SlideShare a Scribd company logo
1 of 26
Research
Will Stewart
Existing Product
The colouration of the title offsets
the rest of the piece, drawing
attention to the area around it.
The layered darkness works really well to
create the sense of moving away from
safety, and entering a world of mystery and
danger.
The image of the setting sun contains
connotations of the world being submerged
in darkness and the unknown, and a time
when fear becomes manifest.
The crossing of the boundary
between the city and the forest
carries connotations of leaving
civilisation behind, abandoning
concepts like propriety and civility
in exchange for a wilder, more
intense existence.
The open night sky represents the
grand unknown, and how people
only occupy a very small space in
the universe.
The image was artificially constructed
using digital software, granting full
control over how it is presented to the
audience. This allows the creators to
present it at any angle they chose, the
third-person view being impossible to
pull off if it were a natural photograph.
Existing Product
The portal at the centre of the
piece draws the viewer to it,
mimicking it’s function as a
gateway to other worlds, acting
as a literal passage into the
world of the game.
The leering, smoky figures that
surround the main image act as
harbingers, conveyors of a greater
meaning. Their presence adds a
sense of foreboding to the piece,
being observed by a figure of greater
authority creating a claustrophobic
and enclosed atmosphere.
The darkness of the island
serves both to highlight the
title, and to convey the
bleakness of the game, a
place devoid of light usually
denoting a place devoid of
hope, joy or love.
The angle at which the image is
presented creates the sensation of
looking upwards at a larger entity,
denoting a feeling of insignificance
and weakness from being dwarfed
so utterly.
Existing Product
The classic font for horror movie titles
is used, harking back to the early
1980’s, when melodramatic horror
movies were the norm. The
colouration also works well, reminding
the viewer of blood and violence.
The background’s colour conveys
mystery to the audience, purple
often being associated with things
of a supernatural nature. The way it
radiates from the mansion in terms
of lighting draws the viewer’s eyes
to the background, highlighting the
structure.
The lighting from the door-shaped
portal in the centre works really well
to highlight the silhouettes of the
protagonists. It adds a sense of setting
foot into forbidden on uncharted
territory.
The tagline works to hook the
viewer, reflecting the title of the
game, and further imposing a
feeling of dread and foreboding
upon the viewer.
Existing Product
The titanic figure of Cthulhu in the
background serves to be as
imposing as possible, driving home
the theme of humanity being
barely more than a speck of dust.
The unnatural environment, such as the
eerily sculpted peaks or the starless sky,
is an obvious hint that the player has
stepped into a completely alien
environment.
The lone boat on the open sea
conveys a sense of isolation and
confusion, and impending doom in the
face of something so far above
humanity on the food chain.
The colouration of the sea – deep
black – denotes certain concepts
like danger, darkness, evil, and
misfortune.
The size and scope of Cthulhu
dominates the image, towering over
the alien structures, further adding to
the sense of helplessness.
Research Analysis
• What common features do the researched
products have?
– They all use minimal colours, and focus heavily on lighting and shadow, to better highlight the
mysterious and hidden aspects of the game. They also generally have similar themes, such as the
protagonists stumbling into a situation where they have no place being, or the leaving behind of a
civilised world. This carries connotations of abandoning such concepts like sensibility or logic,
denoted in the form of travelling from one environment to another.
• What aspects of the research will you include
within your on work?
– The minimalistic colour scheme, the heavy emphasis on light and shadow, the theme of humanity’s
insignificance, and the ambiguity of the danger the protagonists face. The reason these posters are
so effective is because they force the audience to imagine the mystery, filling in the blanks with their
own narrative. This creates a unique charm for each member of the captive audience, as their
imagination crafts whatever it is they associate with the presented themes.
Questionnaire Analysis
Survey Link:
https://www.surveymonkey.co.uk/r/
GMQQ8TS
Audience research
• Observation:Most of the audience is 16-18 years old.
• What this says about my audience:That most of them are in their late teens to
early twenties.
• How will your product appeal to this audience:Including content that
will appeal to this age group, working around the shorter attention spans associated with this age group.
This includes a fast-paced progression system, and a greater focus on linearity rather than multiple facets
of one story.
Audience research
• Observation:Most of my audience is male.
• What this says about my audience: That I can expect around eight-
tenths of my audience to be male.
• How will your product appeal to this audience:No
noticeable changes, possibly a greater focus on action. Inclusion of a rapid, hack-and-slash combat system would
be a preferable choice.
Audience research
• Observation:Most of my audience has an appreciation for horror.
• What this says about my audience: That they are accustomed to the
various tropes and themes associated with horror.
• How will your product appeal to this audience:
Incorporate established horror motifs into the design, while adding a sense of individuality. Representation of
various horror genres, such as supernatural, psychological and personal horror.
Audience research
• Observation:Most of the audience avoid horror video games.
• What this says about my audience: That they are averse to jump
scares or other common horror video game themes.
• How will your product appeal to this audience: By
avoiding most common horror game tropes and adopting a subtler aesthetic. Examples would be avoiding
common horror stereotypes, such as the ‘final girl’, or romance between two characters leading to their deaths.
Audience research
• Observation:Most of my audience pays attention to poster design.
• What this says about my audience:That they are aware of design
aesthetics and that presentation matters to them.
• How will your product appeal to this audience: By
taking presentation and design seriously, and producing a piece of respectable quality. Researching recent design
