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FMP research -animation
video game
NINTENDO
Background into Nintendo
Nintendo
• I have chosen to look at the popular video game company ‘NINTENDO’ as they are a quite well known video game
company and there main consoles (Nintendo WII, Ds ext) are the sort of games consoles of which you would most likely
see my game to be played on. This is the case because the majority of the most popular games created for their
consoles are more to be seen as animation games such as Super Mario/Minecraft. This is important for me and my
plans for my production as I am actually hoping on creating an animation game for my FMP so I thought it would be
best to look at a company that is more well known for the games that are played on their consoles/games they
produce. Not only this but the company's target audience for their consoles and games are actually the same sort of
audience of which I hope to aim my production video game around. In this PowerPoint I will be looking at the general
background of Nintendo/ their target audience basis and how its similar to mine and the consoles of the company.
Along with this I will also be carrying out some research of my own regarding my production i.e. primary and secondary
audience, already existing products and existing practitioners of the industry and a look into there work ext. With this
research I aim to have a better idea of what I am planning on making and even hope to learn a few new techniques of
which I could apply to my production work.
BACKGROUND
• History of Nintendo Worldwide 1991 – present
• 1992- The Super Nintendo Entertainment System (Super Famicom) was launched in Europe in June. The console went on to sell
more than 46 million units worldwide. Japan saw the release of the Super NES Super Scope and Mario Paint with the Super NES
Mouse Accessory. The long-awaited Zelda sequel, The Legend of Zelda: A Link to the Past, also arrived for the Super NES.
• 1993- The Super FX Chip was announced: a breakthrough technology for home video systems. The first game using the Super FX
Chip, Star Wing, was released in April. Nintendo of the Netherlands was established and Nintendo products, which had previously
been distributed and managed by Bandai in the Netherlands, were handed over. Other subsidiaries were also established in France,
UK, Spain, Belgium and Australia.
• 1994- The Super Game Boy accessory was released, expanding the library of games that could now be played on the Super NES.
Nintendo helped pioneer the development and implementation of an industry-wide rating system in the United States. This year
also saw the introduction of a game that would set a new standard in video game excellence - using proprietary Advanced
Computer Modeling (ACM) graphics, Donkey Kong Country took the US holiday season by storm. The Nintendo Gateway was
launched, putting Super Nintendo units and a selection of SNES games into commercial planes for the enjoyment of passengers.
• 1995- Thanks to the success of Donkey Kong Country, ACM graphics were introduced to the Game Boy system by way of Donkey
Kong Land. Along with this boost to the Game Boy system line, Nintendo also introduced the Play It Loud! series of Game Boy
systems with colour casings. ACM graphics made another appearance on the Super NES with the release of the arcade smash-hit,
Killer Instinct. In Japan, Nintendo began selling the Satella-View adapter for Super Famicom, enabling the system to receive digital
data from a broadcast satellite. At the same time, Nintendo introduced a 32-bit Virtual Immersion system known as the Virtual
Boy. Along with this during this year (1995) Nintendo produced its one billionth game cartridge.
• 1996- Nintendo 64 launched in Japan on 23 June. Thousands lined up to be the first to experience the world's
first 64-bit home videogame system. More than 500,000 systems were sold on the first day. Another system
launch occurred in early September when Nintendo introduced the Game Boy Pocket, a sleeker, 30-percent-
smaller version of the world's most popular handheld. Super Mario 64 was proclaimed by many as "the greatest
video game of all time." Meanwhile, the Super NES saw the release of the third game in the continuing Donkey
Kong series, Donkey Kong Country 3: Dixie Kong's Double Trouble. Pokémon, a new gaming phenomenon on the
Game Boy, was released in Japan on 26 February.
• 1997- In March, Nintendo 64 launched in Europe and sold 2.3 million in the first year. Nintendo introduced the
Rumble Pak, which enabled players to feel the realistic vibrations contained in the game.
• 1998- Nintendo introduced Game Boy Colour and the innovative devices Game Boy Camera and Printer, bringing
new life to the longest-running hit in the history of interactive entertainment. Game Boy Colour systems were
cased in two brand-new colours: purple and clear purple. The highly anticipated The Legend of Zelda: Ocarina of
Time for Nintendo 64 was released, setting new standards and breaking pre-order records for any videogame to
date.
• 1999- Nintendo released Pokémon throughout Europe on 8 October. Nintendo expanded the library of high-
quality software with innovative titles such as Pokémon Snap and Pokémon Pinball, the latter including a built-in
rumble feature. Hits such as Mario Golf, Donkey Kong 64 and Perfect Dark were launched. Also, during the
summer, the range of Game Boy Colour coloured casings expanded with red, green, yellow and blue added to the
collection. Nintendo first announced plans for a new system utilising an IBM Gekko Processor and Matsushita's
Unique DVD Technology.
• 2000- The Nintendo Game Boy became the most popular selling console ever as sales surpassed 100 million.
Meanwhile, the Pokémon franchise continued to be a worldwide phenomenon, and Nintendo celebrated its
success with a limited edition release of Pikachu Nintendo 64. The N64 expanded its library of classics with hits
such as The Legend of Zelda: Majora's Mask, Ridge Racer 64 and Mario Tennis. The Nintendo of the Netherlands
office became responsible for both Belgium and the Netherlands market and changed its name to Nintendo
Benelux. Meanwhile, the headquarters of Nintendo Co.Ltd were relocated to Minami-ward of Kyoto, Japan.
• 2001- Nintendo UK was established in January, and a new office opened in Slough, Berkshire, UK. Pokémon Gold
and Silver for Game Boy Colour were simultaneously and successfully launched in Europe on 6 April, 2001. Over
its launch weekend, one million units of Pokémon Gold and Silver were sold, making it the fastest selling game
ever in Europe. Game Boy Advance launched on 21st March in Japan, 11 June in US and 22 June across Europe. It
set the mark as the fastest selling console ever with 500,000 units being sold within the first week in Europe.
Game Boy Advance launch successes included first-party favourites such as Super Mario Advance and F-Zero:
Maximum Velocity.
• Nintendo GameCube was launched on 14th September, 2001 in Japan and 18 November, 2001 in America. In all,
2.7 million units were shipped by December, of which 95% sold through. The sales success of Luigi's Mansion and
Super Smash Bros. Melee marked both popular games as flagship titles for the console. Game Boy Advance e-
Reader hardware launched in Japan on 1st December and brought a new meaning to portable gameplay. Different
game information stored on e-Reader cards could be swiped through the e-Reader and transferred onto the Game
Boy Advance.
• 2002- Nintendo Italia was established on 2nd January and opened an office in Milan. Game Boy Advance - now
available in new Black and Platinum editions - smashed the 5 million hardware units barrier across Europe.
Pokémon mini, the world's smallest console, was launched on 15th March across Europe with four titles, including
Pokémon mini Party and Pokémon mini Pinball.
• 2003- In March, the Game Boy Advance SP was released, building on the massive success of the Game Boy Advance by adding
a smart clam-shell design. The new system was an instant success. March also saw the release of the stunning Metroid Prime,
hailed by fans and critics as one of the best games for Nintendo GameCube. In May, to celebrate the first birthday of Nintendo
GameCube, the eagerly awaited ‘The Legend of Zelda: The Wind Waker’ arrived, bringing one of Nintendo's flagship characters
to the system in striking, cel-shaded style. In June, the release of the Game Boy Player for Nintendo GameCube meant that
gamers could experience Game Boy and Game Boy Advance titles on their television sets. With the release of Pokémon Ruby
and Sapphire in July, the Pokémon phenomenon erupted for the first time on Game Boy Advance.
• 2004- January saw the worldwide announcement of Nintendo's ‘mystery system’: the Nintendo DS, a dual-screened handheld
with Touch Screen technology. In the autumn, Pokémon FireRed and LeafGreen are launched for Game Boy Advance, continuing
the success of the Pokémon phenomenon.
• 2004 also saw the arrival of many different special editions of the ‘Game Boy Advance: Tribal Edition (June), Classic NES Edition
(July), Limited Pink Edition (October), Zelda Limited Edition (November) and Mario Limited Edition (November) ‘. These where
all released across Europe.
• Toward the end of the year, the Nintendo DS was released in the US and Japan to immediate success. The new dual-screened
system also featured wireless multiplayer, Touch Screen technology and backward compatibility with Game Boy Advance titles.
• 2005- On 11th March, the Nintendo DS was launched in Europe to immediate success. By June the system had sold a million
units throughout Europe.
• Meanwhile, Nintendo introduced the Game Boy Micro. Measuring just 4 inches wide by 2 inches tall, the ultra-stylish Game Boy
Micro featured a backlit screen.
• 2006- In 2006, Nintendo DS rose to the top of the gaming world as the most popular portable console, thanks to games suitable
for everyone. Players all over Europe made Animal Crossing: Wild World, New Super Mario Bros and Metroid Prime Hunters
best-sellers. Nintendogs ushered in the Touch! Generations brand of games, a range of titles that let people play like never
before. Dr Kawashima's Brain Training - the top Touch! Generations title became a huge hit even among people who never
played it before. Nintendo DS renewed its look in June with the Nintendo DS Lite, which features brighter screens along with its
slim design.
• The year ended with the launch of Wii. The new home console with its innovative control system found an audience with both
Nintendo fans and those who don't traditionally play videogames. The console's success is bolstered by titles such as Wii Sports
and the newest episode in the Zelda series, The Legend of Zelda: Twilight Princess. Prior to the launch of Wii, Nintendo
President Satoru Iwata conducted a series of internal interviews with Nintendo staff as well as external developers providing an
in-depth look behind the scenes of the company and the process of bringing new hardware and software to market. The “Iwata
Asks” series of interviews would be continued in years to come, often candidly revealing information about the inner workings
of the company, both past and present.
• 2007- Nintendo is a multinational consumer electronics and video games company, headquartered in kyoto.
Nintendo is one of the worlds largest video games companies by market capitalization, creating some of the best
known and top selling video game franchises such as Mario, The legend of Zelda and the Pokémon. Founded on 23rd
September 1889 by Fusajiro Yamauchi, it originally produced hanafuda playing cards. By 1963 by the company had
tried several small niche businesses such as cab services and love hotels. Abandoning a venture in favor of toys in
1960s, Nintendo developed a video game company in the 1970s, ultimately becoming one of the most influential in
the industry and Japans third most valuable company with a market value of over $87 billion by 2007.
• 2008-Building on the growing number of people discovering videogames for the first time through Wii and
Nintendo DS whilst continuing to cater to long-time Nintendo fans, 2008 saw the release of more software that
quickly scored a direct hit with public affections. In April, Wii Fit and the Wii Balance Board took Europe by storm,
inviting whole families to have fun at home whilst becoming more aware of their personal fitness levels. Later in
the year, the launch of Mario Kart Wii and the Wii Wheel accessory brought players of all ages and experience
levels together for classic Mario Kart action that was straightforward for beginners and engrossing for experts.
Continuing the trend on Nintendo DS, Professor Kageyama’s Maths Training and ‘Cooking Guide: Can’t decide what
to eat?’ expanded on the traditional uses for games systems by turning calculation into a fun diversion and offering
users a helping hand in the kitchen, while the arrival of Professor Layton and the Curious Village had players young
and old scratching their heads for solutions to problematic puzzles. The month of May saw the launch of WiiWare,
a game download service that offered Wii owners access to a host of affordable and varied new titles that could be
purchased from the comfort of their sofas via the Wii Shop Channel. Another new service, the Nintendo Channel,
was also launched on Wii, providing users with access to info, news and interviews relating to upcoming titles.
• 2008- In June Nintendo of Europe’s website welcomed another country with the inclusion of South Africa.
Towards the end of the year two more high-profile titles were released for Wii. Shigeru Miyamoto’s entry into
the music game genre, Wii Music, allowed families to get together and freely experiment simulating the playing
of a wide variety of music instruments. Closing the year was ‘Animal Crossing: Let’s Go to the City’ which
supported the Wii Speak accessory, connecting living rooms across an Internet connection, allowing players to
talk to each other as they visited each other’s towns in the game.
• 2009- In March 2009 Nintendo Iberica S.A. opened a branch office in Lisbon to provide marketing and
commercial services of Nintendo products in Portugal. During the same month Nintendo also announced it had
shipped its 100 millionth Nintendo DS system worldwide. A month later the Nintendo DS range grew with the
arrival of Nintendo DSi in Europe. The new handheld system included new camera and sound features that took
the experience of using DS to the next level and made it an indispensable asset for those who picked one up.
