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Adventure
Part I
The
Hero’s
Quest
Use this page to
breakdown an
existing film, using
the Hero’s Quest
theory. How does
your chosen film
fit with this?
The Ordinary World
In Africa, Simba lives with his father Mufasa who rules over the animal kingdom from Pride
Rock.
The Call to Adventure
As a result of tragic betrayal of his own brother Scar, Mufasa dies tragically leaving the animal
kingdom to be ruled by his depraved brother. Young Simba is being banished from the Pride
Rock territory. Many years in the future, the animal kingdom is suffering hunger and poverty
due to Scar's poor ruling. Simba's childhood friend Nala unexpectedly finds Simba who's been
living as an outcast with Timon and Pumbaa. She asks of him to return and defeat Scar.
The Refusal
Simba feeling guilt and sorrow over his father's death, blaming his actions as the cause of the
tragedy, refuses to help and runs away.
Mentor Help
Simba encounters Rafiki, who reassures him that the tragedy was not his fault ad tells him
that Mufasa's spirit lives on inside of Simba. He is later visited by his father's spirit that tells
him that Simba must take his rightful place as a king.
Crossing the Threshold Simba decides to return to the Pride Lands.
Test/Allies/Enemies
Accompanied by Timon and Pumbaa he is preparing to fight Scar and hyenas to prove he is a
wort king for the animal kingdom.
Approach
Simba manages to encourage lionesses to fight against Scar and hyenas, having them on his
side he is now ready to overthrone his uncle.
Ordeal
Throughout the battle, Scar taunts Simba over the role in his father's tragic death. He is trying
to weaken his spirit, and when he gets the chance, Scar back Simba to the very edge of the
rock. He reveals to Simba, that he was in fact th one who killed Mufasa. Simba over and
makes everyone fighting aware of Scar's lies. Scar tries to deny everything shifting the blame
on hyenas, who ,enraged by the betrayal, devour him.
Reward
The animal kingdom is finally free from the evil ruling of Scar, Simba is now a king of the Pride
Rock.
Road Back The animal kingdom slowly returns to its original state.
Atonement The animal kingdom is now fully functioning and back in its original state.
Equilibrium
Disruption
Recognition
Attempt to repair the damage
New Equilibrium
Equilibrium
The animal kingdom is in
prosperity under the ruling of
Mufasa.
Disruption
Mufasa dies abandoning Simba
and leaving animal kingdom to
Scar.
Recognition
Simba finds out about the poor state
of his homeland, he reunites with his
father's spirit.
Attempt to repair the damage
With his friends on his side, Simba
overthones Scar and takes place as a
rightful ruler of the animal kingdom.
New Equilibrium
The animal kingdom, now ruled by
Simba is once again full of prosperity
and in it's natural order.
Use this template to apply Todorov’s theory of equilibrium to your chosen film. Write in the boxes to explain what is happening in
your story at each point.
Character type How they appear in your story
The Hero Simba
The Villian Scar
The Helper Timon and Pumbaa
The Donor Rafiki
The Dispatcher Nala
The Princess or prize Nala
The Princess’s Father Scar
The False Hero Scar
Use this template to apply Propp’s character types to your chosen film. Write in the boxes to explain which character acts as each
type in your film.
WWWWWH
Who Simba
What Tries to overthrow his uncle Scar
Why Because Scar is destroying the Pride Land
When After Simba's father's tragic death
Where The Pride Land
How With the help of his friends
Use this template to apply Who, What, Where, When, Why and How to your chosen film. Write in the boxes to explain what is
happening in your story at each point.
Initial Ideas
Idea 1
Who A young astrophysicist
What Wants to expose/ sabotage her work colleague
Why Because she stole her project
When Modeern times
Where Canada
How By slowing down the research and eventually stalking her
Idea 2
Who A film set runner boy
What Needs to collect coffee for the film director and the cast
Why Because his job relies on it
When In modern times
Where New York City
How
Idea 3
Who An adventurer
What Needs to kill the beast
Why Because there is a price on its head
When In middleages
Where England
How By cutting its head off
Research
Research
Existing Product
Vouge Polska September 2018
• Focuses on the theme of polish tradition being continued by poles
that migrated to the US, specifically Chicago as implied by the
'Chicago!' As well as the city scape background.
• Showcases the ongoing tradition by presenting a polish folk
band wearing traditional Łowicz outfits as well as poses that are
often included in many polish dances
• The presence of many conventionally attractive women could be a
potential audience appeal, especially for the male recipient
• The earlier mentioned poses, together with their smiley faces and
the eye contact with the camera could be read as welcoming. It
grabs potential consumer's attention on a 'personal' level
• It promotes the idea of keeping up with tradition despite the place
or time we are in, the image suggests the balance between
old fashioned and modernized by dressing Monika Jac Jagaciak, a
polish model visible in the middle, in high fashion outfit. The
massive metropolis that acts as their background also reminds of a
modern setting. All that, creates a contrast with members of
the folk ban.
• The headline 'Vouge' has a very specific font that never changes
for each number of Vouge, no matter the country.
• The colour red used for the headline is on f the colours of the
polish flag, making an emphasis on the national feeling of the
cover. It's also eye-catching, making it a good colour to use for
caching readers attention.
Existing Product
One page that's just a
photography connected
to the topic of an
article- Big, attention-
grabbing picture
of David Bowie who's
the subject of the article
we can read on the
second page.
It allows the viewer to
first focus on the
picture, getting familiar
with how David Bowie
looks like.
The headline of the article
is a quote from David
Bowie himself. It adds to
the authentic nature of
the article, insinuating that
it offers an in-depth look
into David's personal life.
The size of the picture, as well as Bowie looking directly into the camera lens creates a feeling of privacy,
causing the viewer to feel like the rockstar is addressing them individually. It's almost exclusive
I gives the reader a little
recap of what has happened
that led to this article, it
throws at us brief
information about David
Bowie's career. The text is
grey, less visible than the
article itself as it's not that
relevant. Important names
are darker than the rest of
the paragraph which
highlights their importance
Existing Product
The main eye-catching
element of both magazine
covers is the picture of
Emma Stone as a character
of Cruella from the titular
recent release in which she
stars in. The images itself
follow conventions of a
standard magazine cover
photography: Medium
Close Up shot of an
attractive model who’s
starring directly into the
camera.
A short description of what’s to be
expected in current the issue
Magazine’s title is the second biggest part of the front cover, provides
information on what the reader is potentially buying. It also
Black and White filter
might be used to make the
product look more serious
looking, or in some cases
even vintage.
It resembles and reminds
us of the old black and
white cinema which
most people would recog
nise as 'classics' and as
default good films (better
than they are in reality),
associating the Cruella film
as equally monumental
and good quality.
Existing Product Once again, we see that
one page out of the double
spread article is entirely
filled with a photo from
the film it references.
A big picture featuring the
titular character is a good
thing to include as it makes
the double spread easily
recognisable amongst the
rest of the magazine as the
one treating about the
Spider-Man 2 film, making
it more accessible for the
reader to find.
The character featured on the photo is the titular character who
happens to be the protagonist of the film. He is crouching, looking as
he's in the middle of a fight which effectively sells the film as an action
product, giving away the combat elements that tie the film to its genre
and catches an eye of a potential viewer interested in the action genre
The one-page-long
article is a non-spoiler
review of the Spider-
Man 2 film.
It gives a brief context
oof the film and explains
the genre, what the
potential viewer might
expect from the
screening.
It's a great advertising
for the film, as well as a
great move from a
financial perspective for
the magazine as the film
they are referencing
would be a blockbuster.
Through referencing a
hot topic of such sort
the magazine is more
likely to gain new short-
The photography works great with the article as it
gives a visual reference for the reader about what
they are reading about
Research Summary
• What have you learned from your research?
Through my research I have learned the basic structure and conventions of a magazine (both film and not filmed focused).
I have learned how effectively attract attention of the public to my potential product and how to mimic real-life magazines to
create a truthful product for myself.
• What aspects of the research will you include within your on work?
I will use the magazine cover and magazine double-spread conventions that I have learned through my research to create a
realistic mimic of a real-life product. I will include eye-catching, big phots featuring the main character of the film as my cover
photos. The character will be starring directly into the camera as to create more intimate feeling which was proven to be
more effective in attracting attention.
The magazine logo will be bright and well-seen on the cover.
The double-spread will include a one page big photography from the film, as well as a smaller picture of the characters
looking into the camera giving the reader a more private and exclusive photography to go with the article.
Bibliography
1. Eric Barone, Sickhead Games, Concerned Ape (2016) Stardew Valley
2. Painted Black Games (2018) The Long Reach
3. Toby Fox (2015) Undertale
4. Infinite Fall, Secret Lab (2017) Night In The Woods
Bibliography
Pre-production and Planning
Style Sheet:
Magazine and advert layouts
• Doubles page spread layout- usually one page is entirely filled with a
graphic, second features two text columns and possibly a small picture
supporting the article
• Front magazine cover- feature a big picture of the character from the
film/the actor that plays it. A big title of the magazine is visible on the top
of the cover, usually smaller text advertising the topic of the month is
placed somewhere on the cover
• The movie poster and how it looks is often influenced by its genre, it will
usually feature the main character of the film as to promote the film with
the possibly popular face. The title of the movie will be second most visible
element of the poster, written in a bold font and in a colour that's well-
visible on the background.