elements of horror-based products, and incorporating the ones that fit the aesthetic of the game into it’s design.
Audience research
• Observation:Most of my audience are already involved in gaming.
• What this says about my audience: That they are conscious of video
game themes and styles.
• How will your product appeal to this audience:
Develop it’s own unique style and express individuality. This will be accomplished by combining what is seen as
typical horror aesthetics and the personal aesthetics of the creator.
Audience research
• Observation:A large majority of the audience value design.
• What this says about my audience: That they expect a piece of
reasonable quality ad style.
• How will your product appeal to this audience: To
take the audience’s views into account and focus on developing a high-quality piece. Make all of the material to an
acceptable standard, with a distinct style so that people will easily recognize the brand.
Audience research
• Observation: The audience is more-or-less tied between ‘sometimes’ and ‘never’.
• What this says about my audience: That the individual personality
and views of the audience factor into their tastes.
• How will your product appeal to this audience: To
focus on what divides the audience, and bridging the gap between the two sides. Conduct further analysis of the
two groups, specify what differentiates the two.
Audience research
• Observation: The audience is evenly tied between horror fans and horror casuals.
• What this says about my audience: Once again, individual tastes are
the deciding factor in what appeals to the audience.
• How will your product appeal to this audience: To
focus not just on the horror elements, but also the mystery and action-based aspects. This will be done through
dividing the content of the game using an organisational system, to prevent any one theme from eclipsing another.
Audience research
• Observation: The majority of the audience is accepting of horror-related material.
• What this says about my audience: That their interest in horror varies on the
individual person.
• How will your product appeal to this audience: To have more
material to it than just being another generic horror game. I will accomplish this by presenting the game from different
perspectives, through the views of the characters, leading to many separate angles being explored simultaneously.
Interviews
Interview 1
• What do you associate with horror?:
• One killer stalking someone, dark colours, ominous music, jump scares, psychological twists
• What do you associate with safety?:
• Being with other people, having access to communication (such as phones, internet etc.) safety of a secure
home.
• What scares you?:
• Unpredictable scenarios. Anything which appears fast on screen. ‘the fear of the unknown’ – being
isolated, stranded?
• What do you associate with danger?:
• Situations which you can’t resolve, such as being stuck somewhere without help. Someone coming after
you/stalking. Threats. Violence. Fire.
• What is your knee-jerk reaction to being scared?:
• Mostly jump or Goosebumps if the tension is slowly climbing
Interview 1
• Observation:The interviewee is primarily afraid of situations where control is
taken away from them, or where they lack certain vital resources.
• What this says about my audience: That they consider
safety to be when they can account for unpredictable situations, and that they fear being a
adrift in a sea of unknowns.
• How will your product appeal to this
audience: By adding a layer of confusion to the mystery aspect, where no one has
all of the pieces yet, and it is easy to be influenced by possibly false sources. This sense of
confusion can be simulated through the use of disinformation, where multiple conflicting
scenarios make it difficult to discern what is true and what is false.
Interview 2
• What do you associate with horror?:
Death, Jumpscares and chases.
• What do you associate with safety?:
Company, light and civilisation.
• What scares you?:
Death
• What do you associate with danger?:
Dead silence, weapons.
• What is your knee-jerk reaction to being scared?:
Shield myself and I run.
Interview 2
• Observation: The interviewee’s fears are focused around sudden change and
unforeseen endings, often related to pressure or stress.
• What this says about my audience: That they prefer to
simply enjoy things as they come, and react negatively when something disrupts this lifestyle
or forces them to stop having fun.
• How will your product appeal to this
audience: By incorporating elements of disruption to the aesthetic, seemingly ordinary life
turned upside-down by unexpected circumstances. Jump scares are a useful tool to generate this effect,
but only with an appropriately effective build-up of normalcy, to properly convey the feeling of sudden
chaos.
Audience Profile
Category Demographic Content to appeal to this audience
Age Range
16-30 • Fast-paced, but not rapid, with detailed
content and plot.
Gender
Irrelevant • A switching narrative through a gender-
equal ensemble, to cover different
perspectives.
Psychographic
Mystery and
horror fans.
• Due to the deeply investigative aspects of
the plot, as well as the supernatural and
psychological horror elements.
Social Status
Working to
Middle-class
• Mostly due to the action-based aspects,
mild blood and gore, and mature language.
Research Evaluation
Research Evaluation
• Give an overview of how you conducted your research.
Discuss the strengths and weaknesses of each method
– Product Research
• Analysing the qualities of different products that I wanted to emulate, and what
made them successful. Helped to identify each product’s appeal, but there was a
noticeable lack of pieces in the similar vein of what I was working on.
– Questionnaires
• Provided valuable information on people’s views, expectations and desires, but
took a while to produce results, people forgetting to do the survey in favour of
other things.
– Interviews
Useful for acquiring a more personalised perspective, can be possibly wasteful if the
interviewee has nothing unique, or is simply unused to giving detailed explanations.
Research Evaluation
– What sort of a response did you get?
Valuable information was acquired through the survey, expressions of different
personalities, viewpoints and tastes very helpful in improving the aesthetic and
value of the project.
– How did you distribute your survey? Give an advantage and a disadvantage
Through e-mail. It gets to people easily and is generally a stable and organised
form of digital transference. However, people often forego e-mail in favour of
more immediate methods of communication, such as social media platforms like
Facebook, Twitter, Snapchat, and Instagram.

