle games, what's the first thoughts that pop up in
your head?
The first game I think about when I think of puzzle games is Portal because it
made the audience think about the way physics work as well as including an
engaging story.
• What layout would you expect for an adventure puzzle game?
Typically I would expect a 2D side-scroller from an adventure puzzle game,
however, a top down game view would also be effective in this genre.
Interview 1
• Observation: I would say for this first interview there
is some very useful feedback that I can learn from
and use to improve my game to appeal to my target
audience.
• What this says about my audience: I feel that my
target audience already have a lot of experience
when it comes to games and hey must have a very
good knowledge of them.
• How will your product appeal to this audience: my
product will appeal to my target audience because I
will take on board what they gave me as feedback
and implement it some how into my game.
Interview 2
• What game function would you prefer to see in a puzzle game? Pulling
or pushing down on buttons, moving objects or even collecting items to
move onto the next level.
• With puzzle games I like to see games where you have to move things
around to solve something such as getting one thing from one place to
another using pipes you move, I like this because it gives you a
challenge and gets you thinking.
• When you think of puzzle games, what's the first thoughts that pop up
in your head?
• The first thing to come to my head would be that puzzle games must be
frustrating, challenging and get progressively harder the more you go
on, including new blocks or different puzzles.
• What layout would you expect for an adventure puzzle game?
• It depends what sort of puzzle game it is but it may include lots of old
and ancient images like games such as temple run, but it may also
include lives and timers to make the adventure side more intense and
maybe include a bit of free roaming to get to the puzzles like games
such as Lara croft.
Interview 2
• Observation: again I have some very good
feedback on my questions, so again this can help
me in many ways.
• What this says about my audience: like I
mentioned before they have some very good
knowledge of the gaming industry.
• How will your product appeal to this audience:
all I can do is listen and improve to try and make
my game as appealing as it can to my target
audience.
Bibliography
Bibliography
1. .. (2007). .. Available: https://armorgames.com/play/107/portal-the-
flash-version?tag-referral=puzzle. Last accessed 23rd February 2018.
2. .. (2017). .. Available:
https://armorgames.com/play/18241/unstable?tag-referral=puzzle. Last
accessed 23rd February 2018.
3. .. (2010). .. Available:
https://armorgames.com/play/5910/continuity?tag-referral=puzzle. Last
accessed 23rd February 2018.
4. .. (2011). .. Available: https://armorgames.com/play/12404/concerned-
joe?tag-referral=puzzle. Last accessed 23rd February 2018.

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3. research

  • 2. Existing Product The product I have chose is the flash version of the well known game portal. When I was thinking of my idea I remembered playing this game and really enjoyed the idea of it. I particularly really like the room and level designs and that’s what I would loved for my game to have. Also I was thinking of adding in a gadget just like the portal gun, but adding my own twist to it which relates to the game. The layout for the game is very clear and lit up very well, which makes it nice and easy to see wats happening when playing. The game is set in the same place or universe each time, but for my game that’s something I'm not going to have because I don’t want the players to get bored of having the same place and having that adds variety. Going back to the portal gun and moving onto the other traps, the game gives off some cool colored lighting effects which add more characters to the bland and plain layout. The use of music is very suited for the game and it gives off the feelings of an intense escape which is part of the whole game. Some of the music is more up beat and intense. The game itself is a very scientific and the music also sounds like a bit a sci-fi action film. When it comes down to the sound effects, the characters walking and jumping is the same generic sounds but are hard to hear because of how loud the music is. The noise for the portal gun I find is well fitted and sounds just like what I could imagine a portal gun to sound like. Another feature I would like to maybe steak from this game is the restrictions on the walls where you cannot place the portal so you have to use the given walls to try beat the level. The age range for this game is 18-24 but that’s based off the first original game because I couldn't actually find the age range for the flash version. I would say that it is a very suitable age range because then levels can get very challenging and could be harder for younger people to play. https://armorgames.com/play/107/portal- the-flash-version?tag-referral=puzzle