Contingency
What can go wrong? What can you do if it does?
The model will not show up for the photoshoot I will use a different model/ end up featuring myself as
a model
The ccomputer I use for postproduction stops working I will use a different computer available on the
campus/bring my own to have a safe backup option
The camera I use breaks/ is not working I will use my phone as a backup equipment
The memory card for the camera is full I will prepare a backup memory card
The studio I booked is not available for my use I will think of other possible locations a backups for
the photohoot
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?
The camera I use during the shoot might fall and
sustain some fall damage
I will be using the safety band that goes around. y
neck in order to avoid that
The tall lights in the studio might fall on me or one of
the models
They will be placed in a safe distance from the model
and me to avoid any dangerous situations to accur
Due to the studio lamps getting significantly hot and
might burn anyone who touches them
A safety warning will be passed on to everyone in the
studio to make them aware of the lamps getting hot
The computer being used during postproduction
might sustain some damage if any liquid is spilled on it
I will avoid drinking any liquids when editing using the
computer on the campus
Production
Using your plans, produce:
• A synopsis for your film
• A magazine front cover, promoting the film
• Additional advertising to promote the film
Synopsis
Use this space for your synopsis. If you have produced different drafts or alternative ideas, then include those here too.
The more work the better. Show your working.
Albedo is a science fiction, psychological thriller that follows the story of a young women working as a astrophysi.
One day, while working after hours, studying the Earth's moon she discovers some previously unknown data, her
discovery is ground-breaking and surely would grand her a well-needed promotion. She decides to wait with an
announcing the news to her team leaving it for the next day. However, the morning after she comes in to work only to
discover that her grand discovery was already exposed by her female co-worker, who took all the credits for her hard
work.
She becomes obsessed with the idea of the woman being her stalker and falls into the spiral of competing with her at
each given opportunity. It soon becomes more personal than just a work rivalry, and both women turn against each
other in a murderous game.
Magazine Cover
An underline of the magazine logo that as been
edited to resemble a lifeline that flattens as it goes
under the text. Featuring a line under the name of
the magazine makes it appear more important and
urgent to read. The lifeline that suddenly flattens
have obvious connotation with death which on its
own is shocking and attention grabbing, however in
this case it also connects wit the theme of the film
featured in the background. It conveys the theme of
danger, death/ potential murder; both of which are
connected o the main character included below.
A big, red logo of the magazine. The chosen font is
simple and, most importantly, easy to read. This
means that the reader should not have much
problem with reading and memorizing the title of
the magazine, which is significant from the
marketing point of view. The colour used for the title
carries incredible significance, as red is well known
for being eye-catching and is often used as a colour
of extreme importance. Anther commonly
recognizable connotation of red are danger and
blood, both relate to main themes of the film.
A common part of most magazine covers, month and
a year of publication.
Another attention-grabbing technique is to feature a
person starring directly into the camera, appearing
to catch eye contact with potential audience.
It’s only natural for the recipient to feel personally
addressed by the captivating stare, this makes them
pay more attention to the product and makes them
more likely to get involved in the story of the film.
This increases sales for the magazine as well as
creates more potential audience for the film.
When it comes to the mise en scene, the most
noticeable element of the piece is the red lipstick
used on the model. It fits with the chosen colour
scheme, as well as projects all the red connotations I
have mentioned before, this time tying them directly
to the character on the cover. The cigarette in her
mouth is yet another symbol for danger and death,
as well as the blackness chosen for her clothing.
A mention of a recognizable, publicly known
person might be beneficial for the sales as it will
attract fans of the mentioned persona rather than
only fans of the magazine, expanding the
protentional audience of the product
The hot topic of the issue, acts as a selling point for
the magazine and at the same time promotes the film
I have added a barcode in order to make y product
more authentic
The shadow play I have created while working in
the studio is also an important element of the
photography used for the final piece. The model
was lit from one ide only, making her face as well
as the background behind her significantly darker.
This creates a mysterious and dark atmosphere.
Through the postproduction I have made I softer
and more lowkey, mainly through playing with
filters and
Magazine Front Cover
Use this space for your front cover. If you have produced different drafts or alternative ideas, then include those here too.
The more work the better. Show your working.
Double Page Spread
Use this space for your double page spread. If you have produced different drafts or alternative ideas, then include those
here too. The more work the better. Show your working.
The finale version of my product- as planned, I have included all the double spread
conventions I have learned about throughout my research.
The final product features one main picture from the film on the left page. I have
decided to make the shot black and white- to resemble an old film just like the
previously analysed Cruella photography, additionally I have added on a soft, grainy
filter so the page imitates actual paper. Above a character from the film, the title of
the film has been added to make it plain what the article is about and where the shot
is from. On the right side of the double page spread an article is visible, with a smaller
picture featuring two other characters from the production, the entirety of the
double page spread follows similar aesthetic and colour scheme as the front cover
and film poster
A version of my product
before deciding on another
colour scheme and
modifying it to suit it
A mock-up representation
of my double page spread
Film Poster
Strong shadow visible on the face of one of the characters was
achieved primarily through enhancing the original picture in
Postproduction It ties in with the film's thriller/horror genre and
makes the character look mysterious- almost evil (
As she is ultimately the villain of the film) . It creates a perfect
contrast with the character visible behind her who's face appear
softer due to the lack of heavy shadow play. It creates binary
opposition between two people, a simple narrative of good vs evil.
To help advertise the film, I have featured names
of main actors included in the production. This
additional information gives credit to the actors,
that play in the film as well as advertise the movie
since some potential viewers might go to theatres
being interested in simply supporting and watching their favorite artist.
Second biggest element of the poster, right after characters featured on the
photography used in the background is the title of the film. It's written in a bold, easy
to read font that's modern in its aesthetic which connotates with the sci-fi genre of
the product.
The colour of the title is eye-catching and
stands for the themes mentioned earlier
(blood, danger etc.), it's also the main colour
of the colour scheme of the whole project.
Included below the title is the name of film's director, it's directly
below it as to highlight its significance- directors are often credited
as the biggest contribution and creator of any film production. It's
also a marketing move, his name is easily visible because of is
placement and different colour than any other name mentioned,
since many people might want to watch the film solely because of
their devotion to this director's art.
As to build up the hype and public's interest in
the production, posters often include reviews
from known names and newspapers respected
amongst filmmakers and film recipients.
On my product I have added two positive
reviews from well-known directors, both rating
my film as a five-star production. This would
help create a good image in people's heads of
my film, before they even see it, basing
their feelings purely on an opinion from a
trustworthy source. It will also attract new
target audience, as fans of Tarantino or Lynch
will most likely feel encouraged to see a
product rated so highly by their favourite
artist.
Advertising:
Use this space for your advertising. If you have produced different drafts or alternative ideas, then include those here too.
The more work the better. Show your working.
The final product after modifying the placement
and quantity of text visible on the poster
A version of my product prior the decision to
modify the placement and quantity of text
A mock-up of what my poster would look like as an actual product
Adventure
Part II
Bibliography
Pre-production and Planning
Idea generation
Research Existing products
Undertale
Night In The Woods
Long Reach
Potentially an
inspiration for
level design,
two floors on a
one 2d square
where you can
move both sides
and up/down
+
Both games are an
example of a side
scrolling story telling
adventure game where
you can move primarily
from side to side only. In
Night In The Woods there
is a constellation finding
mechanic which I’m
planning to include as a
mini game in my product
2D, screen side
scrolling, jumping
over obstacles
mechanic
Dinosaur Game
Researching Existing Products
Undertale
Undertale is a story-based adventure game where the player controls
a human child who falls into ruins and must find their way back to the
Surface. On their quest, the player encounters many interesting
characters and visits several unique locations. Gameplay wise, Undertale
puts a lot of focus on exploring the map and interacting with MPCs and
objects scattered across the map. When in a combat mode, the player
must go through a minigame where they get the option of fighting the
monster of sparing it as the combat goes on.
Having this sort of minigame that appears randomly throughout
exploring the map adds variety of gameplay styles for the game. There
will be players that find them less exciting than just walking and
exploring the map, however, there also will be those who look forward
to those minigames seeing them as more interesting than the rest of the
game.
Undertale, in my opinion showcases the importance of giving the player
variety of styles of gameplay in order to keep the gameplay relatively
fresh and surprising.
Researching Existing Products
Stardew Valley is a single player, simulation game with elements of
roleplay, in which the player moves to a peaceful town and becomes
an owner of a farm. The gameplay consists of planting crops, taking
care of the animals, fishing, exploring the caves and combating the
monsters you encounter. Players are in full control of what aspects of
the game they explore, you can focus on developing your farm or get
to know town folks and develop your relationship with each one of
them.
Every day is an opportunity for you to perform tasks you have set for
yourself which makes the game very relaxing and flexible to each
player's needs.
What inspires me about this particular product, is the pixel art style
and the fact that Stardew Valley originates as a single-developer
creation, made almost completely by one person.
There are several minigames available to player throughout the
gameplay, and because no task in the game is mandatory, the player
is presented with many options of what they want to focus on. From
activities like fishing- that on their own are little minigames, to actual
in-game games like Journey of the Prairie King
which is a shooting simulator featured in the town's saloon, there are
various ways of spending your in-game time that entertain different
Stardew Valley
Research Existing Products
An example of a side scrolling, storytelling game in which the player
oversees the protagonist of the game. The game, although not 8-bit is a
great inspiration for my own product as it follows similar mechanics.
