SlideShare a Scribd company logo
1 of 32
Research
Jack Morton
Existing Product
asteroids
Location:
The location of the game is in
outer space, as you can see
asteroids and stars are in the
background. The effect of this
makes the audience feel like there
actually flying around in space and
destroying asteroids. Therefore it
makes the gameplay more
interesting. The location of the
box art shows the space ship to be
in outer space.
Angle:
The angle of the game is a
Birdseye view of the
environment. The reason they
have done this is because then
you can see incoming asteroids,
therefore you can shoot them
down. The angle of the box art
shows the audience the
dramatic asteroids they will
have to evade from.
Colour:
The colour used is black
and white, therefore it
doesn’t really stand out
to the audience as the
colours are dull. The
effect of using white
and black, is that its
easy to tell which is the
good side and which is
the bad side. The
colours used on the box
art stands out to the
audience, resulting in
catching the audiences
eye. The colours of the
box art ship show the
audience the dramatic
moments you will have
when playing the game.
Box art
Game
Audience appeal:
The game appeals to its audience by having large fonts to draw/attract the customers in. It also has a unique play style, to
keep the player interested. The props used are engaging to the player as you can use them to destroy asteroids. The colour
makes it easy to understand which characters are the bad guys and the good guys. The reason I have chosen to look at this
game is that, I want to gather ideas, methods and skills for my final major project. Therefore I can plan out what my designs
will look like and base them on this game. I have also learned different methods in creating the background for my video
game. I have leaned how to animate various objects and characters. This will help my project look sharper, neater and
overall better looking.
Existing Product
asteroids
Effects:
In the game there are
many effects such as lasers
and flying asteroids. The
reason they have added in
effects like theses are
because they want to grab
the audiences attention.
The effect of having an
image displaying the game
on the front grabs the
attention of the audience.
Lighting:
There is hardly any lighting
in this game as it’s a retro
game. The effect on this
makes the player focus on
the asteroids as there the
only thing that’s bright. The
lighting on the box art
makes the cover stand out.
Box art
Game
Creation of meaning
The reason the product has used a space ship shooting lasers, is to convey the message across, that the game is an
action sci-fi. The explosion in the background tells the audience, its going to be dangerous. The background shows
a planet and moving asteroids, this is presented as if it’s a big environment, therefore this tells the audience its
adventurous and thrilling to play this game. The asteroids are shown as big and intimidating, therefore the
audience will know that the asteroids are the enemies.
Props:
The props in the game
are guns, which you
use to destroy the
asteroids that are
trying to destroy you.
The effect of using
props makes the game
more enjoyable as you
have to shoot your
way out.
Fonts:
The font used on the
box art is bold and
stands out to the
audience. Its also clear
and understandable
from a distance.
Audience profile
From looking at the audience profile, I can see that the demographic for asteroids is male. I also
found out the age is between 18-24 and that there social grade is C2DE. I have also found out
the region that the game asteroids is most popular is London. People who play asteroids are far
left and their professions are “government & civil service”. The audience that plays asteroids
earn £125 a month.
Existing Product
Pac man
Image Type
This type of image is 1980s themed as this will target people
who are older because it will remind them of the old days. It
may also appeal to young people who are interested. However
it may be boring to others as it offers not much content.
Location
The location is a maze full of twists and turns that
can decide you fate. This will interest people who
like maze type themed games.
Angle
The angle is a birds eye view. This it great for
people that are interested in strategy type games
as you decide where the ghost are going and how
to avoid them. It’s a wonderful shot as you can
take in the features of the game.
Effect
The effects are amazing from the pixel ghost
roaming around to the food that Pacman eats.
This wonderful environment is amazing for gamers
as the effects make it absolute.
Post-Production
The post-production is amazing as it shows us the
amazing detail that’s gone into this wonderful game.
Lighting
The lighting is amazing as is brightens the
Pacman and it stands out to the customer,
therefore charms the customer to the games
as it is unique and gripping the customer.
Composition
The composition shows how difficult yet
interesting and competitive as you battle
your friends for the top score. This will
target people as it will widen the market
because its unique and its competitive.