More Related Content

Similar to 2. fmp research

Similar to 2. fmp research (20)

3. research(1)
3. research(1)3. research(1)
3. research(1)
 
research
researchresearch
research
 
2. research
2. research2. research
2. research
 
2. personal production project research
2. personal production project research2. personal production project research
2. personal production project research
 
Fmp2 research
Fmp2 researchFmp2 research
Fmp2 research
 
Fmp2 research
Fmp2 researchFmp2 research
Fmp2 research
 
2. research
2. research2. research
2. research
 
2. research
2. research2. research
2. research
 
Question 5 - Evaluation
Question 5 - EvaluationQuestion 5 - Evaluation
Question 5 - Evaluation
 
FMP research
FMP researchFMP research
FMP research
 
Fmp2 research Finished
Fmp2 research Finished Fmp2 research Finished
Fmp2 research Finished
 
Research investigations
Research investigationsResearch investigations
Research investigations
 
Research
ResearchResearch
Research
 
1) research.pptx
1) research.pptx1) research.pptx
1) research.pptx
 
2.%20 research(1)
2.%20 research(1)2.%20 research(1)
2.%20 research(1)
 
2. fmp research
2. fmp research2. fmp research
2. fmp research
 
2. FMP research
2. FMP research2. FMP research
2. FMP research
 
PR1: Research techniques in film
PR1: Research techniques in filmPR1: Research techniques in film
PR1: Research techniques in film
 
Critical reflection 2
Critical reflection 2Critical reflection 2
Critical reflection 2
 
pitch.pptx
pitch.pptxpitch.pptx
pitch.pptx
 

More from Will Stewart

More from Will Stewart (20)

5. pre production
5. pre production5. pre production
5. pre production
 
5. pre production
5. pre production5. pre production
5. pre production
 
4. production experiments(1)
4. production experiments(1)4. production experiments(1)
4. production experiments(1)
 