  • 3. Existing Product My next game I chose was a game called Unstable. This game again was has features that I was thinking of adding to my game where you have to move on certain platforms and pull certain leavers to progress through the level. I the idea of it is very simple but again does work well for a small computer game. This concept is a thing I will take into consideration. For the layout I would say it’s a basic design but does have a lot of variety in how to get around in each level which takes your attention away from how simple the designs are. It’s a nice birds eye flat plan and is well lit up so you can see everything that’s going on. The colours used are bland but do suit the style of the game and its story line. The effects are again simple in when you walk aver a platform it will turn green from red to indicate that yes you can use the platform or switch. The music chosen for this game is again well suited for what the game looks like and based on. Its again a very sci-fi based game so the music is that old arcade 8 bit style sci-fi noises, which again sets the tone for the game very well. For the sound effects there isn't actually any for when the robot is moving but there is for when the character climbs, using the platforms and switches. The sound effect again is an old arcade almost anime noise which is wildly used in other games such a Pokémon. The sound effect suits the robot character and does sound like a generic robot noise. I gain couldn't find the age range but I'm going to take a stab at who the game could appeal to. The game itself isn't too easy or too hard to do once you get your head around it but it is a simple game so wouldn't really appeal to an older audience or people who enjoy complex skilled games. https://armorgames.com/play/1 8241/unstable?tag- referral=puzzle
  • 4. Existing Product For my third existing product is a game called Continuity. I have to say I really like the look of this game and love playing it. It’s a very well thought out idea and a very simple but clever idea too. On each level there are three different rooms/ jigsaw pieces that you have to move around to the move to character in the right way to the collect the key and escape through the red door to the next level. If I was given more time and the skills to create something like this then I would because yet again so simply but different that it keeps people invested into playing it because of how different it is. For this game I would say the layout starts simple then slowly gets a lot more complicated but it only seems complicated because of how you have to place the rooms together to find your way through each level. The colours used are basic and very simply but suits what the game is about because the aim of the game is to play the game not just look at it. For a 2D birds eye view flat plan, the game is more complicated then most games but works perfectly how it is. The sound effects and music in the game I feel are very well thought out and work very well with the gameplay. When you're in the puzzle stage and sliding each room about you have some very nice calm music to help you concentrate and when you slide the cards it makes a nice sound of sliding through a deck of cards. But when you're in a selected room the music begins to pick up and it makes your gaming experience way more intense and almost puts more pressure on you even though you aren't under any time limit. This is something I've thought hard about and would love to implement into my own game. When it comes to the sound effects, there is only sound effects when you jump as the character, when you pick up the key and finally when you go through the red door at the end. The sound effects are nice and suttle and fit in well with the gameplay. I couldn't find the age range for this game either but going off the game and the gameplay this isn't a game for children but more aimed at the teenager and upwards but I don’t think this would really excite an adult. https://armorgames.com/play/5910/conti nuity?tag-referral=puzzle
  • 5. Existing Product My final existing product I will be reviewing is a game called concerned Joe. Again this game has very basic mechanics using the arrow keys to move about, but has a very different addition that I haven't personally seen a lot of is that you have to keep running to stay alive and to regenerate your health. Like the picture on the left you can get checkpoints where you don’t lose health at all. But like I had thought of before there are blocks that makes you lose health and completely reset you back to the checkpoint before. I again might have to add this idea into my game because of how similar my previous thoughts were to this. The layout for me reminds me of a lot of games and mainly gives off Mario vibes. Just like all the other games I've reviewed previously its very well lit up and you can see what's going on. The colours are plain and the design seems reasonably basic, also the background doesn't really change and its all set in one area/place. But what I like is that it’s a nice layout and doesn't seem cramped like other games I've played. The effects in the game are nice and work well, when you walk over the green check points it will lights up brighter and the characters face will begin to smile. But if you land on the red boxes that kill your character then the character will do a little blow up animations, and when the health bar goes down the face changes expressions which I find a nice feature to the game. The sound effects are minimal with this game the character doesn’t really make any at all but there is mechanical noises in the background and when doors open. But having minimal sound effects for the character makes up for the voice over taunting you whilst you play. The music is very arcade like again and and is up beat and joyful and makes it quite calming to play. These all come together to make an enjoyable game. This game for an age rating I would say could be played by a younger audience as well as an older one because the gameplay itself isn't hard at all and easy to get your head around and finally the problem solving is very limited in the game so doesn't make it that difficult for the younger audience. https://armorgames.com/play/12404/conce rned-joe?tag-referral=puzzle