Another major new feature was the introduction of Nintendo DSiWare, allowing players to download an ever-
growing range of games and applications to give their handheld an even more personal touch. Notable releases
that gave players a platform to let their creative juices flow were Mario vs. Donkey Kong: Minis March. Again
that allowed players to create and share their own levels, while the free Flipnote Studio paved the way for an
entire community of budding animators to share their handmade flipnotes with the world.
• 2009 also saw the release of the eagerly awaited Pokémon Platinum Version as well as Professor Layton and
Pandora’s Box, while the active play phenomenon was extended to Nintendo DS with the release of ‘Walk With
Me: Do You Know Your Walking Routine?’ which included two Activity Meters allowing players to keep track of
their walking routines in a playful way. In the Summer things really heated up with the launch of Wii Sports
Resort, accompanied by the Wii Motion Plus accessory for greatly improved motion controls. Set on the sunny
Wuhu Island resort players could experience activities ranging from swordplay to archery in an unprecedented
way thanks to Wii Motion Plus. Later in the year the game also became part of a limited edition Wii Sports
Resort Pak featuring an all-black version of the Wii hardware.
• 2009- Wii Fit returned in a new shape, with Wii Fit Plus offering users more ways to monitor their fitness. The addition of a
Calorie Check tool and the option of customising workouts around a player’s own personal needs ensured it was even more
convenient for everyone to find their feet with the hit fitness software. November saw the eagerly awaited launch of New
Super Mario Bros. Wii, which offered the first four-player experience in a Mario adventure, letting experienced players help
newcomers along as they stormed Bowser’s castle together and catering for the continued expansion of the gaming audience
as well as long-time Mario fans. It was also the first game to introduce the Super Guide feature which allowed players
struggling with a particular level to let Luigi finish the level for them, thus preventing them from getting stuck before seeing
the end of the game.
• 2010- In January Nintendo announced it would be distributing Monster Hunter Tri for Wii in Europe, as part of an ongoing
effort of providing strong third party support for quality titles. With free online play and full Wii Speak support the Japanese
gaming phenomenon made its first entry on a Nintendo system.
• February saw the launch of a limited edition Pink Nintendo DSi bundle including Nintendo presents: Style Boutique, the 2009
game that lets players experience the ins and outs of running their own fashion emporium. The Nintendo DS range of
handheld systems grew even larger in size in March when Nintendo DSi XL went on sale in Europe. Including all the features
of the original Nintendo DSi, the Nintendo DSi XL boasted larger screens, a wider viewing angle making it suitable for playing
games together, as well as a larger, more comfortable stylus and pre-installed Nintendo DSiWare games and applications.
‘Pokémon Heart Gold Version’ and ‘Pokémon Soul Silver Version’ joined the system on shop shelves in the same month,
while more bite-sized fun came in April with the release of WarioWare: Do It Yourself for the Nintendo DS family of systems.
• The celebrations culminated in the release of ‘Super Mario All-Stars 25th Anniversary Edition’ on Wii in December. Mario was
joined on shop shelves by his old adversary with the release of ‘Donkey Kong Country Returns’ on Wii.
• 2011- Early 2011 saw the release of Nintendo 3DS, which allows users to see stereoscopic 3D visuals without the need for
special glasses. The system launched with a varied software line-up, including Nintendo-developed games Pilot wings Resort
and Nintendo dogs + cats, and its catalogue expanded in May with Steel Diver and Dead or Alive Dimensions, distributed and
marketed in Europe by Nintendo. Meanwhile, Wii owners were not left in the cold with the releases of Mario Sports Mix and
Kirby’s Epic Yarn in February. Nintendo commemorated 25 years of The Legend of Zelda in 2011, with a range of activities
throughout the year. In September, Nintendo made The Legend of Zelda: Four Swords Anniversary Edition on DSiWare
available for free for a limited time, and later in the year London played host to a special one-off concert, The Legend of Zelda
25th Anniversary Symphony Concert Tour. The anniversary celebrations culminated with the November launch of The Legend
of Zelda: Skyward Sword for Wii, alongside a special limited edition gold-coloured Wii Remote Plus.
• 2012- 2012 was a landmark year for Nintendo, seeing the launch of a new home console, Wii U, and also a new handheld
system, Nintendo 3DS XL. The Last Story, an epic RPG from the creator of Final Fantasy, launched on Wii in February. The first
European Nintendo Direct was also broadcast, connecting Nintendo with its fans to deliver news directly. In March, Mario
Party 9 and PokéPark 2: Wonders Beyond entertained Wii owners, while Pit burst back into the limelight on Nintendo 3DS in
Kid Icarus: Uprising, the first title in the Kid Icarus series in over 20 years.
• 2013- It was another year of innovative software in 2013 as Nintendo established strong software line-ups across both
Nintendo 3DS and Wii U. In March, Luigi’s Mansion 2, a sequel to the original Nintendo GameCube launch title, was launched
for Nintendo 3DS as part of The Year of Luigi, celebrating 30 years of Mario’s younger brother. Nintendo also worked with TT
Games to release two exclusive LEGO titles: LEGO® CITY Undercover on Wii U, and prequel LEGO® CITY Undercover: The Chase
Begins on Nintendo 3DS. In April, strategy came to Nintendo 3DS in the form of Fire Emblem: Awakening, and the portable
console also received a double dose of Donkey Kong in May as Donkey Kong Country Returns 3D launched alongside Nintendo
eShop title Mario and Donkey Kong: Minis on the Move.
• 2014- Nintendo continued to provide unique experiences to players around the world in 2014, launching engaging software
throughout the year to cater for players of all tastes and skill levels. Mario Party: Island Tour’s January launch put a portable party in
the hands of Nintendo 3DS players, while February showcased the breadth of Nintendo’s software offerings, with titles like Steel Diver:
Sub Wars, Inazuma Eleven 3: Team Ogre Attacks! and the return of a gaming icon in Donkey Kong Country: Tropical Freeze.
• More of Nintendo’s big names continued to come out in force, with Yoshi’s New Island, Professor Layton vs. Phoenix Wright: Ace
Attorney, Mario Golf: World Tour, Kirby: Triple Deluxe and Kid Icarus: Uprising all releasing in the first half of the year. May saw the
highly anticipated release of Mario Kart 8 on Wii U. The first high-definition entry in the popular kart racing series launched to and sold
over 1.2 million copies worldwide in its first weekend. The release of Pull-box World offered up hundreds of brainteasers for Wii U fans
over the summer, while Nintendo 3DS players explored their social, create strong review scores, I've and artistic sides with titles like
Tomodachi Life, Chibi-Robo! Let’s Go, Photo! and Pokémon Art Academy.
• 2015- In 2015, Nintendo continued to surprise and delight fans with a strong software line-up that leveraged innovative takes on well-
known franchises. Nintendo’s most iconic game series was the centre of attention throughout the year as the original Super Mario
Bros. marked its 30th anniversary. As part of the celebrations, Nintendo launched the Let’s Super Mario campaign, encouraging fans to
create and submit videos showing their love of Mario. For the first time ever, Toad starred in his own adventure when Captain Toad:
Treasure Tracker launched on Wii U in January, while February saw the arrival of two new additions to the Nintendo 3DS family of
systems: New Nintendo 3DS and New Nintendo 3DS XL, each introducing a number of enhancements. These handhelds were
accompanied by the launch of Monster Hunter 4 Ultimate and The Legend of Zelda: Majora’s Mask 3D – a full remaster of the fan-
favourite Nintendo 64 game. Mario Party 10 arrived on Wii U in March, bringing with it the first wave of amiibo figures in the Super
Mario Collection, and Xenoblade Chronicles 3D put a sprawling RPG adventure in players’ pockets in April, thanks to the enhanced
processing power of New Nintendo 3DS and New Nintendo 3DS XL.
Nintendo consoles(and when released)
• Virtual boy (1995)
• Game boy colour (1998)
• Nintendo Wii U (2012)
• Nintendo 64 (1996)
• Game Boy Advance (2001)
• Nintendo GameCube (2001)
• Nintendo Wii (2006)
• Nintendo 3DS (2011)
• Nintendo DS (2004)
• Nintendo switch (2017)
• Game Boy (1989)
• Nintendo Entertainment System (first released in Japan, 1983. released in US,1985)
• Super Nintendo Entertainment System (1990)
Mario
Mario games(when released)
• Super Mario Bros. (1985) . New Super Mario Bros. U (2012)
• Super Mario Bros. 2 (1988) . Super Mario 3D world (2013)
• Super Mario Bros. 3 (1988) . Super Mario Maker (2015)
• Super Mario Land (1989) . Super Mario Run (2016)
• Super Mario World (1990)
• Super Mario Land 2 (1992)
• Super Mario World 2: Yoshi's island (1995)
• Super Mario 64 (1996)
• Super Mario Sunshine (2002)
• New Super Mario Bros. (2006)
• Super Mario Galaxy (2006)
• New Super Mario Bros. Wii (2009)
• Super Mario Galaxy 2 (2010)
• Super Mario 3D land (2011)
• New Super Mario Bros 2. (2012)
Brief background of Mario game.(and why I want to aim my
production around it)
• Mario is a very popular game series that is more preferably played on the now-dieing out console ‘Nintendo Wii’ or in
some other peoples cases ‘DS/3DS’. The game was first released way back in 1995 with the first game of the installment
‘Super Mario Bros.’ the ‘super Mario.’ games for the most of the people around the world are seen to be the more
popular ones out of the ‘Mario’ franchise, this Is more seen to be the case due to the fact of how intractable this game
Is. I mean with all the objects to avoid/items to collect on the way there isn’t really much that this game doesn't’t do
and don’t get me started about the changes in scenery as you progress from different stages/levels, it just is something
else(or was up-until a few years ago). Besides the adventure style games Mario have also featured in the popular racing
game ‘Mario kart racing’ which saw to be featured more on the gaming platform of ‘Nintendo Wii’. Although the games
of which I have just briefly mentioned are games of which where released quite a while ago, but despite this there has
still been multiple newer versions of the game that have been released, which I thought to be good as its like they keep
things original but they up-date the graphics to keep things up-to date with technology and don’t change things that
much but by only adding in slight new features/missons that aren't that obvious to notice but will still keep the players
interested. When it comes to creating my own video game for my FMP production I am actually hoping on aiming it to
be like the “Super Mario Bros.’ game. Know I aren't saying that I am going to copy It animation from animation, no, I am
only hoping on working along side this already existing game and taking some inspiration from this that I will hopefully
be able to add to my work. The only idea that I see myself taking from this game is the idea of the platform levels that
feature in the ‘Super Mario Bros.’ game. There is other small features from the already existing game of which I would
like to look at taking into my game i.e. Power-ups but these are something of which I will look at more along the line.
Mario.-target audience.(how and why is it similar to my target audience)
• Mario is a game that is played widely by people across the world and is played on a variety of different Nintendo platforms
across the world also. There is many Mario based games that have been released over the years, making it a very popular
game around the world, so much that it would take a long time to look at the target audience for all the games so to make it
easier I am going to look at the target audience for all the Mario. based games on a whole. I myself when I was younger used
to play Mario based games quite a lot but that was quite a few years ago, so as you can guess I would be very unlikely to play
it now unless I was looking for some sort of throwback. In my opinion this game is a game of which can be seen to be
appealing to all genders because as I said these type of ‘Mario’ video games are based for a younger audience and at these
points in your life I don’t actually think there is anything that will distinguish the game to being more appealing to a certain
gender. The age range in talk for this is more looking towards mid-way childhood years looking at 8-11year olds. I would say
more this age because this is the age of which I started to play games like this but more playing them on a Nintendo console
so I was always looking more at playing the ‘Mario’ style games. Some people might say that this age range is too far along in
childhood to be playing games like ‘Mario’ but that is where they would be wrong because I in fact did not start playing
video games such as ‘Nintendo’ up-until this point and the first few games I played were in fact ‘Mario’ based. When it
comes to looking at the social status of the people of whom play/have played the game, I am more in favouring of saying
that there isn’t a specific social audience and it more aims towards all people as long as they are at least able to have the
means to access/own a console such as a ‘Nintendo/DS’. On a whole this is a very good game that has manage to attract a
wide variety of people over the years and probably continues to do so to this day. I feel that the target audience for this
popular game ‘Mario’ is actually quite similar to the target audience of which I hope to aim my video game production
around, this is more down to the idea that I am planning on creating my game using similar visuals in the hope that it could
be seen as game that would appeal more towards the younger audience that take an interest in/enjoy to play one/more of
the many ‘Mario.’ games, this would help make a statement with my game as it would/will hopefully attract to a wide
audience, again much like the ‘Mario.’ franchise.