Mise en scene
The mise en scene sets the scene for the
gaming by showing us how enjoyable and
competitive the game can be. The effect of
this is that its made for multiple audiences,
therefore having a wider target market.
Props
The props are amazing the game is based
around the props. This makes them more
important and noticeable to the gamer.
Colours
The colours are vibrant and noticeable, this
Is great as it will draw costumers in.
Font
The font is a bright yellow this will draw in
the costumers and would want to know
more.
Audience appeal
The audience will want to buy this as it will
be interesting and competitive as you battle
your friends for the top score. This will
target people as it will widen the market
because its unique and its competitive.
Creation of meaning
The reason the product has used yellow for the main character, is
that its heart warming and suggests to the audience that he’s kind.
The ghosts are dangerous as the character itself tells the audience,
it’s an enemy. Another reason the ghosts are enemies, is that the
colour of the ghost is red, this tells the audience its dangerous and
to stay away. Fruit is healthy therefore you know, it will be positive
for the character.
Audience Profile
From looking at the audience profile of Pac man, their demographic is mostly male and their age
range is 40-54. The audience that play Pac man have a social grade of C2DE and the regions its
most popular in is the south coast. The peoples views on politics are left wing, with a minor
percentage being right wing. The professions of the people who play Pac man are “real estate
and property”. The monthly spare is less than £ 125.
Existing Product
Location
The location of the game “frogger” is
located near a road or a river depending
on which sort of level your on.
Props
The props are logs which help
you cross to the other side,
therefore once you reach to the
top of the level/map you win the
game.
Composition
The composition shows how
dangerous the situation can be by
showing us scenes of the cars
hurdling down the roads,
therefore by seeing this you know
the cars will hurt you.
Colours
The Green colour stands out to the
audience as it will grab their attention
because the green grass will stand out like
a soar thumb. It will also catch the
customers eye, therefore enticing the
viewer in to looking at the product.
Effect
When you die a
animation effect
happens which
dissolves your frog
(video game
character), in turn
showing your
lifeless corpse
crumbling away.
The post-production
It shows how deadly and
dangerous the vehicles can
be, therefore showing how
awesome and intense the
game can get, as you have
to dodge out of their way.
Audience appeal
The audience will want to buy it because it
will show how awesome and imaginative it
can be to the customer. The audience will
want to play as it would show how intense
and action packed this game can be. Another
reason they will be interested is because they
will want to beat each others score by taking
turns in getting the high score.
Mise en scene
The mise en scene sets the scene for
intensity as you battle hard foes in your
path. This shows how intense the
game is to the viewer.
Lighting
The green lit background is green. The
result of this is that it makes the other
colours stand even more to the
customers as the green draws the
attention of the colour and the blue to
show they are a group. The theme is a
1980 feel to it as it creates old retro
style. The effect of this is that it creates
the gamer of the past times, for
example bring them to their childhood
as they might of played this when they
were younger.
Angle
The angle is a birds eye
view which shows
where the vehicles are
and where to reach the
finish line. It also gives
points scatted around
the map to heal
yourself from enemy
vehicle.
Image Type
The image is a 2D arcade game that you
have to dodge waves of enemy vehicles
to win. The game is made out of pixels
and revolves around a dodge strategy.
Creating meaning
The reason the character is green is
because the colour is friendly and
suggests nature. This tells the
audience the main character is the
good guy. The cars are rough looking
and intimidating. This tells the
audience the cars are the enemies
and you have to avoid them.
Audience Profile
The majority of the people who play Frogger are female and their age range is 25-29. The
audience has a social grade of ABC1 and the most popular region Frogger is played in is London.
The views of the audience are far left and their professions are “entertainment”. The audience
have a monthly spare less than £125.
Existing ProductLighting
The unlit background is black. The result of this is that it makes the other colours
stand even more to the customers as the green draws the attention of the colour
and the white to show they are a group. The theme is a 1980 feel to it as it creates
old neon style. The effect of this is that it creates the gamer of the past times, for
example bring them to their childhood as they might of played this when they were
younger.