With eventual click and drag minigames, Night In The Woods’ gameplay
consist primarily of walking around the 2d map and interacting with
objects/ characters in order to push the narrative forward.
Its main objective is to explore mystery of a small town our character
grew up in, engaging dialogues with different characters and fun
minigames make the playthrough entertaining.
Narrative wise, although Night In the Woods is not a horror at heart, like
my product is planned to be, it does have a big mystery and fear
elements in it (primarily in the later parts of the playthrough) that
influenced my idea. Night In The Woods inspired my original product in
many other ways, one of the biggest inspirations was a minigame
featured as one of the side quests; via interaction with a telescope the
player can look at the stars and search for consolations. While visually its
a stunning minigame to play, all it requires is an animated background
and a layer imitating a telescope lens (black screen with a circular hole
through which we can see the background).
I want to use the same idea in order to create a similar section in my
game, in which the player explores the moon and eventually spots its
nemesis on it. This will trigger a running sequence in which the player
must run away from a demon that is chasing them. This is also a
minigame that appeared in the reference game.
Night In the Woods
Researching Existing Products
The Long Reach
Visually, The Long Reach is the most similar looking game out if all my references, its graphics
being entirely pixel art and colour schemes mainly focusing on colder, darker tones.
Just like all the games I have explored, The Long Reach is a side scrolling, adventure game
in which the player is in control of the main character. The controls consist of walking left and
right and occasionally up and down, the player gets a choice between standard walking and
running and gets through the game by collecting/ interacting with items which in the game
are outlined for the clarity of their interactable nature.
The player can also put certain items into their inventory, where they wait to be used by them
in later sections of the game.
Unlike the rest of the games, I have been analyzing, The Long Reach is the darkest one,
rated as game for mature audience as it involves themes of violence, drug usage, as well as
elements of gore and strong language.
Style Sheet
What we see through the telescope inspiration
(different colours)
What I want my character to appear like
Possible creature inspiration
The telescope mechanic inspiration
Colour scheme: dark, cold
tones (primarily blue and
purple)
During the chance
sequence it changes to
being red
Initial Idea
‘Albedo’ Side scrolling, storytelling adventure horror game following the fate
of my film’s protagonist. Unlike the film however, the game includes more
paranormal elements, making the gameplay more intense and adapted for
the modern gaming audience. Its filled wit tense atmosphere and horror
conventions.
The sequences list:
You start in laboratory -> need to find a pass to the observatory room -> finding a pass (that slightly lights up to be
interacted with) in another room -> use the pass on the door -> star exploring minigame -> a demon appears->
escaping the demon
Game layouts
Side scrolling, 2D game where the player can only move from side to side with exemption of jumping however jumping is limited
to a certain amount of pixels imitating gravity. Objects present in the area are part of the background, apart from interactive
objects that the plyer can collect. The player moves to another locations by interacting with doors, some will open only if a special
pass is used on them. The menu with collected items is a pop-up window above the player that appears when triggering a button.
Press A Press D
Press W
Game Summary
A quick summary of the game.
Albedo is a side scroller, adventure, horror game where we get to play as Megan, the
main character of the film of the same title. The aim of the game is to get out of the
laboratory where you have stayed afterhours on one of the quiet evenings. Soon you
start to notice strange things happening around you, there is no indication whether the
creatures you are seeing are real or just your hallucinations. One thing is certain, you
need to get out.
Throughout the gameplay, the player will have to figure out their way out of each room,
following directions, picking up and using items that are found in certain rooms as well
as concur minigames that appear during the game.
Game Overview
Themes of escaping, hallucinations, elements of gore/ Setting: Laboratory/Space research
centre / Genre: Horror, Psychological Thriller, Mystery
Show some example images or similar games / movies / books / TV shows with similar themes.
The game, in its looks and gameplay is most similar to previously mentioned 'The Long Reach", as well as the
Laboratory level in 'Undertale". It features a lot of dark elements, both aesthetic and narrative wise which connotes
with films such as 'The Perfection" or "The Invisible Man". The character we control is somewhat disturbed, we
never find out if things that are happening to her are real or are just happening in her head.
The art style and gameplay mechanics are inspired by other side scrolling story telling games such as "The Long
Reach", "Undertale" and "Night In The Woods", the player will be in control of the main character who will explore
the map and progress through the game discovering more of the narrative.
The end of the game comes with eventually leaving the research centre, but at what cost?
Story and Gameplay
Story
The story will be told through the thoughts of the main character, everything we know will be subjective and tied to
the perspective of the character we are in control of. Because of that, we are forced to believe in whatever she thinks to
be true- as this is our only narrator throughout the. gameplay. During the story development, we will start to question
what we know, starting to realise that game's only narrator is not entirely sane.
In the end it will be open for interpretation wheter adventures that the player will go through were real.
Core Gameplay
A description of the game ‘loop.’
A flowchart is nice:
If caught, the
player has
to repeat the
sequence
Core Loop
Exploration of the
Laboratory
Eventual
encounter of
the monster
Running
minigame
Escape the
location
Levels
We will start at the corridor where the player encounters a door, they will have to progress
to a different room to find the card that will help them to unlock the new room through
opening the door.
In the new room, the player will have to interact with a telescope in order to trigger a star-
searching minigame, during which the first hallucination of the moon will appear. When
minigame ends and player comes back to the normal view, they are then forced to another
room, upon entering it an animation is triggered of a moster coming out of the TV. This
triggeres a running minigame in which the player must avoid obstacles to escape through
the door we were forced to open with a door pass.
Later rooms will have more pick up-interact mechanics and minigames, each getting harder
as the game progresses.
Assets
● Use this space to show the assets that you have made.
● If they are animated, then embed those animations on to your blog. They won’t work if you embed them here.
● Assets could be character designs and animations, environments, power ups, enemies, game over screens. Make
as much as you can, to get across how your game will look and play.
Assets
Another layout representation I have made from already
created media from the internet
Shadow test with a use of the main character model
Evaluation
Magazine Research
The research stage of my work was incredibly helpful to me as it gave me a strong idea of what a magazine cover,
double-spread and a film cover was meant to look like . Through researching and analysing existing products, I was
able to recognise patters such as the use of bold fonts, eye-catching colours and short, but memorable lines.
The magazine cover and the film posters had to be attention grabbing, both of those products are usually the first
invitation to the product that a potential consumer gets. They need to include popular faces, models that usually
look directly into the camera as to catch people's attention on almost personal level.
The looks of the double page spread are equally important, I have discovered that one page is usually filled
entirely with a graphic related to the article, most of the shots used for the double page spread include a close-up
of someone. This type of shot creates an intimate, exclusive feeling. The viewer must feel like they are getting an
exclusive information in order to make the magazine worth paying for. The graphic is a massive part of creating
that feeling.
When exploring real-life products, I have also realised that a clear colour-scheme must be apparent throughout all
of the pieces of my project. I needed to decide on a colours I will use, fonts that will fit the conventions of my
products, as well as the genre of my film.
Research-Video Game
When starting the video game section of this unit I felt quite knowledgeable in the field of indie games and their
conventions, all because my interests outside of college. Thus at first, I was not confident in how much the research
part would help me expand my predisposition and give me additional ideas for my own game. However after
exploring the games that I was already familiar with, I have found myself focusing on more technical look of things
and realised there is a lot of aspects of game making conventions I’m yet to consider. One of the things that I have
realised is including minigames inside of the actual game; From the beginning I knew that my product will be side
scrolling game in which the player controls a 2d protagonist and walks side to side across the map in order to collect
items and use them to progress through the game.
After revisiting games like Undertale and Night In The Woods I have realised that walk and collect mechanic might no
be enough for my game to be interesting to the potential player. I decided to take inspiration from the games I
researched, adding a space exploring section in which the player gets closer to the image of the moon in a telescope
lens and finds it to be a face. This section was a direct reference to a constellation seeking minigame from NITW, yet
made into more of a unsettling final product.
The running section of the game, in which the player as to escape from a monster chasing them through the
laboratory, is also something I came up with after seeing similar minigames featured in the games I have looked at.
Although fairly simple, this specific minigame is great for making the player put all of their focus on the game as it
requires them to react to an immediate threat. It adds more dynamic to the game, without it the gameplay would be
easier to be bored of and possibly too dull to younger players.
Overall research stage of my work turned out to be much more valuable than I though and definitely influenced my
thinking, setting my project on the right track.
Planning Magazine
Having already explored real-life products, and being aware of all the conventions I had to follow, I was
able to start the planning stage of my production.
I was able to plan out the colour scheme of my products, knowing that the film I have come up with is
primarily a horror, I decided to go with colour red that stands for blood, danger, passion and murder but
also fulfils the attention-grabbing role.
The font I have planned to use, was a tribute to the fact that 'Albedo' is a science-fiction film, the font is
bold, yet clean and modern looking. It was not only good for the film poster, but for the magazine cover as
its incredibly easy to read and eye-catching which is good for increasing the public's interest.