Minecraft
Brief background of Minecraft
• Minecraft is a sandbox video game created by Swedish game developer Markus Persson and released by Mojang in 2011. The game
allows players to build with a variety of different blocks in a 3D procedurally generated world, requiring creativity from players. Other
activities in the game include exploration, resource gathering, crafting, and combat. Multiple gameplay modes are available. These
include survival mode in which the player must acquire resources to build the world and maintain health, creative mode where players
have unlimited resources to build with and the ability to fly, adventure mode where players can play custom maps created by other
players with certain restrictions, and spectator mode where players can freely move throughout a world without being affected by
gravity and collisions, or without being allowed to destroy or build anything. There is also hardcore mode, which is similar to survival
mode but the player is given only one life, and the game difficulty is locked on hard. If the player dies on hardcore, the player does not
respawn, and the world is locked to spectator mode. The Java Edition of the game allows players to create mods with new gameplay
mechanics, items, textures and assets. This popular game can run on many different operating systems such as Microsoft, MacIOS and
Linux. Minecraft Classic is an older version of Minecraft that was first available online and can currently be played through the
launcher. Unlike newer versions of Minecraft, the classic version is free to play, though it is no longer updated. It functions much the
same as creative mode, allowing players to build and destroy any and all parts of the world either alone or in a multiplayer server.
There are no computer creatures in this mode, and environmental hazards such as lava do not damage players. Some blocks function
differently since their behaviour was later changed during development. An Xbox 360 version of the game, developed by 4J Studios,
was released on 9th May 2012. On 22nd March 2012, it was announced that Minecraft would be the flagship game in a new Xbox Live
promotion called Arcade NEXT. The game differs from the home computer versions in a number of ways, including a newly designed
crafting system, the control interface, in-game tutorials, split-screen multiplayer, and the ability to play with friends via Xbox Live. The
worlds in the Xbox 360 version are also not "infinite", and are essentially barricaded by invisible walls. The Xbox 360 version was
originally similar in content to older PC versions, but is being gradually updated to bring it closer to the current PC version. An Xbox
One version featuring larger worlds among other enhancements was released on 5th September 2014.
Target audience
• Players of Minecraft tend to be the kind who are more adventurous and creative as this is a game where the main idea
of it is to be creative along with the idea of planning and building. Players of Minecraft must be ones that have a strong
mindset, as Minecraft isn’t a game where you can build something in a few seconds, no, it takes time to build-up
something good and for that you need to have the creativity and patience required. Strategies and actions throughout
the game drive the player to wanting to achieve and with that will help give them the mindset of motivation of which
they need to get through there build. All in all it Is an all round well presented game and it is something of which you
would have to have a strong mindset to play/ be the kind that has a strong creative mind. This is probably why the
target age range for this game is aimed more towards 14-25 with a large amount of players looking to be in there 20s,
personally I would normally feel that this is quiet a late starting target age for a game that looks to be more on the
creative side and maybe even designed to be aimed at a more younger audience. But that is where most would find me
to be wrong as the most people who play Minecraft normally tend to start playing it from the age of 13/14, this is more
down to the case of people wanting to play it on a console rather then on a PC platform and personally don’t blame
them as with games like these they are mostly more beneficial to be playing on a console as you really get to take
advantage of the creative aspect of the game (more interactive). Despite this however it is to my surprise that it is infact
the older people of the target audience age that play mince craft, in fact a large amount of people in there 20s/mid 20s
spend a lot of time playing Minecraft, this I think is particularly down to the fact of how creative Minecraft is and how
you can base the open world around your on creativity. The social status of this audience is more based towards ACB1
which I believe to be fair as it really doesn’t matter who is to play this game it is an all round enjoyable game and
everyone has a creative side hidden away somewhere it would just be a matter of finding it, a long with this the game is
also compatible on multiple different software's/consoles so really you can play the game to your preferred device.
Merchandising
• Merchandising is also an additional again a hugely successful area for Minecraft and Mojang. Jimx are the company
who design and manage the marketing of Minecraft ( and many other games) and also distribute to it to online retailers
like Amazon. Branding products include Minecraft books, bags and clothing ranges particularly T-shirts which sell well.
Examples of T-Shirts reflecting the more dedicated gamer include ‘ No food No sleep Just Minecraft’.
Summary existing products
• On a whole I feel that I have done well with looking at already existing products for the first stage of my research, I felt
myself to be efficient as I could with it trying to mix it up and look at a few animation games as my FMP production is
going to be based on one and along with that I also looked at a existing console but one f which has been known for
being able to play classic animation games on such as ‘Super Mario Bros.’ The first stage of me with my existing product
research was just having a brose on the internet via. Google’ looking at some already existing games consoles as I
wanted to look at examples of consoles that are known for running well known animation games such as ‘Mario’(I also
took a small amount of time to look at what animation apps are compatible on smartphones). This has helped me with
my production research as I manged to get an idea of what compatible device I would want to be running my FMP video
game of and also a slight look of what it could potentially look like via.Youtube videos of people planning the various
consoles, in the end I went at looking at ‘Nintendo’ as they are known for running animation games. As you will see
from this I have gone into a depth look of the history of ‘Nintendo and there background’. This was to just give me an
idea of what it is like.
• Once I had looked into my research for ‘Nintendo’ I then went onto looking at some already existing games, as you will
see in the above slides I made the decision to look at ‘Mario’ and ‘Minecraft’ as I myself think they are good examples
of all round animation games and I knew that they would help me with my production research as I was able to get an
idea of what sort of competition my production could have.
Practitioners of field
Video games /animation games
Markus Persson-background
• Markus Alexej Persson born 1st June 1979), better known as Notch, is a Swedish video game programmer and designer.
He is best known for creating the sandbox video game Minecraft and for founding the video game company Mojang in
2010, alongside Carl Manneh and Jakob Porser. Persson's principal venture for founding Mojang was Minecraft, which
gained popularity and support since its tech demo in 2009. Since then, he has gained significant notability within the
video game industry, winning multiple awards and establishing relations with the industry's figureheads. He retained
his position as the lead designer of Minecraft until the game's official launch in 2011, after which he transferred creative
authority to Jens Bergsten. In November 2014, he left Mojang after its acquisition by Microsoft for $2.5 billion.
• Persson was born in Stockholm, Sweden, to a Finnish mother and a Swedish father. He lived in Edsbyn for the first seven
years of his life, before his family moved back to Stockholm. He began programming on his father's Commodore 128
home computer at the age of seven.[11] Having experimented with various type-in programs he produced his first game
at the age of eight, a text-based adventure game. Professionally he had worked as a game developer for King for over
four years, until 2009.Afterwards he worked as a programmer for Jalbum. He is also one of the founders of Wurm
Online, though he no longer works on it. Outside of work, he has made seven games for competitions. He is the central
figure of Minecraft: The Story of Mojang, a documentary by 2 Player Productions about the rise of Minecraft and
Mojang.
Markus Persson-games
• Minecraft- Persson's most popular creation is the survival sandbox game Minecraft, which was released on 18th
November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011,
Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third.
Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens
Bergensten. A version for Android and iOS, the Pocket Edition, has also been released.
• Scrolls- Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and
collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér
will be developing it. Persson revealed on his Tumblr blog on 5th August 2011 that he was being sued by a Swedish law
firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The
Elder Scrolls series of games. On 17th August 2011, Persson challenged Bethesda to a Quake 3 tournament to decide the
outcome of the naming dispute. On 27th September 2011, Persson confirmed that the lawsuit was going to court. Zen
Imax Media, owner of Bethesda Softworks, announced the lawsuit’s settlement in March 2012. The settlement allowed
Mojang to continue using the Scrolls trademark.
• X010c-. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality
space game set in the distant future in March 2012. On April Fools' Day, Mojang launched a satirical website for Mars
Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements
remained true and on 4th April, Mojang revealed 0x10c (pronounced Ten to the C) as a space sandbox title. Persson
officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as
that of Minecraft), released an album of the work he had made for the game
Jens Bergensten-background
• Jens "Jeb" Bergensten is a Swedish video game designer. Since December 2010, he has worked for the video game
developer Mojang as a programmer and game designer. He became the lead designer and lead developer of the indie
sandbox game Minecraft, after Markus "Notch" Persson stepped down from his position in December 2011. He is
known by his in-game name "jeb". Bergensten started programming his first games at age 11 using BASIC and Turbo
Pascal. By age 21, he was a mapper and modder for the first-person shooter Quake III Arena. Later he worked as a C++
and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion
Entertainment. During that time he led the development for the online role-playing game Whispers in Akarra, which he
later discontinued after straying from the team's original creative vision for the project. After the insolvency of
Oblivion, Bergensten moved to Malmo and earned a master's degree in computer science at Malmö University in 2008.
During his studies he founded the indie game development company, Oxeye Game Studio, along with Daniel Brynolf
and Pontus Hammarber. The studio became known for the platform game Cobalt and the real-time strategy game
Harvest: Massive Encounter. Until November 24, 2010, Bergensten worked for the online knowledge community,
Planeto.
• Mojang- Bergensten was originally hired as Mojang's backend developer for Scrolls, but began programming more and
more significant parts of Minecraft until he took over its development completely on December 1st , 2011, after Markus
Persson stepped down from this position. Bergensten was part of the team that developed Catacomb Snatch as part of
the Humble Bundle Mojam event where game developers create a game from scratch in 60 hours. He has also attended
many Game jams with Mojang.
Jens Bergensten-games
• Harvest: Massive encounter- Harvest: Massive Encounter is a real-time strategy indie video game developed and
published by Oxeye Game Studio. It was released on March 5th , 2008. The game was awarded a second place in the
Swedish Game Awards 2007. The game, regardless of mode, leaves the player with a small base with two power
generators and three power links. The player would then use the starting money to begin mining operations and setting
up defensive lasers. Depending on the game mode, various waves of aliens will approach. The player can build lasers
and missile turrets to destroy them. The player can increase the power of a single laser by linking it together with
others. This yields a more powerful beam at the expense of the total number of lasers. The missile turrets can be
upgraded to either a long range cruise missile that will swarm targets, or storm missiles which have an area of effect but
smaller alien detection range. The game also features a "creative mode", in which various modes can be emulated, as
well as enabling "Infinite Money" to creatively construct a base without limitation. Creative mode also allows instant
placement of enemy ships to test out defences.
• Cobalt- Cobalt is an action side-scrolling video game developed by Oxeye Game Studio and published by Mojang. It
was released on 2 February 2016 for Microsoft Windows, Xbox 360 and the Xbox One consoles. The game is more based
around having various different gameplay modes i.e. Deathmatch, Team Survival and Survival.
Jeff Minter-background
• Jeff Minter (born on 22nd April 1962 in Reading) is an independent English video game designer and programmer who
often goes by the name Yak. He is the founder of software house Llamasoft and has created dozens of games during his
career, which began in 1981 with games for the Sinclair ZX80. Minter's games are often arcade style shoot 'em ups
which contain titular or in-game references demonstrating his fondness of ruminants (llamas, sheep, camels, etc.).
Many of his programs also feature something of a psychedelic element, as in some of the earliest "light synthesizer"
programs including Trip-a-Tron. Minter's works include the music visualisation program Neon (2004) which is built into
the Xbox 360 console, and the video games Gridrunner, Attack of the Mutant Camels, Tempest 2000, and Polybius.
• He lives in Wales with his partner Ivan "Giles" Zorzin, four sheep, two goats, two llamas and a dog. Although Minter is
synonymous with Llamasoft, Zorzin is jointly responsible for the recent titles. Minter likes Indian food, particularly
chicken vindaloo. Sheep are his favourite animal; he has kept them as pets for many years. In December 2018 Minter
appeared in the film Black Mirror: Bandersnatch where he played Jerome F. Davies, the author of the titular
Bandersnatch novel who murdered his wife.
Jeff Minter-Game development career
• Pre-commercial years(early years)- Minter had expressed an interest in programming computers from a young age. He
wrote the game Deflex for the Commodore PET in 1979.[4] However it would not be until a long illness during the school
year that Minter's talents would develop in any meaningful way. Following a three-month stint in which Minter was
restricted to lying on his back and was confined to his bed between November 1981 and January 1982, boredom led him to
take up computer programming in earnest to pass the time. Upon recovery, Minter teamed up with Richard Jones, a fellow
pupil, and together they started writing their own games on their school's Commodore PET.[6] They soon parted ways.