  • 6. Research Analysis • What common features do the researched products have? • The most common feature in my research I would say is that throughout playing a level you will have over come or collect something to then proceed and do well in the game. Even if its to collect an item or stand on a certain object you will proceed and figure out what to do. • What aspects of the research will you include within your on work? – A lot of the features and mechanics of all my research I had ideas for but I cant implement the all into my game because it would simply be too much and for the time I have to create the game it couldn't be possible. The two ideas that I really like the idea of though is, having an item to help you a long your travels and having some items deployed around the levels that will effect your gameplay or even damage your character. I feel that they would be the most interesting things to add and would work better then the other combinations I thought of.
  • 8. Interview 1 • What game function would you prefer to see in a puzzle game? Pulling or pushing down on buttons, moving objects or even collecting items to move onto the next level. In a puzzle game I like to see a mix of pulling and pushing buttons along with moving objects in order to proceed to the next level. Something that makes the player think. • When you think of puzzle games, what's the first thoughts that pop up in your head? The first game I think about when I think of puzzle games is Portal because it made the audience think about the way physics work as well as including an engaging story. • What layout would you expect for an adventure puzzle game? Typically I would expect a 2D side-scroller from an adventure puzzle game, however, a top down game view would also be effective in this genre.
  • 9. Interview 1 • Observation: I would say for this first interview there is some very useful feedback that I can learn from and use to improve my game to appeal to my target audience. • What this says about my audience: I feel that my target audience already have a lot of experience when it comes to games and hey must have a very good knowledge of them. • How will your product appeal to this audience: my product will appeal to my target audience because I will take on board what they gave me as feedback and implement it some how into my game.
  • 10. Interview 2 • What game function would you prefer to see in a puzzle game? Pulling or pushing down on buttons, moving objects or even collecting items to move onto the next level. • With puzzle games I like to see games where you have to move things around to solve something such as getting one thing from one place to another using pipes you move, I like this because it gives you a challenge and gets you thinking. • When you think of puzzle games, what's the first thoughts that pop up in your head? • The first thing to come to my head would be that puzzle games must be frustrating, challenging and get progressively harder the more you go on, including new blocks or different puzzles. • What layout would you expect for an adventure puzzle game? • It depends what sort of puzzle game it is but it may include lots of old and ancient images like games such as temple run, but it may also include lives and timers to make the adventure side more intense and maybe include a bit of free roaming to get to the puzzles like games such as Lara croft.
  • 11. Interview 2 • Observation: again I have some very good feedback on my questions, so again this can help me in many ways. • What this says about my audience: like I mentioned before they have some very good knowledge of the gaming industry. • How will your product appeal to this audience: all I can do is listen and improve to try and make my game as appealing as it can to my target audience.
  • 13. Bibliography 1. .. (2007). .. Available: https://armorgames.com/play/107/portal-the- flash-version?tag-referral=puzzle. Last accessed 23rd February 2018. 2. .. (2017). .. Available: https://armorgames.com/play/18241/unstable?tag-referral=puzzle. Last accessed 23rd February 2018. 3. .. (2010). .. Available: https://armorgames.com/play/5910/continuity?tag-referral=puzzle. Last accessed 23rd February 2018. 4. .. (2011). .. Available: https://armorgames.com/play/12404/concerned- joe?tag-referral=puzzle. Last accessed 23rd February 2018.

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  2. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  3. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  4. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  5. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.