For the photoshoot I have planned that what I need is a clean background- as to make my models the main
aspect for the viewer to focus on, as well as tame clothing for my models to wear. I needed colour red to
be the dominant colour as to stay consistent with the colour scheme.
One of my models will be wearing white and have bright hair, the other will be wearing black and have
darker hair- all to create easily recognisable binary opposition that communicates themes of conflict.
Planning Video Game
Having collected various ideas and information about designing games, I started my planning with a
clear objective. I wanted to transform the initial vision for my product into more of a clear concept,
add visual representation of what I wanted to make. After exploring several games during my
research, I started planning on the level design and character design, eventually setting my mind on
a laboratory as my main location. I wanted to have a big space to play the role of an escape-room
for the player to leave as the main objective for the gameplay.
I was figuring out what mechanics I saw in other games that I've explored I could use in my own
game. I knew that inspiring myself with real-life products will benefit my project as all the games I
have investigated were successful amongst players.
The genre of my game had to fit my film's genre, I wanted the game to work as a fun expansion of
the narrative for the fans of the film to enjoy after watching the movie.
I found the planning stage to be the most helpful in later production, having everything planned
made it incredibly easy to create a desirable finished product.
Time Management Magazine
Having everything planned, I was able to set a specific date for the photoshoot. I have managed to
wrap the photoshoot in an hour, everything went as planned as the model arrived on time and was
very good to work with when in studio.
Gladly, my time management in the creation of this project was spotless as I felt confident in my
ability of using the Photoshop software, I was able to create my magazine cover, the movie poster
and the double page spread quickly as almost all of the picture I was editing came from this one-
hour session in the studio. The process of editing did not take long, it took me approximately one
college day to finish each of the products.
The only picture that I included, that was not taken in the studio was the one-page-big photography
I have taken afterhours during one of the days I was out of the campus. It was taken spontaneously
but ended up being a great fit for my project which meant I was able to use it without making plans
for another photoshoot and wasting time.
I was very happy with how everything went smoothly and with no unpleasant broblems.
Time Management Video Game
I was a little worried when trying to plan out the timetable for this part of the project. I knew that I
can't allow myself to leave the production for the last minute, like I did with the creation of the
magazine cover, double page spread and the film poster, purely because of my lack of experience in
creating animations. Unlike using Photoshop to make photo edits, using it to animate would take
some time to practice and learn as I go.
I was also unsure if there will be enough time for me to fulfil my vision for the game and include all
planned levels and sequences.
I have planned to give myself more time and focus on getting my skills up for the challenge,
however I have quickly became familiar with the process of animating and as a result have managed
to create most of the planned locations and animated sequences.
The only sequence that I had to rush with was the running bit, because the time was running out, I
did not manage to feature any obstacles for my character to avoid.
Apart from that, I'm rather happy with how my time management went.
Technical Qualities Magazine
When creating the magazine products I found myself trying to improve my photography and editorial skills to
the best of my abilities. I was passionate for this project to be as impressive as I could make it, when it comes to
the technical side of things.
During the photoshoot, I was very careful to create meaning through as much as I could, I have put a lot of
thought into the lighting I have set up for my photos. previously mentioned clothing and red lipstick that was the
same colour as the later used font. I'm particularly happy about the shadows visible on the models face on the
film poster, They were achieved partially through placing my model closer to the studio lamp, on a specific
angle.
However, what really made the shadow pop was the editing I have done in postproduction. I have worked the
longest on making this shadow very visible, through enhancing shadows and contrast in setting as well as using
the stamp tool to manipulate the shadow placement.
I have also managed to play around with the placement of the text on all of the products, often putting it behind
the model to create a three dimensional illusion, and add a grain filter to them in order to create a paper-like
texture to look like it's a real-life magazine.
Technical Qualities Video Game
From a technical point of view, my product is fairly simple, yet, for what it's worth, I think it does not look like it.
The animation is not too complicated- that being a result of lack of time, I believe that if given an extended
deadline I would be able to put more effort into making the animation smoother.
That being said, I strongly believe that my final products looks impressive in it's design. Through featuring multiple
sequences from the game, most of them with different animations and backgrounds, the game looks like a
believable trailer for an existing game.
My aim was to add as much of extra elements I could, different locations, different gameplay styles. All this to
make the simple animation more exciting and as spectacular as I could.
In its mechanics my game ended up most like the researched earlier 'The Long Reach', both games progress in the
same way and both of them are side scrollers in which the player controls one character. Both product also feature
a collect, store, use mechanic, where items you encounter and collect will be helpful to you when trying to
progress to another level.
I honestly like the way my final game turned out equally as I acknowledge that it's not flawless (no matter
whether this feeling is a result of a realistic expects or simply my ambitions for this unit).
Aesthetic Qualities Magazine
The final look of my work is in my opinion an accurate mirroring of what a real-life product would look like. Inspired
by the researched of existing products, I was able to produce a film poster, magazine cover a double page spread
that would be believable to be actual pieces of media. Just like the previously researched and analysed 'Cruella'
cover, Mine features a female protagonist starring straight into the camera, the double page spread is similar to the
black and white version picture from the same magazine.
What I personally think was a good job on my part, was keeping all of the made pieces consistent, they all look like
pieces of the same puzzle since the same colour scheme is apparent on all of them, as well as the editing
techniques used that give them a similar look. They all feature the same shade of red, as well as the same font used
for the title and same grain effect.
I was also very pleased with the little lifeline I have added on the front cover of the magazine. In my mind, it acted
like a nice way of conveying the thriller nature of the film in something as simple as the cinema room title, it not
only gets the message across but also looks good and shapes the cover.
Aesthetic Qualities Video Game
I believe that the biggest quality of my final product is how it looked like, this being a result of hard work I
have put into designing the main character, as well as backgrounds and objects that surround her.
I was very excited to work on a more artistic related aspect of this unit, pixel art happened to be something I
understood and enjoyed creating, making the overall production process very pleasant.
When comparing my product to existing ones, I cannot resist but continue to mention 'The Long Reach' which
really did inspire my product the most out of all of the researched games.
Both games are aesthetically dark, both use rather cool tones for their backgrounds and characters. The only
small difference I have noticed that makes the colours of my game different from 'The Long Reach' is the level
of saturation. I was intentionally trying to stay away from bright, intense colours and use more toned ones in
order to make my product look and feel a little old and 'dusty'. I believe that this adds on to the horror aspect
of the product.
Overall I am the proudest of how my game looks like, I have put an insane amount of details into designing my
main character, as well as her surrounding. From shading the objects and adding an illusion of light coming
from the lamps in the background, to animating the title of the game so it looks like its covered in blood.
Aural Qualities Video Games
The audio part of my project is what I consider to be possibly the weakest element of my production. I had
very little experience with using BeepBox and next to little experience with creating music in general.
My lack of musical knowledge made it difficult for me to successfully create a musical piece that would satisfy
me as a consumer, however at the end I have managed to create a decent soundtrack for my videogame trailer.
What I believe to be the strongest thing about the musical piece I made, is the tone it adds to the overall
product. It's heavy and somewhat unpleasant, which considering the horror nature of the game works well in
conveying the atmosphere I wished to convey.
I think that if given a bit more time to practice and expand my experience with using BeepBox, I could develop
my skills and create a better piece, but I'm fairly happy with how it turned out at the end.
Audience Appeal
All of my products created during this unit are attract similar type of audience. Starting of with the film poster, it is fair
to say that it represents the nature of the film quite well. Although not scary at the first glance, the poster does
include horror esque images like the positioning of the characters, heavy shadow on the face of one of them, the fact
they are both starring into the camera (yet not in a inviting, but rather spooky way). This clarity of the genre is already
a good audience grab, people who enjoy thriller/horror films might be interested after looking at the poster. It also
features two young women who generally have more audience appeal than men.
The magazine cover uses a similar way of appealing to a potential consumer, it features a woman starring at the
camera, however this time in more attractive way. This primarily man focused appeal is what might generate a lot of
interest in the product, because it's a magazine cover, it encourages to read the whole product or at least the double
page spread.
The double page spread is what gives the reader an in-depth information about the production, as well as features
two additional photos from the film. People interested in the film itself will see it as an attractive bonus to their
viewing experience.
Finally, the game created based on the film is what targets slightly different, smaller demographic. I would imagine
that younger people interested in both cinema and video games would cherish this product for how intertextual it is.
And because the game is kept in the same horror spirit as the film, it works perfectly as a side product to the main
production.
Overall strengths and weaknesses of the final
package.
Overall, I think that this unit is one I'm most proud of. The first bit of the unit was something I was already very
familiar with; photo capturing and editing is what I have been doing for couple years by now and knew well
how to achieve a desired result in shorter time. I really like the way my photo edits turned out, all of them have
a recognisable style which I achieved by synchronising the edits between the pictures.
I'm incredibly pleased with that part of this unit, if I had to think about any weaknesses of this part of my work,
it most likely would be the double page spread, specifically the image featured on the left. If given more time, I
would try to make the image in colour, modifying colours visible on it so they fit the colour scheme.
The video game section of this unit is what I had slightly more issues with. My lack of previous experience with
both animating and music creation made the production process longer and trickier (in the music bit more
than in the animation). The biggest strength of my game was its art style and number of visual details, it's
something I have put a lot work into, and I want to believe it's apparent for the viewer. What I find the to be a
weakness of the project was music and its dullness, however that would be easily fixable with some extra time
and practice.