Jones went on to commercial projects, some of them in the software market (e.g., Interceptor Micros).
• Commercial 8-bit games- In 1981 Minter started independently writing and selling video games for the Sinclair ZX80, the
first machine he owned. Some were made for software company dk'tronics. These titles were sold as a package but this was
not available for very long, as Minter left the company following a royalties dispute. He formed a partnership with his
mother, Hazel Minter. Together they developed and commercially produced 20 games for the Sinclair ZX81, Commodore
VIC-20, Atari 8-bit computers, ZX Spectrum and Commodore 64. Having been studying physics at the University of East
Anglia, success in the programming industry prompted him to drop his studies and take up video game development
full-time.
• The Minotaur Project- In 2010, frustrated with the delays surrounding the release of his titles, Minter was keen to return
to a style of game development where games could be produced and released quickly. The iOS platform was chosen and
Llamasoft announced that a series of games would be produced under the banner The Minotaur Project. The idea behind
the series is that Llamasoft would develop a game in the style of an old piece of hardware but without the constraints of the
original hardware.
Jeff Minter-Games
• Hover Bovver- Hover Bovver is a 1983 maze game written by Jeff Minter released for the Commodore 64 and Atari 8-bit
family. Like many of Minter's other games, it is notable for its offbeat sense of humour. The background music is based on the
folk tune Country Gardens by Percy Grainger. It was arranged by James Lisney.
• The purpose of the game is to mow the lawn (using the neighbour's mower) whilst avoiding static obstacles - the flowerbeds -
and mobile enemies - including the neighbour himself. Your pet dog will antagonise the neighbour and keep him away from you,
but as the dog itself is vulnerable to the mower, care must be taken not to run it over.
• Traxx- Traxx is a computer game released in 1983 by Quicksilva for the ZX Spectrum (48K) and Commodore VIC-20 (+8K). It was
inspired by the arcade game Amidar. The player moves along a rectangular grid painting all of its sections. Various enemies also
inhabit the grid and will try to kill the player. Unlike Amidar, the sections of the grid are not captured when surrounded; the goal
is purely to color all of the lines.
• Sheep in space- Sheep in Space is a surrealist computer game released for the Commodore 64 computer in the 1980s by Jeff
Minter's Llamasoft. It is a horizontally scrolling shooter in the style of Defender. The title screen appropriately features an
arrangement of Bach's "Sheep May Safely Graze" by pianist James Lisney.
• The player controls a small flying sheep and has the task of defending the planet by shooting down aliens, and
preventing them from charging up their "planet buster" gun.[2]
• Like Llamasoft's 1984 release Ancipital, the game makes use of multiple gravitational fields - there is a landscape across
the bottom of the screen as per a normal shoot ‘em up, but also an inverted one across the top. If the player is in the
centre of the screen, the projectiles the sheep fires fly straight. Getting closer to the land at the top or the bottom of
the screen will cause the projectiles to curve up or down respectively, allowing the shooting of aliens close to the
surface. Proximity to the upper and lower surfaces also affects movement speed which becomes slower when near
either surface.
Summary of existing practitioners
• To summarise my research into existing practitioners on a whole I feel that I have well and managed to look into various
different game designers in the time of which I had to do so. The main focus on this for me was to maybe be able to
take some inspiration from some of these existing practitioners work and apply it to my production. Along with this I
was again hoping on getting an idea of what my work could potentially be compared against when it comes to being
judged by someone other then myself.
• In the end I made the decision to look at the following game practitioners;
• Markus Perrson
• Jeff Minter
• Jens Bergensten
• With all three of these existing practitioners of which I looked at I ended up looking at the backgrounds of then (where
they where born ext ext) along with this I also looked at the games of which they have designed in the present and past.
Asides this with the last existing practitioners I also looked at some consoles of which he had also helped design, this is
something that you will also see in the above PowerPoints.
Target audience for my own production video game
Personally for me I believe that the target audience of my video game can be seen to be quite more similar to the target
audience of already existing video game ‘Super Mario’, this is mainly down to the idea that my planned production for my
video game is going to be similar to already existing game ‘Mario’. The specific age range of which I hope to aim my
production around is more seen to be aimed at younger people as they are the ones most likely to take an interest in/play
set game, more particularly looking around the age of 8-12. not only is this the age of which you would normally play a
game like this but it is the game of which you would normally start to play games like this, which is something I see to be
beneficial for my production video game because my game to me is a fun and simple game to play which makes it a great
game to play for a younger audience as its not too complicated. When it comes to looking at the specific target gender for
my FMP video game I feel that there's not really going to be much to distinguish It towards a specific gender but if I had to
say then I would say that it ever so slightly leans more towards the male gender due to the idea of killing/defeating
enemies and this would be more down to the fact that on the majority the ‘male’ gender would find more
fun/joy/pleasure from playing a game where defeating enemies is the objective, however despite this I still feel that my
production is appealing to both genders. Normally I would now be looking at finding a social audience for the audience
who will be playing my game, but at this age I feel that its not necessary to be finding one because of the target age of my
audience my game is based around because at the age as little as 8-12 It doesn’t matter what family background you come
from, you are most likely to always be treated the same.
Primary target audience
• Based on the production of which I am planning on creating for my FMP I feel that my target audience can be seen to be quite
relatable to some of the target audiences of the already existing products of which I have looked like. With my plans for my
production video game to be more based around an animation platform based game I feel that my target audience will be more
based towards a younger audience especially more the ones of which who enjoy to play a game with a more fun/joyful aspect
towards it. Particularly I was looking more at the idea of being at a starting age of around 9-10 I feel that this is a suitable starting
age for my target audience as this is the age of which I would normally expect a child to start taking an interest in playing games on
a phone/console and most likely they are to start playing games on a smartphone/tablet, along with this they aren’t going to be
playing straight up shoot’em-ups are they. Based on this I feel that the ending age for my primary target audience is around 12-13, I
feel that this is the end to the age gap for my target audience as I believe this to be the age of which you would normally stop
playing the child-like games and be getting more drawn to the more hardcore games i.e. ’Call of Duty’, I find this to be more the case
because this is the age of which you are more likely to start growing up and becoming interested in different things (more
adult/grown up stuff as you become older). To conclude I believe that the target age audience for my production is aimed around 9-
13years of age as I feel that this is the age of which people or in this case my target audience are most likely to play games like this.
• When it comes to looking at the social status of my target audience I believe that there isn’t really one that I can put them into for
my production based on it being an animation game, I feel this to be the case because when it comes to looking at animation games
I don’t think I can distinguish what kind of people would be playing my game, this is the case because around the world I have no
doubt in my mind that all kind of people from different backgrounds play some form of animation game. Not just this but also I feel
that based on the age of my target audience I feel that I cant distinguish it into a target audience, due to the young age I feel that it
wouldn’t be any different when it comes to being brought up in different family's(well not to a older age anyways).
Secondary audience
• When it comes to looking at my secondary audience I believe that it is quite similar to my primary audience in fact not that much
different in them at all. With my secondary audience I don’t think they will have as much as an interest with animation games as
much as my primary audience will. Personally I believe my secondary audience have more of an interest in grown-up games but
still take some form of interest in animation games as they enjoy to play the odd game based around enjoying yourself/having a
bit of fun, rather than it being so serious. For me the target age for my secondary audience is more based around 15 year olds-
20year olds. I made the decision to base my secondary audience around this age group because I believe that this is the age of
which teenagers start to mature and slowly over the years become more adult like and start to take an interest in more mature
things, such as more grown-up video games, playing games more on a console then on a smartphone. I made the decision to start
the age for my secondary target audience at this because it is not only the age of which my primary audience comes up to, but
also the age of 14 and 15 is normally the role-over year of when you start to mature more towards an adult. My secondary
audience runs up to the age of 20 years old as I think that is more the age of which you would only really play animation games
when you have some spare time on your hands(i.e. inbetween breaks at work ext.) and not all the time.
• I feel that with my secondary audience I can distinguish it towards a social audience and with that I feel I would base it more
around the middle class audience as I feel that these would be more the kind to take some time out of their spare time to play my
animation game on there smartphone/tablet. I feel this to be the case because the more higher up class people would be more
likely to focus more on their work life even in there own spare time, or they would be more likely be playing on a games console as
they would clearly be able to afford it. Looking at the younger age of my secondary audience I would stick with the idea of middle
class as they again are more likely to whip out there smartphones and play games on it when they are free, rather then siting on a
console for hours on end(although they might be the kind to play console games fairly frequently , they wouldn’t do as much as
higher class people would).
• In summary to my secondary audience I feel that the target age for this secondary audience is more focused towards 15-20year
olds and they fit more into a middle class society then lower/higher class, due to me believing that the middle class is more likely
to be playing games on a smartphone in their spare time which is good as I am planning for my game to be based more around a
smartphone platform.
Summary of audience research
• To carry out my production for my audience research I took a small amount of time to look at what kind of people take
an interest in animation video games and their fellow interests, I mainly did this via.google/bing. Once I had done this I
went onto looking at my primary audience at first and went on to deciding on the social status I was basing my
audience around/the age range of my audience. Once I had done this I went onto looking at the interests of which my
primary audience will/would have, which you will see In the slide for my primary audience. To conclude I believe that I
worked well with looking at my primary audience research and deciding on what mine was going to be based around,
this was mainly done via google research.
• With my secondary audience I carried out the same sort of research as I did with my primary audience apart from I
looked at aiming it around a different age audience and social status ext. I found it much harder for me to look at a
social group to put my secondary audience into but after I had sorted that I found it much easier to work with my
secondary audience, as you will see in the slides above.
• Overall I think I worked well with my audience research and managed to find an idea of the kind of audience I wanted
to be basing my production around, which has helped me along with my production creation as it has helped influence
how I might want my production to look.
Production research
Photoshop tutorial-Frame movement
This is an example of something that I will
be including in my production to give my
character movement throughout the game.
Without this it will only make my production
work seem boring as from my point of view
it is just one of those nice little touches that
adds that extra bit of detail to my
production. Although it may not seem it but
it is something that is easily done and
shouldn’t take that long to do either. For me
it is certainly something that I am hoping on
including in my production work.
Photoshop tutorial- Pixel art
This for me was a more basic Photoshop
tutorial to be looking at via a Youtube video
but it is something of which I found useful to
view as it helped me to re-fresh other past
things that I have learnt so that when it
comes to me creating my FMP production
there wont be any silly mistakes for me to
make. But with me watching these sort of
videos briefly I know what when it comes to
my production everything else should run
smoothly.
Summary of Photoshop tutorials
• With these photoshop tutorials I mainly used the idea of looking at Youtube videos on a selected amount of tutorial
videos of which I thought that I would find beneficial to watch. The tutorial videos of which I have shown in the slides
above are the ones of which I found more beneficial to watch, this was especially more the case with the first tutorial
video that I watched that Is shown in the first slide with tutorial video on. However with the screengrab in the second
slide it is something of which I don’t find to be as interesting/beneficial but it is still something that I will be using in my
production as it is quite simply basic skills which I will require to include.
• Below this print of text please find some small screengrabs of some other Photoshop tutorial videos of which I watched;
Summary of research
• On a whole with my research for my FMP production video game I think that I have mange to work well with looking at
the different aspects of my research areas. The area of which I believe I spent the most time on is more based around
the background research of which I carried out into the gaming console ‘Nintendo’. This was something of which I
thought necessary do as I knew that it would give me an idea of what kind of platforms my production would be
running on and how it would potentially look once I had finished the production work for my game. Along with this I
have also spent some time looking into already existing gaming designers and their work, this has helped to give me an
idea on the kind of production work that I would be comparing my FMP work against, not only will I be comparing it
against other work, so will other people who are reviewing my work. To me this also helped to influence me with my
research for my production as I was even able to take some ideas of the already existing work of game designers and
think about applying It to my own work. Along with this I have also spent some time looking at my primary and
secondary audience of which I will be aiming the audience of my production around, for me this was the most
important aspect of my research as I first before I started looking at it, I honestly had no idea what I was doing with it.
But despite this in summary I believe that I worked well with my production research and have managed to get it done
in the time of which I set myself.