4. production experiments(1)
4. production experiments(1)4. production experiments(1)
4. production experiments(1)
 
5. pre production
5. pre production5. pre production
5. pre production
 
3. research(1)
3. research(1)3. research(1)
3. research(1)
 
3. research(1)
3. research(1)3. research(1)
3. research(1)
 
1. initial plans
1. initial plans1. initial plans
1. initial plans
 
4. production experiments(1)
4. production experiments(1)4. production experiments(1)
4. production experiments(1)
 
2. proposal
2. proposal2. proposal
2. proposal
 
1. initial plans
1. initial plans1. initial plans
1. initial plans
 
2. proposal
2. proposal2. proposal
2. proposal
 
7. evaluation
7. evaluation7. evaluation
7. evaluation
 
5. pre production
5. pre production5. pre production
5. pre production
 
2. proposal
2. proposal2. proposal
2. proposal
 
2. proposal
2. proposal2. proposal
2. proposal
 
3. proposal sf 2017
3. proposal sf 20173. proposal sf 2017
3. proposal sf 2017
 
4. production experiments(1)
4. production experiments(1)4. production experiments(1)
4. production experiments(1)
 
2. proposal
2. proposal2. proposal
2. proposal
 
1. initial plans
1. initial plans1. initial plans
1. initial plans
 

Recently uploaded

SIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge GraphSIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge GraphNeo4j
 
Transcript: New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024BookNet Canada
 
My Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 PresentationMy Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 PresentationRidwan Fadjar
 
Build your next Gen AI Breakthrough - April 2024
Build your next Gen AI Breakthrough - April 2024Build your next Gen AI Breakthrough - April 2024
Build your next Gen AI Breakthrough - April 2024Neo4j
 
Streamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupStreamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupFlorian Wilhelm
 
Pigging Solutions Piggable Sweeping Elbows
Pigging Solutions Piggable Sweeping ElbowsPigging Solutions Piggable Sweeping Elbows
Pigging Solutions Piggable Sweeping ElbowsPigging Solutions
 
Install Stable Diffusion in windows machine
Install Stable Diffusion in windows machineInstall Stable Diffusion in windows machine
Install Stable Diffusion in windows machinePadma Pradeep
 
New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024BookNet Canada
 
My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024The Digital Insurer
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Scott Keck-Warren
 
Science&tech:THE INFORMATION AGE STS.pdf
Science&tech:THE INFORMATION AGE STS.pdfScience&tech:THE INFORMATION AGE STS.pdf
Science&tech:THE INFORMATION AGE STS.pdfjimielynbastida
 
Pigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food ManufacturingPigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food ManufacturingPigging Solutions
 
Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsMark Billinghurst
 
Bluetooth Controlled Car with Arduino.pdf
Bluetooth Controlled Car with Arduino.pdfBluetooth Controlled Car with Arduino.pdf
Bluetooth Controlled Car with Arduino.pdfngoud9212
 
Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024BookNet Canada
 
Scanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL CertsScanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL CertsRizwan Syed
 
Designing IA for AI - Information Architecture Conference 2024
Designing IA for AI - Information Architecture Conference 2024Designing IA for AI - Information Architecture Conference 2024
Designing IA for AI - Information Architecture Conference 2024Enterprise Knowledge
 

Recently uploaded (20)

SIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge GraphSIEMENS: RAPUNZEL – A Tale About Knowledge Graph
SIEMENS: RAPUNZEL – A Tale About Knowledge Graph
 
Transcript: New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
 
My Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 PresentationMy Hashitalk Indonesia April 2024 Presentation
My Hashitalk Indonesia April 2024 Presentation
 
Build your next Gen AI Breakthrough - April 2024
Build your next Gen AI Breakthrough - April 2024Build your next Gen AI Breakthrough - April 2024
Build your next Gen AI Breakthrough - April 2024
 
Streamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project SetupStreamlining Python Development: A Guide to a Modern Project Setup
Streamlining Python Development: A Guide to a Modern Project Setup
 
Pigging Solutions Piggable Sweeping Elbows
Pigging Solutions Piggable Sweeping ElbowsPigging Solutions Piggable Sweeping Elbows
Pigging Solutions Piggable Sweeping Elbows
 