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Adventure pro forma.pptx

  • 3. Use this page to breakdown an existing film, using the Hero’s Quest theory. How does your chosen film fit with this? The Ordinary World In Africa, Simba lives with his father Mufasa who rules over the animal kingdom from Pride Rock. The Call to Adventure As a result of tragic betrayal of his own brother Scar, Mufasa dies tragically leaving the animal kingdom to be ruled by his depraved brother. Young Simba is being banished from the Pride Rock territory. Many years in the future, the animal kingdom is suffering hunger and poverty due to Scar's poor ruling. Simba's childhood friend Nala unexpectedly finds Simba who's been living as an outcast with Timon and Pumbaa. She asks of him to return and defeat Scar. The Refusal Simba feeling guilt and sorrow over his father's death, blaming his actions as the cause of the tragedy, refuses to help and runs away. Mentor Help Simba encounters Rafiki, who reassures him that the tragedy was not his fault ad tells him that Mufasa's spirit lives on inside of Simba. He is later visited by his father's spirit that tells him that Simba must take his rightful place as a king. Crossing the Threshold Simba decides to return to the Pride Lands. Test/Allies/Enemies Accompanied by Timon and Pumbaa he is preparing to fight Scar and hyenas to prove he is a wort king for the animal kingdom. Approach Simba manages to encourage lionesses to fight against Scar and hyenas, having them on his side he is now ready to overthrone his uncle. Ordeal Throughout the battle, Scar taunts Simba over the role in his father's tragic death. He is trying to weaken his spirit, and when he gets the chance, Scar back Simba to the very edge of the rock. He reveals to Simba, that he was in fact th one who killed Mufasa. Simba over and makes everyone fighting aware of Scar's lies. Scar tries to deny everything shifting the blame on hyenas, who ,enraged by the betrayal, devour him. Reward The animal kingdom is finally free from the evil ruling of Scar, Simba is now a king of the Pride Rock. Road Back The animal kingdom slowly returns to its original state. Atonement The animal kingdom is now fully functioning and back in its original state.
  • 5. Equilibrium The animal kingdom is in prosperity under the ruling of Mufasa. Disruption Mufasa dies abandoning Simba and leaving animal kingdom to Scar. Recognition Simba finds out about the poor state of his homeland, he reunites with his father's spirit. Attempt to repair the damage With his friends on his side, Simba overthones Scar and takes place as a rightful ruler of the animal kingdom. New Equilibrium The animal kingdom, now ruled by Simba is once again full of prosperity and in it's natural order. Use this template to apply Todorov’s theory of equilibrium to your chosen film. Write in the boxes to explain what is happening in your story at each point.
  • 6. Character type How they appear in your story The Hero Simba The Villian Scar The Helper Timon and Pumbaa The Donor Rafiki The Dispatcher Nala The Princess or prize Nala The Princess’s Father Scar The False Hero Scar Use this template to apply Propp’s character types to your chosen film. Write in the boxes to explain which character acts as each type in your film.
  • 7. WWWWWH Who Simba What Tries to overthrow his uncle Scar Why Because Scar is destroying the Pride Land When After Simba's father's tragic death Where The Pride Land How With the help of his friends Use this template to apply Who, What, Where, When, Why and How to your chosen film. Write in the boxes to explain what is happening in your story at each point.
  • 9. Idea 1 Who A young astrophysicist What Wants to expose/ sabotage her work colleague Why Because she stole her project When Modeern times Where Canada How By slowing down the research and eventually stalking her
  • 10. Idea 2 Who A film set runner boy What Needs to collect coffee for the film director and the cast Why Because his job relies on it When In modern times Where New York City How
  • 11. Idea 3 Who An adventurer What Needs to kill the beast Why Because there is a price on its head When In middleages Where England How By cutting its head off
  • 13. Existing Product Vouge Polska September 2018 • Focuses on the theme of polish tradition being continued by poles that migrated to the US, specifically Chicago as implied by the 'Chicago!' As well as the city scape background. • Showcases the ongoing tradition by presenting a polish folk band wearing traditional Łowicz outfits as well as poses that are often included in many polish dances • The presence of many conventionally attractive women could be a potential audience appeal, especially for the male recipient • The earlier mentioned poses, together with their smiley faces and the eye contact with the camera could be read as welcoming. It grabs potential consumer's attention on a 'personal' level • It promotes the idea of keeping up with tradition despite the place or time we are in, the image suggests the balance between old fashioned and modernized by dressing Monika Jac Jagaciak, a polish model visible in the middle, in high fashion outfit. The massive metropolis that acts as their background also reminds of a modern setting. All that, creates a contrast with members of the folk ban. • The headline 'Vouge' has a very specific font that never changes for each number of Vouge, no matter the country. • The colour red used for the headline is on f the colours of the polish flag, making an emphasis on the national feeling of the cover. It's also eye-catching, making it a good colour to use for caching readers attention.
  • 14. Existing Product One page that's just a photography connected to the topic of an article- Big, attention- grabbing picture of David Bowie who's the subject of the article we can read on the second page. It allows the viewer to first focus on the picture, getting familiar with how David Bowie looks like. The headline of the article is a quote from David Bowie himself. It adds to the authentic nature of the article, insinuating that it offers an in-depth look into David's personal life. The size of the picture, as well as Bowie looking directly into the camera lens creates a feeling of privacy, causing the viewer to feel like the rockstar is addressing them individually. It's almost exclusive I gives the reader a little recap of what has happened that led to this article, it throws at us brief information about David Bowie's career. The text is grey, less visible than the article itself as it's not that relevant. Important names are darker than the rest of the paragraph which highlights their importance
  • 15. Existing Product The main eye-catching element of both magazine covers is the picture of Emma Stone as a character of Cruella from the titular recent release in which she stars in. The images itself follow conventions of a standard magazine cover photography: Medium Close Up shot of an attractive model who’s starring directly into the camera. A short description of what’s to be expected in current the issue Magazine’s title is the second biggest part of the front cover, provides information on what the reader is potentially buying. It also Black and White filter might be used to make the product look more serious looking, or in some cases even vintage. It resembles and reminds us of the old black and white cinema which most people would recog nise as 'classics' and as default good films (better than they are in reality), associating the Cruella film as equally monumental and good quality.
  • 16. Existing Product Once again, we see that one page out of the double spread article is entirely filled with a photo from the film it references. A big picture featuring the titular character is a good thing to include as it makes the double spread easily recognisable amongst the rest of the magazine as the one treating about the Spider-Man 2 film, making it more accessible for the reader to find. The character featured on the photo is the titular character who happens to be the protagonist of the film. He is crouching, looking as he's in the middle of a fight which effectively sells the film as an action product, giving away the combat elements that tie the film to its genre and catches an eye of a potential viewer interested in the action genre The one-page-long article is a non-spoiler review of the Spider- Man 2 film. It gives a brief context oof the film and explains the genre, what the potential viewer might expect from the screening. It's a great advertising for the film, as well as a great move from a financial perspective for the magazine as the film they are referencing would be a blockbuster. Through referencing a hot topic of such sort the magazine is more likely to gain new short- The photography works great with the article as it gives a visual reference for the reader about what they are reading about
  • 17. Research Summary • What have you learned from your research? Through my research I have learned the basic structure and conventions of a magazine (both film and not filmed focused). I have learned how effectively attract attention of the public to my potential product and how to mimic real-life magazines to create a truthful product for myself. • What aspects of the research will you include within your on work? I will use the magazine cover and magazine double-spread conventions that I have learned through my research to create a realistic mimic of a real-life product. I will include eye-catching, big phots featuring the main character of the film as my cover photos. The character will be starring directly into the camera as to create more intimate feeling which was proven to be more effective in attracting attention. The magazine logo will be bright and well-seen on the cover. The double-spread will include a one page big photography from the film, as well as a smaller picture of the characters looking into the camera giving the reader a more private and exclusive photography to go with the article.
  • 18. Bibliography 1. Eric Barone, Sickhead Games, Concerned Ape (2016) Stardew Valley 2. Painted Black Games (2018) The Long Reach 3. Toby Fox (2015) Undertale 4. Infinite Fall, Secret Lab (2017) Night In The Woods
  • 21. Magazine and advert layouts • Doubles page spread layout- usually one page is entirely filled with a graphic, second features two text columns and possibly a small picture supporting the article • Front magazine cover- feature a big picture of the character from the film/the actor that plays it. A big title of the magazine is visible on the top of the cover, usually smaller text advertising the topic of the month is placed somewhere on the cover • The movie poster and how it looks is often influenced by its genre, it will usually feature the main character of the film as to promote the film with the possibly popular face. The title of the movie will be second most visible element of the poster, written in a bold font and in a colour that's well- visible on the background.