Bibliography
• 1.nesh,Ronaldo. (2019) Target audience research survey(conducted on 15/02/19)
• 2.Minecraft. (2019) existing production research (conducted on 18/02/19)
• 3.Mario. (2019) existing production research(conducted on 20/02/19)
• 4.Youtube. (2019) YouTube tutorial video(conducted on 22/02/19)
• 5.Youtube. (2019) Youtube tutorial video(conducted on 22/09/19)

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Fmp task 1 research 1

  • 4. Nintendo • I have chosen to look at the popular video game company ‘NINTENDO’ as they are a quite well known video game company and there main consoles (Nintendo WII, Ds ext) are the sort of games consoles of which you would most likely see my game to be played on. This is the case because the majority of the most popular games created for their consoles are more to be seen as animation games such as Super Mario/Minecraft. This is important for me and my plans for my production as I am actually hoping on creating an animation game for my FMP so I thought it would be best to look at a company that is more well known for the games that are played on their consoles/games they produce. Not only this but the company's target audience for their consoles and games are actually the same sort of audience of which I hope to aim my production video game around. In this PowerPoint I will be looking at the general background of Nintendo/ their target audience basis and how its similar to mine and the consoles of the company. Along with this I will also be carrying out some research of my own regarding my production i.e. primary and secondary audience, already existing products and existing practitioners of the industry and a look into there work ext. With this research I aim to have a better idea of what I am planning on making and even hope to learn a few new techniques of which I could apply to my production work.
  • 5. BACKGROUND • History of Nintendo Worldwide 1991 – present • 1992- The Super Nintendo Entertainment System (Super Famicom) was launched in Europe in June. The console went on to sell more than 46 million units worldwide. Japan saw the release of the Super NES Super Scope and Mario Paint with the Super NES Mouse Accessory. The long-awaited Zelda sequel, The Legend of Zelda: A Link to the Past, also arrived for the Super NES. • 1993- The Super FX Chip was announced: a breakthrough technology for home video systems. The first game using the Super FX Chip, Star Wing, was released in April. Nintendo of the Netherlands was established and Nintendo products, which had previously been distributed and managed by Bandai in the Netherlands, were handed over. Other subsidiaries were also established in France, UK, Spain, Belgium and Australia. • 1994- The Super Game Boy accessory was released, expanding the library of games that could now be played on the Super NES. Nintendo helped pioneer the development and implementation of an industry-wide rating system in the United States. This year also saw the introduction of a game that would set a new standard in video game excellence - using proprietary Advanced Computer Modeling (ACM) graphics, Donkey Kong Country took the US holiday season by storm. The Nintendo Gateway was launched, putting Super Nintendo units and a selection of SNES games into commercial planes for the enjoyment of passengers. • 1995- Thanks to the success of Donkey Kong Country, ACM graphics were introduced to the Game Boy system by way of Donkey Kong Land. Along with this boost to the Game Boy system line, Nintendo also introduced the Play It Loud! series of Game Boy systems with colour casings. ACM graphics made another appearance on the Super NES with the release of the arcade smash-hit, Killer Instinct. In Japan, Nintendo began selling the Satella-View adapter for Super Famicom, enabling the system to receive digital data from a broadcast satellite. At the same time, Nintendo introduced a 32-bit Virtual Immersion system known as the Virtual Boy. Along with this during this year (1995) Nintendo produced its one billionth game cartridge.
  • 6. • 1996- Nintendo 64 launched in Japan on 23 June. Thousands lined up to be the first to experience the world's first 64-bit home videogame system. More than 500,000 systems were sold on the first day. Another system launch occurred in early September when Nintendo introduced the Game Boy Pocket, a sleeker, 30-percent- smaller version of the world's most popular handheld. Super Mario 64 was proclaimed by many as "the greatest video game of all time." Meanwhile, the Super NES saw the release of the third game in the continuing Donkey Kong series, Donkey Kong Country 3: Dixie Kong's Double Trouble. Pokémon, a new gaming phenomenon on the Game Boy, was released in Japan on 26 February. • 1997- In March, Nintendo 64 launched in Europe and sold 2.3 million in the first year. Nintendo introduced the Rumble Pak, which enabled players to feel the realistic vibrations contained in the game. • 1998- Nintendo introduced Game Boy Colour and the innovative devices Game Boy Camera and Printer, bringing new life to the longest-running hit in the history of interactive entertainment. Game Boy Colour systems were cased in two brand-new colours: purple and clear purple. The highly anticipated The Legend of Zelda: Ocarina of Time for Nintendo 64 was released, setting new standards and breaking pre-order records for any videogame to date. • 1999- Nintendo released Pokémon throughout Europe on 8 October. Nintendo expanded the library of high- quality software with innovative titles such as Pokémon Snap and Pokémon Pinball, the latter including a built-in rumble feature. Hits such as Mario Golf, Donkey Kong 64 and Perfect Dark were launched. Also, during the summer, the range of Game Boy Colour coloured casings expanded with red, green, yellow and blue added to the collection. Nintendo first announced plans for a new system utilising an IBM Gekko Processor and Matsushita's Unique DVD Technology.
  • 7. • 2000- The Nintendo Game Boy became the most popular selling console ever as sales surpassed 100 million. Meanwhile, the Pokémon franchise continued to be a worldwide phenomenon, and Nintendo celebrated its success with a limited edition release of Pikachu Nintendo 64. The N64 expanded its library of classics with hits such as The Legend of Zelda: Majora's Mask, Ridge Racer 64 and Mario Tennis. The Nintendo of the Netherlands office became responsible for both Belgium and the Netherlands market and changed its name to Nintendo Benelux. Meanwhile, the headquarters of Nintendo Co.Ltd were relocated to Minami-ward of Kyoto, Japan. • 2001- Nintendo UK was established in January, and a new office opened in Slough, Berkshire, UK. Pokémon Gold and Silver for Game Boy Colour were simultaneously and successfully launched in Europe on 6 April, 2001. Over its launch weekend, one million units of Pokémon Gold and Silver were sold, making it the fastest selling game ever in Europe. Game Boy Advance launched on 21st March in Japan, 11 June in US and 22 June across Europe. It set the mark as the fastest selling console ever with 500,000 units being sold within the first week in Europe. Game Boy Advance launch successes included first-party favourites such as Super Mario Advance and F-Zero: Maximum Velocity. • Nintendo GameCube was launched on 14th September, 2001 in Japan and 18 November, 2001 in America. In all, 2.7 million units were shipped by December, of which 95% sold through. The sales success of Luigi's Mansion and Super Smash Bros. Melee marked both popular games as flagship titles for the console. Game Boy Advance e- Reader hardware launched in Japan on 1st December and brought a new meaning to portable gameplay. Different game information stored on e-Reader cards could be swiped through the e-Reader and transferred onto the Game Boy Advance. • 2002- Nintendo Italia was established on 2nd January and opened an office in Milan. Game Boy Advance - now available in new Black and Platinum editions - smashed the 5 million hardware units barrier across Europe. Pokémon mini, the world's smallest console, was launched on 15th March across Europe with four titles, including Pokémon mini Party and Pokémon mini Pinball.
  • 8. • 2003- In March, the Game Boy Advance SP was released, building on the massive success of the Game Boy Advance by adding a smart clam-shell design. The new system was an instant success. March also saw the release of the stunning Metroid Prime, hailed by fans and critics as one of the best games for Nintendo GameCube. In May, to celebrate the first birthday of Nintendo GameCube, the eagerly awaited ‘The Legend of Zelda: The Wind Waker’ arrived, bringing one of Nintendo's flagship characters to the system in striking, cel-shaded style. In June, the release of the Game Boy Player for Nintendo GameCube meant that gamers could experience Game Boy and Game Boy Advance titles on their television sets. With the release of Pokémon Ruby and Sapphire in July, the Pokémon phenomenon erupted for the first time on Game Boy Advance. • 2004- January saw the worldwide announcement of Nintendo's ‘mystery system’: the Nintendo DS, a dual-screened handheld with Touch Screen technology. In the autumn, Pokémon FireRed and LeafGreen are launched for Game Boy Advance, continuing the success of the Pokémon phenomenon. • 2004 also saw the arrival of many different special editions of the ‘Game Boy Advance: Tribal Edition (June), Classic NES Edition (July), Limited Pink Edition (October), Zelda Limited Edition (November) and Mario Limited Edition (November) ‘. These where all released across Europe. • Toward the end of the year, the Nintendo DS was released in the US and Japan to immediate success. The new dual-screened system also featured wireless multiplayer, Touch Screen technology and backward compatibility with Game Boy Advance titles.
  • 9. • 2005- On 11th March, the Nintendo DS was launched in Europe to immediate success. By June the system had sold a million units throughout Europe. • Meanwhile, Nintendo introduced the Game Boy Micro. Measuring just 4 inches wide by 2 inches tall, the ultra-stylish Game Boy Micro featured a backlit screen. • 2006- In 2006, Nintendo DS rose to the top of the gaming world as the most popular portable console, thanks to games suitable for everyone. Players all over Europe made Animal Crossing: Wild World, New Super Mario Bros and Metroid Prime Hunters best-sellers. Nintendogs ushered in the Touch! Generations brand of games, a range of titles that let people play like never before. Dr Kawashima's Brain Training - the top Touch! Generations title became a huge hit even among people who never played it before. Nintendo DS renewed its look in June with the Nintendo DS Lite, which features brighter screens along with its slim design. • The year ended with the launch of Wii. The new home console with its innovative control system found an audience with both Nintendo fans and those who don't traditionally play videogames. The console's success is bolstered by titles such as Wii Sports and the newest episode in the Zelda series, The Legend of Zelda: Twilight Princess. Prior to the launch of Wii, Nintendo President Satoru Iwata conducted a series of internal interviews with Nintendo staff as well as external developers providing an in-depth look behind the scenes of the company and the process of bringing new hardware and software to market. The “Iwata Asks” series of interviews would be continued in years to come, often candidly revealing information about the inner workings of the company, both past and present.
  • 10. • 2007- Nintendo is a multinational consumer electronics and video games company, headquartered in kyoto. Nintendo is one of the worlds largest video games companies by market capitalization, creating some of the best known and top selling video game franchises such as Mario, The legend of Zelda and the Pokémon. Founded on 23rd September 1889 by Fusajiro Yamauchi, it originally produced hanafuda playing cards. By 1963 by the company had tried several small niche businesses such as cab services and love hotels. Abandoning a venture in favor of toys in 1960s, Nintendo developed a video game company in the 1970s, ultimately becoming one of the most influential in the industry and Japans third most valuable company with a market value of over $87 billion by 2007. • 2008-Building on the growing number of people discovering videogames for the first time through Wii and Nintendo DS whilst continuing to cater to long-time Nintendo fans, 2008 saw the release of more software that quickly scored a direct hit with public affections. In April, Wii Fit and the Wii Balance Board took Europe by storm, inviting whole families to have fun at home whilst becoming more aware of their personal fitness levels. Later in the year, the launch of Mario Kart Wii and the Wii Wheel accessory brought players of all ages and experience levels together for classic Mario Kart action that was straightforward for beginners and engrossing for experts. Continuing the trend on Nintendo DS, Professor Kageyama’s Maths Training and ‘Cooking Guide: Can’t decide what to eat?’ expanded on the traditional uses for games systems by turning calculation into a fun diversion and offering users a helping hand in the kitchen, while the arrival of Professor Layton and the Curious Village had players young and old scratching their heads for solutions to problematic puzzles. The month of May saw the launch of WiiWare, a game download service that offered Wii owners access to a host of affordable and varied new titles that could be purchased from the comfort of their sofas via the Wii Shop Channel. Another new service, the Nintendo Channel, was also launched on Wii, providing users with access to info, news and interviews relating to upcoming titles.
  • 11. • 2008- In June Nintendo of Europe’s website welcomed another country with the inclusion of South Africa. Towards the end of the year two more high-profile titles were released for Wii. Shigeru Miyamoto’s entry into the music game genre, Wii Music, allowed families to get together and freely experiment simulating the playing of a wide variety of music instruments. Closing the year was ‘Animal Crossing: Let’s Go to the City’ which supported the Wii Speak accessory, connecting living rooms across an Internet connection, allowing players to talk to each other as they visited each other’s towns in the game. • 2009- In March 2009 Nintendo Iberica S.A. opened a branch office in Lisbon to provide marketing and commercial services of Nintendo products in Portugal. During the same month Nintendo also announced it had shipped its 100 millionth Nintendo DS system worldwide. A month later the Nintendo DS range grew with the arrival of Nintendo DSi in Europe. The new handheld system included new camera and sound features that took the experience of using DS to the next level and made it an indispensable asset for those who picked one up. Another major new feature was the introduction of Nintendo DSiWare, allowing players to download an ever- growing range of games and applications to give their handheld an even more personal touch. Notable releases that gave players a platform to let their creative juices flow were Mario vs. Donkey Kong: Minis March. Again that allowed players to create and share their own levels, while the free Flipnote Studio paved the way for an entire community of budding animators to share their handmade flipnotes with the world. • 2009 also saw the release of the eagerly awaited Pokémon Platinum Version as well as Professor Layton and Pandora’s Box, while the active play phenomenon was extended to Nintendo DS with the release of ‘Walk With Me: Do You Know Your Walking Routine?’ which included two Activity Meters allowing players to keep track of their walking routines in a playful way. In the Summer things really heated up with the launch of Wii Sports Resort, accompanied by the Wii Motion Plus accessory for greatly improved motion controls. Set on the sunny Wuhu Island resort players could experience activities ranging from swordplay to archery in an unprecedented way thanks to Wii Motion Plus. Later in the year the game also became part of a limited edition Wii Sports Resort Pak featuring an all-black version of the Wii hardware.