Install Stable Diffusion in windows machine
Install Stable Diffusion in windows machineInstall Stable Diffusion in windows machine
Install Stable Diffusion in windows machine
 
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptxE-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
 
New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
New from BookNet Canada for 2024: BNC BiblioShare - Tech Forum 2024
 
Hot Sexy call girls in Panjabi Bagh 🔝 9953056974 🔝 Delhi escort Service
Hot Sexy call girls in Panjabi Bagh 🔝 9953056974 🔝 Delhi escort ServiceHot Sexy call girls in Panjabi Bagh 🔝 9953056974 🔝 Delhi escort Service
Hot Sexy call girls in Panjabi Bagh 🔝 9953056974 🔝 Delhi escort Service
 
My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024My INSURER PTE LTD - Insurtech Innovation Award 2024
My INSURER PTE LTD - Insurtech Innovation Award 2024
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024
 
Science&tech:THE INFORMATION AGE STS.pdf
Science&tech:THE INFORMATION AGE STS.pdfScience&tech:THE INFORMATION AGE STS.pdf
Science&tech:THE INFORMATION AGE STS.pdf
 
Pigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food ManufacturingPigging Solutions in Pet Food Manufacturing
Pigging Solutions in Pet Food Manufacturing
 
Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
Bluetooth Controlled Car with Arduino.pdf
Bluetooth Controlled Car with Arduino.pdfBluetooth Controlled Car with Arduino.pdf
Bluetooth Controlled Car with Arduino.pdf
 
Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
Transcript: #StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
 
Vulnerability_Management_GRC_by Sohang Sengupta.pptx
Vulnerability_Management_GRC_by Sohang Sengupta.pptxVulnerability_Management_GRC_by Sohang Sengupta.pptx
Vulnerability_Management_GRC_by Sohang Sengupta.pptx
 
Scanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL CertsScanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL Certs
 
Designing IA for AI - Information Architecture Conference 2024
Designing IA for AI - Information Architecture Conference 2024Designing IA for AI - Information Architecture Conference 2024
Designing IA for AI - Information Architecture Conference 2024
 