Image Type
The image is a 2D arcade game that you have
to defeat waves of enemies to win. The game
is made out of pixels and revolves around a hit
and miss strategy.
Location
The location is set in outer space. Where you
have to defeat alien space crafts to save man
kind.
Angle
The angle is a birds eye view which shows where
the enemies are and where to shoot. It also gives
shields scatted around the map to shelter yourse
from enemy fire.
Effect
When you die a animation effect happens
which dissolves your space craft, in turn
showing your lifeless corpse crumbling away.
The post-production
It shows how deadly and dangerous the
enemies can be, therefore showing how
awesome and intense the game can get.
Lighting
The unlit background is black. The result of
this is that it makes the other colours stand
even more to the customers as the green
draws the attention of the colour and the
white to show they are a group.
Audience appeal
The audience will want to buy it because it will
show how awesome and imaginative it can be to
the customer. The audience will want to play as it
would show how intense and action packed this
game can be. Another reason they will be interested
is because they will want to beat each others score
by taking turns in getting the high score.
Colours
Green colour as this would stand out to the audience as it will grab their
attention because the space ships will stand out like a soar thumb. It will also
catch the customers eye, therefore trapping the viewer in a world of fun.
Props
The props are shields to defend you from
enemy fire which results in a awesome
experience.
Mise en scene
The mise en scene sets the scene for intensity
as you battle hard foes in your path. This
shows how intense the game is to the viewer.
Composition
The composition shows how dangerous the
situation can be by showing us scenes of the
battle they are fighting in.
Creative meaning
The enemy space ships are rough looking, therefore this suggests to the
audience the space ships are dangerous and you should avoid them to
stay alive. The main character is green, this suggests to the audience
he’s peaceful. The black background makes the rest of the colours
stand out the audience more.
Audience Profile
The audience profile for the game space invaders are mostly male and are the ages between 40-
54. The audiences social grade is ABC1 and the region the game is mostly played in is northen
Scotland. The audiences politics are far right and their professions are “engineering”. The people
who play space invaders have a monthly spare £1000 or more.
Existing ProductAudience appeal
This will appeal to the audience as it is simple because the
format is easy to understand. This will appeal to friends as it
is 2 player and can can compete in battling each other for the
best score.
Image Type
The image shows us you have to get the ball to the enemy by
hitting it to the other side and past the opponent. This makes it
tricky as the other opponent can move and do the same. It’s the
battle of reaction time. The image is a 2D arcade game which
revolves around a hit and miss strategy.
Location
The location is a ping pong table which shows the viewer its to
do with table tennis as it looks like a table tennis table. This lets
the customer know what type of game its about with out even
looking at it.
Angle
The angle is a birds eye view of the ping pong table. The effect of
this to the customer is that it lets them see where the pong ball
is going and where their opponent is.
Effect
The effect of the ball getting faster after a
long period time it will create suspense.
This will make the gamers out off tune
with the rhythm. This will also make a
faster noise as the ball is hit multiple
times. This will also create suspense.
The post-production
when the ball speeds up it will create the
game more intense, therefore making the
game more fun and more competitive.
This will appeal to people on the
competitive side who like to score high
points and go against friends.
Lighting
As the background is not lit up, it creates the
pong game stand out to the customer,
therefore charmed by the games uniqueness
and gripping the customer. However the grey
dotted line does not stand out, as I will change
this in my final product to draw/create the
customer even more enticed into the game.
Composition
The composition shows us how easy it is to play and how difficult
and competitive it can be. This will therefore expand their target
market to other people. It also shows us the score of each point is
scored as this will create more suspense.
Mise en scene
The mise en scene presents the game to be outrageously easy to
understand as the game speaks for it self. It also is competitive as it
will make the a wider target market for people.
Props
The props are simple, therefore it makes the game easier to
understand. This will make the target audience wider as
there are more people. The props are simple and relatable
to the customer.
Colours
The colours are simple and straight to the point. This is great because
it speaks for it self and relatively easy to understand as there is no
confusing patterns. However its simple and boring. This can effect
the target market as it is boring and bland.