  • 12. • 2009- Wii Fit returned in a new shape, with Wii Fit Plus offering users more ways to monitor their fitness. The addition of a Calorie Check tool and the option of customising workouts around a player’s own personal needs ensured it was even more convenient for everyone to find their feet with the hit fitness software. November saw the eagerly awaited launch of New Super Mario Bros. Wii, which offered the first four-player experience in a Mario adventure, letting experienced players help newcomers along as they stormed Bowser’s castle together and catering for the continued expansion of the gaming audience as well as long-time Mario fans. It was also the first game to introduce the Super Guide feature which allowed players struggling with a particular level to let Luigi finish the level for them, thus preventing them from getting stuck before seeing the end of the game. • 2010- In January Nintendo announced it would be distributing Monster Hunter Tri for Wii in Europe, as part of an ongoing effort of providing strong third party support for quality titles. With free online play and full Wii Speak support the Japanese gaming phenomenon made its first entry on a Nintendo system. • February saw the launch of a limited edition Pink Nintendo DSi bundle including Nintendo presents: Style Boutique, the 2009 game that lets players experience the ins and outs of running their own fashion emporium. The Nintendo DS range of handheld systems grew even larger in size in March when Nintendo DSi XL went on sale in Europe. Including all the features of the original Nintendo DSi, the Nintendo DSi XL boasted larger screens, a wider viewing angle making it suitable for playing games together, as well as a larger, more comfortable stylus and pre-installed Nintendo DSiWare games and applications. ‘Pokémon Heart Gold Version’ and ‘Pokémon Soul Silver Version’ joined the system on shop shelves in the same month, while more bite-sized fun came in April with the release of WarioWare: Do It Yourself for the Nintendo DS family of systems. • The celebrations culminated in the release of ‘Super Mario All-Stars 25th Anniversary Edition’ on Wii in December. Mario was joined on shop shelves by his old adversary with the release of ‘Donkey Kong Country Returns’ on Wii.
  • 13. • 2011- Early 2011 saw the release of Nintendo 3DS, which allows users to see stereoscopic 3D visuals without the need for special glasses. The system launched with a varied software line-up, including Nintendo-developed games Pilot wings Resort and Nintendo dogs + cats, and its catalogue expanded in May with Steel Diver and Dead or Alive Dimensions, distributed and marketed in Europe by Nintendo. Meanwhile, Wii owners were not left in the cold with the releases of Mario Sports Mix and Kirby’s Epic Yarn in February. Nintendo commemorated 25 years of The Legend of Zelda in 2011, with a range of activities throughout the year. In September, Nintendo made The Legend of Zelda: Four Swords Anniversary Edition on DSiWare available for free for a limited time, and later in the year London played host to a special one-off concert, The Legend of Zelda 25th Anniversary Symphony Concert Tour. The anniversary celebrations culminated with the November launch of The Legend of Zelda: Skyward Sword for Wii, alongside a special limited edition gold-coloured Wii Remote Plus. • 2012- 2012 was a landmark year for Nintendo, seeing the launch of a new home console, Wii U, and also a new handheld system, Nintendo 3DS XL. The Last Story, an epic RPG from the creator of Final Fantasy, launched on Wii in February. The first European Nintendo Direct was also broadcast, connecting Nintendo with its fans to deliver news directly. In March, Mario Party 9 and PokéPark 2: Wonders Beyond entertained Wii owners, while Pit burst back into the limelight on Nintendo 3DS in Kid Icarus: Uprising, the first title in the Kid Icarus series in over 20 years. • 2013- It was another year of innovative software in 2013 as Nintendo established strong software line-ups across both Nintendo 3DS and Wii U. In March, Luigi’s Mansion 2, a sequel to the original Nintendo GameCube launch title, was launched for Nintendo 3DS as part of The Year of Luigi, celebrating 30 years of Mario’s younger brother. Nintendo also worked with TT Games to release two exclusive LEGO titles: LEGO® CITY Undercover on Wii U, and prequel LEGO® CITY Undercover: The Chase Begins on Nintendo 3DS. In April, strategy came to Nintendo 3DS in the form of Fire Emblem: Awakening, and the portable console also received a double dose of Donkey Kong in May as Donkey Kong Country Returns 3D launched alongside Nintendo eShop title Mario and Donkey Kong: Minis on the Move.
  • 14. • 2014- Nintendo continued to provide unique experiences to players around the world in 2014, launching engaging software throughout the year to cater for players of all tastes and skill levels. Mario Party: Island Tour’s January launch put a portable party in the hands of Nintendo 3DS players, while February showcased the breadth of Nintendo’s software offerings, with titles like Steel Diver: Sub Wars, Inazuma Eleven 3: Team Ogre Attacks! and the return of a gaming icon in Donkey Kong Country: Tropical Freeze. • More of Nintendo’s big names continued to come out in force, with Yoshi’s New Island, Professor Layton vs. Phoenix Wright: Ace Attorney, Mario Golf: World Tour, Kirby: Triple Deluxe and Kid Icarus: Uprising all releasing in the first half of the year. May saw the highly anticipated release of Mario Kart 8 on Wii U. The first high-definition entry in the popular kart racing series launched to and sold over 1.2 million copies worldwide in its first weekend. The release of Pull-box World offered up hundreds of brainteasers for Wii U fans over the summer, while Nintendo 3DS players explored their social, create strong review scores, I've and artistic sides with titles like Tomodachi Life, Chibi-Robo! Let’s Go, Photo! and Pokémon Art Academy. • 2015- In 2015, Nintendo continued to surprise and delight fans with a strong software line-up that leveraged innovative takes on well- known franchises. Nintendo’s most iconic game series was the centre of attention throughout the year as the original Super Mario Bros. marked its 30th anniversary. As part of the celebrations, Nintendo launched the Let’s Super Mario campaign, encouraging fans to create and submit videos showing their love of Mario. For the first time ever, Toad starred in his own adventure when Captain Toad: Treasure Tracker launched on Wii U in January, while February saw the arrival of two new additions to the Nintendo 3DS family of systems: New Nintendo 3DS and New Nintendo 3DS XL, each introducing a number of enhancements. These handhelds were accompanied by the launch of Monster Hunter 4 Ultimate and The Legend of Zelda: Majora’s Mask 3D – a full remaster of the fan- favourite Nintendo 64 game. Mario Party 10 arrived on Wii U in March, bringing with it the first wave of amiibo figures in the Super Mario Collection, and Xenoblade Chronicles 3D put a sprawling RPG adventure in players’ pockets in April, thanks to the enhanced processing power of New Nintendo 3DS and New Nintendo 3DS XL.
  • 15. Nintendo consoles(and when released) • Virtual boy (1995) • Game boy colour (1998) • Nintendo Wii U (2012) • Nintendo 64 (1996) • Game Boy Advance (2001) • Nintendo GameCube (2001) • Nintendo Wii (2006) • Nintendo 3DS (2011) • Nintendo DS (2004) • Nintendo switch (2017) • Game Boy (1989) • Nintendo Entertainment System (first released in Japan, 1983. released in US,1985) • Super Nintendo Entertainment System (1990)
  • 16.
  • 17. Mario
  • 18. Mario games(when released) • Super Mario Bros. (1985) . New Super Mario Bros. U (2012) • Super Mario Bros. 2 (1988) . Super Mario 3D world (2013) • Super Mario Bros. 3 (1988) . Super Mario Maker (2015) • Super Mario Land (1989) . Super Mario Run (2016) • Super Mario World (1990) • Super Mario Land 2 (1992) • Super Mario World 2: Yoshi's island (1995) • Super Mario 64 (1996) • Super Mario Sunshine (2002) • New Super Mario Bros. (2006) • Super Mario Galaxy (2006) • New Super Mario Bros. Wii (2009) • Super Mario Galaxy 2 (2010) • Super Mario 3D land (2011) • New Super Mario Bros 2. (2012)
  • 19. Brief background of Mario game.(and why I want to aim my production around it) • Mario is a very popular game series that is more preferably played on the now-dieing out console ‘Nintendo Wii’ or in some other peoples cases ‘DS/3DS’. The game was first released way back in 1995 with the first game of the installment ‘Super Mario Bros.’ the ‘super Mario.’ games for the most of the people around the world are seen to be the more popular ones out of the ‘Mario’ franchise, this Is more seen to be the case due to the fact of how intractable this game Is. I mean with all the objects to avoid/items to collect on the way there isn’t really much that this game doesn't’t do and don’t get me started about the changes in scenery as you progress from different stages/levels, it just is something else(or was up-until a few years ago). Besides the adventure style games Mario have also featured in the popular racing game ‘Mario kart racing’ which saw to be featured more on the gaming platform of ‘Nintendo Wii’. Although the games of which I have just briefly mentioned are games of which where released quite a while ago, but despite this there has still been multiple newer versions of the game that have been released, which I thought to be good as its like they keep things original but they up-date the graphics to keep things up-to date with technology and don’t change things that much but by only adding in slight new features/missons that aren't that obvious to notice but will still keep the players interested. When it comes to creating my own video game for my FMP production I am actually hoping on aiming it to be like the “Super Mario Bros.’ game. Know I aren't saying that I am going to copy It animation from animation, no, I am only hoping on working along side this already existing game and taking some inspiration from this that I will hopefully be able to add to my work. The only idea that I see myself taking from this game is the idea of the platform levels that feature in the ‘Super Mario Bros.’ game. There is other small features from the already existing game of which I would like to look at taking into my game i.e. Power-ups but these are something of which I will look at more along the line.
  • 20. Mario.-target audience.(how and why is it similar to my target audience) • Mario is a game that is played widely by people across the world and is played on a variety of different Nintendo platforms across the world also. There is many Mario based games that have been released over the years, making it a very popular game around the world, so much that it would take a long time to look at the target audience for all the games so to make it easier I am going to look at the target audience for all the Mario. based games on a whole. I myself when I was younger used to play Mario based games quite a lot but that was quite a few years ago, so as you can guess I would be very unlikely to play it now unless I was looking for some sort of throwback. In my opinion this game is a game of which can be seen to be appealing to all genders because as I said these type of ‘Mario’ video games are based for a younger audience and at these points in your life I don’t actually think there is anything that will distinguish the game to being more appealing to a certain gender. The age range in talk for this is more looking towards mid-way childhood years looking at 8-11year olds. I would say more this age because this is the age of which I started to play games like this but more playing them on a Nintendo console so I was always looking more at playing the ‘Mario’ style games. Some people might say that this age range is too far along in childhood to be playing games like ‘Mario’ but that is where they would be wrong because I in fact did not start playing video games such as ‘Nintendo’ up-until this point and the first few games I played were in fact ‘Mario’ based. When it comes to looking at the social status of the people of whom play/have played the game, I am more in favouring of saying that there isn’t a specific social audience and it more aims towards all people as long as they are at least able to have the means to access/own a console such as a ‘Nintendo/DS’. On a whole this is a very good game that has manage to attract a wide variety of people over the years and probably continues to do so to this day. I feel that the target audience for this popular game ‘Mario’ is actually quite similar to the target audience of which I hope to aim my video game production around, this is more down to the idea that I am planning on creating my game using similar visuals in the hope that it could be seen as game that would appeal more towards the younger audience that take an interest in/enjoy to play one/more of the many ‘Mario.’ games, this would help make a statement with my game as it would/will hopefully attract to a wide audience, again much like the ‘Mario.’ franchise.
  • 21.