  • 22. Contingency What can go wrong? What can you do if it does? The model will not show up for the photoshoot I will use a different model/ end up featuring myself as a model The ccomputer I use for postproduction stops working I will use a different computer available on the campus/bring my own to have a safe backup option The camera I use breaks/ is not working I will use my phone as a backup equipment The memory card for the camera is full I will prepare a backup memory card The studio I booked is not available for my use I will think of other possible locations a backups for the photohoot
  • 23. 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? The camera I use during the shoot might fall and sustain some fall damage I will be using the safety band that goes around. y neck in order to avoid that The tall lights in the studio might fall on me or one of the models They will be placed in a safe distance from the model and me to avoid any dangerous situations to accur Due to the studio lamps getting significantly hot and might burn anyone who touches them A safety warning will be passed on to everyone in the studio to make them aware of the lamps getting hot The computer being used during postproduction might sustain some damage if any liquid is spilled on it I will avoid drinking any liquids when editing using the computer on the campus
  • 25. Using your plans, produce: • A synopsis for your film • A magazine front cover, promoting the film • Additional advertising to promote the film
  • 26. Synopsis Use this space for your synopsis. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working. Albedo is a science fiction, psychological thriller that follows the story of a young women working as a astrophysi. One day, while working after hours, studying the Earth's moon she discovers some previously unknown data, her discovery is ground-breaking and surely would grand her a well-needed promotion. She decides to wait with an announcing the news to her team leaving it for the next day. However, the morning after she comes in to work only to discover that her grand discovery was already exposed by her female co-worker, who took all the credits for her hard work. She becomes obsessed with the idea of the woman being her stalker and falls into the spiral of competing with her at each given opportunity. It soon becomes more personal than just a work rivalry, and both women turn against each other in a murderous game.
  • 27. Magazine Cover An underline of the magazine logo that as been edited to resemble a lifeline that flattens as it goes under the text. Featuring a line under the name of the magazine makes it appear more important and urgent to read. The lifeline that suddenly flattens have obvious connotation with death which on its own is shocking and attention grabbing, however in this case it also connects wit the theme of the film featured in the background. It conveys the theme of danger, death/ potential murder; both of which are connected o the main character included below. A big, red logo of the magazine. The chosen font is simple and, most importantly, easy to read. This means that the reader should not have much problem with reading and memorizing the title of the magazine, which is significant from the marketing point of view. The colour used for the title carries incredible significance, as red is well known for being eye-catching and is often used as a colour of extreme importance. Anther commonly recognizable connotation of red are danger and blood, both relate to main themes of the film. A common part of most magazine covers, month and a year of publication. Another attention-grabbing technique is to feature a person starring directly into the camera, appearing to catch eye contact with potential audience. It’s only natural for the recipient to feel personally addressed by the captivating stare, this makes them pay more attention to the product and makes them more likely to get involved in the story of the film. This increases sales for the magazine as well as creates more potential audience for the film. When it comes to the mise en scene, the most noticeable element of the piece is the red lipstick used on the model. It fits with the chosen colour scheme, as well as projects all the red connotations I have mentioned before, this time tying them directly to the character on the cover. The cigarette in her mouth is yet another symbol for danger and death, as well as the blackness chosen for her clothing. A mention of a recognizable, publicly known person might be beneficial for the sales as it will attract fans of the mentioned persona rather than only fans of the magazine, expanding the protentional audience of the product The hot topic of the issue, acts as a selling point for the magazine and at the same time promotes the film I have added a barcode in order to make y product more authentic The shadow play I have created while working in the studio is also an important element of the photography used for the final piece. The model was lit from one ide only, making her face as well as the background behind her significantly darker. This creates a mysterious and dark atmosphere. Through the postproduction I have made I softer and more lowkey, mainly through playing with filters and
  • 28. Magazine Front Cover Use this space for your front cover. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working.
  • 29. Double Page Spread Use this space for your double page spread. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working. The finale version of my product- as planned, I have included all the double spread conventions I have learned about throughout my research. The final product features one main picture from the film on the left page. I have decided to make the shot black and white- to resemble an old film just like the previously analysed Cruella photography, additionally I have added on a soft, grainy filter so the page imitates actual paper. Above a character from the film, the title of the film has been added to make it plain what the article is about and where the shot is from. On the right side of the double page spread an article is visible, with a smaller picture featuring two other characters from the production, the entirety of the double page spread follows similar aesthetic and colour scheme as the front cover and film poster A version of my product before deciding on another colour scheme and modifying it to suit it A mock-up representation of my double page spread
  • 30. Film Poster Strong shadow visible on the face of one of the characters was achieved primarily through enhancing the original picture in Postproduction It ties in with the film's thriller/horror genre and makes the character look mysterious- almost evil ( As she is ultimately the villain of the film) . It creates a perfect contrast with the character visible behind her who's face appear softer due to the lack of heavy shadow play. It creates binary opposition between two people, a simple narrative of good vs evil. To help advertise the film, I have featured names of main actors included in the production. This additional information gives credit to the actors, that play in the film as well as advertise the movie since some potential viewers might go to theatres being interested in simply supporting and watching their favorite artist. Second biggest element of the poster, right after characters featured on the photography used in the background is the title of the film. It's written in a bold, easy to read font that's modern in its aesthetic which connotates with the sci-fi genre of the product. The colour of the title is eye-catching and stands for the themes mentioned earlier (blood, danger etc.), it's also the main colour of the colour scheme of the whole project. Included below the title is the name of film's director, it's directly below it as to highlight its significance- directors are often credited as the biggest contribution and creator of any film production. It's also a marketing move, his name is easily visible because of is placement and different colour than any other name mentioned, since many people might want to watch the film solely because of their devotion to this director's art. As to build up the hype and public's interest in the production, posters often include reviews from known names and newspapers respected amongst filmmakers and film recipients. On my product I have added two positive reviews from well-known directors, both rating my film as a five-star production. This would help create a good image in people's heads of my film, before they even see it, basing their feelings purely on an opinion from a trustworthy source. It will also attract new target audience, as fans of Tarantino or Lynch will most likely feel encouraged to see a product rated so highly by their favourite artist.
  • 31. Advertising: Use this space for your advertising. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working. The final product after modifying the placement and quantity of text visible on the poster A version of my product prior the decision to modify the placement and quantity of text A mock-up of what my poster would look like as an actual product
  • 35. Research Existing products Undertale Night In The Woods Long Reach Potentially an inspiration for level design, two floors on a one 2d square where you can move both sides and up/down + Both games are an example of a side scrolling story telling adventure game where you can move primarily from side to side only. In Night In The Woods there is a constellation finding mechanic which I’m planning to include as a mini game in my product 2D, screen side scrolling, jumping over obstacles mechanic Dinosaur Game
  • 36. Researching Existing Products Undertale Undertale is a story-based adventure game where the player controls a human child who falls into ruins and must find their way back to the Surface. On their quest, the player encounters many interesting characters and visits several unique locations. Gameplay wise, Undertale puts a lot of focus on exploring the map and interacting with MPCs and objects scattered across the map. When in a combat mode, the player must go through a minigame where they get the option of fighting the monster of sparing it as the combat goes on. Having this sort of minigame that appears randomly throughout exploring the map adds variety of gameplay styles for the game. There will be players that find them less exciting than just walking and exploring the map, however, there also will be those who look forward to those minigames seeing them as more interesting than the rest of the game. Undertale, in my opinion showcases the importance of giving the player variety of styles of gameplay in order to keep the gameplay relatively fresh and surprising.
  • 37. Researching Existing Products Stardew Valley is a single player, simulation game with elements of roleplay, in which the player moves to a peaceful town and becomes an owner of a farm. The gameplay consists of planting crops, taking care of the animals, fishing, exploring the caves and combating the monsters you encounter. Players are in full control of what aspects of the game they explore, you can focus on developing your farm or get to know town folks and develop your relationship with each one of them. Every day is an opportunity for you to perform tasks you have set for yourself which makes the game very relaxing and flexible to each player's needs. What inspires me about this particular product, is the pixel art style and the fact that Stardew Valley originates as a single-developer creation, made almost completely by one person. There are several minigames available to player throughout the gameplay, and because no task in the game is mandatory, the player is presented with many options of what they want to focus on. From activities like fishing- that on their own are little minigames, to actual in-game games like Journey of the Prairie King which is a shooting simulator featured in the town's saloon, there are various ways of spending your in-game time that entertain different Stardew Valley
  • 38. Research Existing Products An example of a side scrolling, storytelling game in which the player oversees the protagonist of the game. The game, although not 8-bit is a great inspiration for my own product as it follows similar mechanics. With eventual click and drag minigames, Night In The Woods’ gameplay consist primarily of walking around the 2d map and interacting with objects/ characters in order to push the narrative forward. Its main objective is to explore mystery of a small town our character grew up in, engaging dialogues with different characters and fun minigames make the playthrough entertaining. Narrative wise, although Night In the Woods is not a horror at heart, like my product is planned to be, it does have a big mystery and fear elements in it (primarily in the later parts of the playthrough) that influenced my idea. Night In The Woods inspired my original product in many other ways, one of the biggest inspirations was a minigame featured as one of the side quests; via interaction with a telescope the player can look at the stars and search for consolations. While visually its a stunning minigame to play, all it requires is an animated background and a layer imitating a telescope lens (black screen with a circular hole through which we can see the background). I want to use the same idea in order to create a similar section in my game, in which the player explores the moon and eventually spots its nemesis on it. This will trigger a running sequence in which the player must run away from a demon that is chasing them. This is also a minigame that appeared in the reference game. Night In the Woods
  • 39. Researching Existing Products The Long Reach Visually, The Long Reach is the most similar looking game out if all my references, its graphics being entirely pixel art and colour schemes mainly focusing on colder, darker tones. Just like all the games I have explored, The Long Reach is a side scrolling, adventure game in which the player is in control of the main character. The controls consist of walking left and right and occasionally up and down, the player gets a choice between standard walking and running and gets through the game by collecting/ interacting with items which in the game are outlined for the clarity of their interactable nature. The player can also put certain items into their inventory, where they wait to be used by them in later sections of the game. Unlike the rest of the games, I have been analyzing, The Long Reach is the darkest one, rated as game for mature audience as it involves themes of violence, drug usage, as well as elements of gore and strong language.