2. fmp research

  • 2. Existing Product The colouration of the title offsets the rest of the piece, drawing attention to the area around it. The layered darkness works really well to create the sense of moving away from safety, and entering a world of mystery and danger. The image of the setting sun contains connotations of the world being submerged in darkness and the unknown, and a time when fear becomes manifest. The crossing of the boundary between the city and the forest carries connotations of leaving civilisation behind, abandoning concepts like propriety and civility in exchange for a wilder, more intense existence. The open night sky represents the grand unknown, and how people only occupy a very small space in the universe. The image was artificially constructed using digital software, granting full control over how it is presented to the audience. This allows the creators to present it at any angle they chose, the third-person view being impossible to pull off if it were a natural photograph.
  • 3. Existing Product The portal at the centre of the piece draws the viewer to it, mimicking it’s function as a gateway to other worlds, acting as a literal passage into the world of the game. The leering, smoky figures that surround the main image act as harbingers, conveyors of a greater meaning. Their presence adds a sense of foreboding to the piece, being observed by a figure of greater authority creating a claustrophobic and enclosed atmosphere. The darkness of the island serves both to highlight the title, and to convey the bleakness of the game, a place devoid of light usually denoting a place devoid of hope, joy or love. The angle at which the image is presented creates the sensation of looking upwards at a larger entity, denoting a feeling of insignificance and weakness from being dwarfed so utterly.
  • 4. Existing Product The classic font for horror movie titles is used, harking back to the early 1980’s, when melodramatic horror movies were the norm. The colouration also works well, reminding the viewer of blood and violence. The background’s colour conveys mystery to the audience, purple often being associated with things of a supernatural nature. The way it radiates from the mansion in terms of lighting draws the viewer’s eyes to the background, highlighting the structure. The lighting from the door-shaped portal in the centre works really well to highlight the silhouettes of the protagonists. It adds a sense of setting foot into forbidden on uncharted territory. The tagline works to hook the viewer, reflecting the title of the game, and further imposing a feeling of dread and foreboding upon the viewer.
  • 5. Existing Product The titanic figure of Cthulhu in the background serves to be as imposing as possible, driving home the theme of humanity being barely more than a speck of dust. The unnatural environment, such as the eerily sculpted peaks or the starless sky, is an obvious hint that the player has stepped into a completely alien environment. The lone boat on the open sea conveys a sense of isolation and confusion, and impending doom in the face of something so far above humanity on the food chain. The colouration of the sea – deep black – denotes certain concepts like danger, darkness, evil, and misfortune. The size and scope of Cthulhu dominates the image, towering over the alien structures, further adding to the sense of helplessness.
  • 6. Research Analysis • What common features do the researched products have? – They all use minimal colours, and focus heavily on lighting and shadow, to better highlight the mysterious and hidden aspects of the game. They also generally have similar themes, such as the protagonists stumbling into a situation where they have no place being, or the leaving behind of a civilised world. This carries connotations of abandoning such concepts like sensibility or logic, denoted in the form of travelling from one environment to another. • What aspects of the research will you include within your on work? – The minimalistic colour scheme, the heavy emphasis on light and shadow, the theme of humanity’s insignificance, and the ambiguity of the danger the protagonists face. The reason these posters are so effective is because they force the audience to imagine the mystery, filling in the blanks with their own narrative. This creates a unique charm for each member of the captive audience, as their imagination crafts whatever it is they associate with the presented themes.
  • 8. Audience research • Observation:Most of the audience is 16-18 years old. • What this says about my audience:That most of them are in their late teens to early twenties. • How will your product appeal to this audience:Including content that will appeal to this age group, working around the shorter attention spans associated with this age group. This includes a fast-paced progression system, and a greater focus on linearity rather than multiple facets of one story.
  • 9. Audience research • Observation:Most of my audience is male. • What this says about my audience: That I can expect around eight- tenths of my audience to be male. • How will your product appeal to this audience:No noticeable changes, possibly a greater focus on action. Inclusion of a rapid, hack-and-slash combat system would be a preferable choice.
  • 10. Audience research • Observation:Most of my audience has an appreciation for horror. • What this says about my audience: That they are accustomed to the various tropes and themes associated with horror. • How will your product appeal to this audience: Incorporate established horror motifs into the design, while adding a sense of individuality. Representation of various horror genres, such as supernatural, psychological and personal horror.
  • 11. Audience research • Observation:Most of the audience avoid horror video games. • What this says about my audience: That they are averse to jump scares or other common horror video game themes. • How will your product appeal to this audience: By avoiding most common horror game tropes and adopting a subtler aesthetic. Examples would be avoiding common horror stereotypes, such as the ‘final girl’, or romance between two characters leading to their deaths.
  • 12. Audience research • Observation:Most of my audience pays attention to poster design. • What this says about my audience:That they are aware of design aesthetics and that presentation matters to them. • How will your product appeal to this audience: By taking presentation and design seriously, and producing a piece of respectable quality. Researching recent design elements of horror-based products, and incorporating the ones that fit the aesthetic of the game into it’s design.