  • 23. Brief background of Minecraft • Minecraft is a sandbox video game created by Swedish game developer Markus Persson and released by Mojang in 2011. The game allows players to build with a variety of different blocks in a 3D procedurally generated world, requiring creativity from players. Other activities in the game include exploration, resource gathering, crafting, and combat. Multiple gameplay modes are available. These include survival mode in which the player must acquire resources to build the world and maintain health, creative mode where players have unlimited resources to build with and the ability to fly, adventure mode where players can play custom maps created by other players with certain restrictions, and spectator mode where players can freely move throughout a world without being affected by gravity and collisions, or without being allowed to destroy or build anything. There is also hardcore mode, which is similar to survival mode but the player is given only one life, and the game difficulty is locked on hard. If the player dies on hardcore, the player does not respawn, and the world is locked to spectator mode. The Java Edition of the game allows players to create mods with new gameplay mechanics, items, textures and assets. This popular game can run on many different operating systems such as Microsoft, MacIOS and Linux. Minecraft Classic is an older version of Minecraft that was first available online and can currently be played through the launcher. Unlike newer versions of Minecraft, the classic version is free to play, though it is no longer updated. It functions much the same as creative mode, allowing players to build and destroy any and all parts of the world either alone or in a multiplayer server. There are no computer creatures in this mode, and environmental hazards such as lava do not damage players. Some blocks function differently since their behaviour was later changed during development. An Xbox 360 version of the game, developed by 4J Studios, was released on 9th May 2012. On 22nd March 2012, it was announced that Minecraft would be the flagship game in a new Xbox Live promotion called Arcade NEXT. The game differs from the home computer versions in a number of ways, including a newly designed crafting system, the control interface, in-game tutorials, split-screen multiplayer, and the ability to play with friends via Xbox Live. The worlds in the Xbox 360 version are also not "infinite", and are essentially barricaded by invisible walls. The Xbox 360 version was originally similar in content to older PC versions, but is being gradually updated to bring it closer to the current PC version. An Xbox One version featuring larger worlds among other enhancements was released on 5th September 2014.
  • 24. Target audience • Players of Minecraft tend to be the kind who are more adventurous and creative as this is a game where the main idea of it is to be creative along with the idea of planning and building. Players of Minecraft must be ones that have a strong mindset, as Minecraft isn’t a game where you can build something in a few seconds, no, it takes time to build-up something good and for that you need to have the creativity and patience required. Strategies and actions throughout the game drive the player to wanting to achieve and with that will help give them the mindset of motivation of which they need to get through there build. All in all it Is an all round well presented game and it is something of which you would have to have a strong mindset to play/ be the kind that has a strong creative mind. This is probably why the target age range for this game is aimed more towards 14-25 with a large amount of players looking to be in there 20s, personally I would normally feel that this is quiet a late starting target age for a game that looks to be more on the creative side and maybe even designed to be aimed at a more younger audience. But that is where most would find me to be wrong as the most people who play Minecraft normally tend to start playing it from the age of 13/14, this is more down to the case of people wanting to play it on a console rather then on a PC platform and personally don’t blame them as with games like these they are mostly more beneficial to be playing on a console as you really get to take advantage of the creative aspect of the game (more interactive). Despite this however it is to my surprise that it is infact the older people of the target audience age that play mince craft, in fact a large amount of people in there 20s/mid 20s spend a lot of time playing Minecraft, this I think is particularly down to the fact of how creative Minecraft is and how you can base the open world around your on creativity. The social status of this audience is more based towards ACB1 which I believe to be fair as it really doesn’t matter who is to play this game it is an all round enjoyable game and everyone has a creative side hidden away somewhere it would just be a matter of finding it, a long with this the game is also compatible on multiple different software's/consoles so really you can play the game to your preferred device.
  • 25. Merchandising • Merchandising is also an additional again a hugely successful area for Minecraft and Mojang. Jimx are the company who design and manage the marketing of Minecraft ( and many other games) and also distribute to it to online retailers like Amazon. Branding products include Minecraft books, bags and clothing ranges particularly T-shirts which sell well. Examples of T-Shirts reflecting the more dedicated gamer include ‘ No food No sleep Just Minecraft’.
  • 26.
  • 27. Summary existing products • On a whole I feel that I have done well with looking at already existing products for the first stage of my research, I felt myself to be efficient as I could with it trying to mix it up and look at a few animation games as my FMP production is going to be based on one and along with that I also looked at a existing console but one f which has been known for being able to play classic animation games on such as ‘Super Mario Bros.’ The first stage of me with my existing product research was just having a brose on the internet via. Google’ looking at some already existing games consoles as I wanted to look at examples of consoles that are known for running well known animation games such as ‘Mario’(I also took a small amount of time to look at what animation apps are compatible on smartphones). This has helped me with my production research as I manged to get an idea of what compatible device I would want to be running my FMP video game of and also a slight look of what it could potentially look like via.Youtube videos of people planning the various consoles, in the end I went at looking at ‘Nintendo’ as they are known for running animation games. As you will see from this I have gone into a depth look of the history of ‘Nintendo and there background’. This was to just give me an idea of what it is like. • Once I had looked into my research for ‘Nintendo’ I then went onto looking at some already existing games, as you will see in the above slides I made the decision to look at ‘Mario’ and ‘Minecraft’ as I myself think they are good examples of all round animation games and I knew that they would help me with my production research as I was able to get an idea of what sort of competition my production could have.
  • 28. Practitioners of field Video games /animation games
  • 29. Markus Persson-background • Markus Alexej Persson born 1st June 1979), better known as Notch, is a Swedish video game programmer and designer. He is best known for creating the sandbox video game Minecraft and for founding the video game company Mojang in 2010, alongside Carl Manneh and Jakob Porser. Persson's principal venture for founding Mojang was Minecraft, which gained popularity and support since its tech demo in 2009. Since then, he has gained significant notability within the video game industry, winning multiple awards and establishing relations with the industry's figureheads. He retained his position as the lead designer of Minecraft until the game's official launch in 2011, after which he transferred creative authority to Jens Bergsten. In November 2014, he left Mojang after its acquisition by Microsoft for $2.5 billion. • Persson was born in Stockholm, Sweden, to a Finnish mother and a Swedish father. He lived in Edsbyn for the first seven years of his life, before his family moved back to Stockholm. He began programming on his father's Commodore 128 home computer at the age of seven.[11] Having experimented with various type-in programs he produced his first game at the age of eight, a text-based adventure game. Professionally he had worked as a game developer for King for over four years, until 2009.Afterwards he worked as a programmer for Jalbum. He is also one of the founders of Wurm Online, though he no longer works on it. Outside of work, he has made seven games for competitions. He is the central figure of Minecraft: The Story of Mojang, a documentary by 2 Player Productions about the rise of Minecraft and Mojang.
  • 30. Markus Persson-games • Minecraft- Persson's most popular creation is the survival sandbox game Minecraft, which was released on 18th November 2011. Persson left his job as a game developer to work on Minecraft full-time until completion. In early 2011, Mojang AB sold the one millionth copy of the game, several months later their second, and several more their third. Mojang hired several new staff members for the Minecraft team, while Persson passed the lead developer role to Jens Bergensten. A version for Android and iOS, the Pocket Edition, has also been released. • Scrolls- Persson and Jakob Porsér came up with the idea for Scrolls including elements from board games and collectible card games. Persson noted that he will not be actively involved in development of the game and that Porsér will be developing it. Persson revealed on his Tumblr blog on 5th August 2011 that he was being sued by a Swedish law firm representing Bethesda Softworks over the trademarked name of Scrolls, claiming that it conflicted with their The Elder Scrolls series of games. On 17th August 2011, Persson challenged Bethesda to a Quake 3 tournament to decide the outcome of the naming dispute. On 27th September 2011, Persson confirmed that the lawsuit was going to court. Zen Imax Media, owner of Bethesda Softworks, announced the lawsuit’s settlement in March 2012. The settlement allowed Mojang to continue using the Scrolls trademark. • X010c-. Following the end to his involvement with Minecraft, Persson began pre-production of an alternate reality space game set in the distant future in March 2012. On April Fools' Day, Mojang launched a satirical website for Mars Effect (parody of Mass Effect), citing the lawsuit with Bethesda as an inspiration. However, the gameplay elements remained true and on 4th April, Mojang revealed 0x10c (pronounced Ten to the C) as a space sandbox title. Persson officially halted game production in August 2013. However, C418, the composer of the game's soundtrack (as well as that of Minecraft), released an album of the work he had made for the game
  • 31.
  • 32. Jens Bergensten-background • Jens "Jeb" Bergensten is a Swedish video game designer. Since December 2010, he has worked for the video game developer Mojang as a programmer and game designer. He became the lead designer and lead developer of the indie sandbox game Minecraft, after Markus "Notch" Persson stepped down from his position in December 2011. He is known by his in-game name "jeb". Bergensten started programming his first games at age 11 using BASIC and Turbo Pascal. By age 21, he was a mapper and modder for the first-person shooter Quake III Arena. Later he worked as a C++ and Java programmer for the game developer Korkeken Interactive Studio, which went bankrupt and became Oblivion Entertainment. During that time he led the development for the online role-playing game Whispers in Akarra, which he later discontinued after straying from the team's original creative vision for the project. After the insolvency of Oblivion, Bergensten moved to Malmo and earned a master's degree in computer science at Malmö University in 2008. During his studies he founded the indie game development company, Oxeye Game Studio, along with Daniel Brynolf and Pontus Hammarber. The studio became known for the platform game Cobalt and the real-time strategy game Harvest: Massive Encounter. Until November 24, 2010, Bergensten worked for the online knowledge community, Planeto. • Mojang- Bergensten was originally hired as Mojang's backend developer for Scrolls, but began programming more and more significant parts of Minecraft until he took over its development completely on December 1st , 2011, after Markus Persson stepped down from this position. Bergensten was part of the team that developed Catacomb Snatch as part of the Humble Bundle Mojam event where game developers create a game from scratch in 60 hours. He has also attended many Game jams with Mojang.
  • 33. Jens Bergensten-games • Harvest: Massive encounter- Harvest: Massive Encounter is a real-time strategy indie video game developed and published by Oxeye Game Studio. It was released on March 5th , 2008. The game was awarded a second place in the Swedish Game Awards 2007. The game, regardless of mode, leaves the player with a small base with two power generators and three power links. The player would then use the starting money to begin mining operations and setting up defensive lasers. Depending on the game mode, various waves of aliens will approach. The player can build lasers and missile turrets to destroy them. The player can increase the power of a single laser by linking it together with others. This yields a more powerful beam at the expense of the total number of lasers. The missile turrets can be upgraded to either a long range cruise missile that will swarm targets, or storm missiles which have an area of effect but smaller alien detection range. The game also features a "creative mode", in which various modes can be emulated, as well as enabling "Infinite Money" to creatively construct a base without limitation. Creative mode also allows instant placement of enemy ships to test out defences. • Cobalt- Cobalt is an action side-scrolling video game developed by Oxeye Game Studio and published by Mojang. It was released on 2 February 2016 for Microsoft Windows, Xbox 360 and the Xbox One consoles. The game is more based around having various different gameplay modes i.e. Deathmatch, Team Survival and Survival.
  • 34.
  • 35. Jeff Minter-background • Jeff Minter (born on 22nd April 1962 in Reading) is an independent English video game designer and programmer who often goes by the name Yak. He is the founder of software house Llamasoft and has created dozens of games during his career, which began in 1981 with games for the Sinclair ZX80. Minter's games are often arcade style shoot 'em ups which contain titular or in-game references demonstrating his fondness of ruminants (llamas, sheep, camels, etc.). Many of his programs also feature something of a psychedelic element, as in some of the earliest "light synthesizer" programs including Trip-a-Tron. Minter's works include the music visualisation program Neon (2004) which is built into the Xbox 360 console, and the video games Gridrunner, Attack of the Mutant Camels, Tempest 2000, and Polybius. • He lives in Wales with his partner Ivan "Giles" Zorzin, four sheep, two goats, two llamas and a dog. Although Minter is synonymous with Llamasoft, Zorzin is jointly responsible for the recent titles. Minter likes Indian food, particularly chicken vindaloo. Sheep are his favourite animal; he has kept them as pets for many years. In December 2018 Minter appeared in the film Black Mirror: Bandersnatch where he played Jerome F. Davies, the author of the titular Bandersnatch novel who murdered his wife.