  • 40. Style Sheet What we see through the telescope inspiration (different colours) What I want my character to appear like Possible creature inspiration The telescope mechanic inspiration Colour scheme: dark, cold tones (primarily blue and purple) During the chance sequence it changes to being red
  • 41. Initial Idea ‘Albedo’ Side scrolling, storytelling adventure horror game following the fate of my film’s protagonist. Unlike the film however, the game includes more paranormal elements, making the gameplay more intense and adapted for the modern gaming audience. Its filled wit tense atmosphere and horror conventions. The sequences list: You start in laboratory -> need to find a pass to the observatory room -> finding a pass (that slightly lights up to be interacted with) in another room -> use the pass on the door -> star exploring minigame -> a demon appears-> escaping the demon
  • 42. Game layouts Side scrolling, 2D game where the player can only move from side to side with exemption of jumping however jumping is limited to a certain amount of pixels imitating gravity. Objects present in the area are part of the background, apart from interactive objects that the plyer can collect. The player moves to another locations by interacting with doors, some will open only if a special pass is used on them. The menu with collected items is a pop-up window above the player that appears when triggering a button. Press A Press D Press W
  • 43. Game Summary A quick summary of the game. Albedo is a side scroller, adventure, horror game where we get to play as Megan, the main character of the film of the same title. The aim of the game is to get out of the laboratory where you have stayed afterhours on one of the quiet evenings. Soon you start to notice strange things happening around you, there is no indication whether the creatures you are seeing are real or just your hallucinations. One thing is certain, you need to get out. Throughout the gameplay, the player will have to figure out their way out of each room, following directions, picking up and using items that are found in certain rooms as well as concur minigames that appear during the game.
  • 44. Game Overview Themes of escaping, hallucinations, elements of gore/ Setting: Laboratory/Space research centre / Genre: Horror, Psychological Thriller, Mystery Show some example images or similar games / movies / books / TV shows with similar themes. The game, in its looks and gameplay is most similar to previously mentioned 'The Long Reach", as well as the Laboratory level in 'Undertale". It features a lot of dark elements, both aesthetic and narrative wise which connotes with films such as 'The Perfection" or "The Invisible Man". The character we control is somewhat disturbed, we never find out if things that are happening to her are real or are just happening in her head. The art style and gameplay mechanics are inspired by other side scrolling story telling games such as "The Long Reach", "Undertale" and "Night In The Woods", the player will be in control of the main character who will explore the map and progress through the game discovering more of the narrative. The end of the game comes with eventually leaving the research centre, but at what cost?
  • 45. Story and Gameplay Story The story will be told through the thoughts of the main character, everything we know will be subjective and tied to the perspective of the character we are in control of. Because of that, we are forced to believe in whatever she thinks to be true- as this is our only narrator throughout the. gameplay. During the story development, we will start to question what we know, starting to realise that game's only narrator is not entirely sane. In the end it will be open for interpretation wheter adventures that the player will go through were real. Core Gameplay A description of the game ‘loop.’ A flowchart is nice: If caught, the player has to repeat the sequence Core Loop Exploration of the Laboratory Eventual encounter of the monster Running minigame Escape the location
  • 46. Levels We will start at the corridor where the player encounters a door, they will have to progress to a different room to find the card that will help them to unlock the new room through opening the door. In the new room, the player will have to interact with a telescope in order to trigger a star- searching minigame, during which the first hallucination of the moon will appear. When minigame ends and player comes back to the normal view, they are then forced to another room, upon entering it an animation is triggered of a moster coming out of the TV. This triggeres a running minigame in which the player must avoid obstacles to escape through the door we were forced to open with a door pass. Later rooms will have more pick up-interact mechanics and minigames, each getting harder as the game progresses.
  • 47. Assets ● Use this space to show the assets that you have made. ● If they are animated, then embed those animations on to your blog. They won’t work if you embed them here. ● Assets could be character designs and animations, environments, power ups, enemies, game over screens. Make as much as you can, to get across how your game will look and play.
  • 48. Assets Another layout representation I have made from already created media from the internet Shadow test with a use of the main character model
  • 50. Magazine Research The research stage of my work was incredibly helpful to me as it gave me a strong idea of what a magazine cover, double-spread and a film cover was meant to look like . Through researching and analysing existing products, I was able to recognise patters such as the use of bold fonts, eye-catching colours and short, but memorable lines. The magazine cover and the film posters had to be attention grabbing, both of those products are usually the first invitation to the product that a potential consumer gets. They need to include popular faces, models that usually look directly into the camera as to catch people's attention on almost personal level. The looks of the double page spread are equally important, I have discovered that one page is usually filled entirely with a graphic related to the article, most of the shots used for the double page spread include a close-up of someone. This type of shot creates an intimate, exclusive feeling. The viewer must feel like they are getting an exclusive information in order to make the magazine worth paying for. The graphic is a massive part of creating that feeling. When exploring real-life products, I have also realised that a clear colour-scheme must be apparent throughout all of the pieces of my project. I needed to decide on a colours I will use, fonts that will fit the conventions of my products, as well as the genre of my film.
  • 51. Research-Video Game When starting the video game section of this unit I felt quite knowledgeable in the field of indie games and their conventions, all because my interests outside of college. Thus at first, I was not confident in how much the research part would help me expand my predisposition and give me additional ideas for my own game. However after exploring the games that I was already familiar with, I have found myself focusing on more technical look of things and realised there is a lot of aspects of game making conventions I’m yet to consider. One of the things that I have realised is including minigames inside of the actual game; From the beginning I knew that my product will be side scrolling game in which the player controls a 2d protagonist and walks side to side across the map in order to collect items and use them to progress through the game. After revisiting games like Undertale and Night In The Woods I have realised that walk and collect mechanic might no be enough for my game to be interesting to the potential player. I decided to take inspiration from the games I researched, adding a space exploring section in which the player gets closer to the image of the moon in a telescope lens and finds it to be a face. This section was a direct reference to a constellation seeking minigame from NITW, yet made into more of a unsettling final product. The running section of the game, in which the player as to escape from a monster chasing them through the laboratory, is also something I came up with after seeing similar minigames featured in the games I have looked at. Although fairly simple, this specific minigame is great for making the player put all of their focus on the game as it requires them to react to an immediate threat. It adds more dynamic to the game, without it the gameplay would be easier to be bored of and possibly too dull to younger players. Overall research stage of my work turned out to be much more valuable than I though and definitely influenced my thinking, setting my project on the right track.
  • 52. Planning Magazine Having already explored real-life products, and being aware of all the conventions I had to follow, I was able to start the planning stage of my production. I was able to plan out the colour scheme of my products, knowing that the film I have come up with is primarily a horror, I decided to go with colour red that stands for blood, danger, passion and murder but also fulfils the attention-grabbing role. The font I have planned to use, was a tribute to the fact that 'Albedo' is a science-fiction film, the font is bold, yet clean and modern looking. It was not only good for the film poster, but for the magazine cover as its incredibly easy to read and eye-catching which is good for increasing the public's interest. For the photoshoot I have planned that what I need is a clean background- as to make my models the main aspect for the viewer to focus on, as well as tame clothing for my models to wear. I needed colour red to be the dominant colour as to stay consistent with the colour scheme. One of my models will be wearing white and have bright hair, the other will be wearing black and have darker hair- all to create easily recognisable binary opposition that communicates themes of conflict.
  • 53. Planning Video Game Having collected various ideas and information about designing games, I started my planning with a clear objective. I wanted to transform the initial vision for my product into more of a clear concept, add visual representation of what I wanted to make. After exploring several games during my research, I started planning on the level design and character design, eventually setting my mind on a laboratory as my main location. I wanted to have a big space to play the role of an escape-room for the player to leave as the main objective for the gameplay. I was figuring out what mechanics I saw in other games that I've explored I could use in my own game. I knew that inspiring myself with real-life products will benefit my project as all the games I have investigated were successful amongst players. The genre of my game had to fit my film's genre, I wanted the game to work as a fun expansion of the narrative for the fans of the film to enjoy after watching the movie. I found the planning stage to be the most helpful in later production, having everything planned made it incredibly easy to create a desirable finished product.
  • 54. Time Management Magazine Having everything planned, I was able to set a specific date for the photoshoot. I have managed to wrap the photoshoot in an hour, everything went as planned as the model arrived on time and was very good to work with when in studio. Gladly, my time management in the creation of this project was spotless as I felt confident in my ability of using the Photoshop software, I was able to create my magazine cover, the movie poster and the double page spread quickly as almost all of the picture I was editing came from this one- hour session in the studio. The process of editing did not take long, it took me approximately one college day to finish each of the products. The only picture that I included, that was not taken in the studio was the one-page-big photography I have taken afterhours during one of the days I was out of the campus. It was taken spontaneously but ended up being a great fit for my project which meant I was able to use it without making plans for another photoshoot and wasting time. I was very happy with how everything went smoothly and with no unpleasant broblems.