  • 13. Audience research • Observation:Most of my audience are already involved in gaming. • What this says about my audience: That they are conscious of video game themes and styles. • How will your product appeal to this audience: Develop it’s own unique style and express individuality. This will be accomplished by combining what is seen as typical horror aesthetics and the personal aesthetics of the creator.
  • 14. Audience research • Observation:A large majority of the audience value design. • What this says about my audience: That they expect a piece of reasonable quality ad style. • How will your product appeal to this audience: To take the audience’s views into account and focus on developing a high-quality piece. Make all of the material to an acceptable standard, with a distinct style so that people will easily recognize the brand.
  • 15. Audience research • Observation: The audience is more-or-less tied between ‘sometimes’ and ‘never’. • What this says about my audience: That the individual personality and views of the audience factor into their tastes. • How will your product appeal to this audience: To focus on what divides the audience, and bridging the gap between the two sides. Conduct further analysis of the two groups, specify what differentiates the two.
  • 16. Audience research • Observation: The audience is evenly tied between horror fans and horror casuals. • What this says about my audience: Once again, individual tastes are the deciding factor in what appeals to the audience. • How will your product appeal to this audience: To focus not just on the horror elements, but also the mystery and action-based aspects. This will be done through dividing the content of the game using an organisational system, to prevent any one theme from eclipsing another.
  • 17. Audience research • Observation: The majority of the audience is accepting of horror-related material. • What this says about my audience: That their interest in horror varies on the individual person. • How will your product appeal to this audience: To have more material to it than just being another generic horror game. I will accomplish this by presenting the game from different perspectives, through the views of the characters, leading to many separate angles being explored simultaneously.
  • 19. Interview 1 • What do you associate with horror?: • One killer stalking someone, dark colours, ominous music, jump scares, psychological twists • What do you associate with safety?: • Being with other people, having access to communication (such as phones, internet etc.) safety of a secure home. • What scares you?: • Unpredictable scenarios. Anything which appears fast on screen. ‘the fear of the unknown’ – being isolated, stranded? • What do you associate with danger?: • Situations which you can’t resolve, such as being stuck somewhere without help. Someone coming after you/stalking. Threats. Violence. Fire. • What is your knee-jerk reaction to being scared?: • Mostly jump or Goosebumps if the tension is slowly climbing
  • 20. Interview 1 • Observation:The interviewee is primarily afraid of situations where control is taken away from them, or where they lack certain vital resources. • What this says about my audience: That they consider safety to be when they can account for unpredictable situations, and that they fear being a adrift in a sea of unknowns. • How will your product appeal to this audience: By adding a layer of confusion to the mystery aspect, where no one has all of the pieces yet, and it is easy to be influenced by possibly false sources. This sense of confusion can be simulated through the use of disinformation, where multiple conflicting scenarios make it difficult to discern what is true and what is false.
  • 21. Interview 2 • What do you associate with horror?: Death, Jumpscares and chases. • What do you associate with safety?: Company, light and civilisation. • What scares you?: Death • What do you associate with danger?: Dead silence, weapons. • What is your knee-jerk reaction to being scared?: Shield myself and I run.
  • 22. Interview 2 • Observation: The interviewee’s fears are focused around sudden change and unforeseen endings, often related to pressure or stress. • What this says about my audience: That they prefer to simply enjoy things as they come, and react negatively when something disrupts this lifestyle or forces them to stop having fun. • How will your product appeal to this audience: By incorporating elements of disruption to the aesthetic, seemingly ordinary life turned upside-down by unexpected circumstances. Jump scares are a useful tool to generate this effect, but only with an appropriately effective build-up of normalcy, to properly convey the feeling of sudden chaos.
  • 23. Audience Profile Category Demographic Content to appeal to this audience Age Range 16-30 • Fast-paced, but not rapid, with detailed content and plot. Gender Irrelevant • A switching narrative through a gender- equal ensemble, to cover different perspectives. Psychographic Mystery and horror fans. • Due to the deeply investigative aspects of the plot, as well as the supernatural and psychological horror elements. Social Status Working to Middle-class • Mostly due to the action-based aspects, mild blood and gore, and mature language.
  • 25. Research Evaluation • Give an overview of how you conducted your research. Discuss the strengths and weaknesses of each method – Product Research • Analysing the qualities of different products that I wanted to emulate, and what made them successful. Helped to identify each product’s appeal, but there was a noticeable lack of pieces in the similar vein of what I was working on. – Questionnaires • Provided valuable information on people’s views, expectations and desires, but took a while to produce results, people forgetting to do the survey in favour of other things. – Interviews Useful for acquiring a more personalised perspective, can be possibly wasteful if the interviewee has nothing unique, or is simply unused to giving detailed explanations.
  • 26. Research Evaluation – What sort of a response did you get? Valuable information was acquired through the survey, expressions of different personalities, viewpoints and tastes very helpful in improving the aesthetic and value of the project. – How did you distribute your survey? Give an advantage and a disadvantage Through e-mail. It gets to people easily and is generally a stable and organised form of digital transference. However, people often forego e-mail in favour of more immediate methods of communication, such as social media platforms like Facebook, Twitter, Snapchat, and Instagram.

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?
  4. Choose a historical product (pre-1990) 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?
  5. Discuss the existing product research, surveys and interviews
  6. Discuss the responses you got from your survey Discuss distributing your evaluation digitally