  • 36. Jeff Minter-Game development career • Pre-commercial years(early years)- Minter had expressed an interest in programming computers from a young age. He wrote the game Deflex for the Commodore PET in 1979.[4] However it would not be until a long illness during the school year that Minter's talents would develop in any meaningful way. Following a three-month stint in which Minter was restricted to lying on his back and was confined to his bed between November 1981 and January 1982, boredom led him to take up computer programming in earnest to pass the time. Upon recovery, Minter teamed up with Richard Jones, a fellow pupil, and together they started writing their own games on their school's Commodore PET.[6] They soon parted ways. Jones went on to commercial projects, some of them in the software market (e.g., Interceptor Micros). • Commercial 8-bit games- In 1981 Minter started independently writing and selling video games for the Sinclair ZX80, the first machine he owned. Some were made for software company dk'tronics. These titles were sold as a package but this was not available for very long, as Minter left the company following a royalties dispute. He formed a partnership with his mother, Hazel Minter. Together they developed and commercially produced 20 games for the Sinclair ZX81, Commodore VIC-20, Atari 8-bit computers, ZX Spectrum and Commodore 64. Having been studying physics at the University of East Anglia, success in the programming industry prompted him to drop his studies and take up video game development full-time. • The Minotaur Project- In 2010, frustrated with the delays surrounding the release of his titles, Minter was keen to return to a style of game development where games could be produced and released quickly. The iOS platform was chosen and Llamasoft announced that a series of games would be produced under the banner The Minotaur Project. The idea behind the series is that Llamasoft would develop a game in the style of an old piece of hardware but without the constraints of the original hardware.
  • 37. Jeff Minter-Games • Hover Bovver- Hover Bovver is a 1983 maze game written by Jeff Minter released for the Commodore 64 and Atari 8-bit family. Like many of Minter's other games, it is notable for its offbeat sense of humour. The background music is based on the folk tune Country Gardens by Percy Grainger. It was arranged by James Lisney. • The purpose of the game is to mow the lawn (using the neighbour's mower) whilst avoiding static obstacles - the flowerbeds - and mobile enemies - including the neighbour himself. Your pet dog will antagonise the neighbour and keep him away from you, but as the dog itself is vulnerable to the mower, care must be taken not to run it over. • Traxx- Traxx is a computer game released in 1983 by Quicksilva for the ZX Spectrum (48K) and Commodore VIC-20 (+8K). It was inspired by the arcade game Amidar. The player moves along a rectangular grid painting all of its sections. Various enemies also inhabit the grid and will try to kill the player. Unlike Amidar, the sections of the grid are not captured when surrounded; the goal is purely to color all of the lines. • Sheep in space- Sheep in Space is a surrealist computer game released for the Commodore 64 computer in the 1980s by Jeff Minter's Llamasoft. It is a horizontally scrolling shooter in the style of Defender. The title screen appropriately features an arrangement of Bach's "Sheep May Safely Graze" by pianist James Lisney. • The player controls a small flying sheep and has the task of defending the planet by shooting down aliens, and preventing them from charging up their "planet buster" gun.[2] • Like Llamasoft's 1984 release Ancipital, the game makes use of multiple gravitational fields - there is a landscape across the bottom of the screen as per a normal shoot ‘em up, but also an inverted one across the top. If the player is in the centre of the screen, the projectiles the sheep fires fly straight. Getting closer to the land at the top or the bottom of the screen will cause the projectiles to curve up or down respectively, allowing the shooting of aliens close to the surface. Proximity to the upper and lower surfaces also affects movement speed which becomes slower when near either surface.
  • 38.
  • 39. Summary of existing practitioners • To summarise my research into existing practitioners on a whole I feel that I have well and managed to look into various different game designers in the time of which I had to do so. The main focus on this for me was to maybe be able to take some inspiration from some of these existing practitioners work and apply it to my production. Along with this I was again hoping on getting an idea of what my work could potentially be compared against when it comes to being judged by someone other then myself. • In the end I made the decision to look at the following game practitioners; • Markus Perrson • Jeff Minter • Jens Bergensten • With all three of these existing practitioners of which I looked at I ended up looking at the backgrounds of then (where they where born ext ext) along with this I also looked at the games of which they have designed in the present and past. Asides this with the last existing practitioners I also looked at some consoles of which he had also helped design, this is something that you will also see in the above PowerPoints.
  • 40. Target audience for my own production video game Personally for me I believe that the target audience of my video game can be seen to be quite more similar to the target audience of already existing video game ‘Super Mario’, this is mainly down to the idea that my planned production for my video game is going to be similar to already existing game ‘Mario’. The specific age range of which I hope to aim my production around is more seen to be aimed at younger people as they are the ones most likely to take an interest in/play set game, more particularly looking around the age of 8-12. not only is this the age of which you would normally play a game like this but it is the game of which you would normally start to play games like this, which is something I see to be beneficial for my production video game because my game to me is a fun and simple game to play which makes it a great game to play for a younger audience as its not too complicated. When it comes to looking at the specific target gender for my FMP video game I feel that there's not really going to be much to distinguish It towards a specific gender but if I had to say then I would say that it ever so slightly leans more towards the male gender due to the idea of killing/defeating enemies and this would be more down to the fact that on the majority the ‘male’ gender would find more fun/joy/pleasure from playing a game where defeating enemies is the objective, however despite this I still feel that my production is appealing to both genders. Normally I would now be looking at finding a social audience for the audience who will be playing my game, but at this age I feel that its not necessary to be finding one because of the target age of my audience my game is based around because at the age as little as 8-12 It doesn’t matter what family background you come from, you are most likely to always be treated the same.
  • 41. Primary target audience • Based on the production of which I am planning on creating for my FMP I feel that my target audience can be seen to be quite relatable to some of the target audiences of the already existing products of which I have looked like. With my plans for my production video game to be more based around an animation platform based game I feel that my target audience will be more based towards a younger audience especially more the ones of which who enjoy to play a game with a more fun/joyful aspect towards it. Particularly I was looking more at the idea of being at a starting age of around 9-10 I feel that this is a suitable starting age for my target audience as this is the age of which I would normally expect a child to start taking an interest in playing games on a phone/console and most likely they are to start playing games on a smartphone/tablet, along with this they aren’t going to be playing straight up shoot’em-ups are they. Based on this I feel that the ending age for my primary target audience is around 12-13, I feel that this is the end to the age gap for my target audience as I believe this to be the age of which you would normally stop playing the child-like games and be getting more drawn to the more hardcore games i.e. ’Call of Duty’, I find this to be more the case because this is the age of which you are more likely to start growing up and becoming interested in different things (more adult/grown up stuff as you become older). To conclude I believe that the target age audience for my production is aimed around 9- 13years of age as I feel that this is the age of which people or in this case my target audience are most likely to play games like this. • When it comes to looking at the social status of my target audience I believe that there isn’t really one that I can put them into for my production based on it being an animation game, I feel this to be the case because when it comes to looking at animation games I don’t think I can distinguish what kind of people would be playing my game, this is the case because around the world I have no doubt in my mind that all kind of people from different backgrounds play some form of animation game. Not just this but also I feel that based on the age of my target audience I feel that I cant distinguish it into a target audience, due to the young age I feel that it wouldn’t be any different when it comes to being brought up in different family's(well not to a older age anyways).
  • 42. Secondary audience • When it comes to looking at my secondary audience I believe that it is quite similar to my primary audience in fact not that much different in them at all. With my secondary audience I don’t think they will have as much as an interest with animation games as much as my primary audience will. Personally I believe my secondary audience have more of an interest in grown-up games but still take some form of interest in animation games as they enjoy to play the odd game based around enjoying yourself/having a bit of fun, rather than it being so serious. For me the target age for my secondary audience is more based around 15 year olds- 20year olds. I made the decision to base my secondary audience around this age group because I believe that this is the age of which teenagers start to mature and slowly over the years become more adult like and start to take an interest in more mature things, such as more grown-up video games, playing games more on a console then on a smartphone. I made the decision to start the age for my secondary target audience at this because it is not only the age of which my primary audience comes up to, but also the age of 14 and 15 is normally the role-over year of when you start to mature more towards an adult. My secondary audience runs up to the age of 20 years old as I think that is more the age of which you would only really play animation games when you have some spare time on your hands(i.e. inbetween breaks at work ext.) and not all the time. • I feel that with my secondary audience I can distinguish it towards a social audience and with that I feel I would base it more around the middle class audience as I feel that these would be more the kind to take some time out of their spare time to play my animation game on there smartphone/tablet. I feel this to be the case because the more higher up class people would be more likely to focus more on their work life even in there own spare time, or they would be more likely be playing on a games console as they would clearly be able to afford it. Looking at the younger age of my secondary audience I would stick with the idea of middle class as they again are more likely to whip out there smartphones and play games on it when they are free, rather then siting on a console for hours on end(although they might be the kind to play console games fairly frequently , they wouldn’t do as much as higher class people would). • In summary to my secondary audience I feel that the target age for this secondary audience is more focused towards 15-20year olds and they fit more into a middle class society then lower/higher class, due to me believing that the middle class is more likely to be playing games on a smartphone in their spare time which is good as I am planning for my game to be based more around a smartphone platform.
  • 43. Summary of audience research • To carry out my production for my audience research I took a small amount of time to look at what kind of people take an interest in animation video games and their fellow interests, I mainly did this via.google/bing. Once I had done this I went onto looking at my primary audience at first and went on to deciding on the social status I was basing my audience around/the age range of my audience. Once I had done this I went onto looking at the interests of which my primary audience will/would have, which you will see In the slide for my primary audience. To conclude I believe that I worked well with looking at my primary audience research and deciding on what mine was going to be based around, this was mainly done via google research. • With my secondary audience I carried out the same sort of research as I did with my primary audience apart from I looked at aiming it around a different age audience and social status ext. I found it much harder for me to look at a social group to put my secondary audience into but after I had sorted that I found it much easier to work with my secondary audience, as you will see in the slides above. • Overall I think I worked well with my audience research and managed to find an idea of the kind of audience I wanted to be basing my production around, which has helped me along with my production creation as it has helped influence how I might want my production to look.
  • 45. Photoshop tutorial-Frame movement This is an example of something that I will be including in my production to give my character movement throughout the game. Without this it will only make my production work seem boring as from my point of view it is just one of those nice little touches that adds that extra bit of detail to my production. Although it may not seem it but it is something that is easily done and shouldn’t take that long to do either. For me it is certainly something that I am hoping on including in my production work.
  • 46. Photoshop tutorial- Pixel art This for me was a more basic Photoshop tutorial to be looking at via a Youtube video but it is something of which I found useful to view as it helped me to re-fresh other past things that I have learnt so that when it comes to me creating my FMP production there wont be any silly mistakes for me to make. But with me watching these sort of videos briefly I know what when it comes to my production everything else should run smoothly.
  • 47. Summary of Photoshop tutorials • With these photoshop tutorials I mainly used the idea of looking at Youtube videos on a selected amount of tutorial videos of which I thought that I would find beneficial to watch. The tutorial videos of which I have shown in the slides above are the ones of which I found more beneficial to watch, this was especially more the case with the first tutorial video that I watched that Is shown in the first slide with tutorial video on. However with the screengrab in the second slide it is something of which I don’t find to be as interesting/beneficial but it is still something that I will be using in my production as it is quite simply basic skills which I will require to include. • Below this print of text please find some small screengrabs of some other Photoshop tutorial videos of which I watched;
  • 48. Summary of research • On a whole with my research for my FMP production video game I think that I have mange to work well with looking at the different aspects of my research areas. The area of which I believe I spent the most time on is more based around the background research of which I carried out into the gaming console ‘Nintendo’. This was something of which I thought necessary do as I knew that it would give me an idea of what kind of platforms my production would be running on and how it would potentially look once I had finished the production work for my game. Along with this I have also spent some time looking into already existing gaming designers and their work, this has helped to give me an idea on the kind of production work that I would be comparing my FMP work against, not only will I be comparing it against other work, so will other people who are reviewing my work. To me this also helped to influence me with my research for my production as I was even able to take some ideas of the already existing work of game designers and think about applying It to my own work. Along with this I have also spent some time looking at my primary and secondary audience of which I will be aiming the audience of my production around, for me this was the most important aspect of my research as I first before I started looking at it, I honestly had no idea what I was doing with it. But despite this in summary I believe that I worked well with my production research and have managed to get it done in the time of which I set myself.
  • 49. Bibliography • 1.nesh,Ronaldo. (2019) Target audience research survey(conducted on 15/02/19) • 2.Minecraft. (2019) existing production research (conducted on 18/02/19) • 3.Mario. (2019) existing production research(conducted on 20/02/19) • 4.Youtube. (2019) YouTube tutorial video(conducted on 22/02/19) • 5.Youtube. (2019) Youtube tutorial video(conducted on 22/09/19)