  • 55. Time Management Video Game I was a little worried when trying to plan out the timetable for this part of the project. I knew that I can't allow myself to leave the production for the last minute, like I did with the creation of the magazine cover, double page spread and the film poster, purely because of my lack of experience in creating animations. Unlike using Photoshop to make photo edits, using it to animate would take some time to practice and learn as I go. I was also unsure if there will be enough time for me to fulfil my vision for the game and include all planned levels and sequences. I have planned to give myself more time and focus on getting my skills up for the challenge, however I have quickly became familiar with the process of animating and as a result have managed to create most of the planned locations and animated sequences. The only sequence that I had to rush with was the running bit, because the time was running out, I did not manage to feature any obstacles for my character to avoid. Apart from that, I'm rather happy with how my time management went.
  • 56. Technical Qualities Magazine When creating the magazine products I found myself trying to improve my photography and editorial skills to the best of my abilities. I was passionate for this project to be as impressive as I could make it, when it comes to the technical side of things. During the photoshoot, I was very careful to create meaning through as much as I could, I have put a lot of thought into the lighting I have set up for my photos. previously mentioned clothing and red lipstick that was the same colour as the later used font. I'm particularly happy about the shadows visible on the models face on the film poster, They were achieved partially through placing my model closer to the studio lamp, on a specific angle. However, what really made the shadow pop was the editing I have done in postproduction. I have worked the longest on making this shadow very visible, through enhancing shadows and contrast in setting as well as using the stamp tool to manipulate the shadow placement. I have also managed to play around with the placement of the text on all of the products, often putting it behind the model to create a three dimensional illusion, and add a grain filter to them in order to create a paper-like texture to look like it's a real-life magazine.
  • 57. Technical Qualities Video Game From a technical point of view, my product is fairly simple, yet, for what it's worth, I think it does not look like it. The animation is not too complicated- that being a result of lack of time, I believe that if given an extended deadline I would be able to put more effort into making the animation smoother. That being said, I strongly believe that my final products looks impressive in it's design. Through featuring multiple sequences from the game, most of them with different animations and backgrounds, the game looks like a believable trailer for an existing game. My aim was to add as much of extra elements I could, different locations, different gameplay styles. All this to make the simple animation more exciting and as spectacular as I could. In its mechanics my game ended up most like the researched earlier 'The Long Reach', both games progress in the same way and both of them are side scrollers in which the player controls one character. Both product also feature a collect, store, use mechanic, where items you encounter and collect will be helpful to you when trying to progress to another level. I honestly like the way my final game turned out equally as I acknowledge that it's not flawless (no matter whether this feeling is a result of a realistic expects or simply my ambitions for this unit).
  • 58. Aesthetic Qualities Magazine The final look of my work is in my opinion an accurate mirroring of what a real-life product would look like. Inspired by the researched of existing products, I was able to produce a film poster, magazine cover a double page spread that would be believable to be actual pieces of media. Just like the previously researched and analysed 'Cruella' cover, Mine features a female protagonist starring straight into the camera, the double page spread is similar to the black and white version picture from the same magazine. What I personally think was a good job on my part, was keeping all of the made pieces consistent, they all look like pieces of the same puzzle since the same colour scheme is apparent on all of them, as well as the editing techniques used that give them a similar look. They all feature the same shade of red, as well as the same font used for the title and same grain effect. I was also very pleased with the little lifeline I have added on the front cover of the magazine. In my mind, it acted like a nice way of conveying the thriller nature of the film in something as simple as the cinema room title, it not only gets the message across but also looks good and shapes the cover.
  • 59. Aesthetic Qualities Video Game I believe that the biggest quality of my final product is how it looked like, this being a result of hard work I have put into designing the main character, as well as backgrounds and objects that surround her. I was very excited to work on a more artistic related aspect of this unit, pixel art happened to be something I understood and enjoyed creating, making the overall production process very pleasant. When comparing my product to existing ones, I cannot resist but continue to mention 'The Long Reach' which really did inspire my product the most out of all of the researched games. Both games are aesthetically dark, both use rather cool tones for their backgrounds and characters. The only small difference I have noticed that makes the colours of my game different from 'The Long Reach' is the level of saturation. I was intentionally trying to stay away from bright, intense colours and use more toned ones in order to make my product look and feel a little old and 'dusty'. I believe that this adds on to the horror aspect of the product. Overall I am the proudest of how my game looks like, I have put an insane amount of details into designing my main character, as well as her surrounding. From shading the objects and adding an illusion of light coming from the lamps in the background, to animating the title of the game so it looks like its covered in blood.
  • 60. Aural Qualities Video Games The audio part of my project is what I consider to be possibly the weakest element of my production. I had very little experience with using BeepBox and next to little experience with creating music in general. My lack of musical knowledge made it difficult for me to successfully create a musical piece that would satisfy me as a consumer, however at the end I have managed to create a decent soundtrack for my videogame trailer. What I believe to be the strongest thing about the musical piece I made, is the tone it adds to the overall product. It's heavy and somewhat unpleasant, which considering the horror nature of the game works well in conveying the atmosphere I wished to convey. I think that if given a bit more time to practice and expand my experience with using BeepBox, I could develop my skills and create a better piece, but I'm fairly happy with how it turned out at the end.
  • 61. Audience Appeal All of my products created during this unit are attract similar type of audience. Starting of with the film poster, it is fair to say that it represents the nature of the film quite well. Although not scary at the first glance, the poster does include horror esque images like the positioning of the characters, heavy shadow on the face of one of them, the fact they are both starring into the camera (yet not in a inviting, but rather spooky way). This clarity of the genre is already a good audience grab, people who enjoy thriller/horror films might be interested after looking at the poster. It also features two young women who generally have more audience appeal than men. The magazine cover uses a similar way of appealing to a potential consumer, it features a woman starring at the camera, however this time in more attractive way. This primarily man focused appeal is what might generate a lot of interest in the product, because it's a magazine cover, it encourages to read the whole product or at least the double page spread. The double page spread is what gives the reader an in-depth information about the production, as well as features two additional photos from the film. People interested in the film itself will see it as an attractive bonus to their viewing experience. Finally, the game created based on the film is what targets slightly different, smaller demographic. I would imagine that younger people interested in both cinema and video games would cherish this product for how intertextual it is. And because the game is kept in the same horror spirit as the film, it works perfectly as a side product to the main production.
  • 62. Overall strengths and weaknesses of the final package. Overall, I think that this unit is one I'm most proud of. The first bit of the unit was something I was already very familiar with; photo capturing and editing is what I have been doing for couple years by now and knew well how to achieve a desired result in shorter time. I really like the way my photo edits turned out, all of them have a recognisable style which I achieved by synchronising the edits between the pictures. I'm incredibly pleased with that part of this unit, if I had to think about any weaknesses of this part of my work, it most likely would be the double page spread, specifically the image featured on the left. If given more time, I would try to make the image in colour, modifying colours visible on it so they fit the colour scheme. The video game section of this unit is what I had slightly more issues with. My lack of previous experience with both animating and music creation made the production process longer and trickier (in the music bit more than in the animation). The biggest strength of my game was its art style and number of visual details, it's something I have put a lot work into, and I want to believe it's apparent for the viewer. What I find the to be a weakness of the project was music and its dullness, however that would be easily fixable with some extra time and practice.

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. 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 watch it?
  2. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. 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 watch it?
  3. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. 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 watch it?
  4. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. 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 watch it?
  5. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.
  6. What were the strengths of your research? How did your research help your product? What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product? Think about existing products as well as practical experiments
  7. What were the strengths of your planning? How did your planning help your product? What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  8. What were the strengths of your planning? How did your planning help your product? What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  9. Did you manage your time well? Did you complete your project on time or would your products have improved with additional time? What would you have done if you had more time to produce your work?
  10. Did you manage your time well? Did you complete your project on time or would your products have improved with additional time? What would you have done if you had more time to produce your work?
  11. Compare your work to similar existing products and discuss the similarities and differences Is your work technically detailed/complicated enough? What effects and production techniques have you used? How technically proficient is your animation? How did you create your effects? How did you record your audio? Did you use any foley methods?
  12. Compare your work to similar existing products and discuss the similarities and differences Is your work technically detailed/complicated enough? What effects and production techniques have you used? How technically proficient is your animation? How did you create your effects? How did you record your audio? Did you use any foley methods?
  13. Compare your work to similar existing products and discuss the similarities and differences. Consider your game art, your magazine cover and advertising. Is your aesthetically pleasing enough? What effects and techniques have you used? Does your project have a consistent aesthetic style? If not, how can it be improved?
  14. Compare your work to similar existing products and discuss the similarities and differences. Consider your game art, your magazine cover and advertising. Is your aesthetically pleasing enough? What effects and techniques have you used? Does your project have a consistent aesthetic style? If not, how can it be improved?
  15. Does your work sound good? Was it creative? What aspects of your audio do you like? What would you improve? How would you improve it? Discuss the strengths and weaknesses
  16. How have you appealed to your target audience? What specific bits of content would appeal to your target audience.