Creating meaning
The reason the developer has chosen to use white, is
because its friendly and pure. Therefore the audience will
know that the paddles are friendly.
Audience Profile
The audience profile for the people who play pong are male and are the ages between 25-39.
The social grade of the audience is C2DE and the region its mostly played in is London. The
audiences politics are far right and their “professions are police and emergency services”. The
monthly spare is £125 to £499.
Box art
The location is near mushrooms, this tells the audience its most likely located near a forest. This
will interest the audience as its mysterious and unknown. The angle of the video game cover is
shown at a low point of view, this makes the centipede seem dangerous and evil. The audience
will know that the centipede is the enemy as its towering over the human. The post-production
is instant and shows the viewer how far he has come and what to expect after, whether he will
survive or not and that’s how it grabs the audience in to wanting to know more. The lighting of
the video game shines on the centipede more than the boy. This tells the audience that the
centipede is the main goal and you must defeat monster to win. The composition shows how
dangerous the situation can be by showing us scenes of what dangerous events can happen in
the game. The costume the boy is wearing is a casual style, this will appeal to the audience as
they might be wearing the same clothing. The prop is a bow, this tells the audience you will have
to shoot your way out of trouble.
Research Analysis
• What common features do the researched products have?
– They are all old games as this is common through all the products. The effect of this is that it will target
young but mostly old as this is 1980s themed as this will target people who are older because it will
remind them of the old days. It may also appeal to young people who are interested. However it may be
boring to others as it offers not much content.
– The props are similar as simple, therefore it makes the game easier to understand. This will make the
target audience wider as there are more people. The props are simple and relatable to the customer.
– The colours are all bright in all of the products I have researched this will stand out to the audience as it
will grab their attention because the space ships will stand out like a soar thumb. It will also catch the
customers eye, therefore trapping the viewer in a world of fun.
– The lighting is also a common feature as it is it makes the other colours stand even more to the customers
as the green draws the attention of the colour and the white to show they are a group. The theme is a
1980 feel to it as it creates old neon style. The effect of this is that it creates the gamer of the past times,
for example bring them to their childhood as they might of played this when they were younger.
– The angle is also a common feature as it is great for people that are interested in strategy type games as
you look from a birds eye view.
• What aspects of the research will you include within your on work?
• I will include a simple yet pleasing design that’s not hard to draw as it would take time in making it, therefore
going over the deadline. I will also add similar props as this will be easy and not time consuming, therefore I
can put more detail on other slides. old games as this is common through all the products. The effect of this is
that it will target young but mostly old as this is 1980s themed as this will target people who are older because
it will remind them of the old days. It may also appeal to young people who are interested. However it may be
boring to others as it offers not much content. The research has been beneficial as I know what I will be doing
for my FMP. I will also know what techniques I will use to make the FMP even better. Another reason my
research will be beneficial is that I will know what to do when I start my FMP. The research will also be
beneficial because I can look back at the existing products and to use them as a template to improve my work.
This will effect my future work by making me think back to how the existing products grab the audiences
attention.
Questionnaire Analysis
Audience research
• Observation: From looking at my results there are more males than females who did my
survey.
• What this says about my audience: This tells me that the majority of my audience is male.
• How will your product appeal to this audience: I will therefore appeal to the male side of the
audience as it takes up the majority. I will do this by making the game action packed. The
reason I will be making it action packed is because the male audience typically enjoys action
in video games.
Audience research
• Observation: From looking at my results the age range of my audience is between 16 – 20.
• What this says about my audience: This tells me that my audience are teenagers/young adults.
• How will your product appeal to this audience: I will appeal to the 16 – 20 age range by adding in
action and survival aspects into my 2D video game, these genres are popular with my target
audience. However I wont be able to add in gore, as this would push the age restriction to 18. This
would result in half my audience not being to play my game.
Audience research
• Observation: From looking at the survey the audience is interested in 2D video
games.
• What this says about my audience: This tells me that my audience would love to
see a 2D video game, made by me.
• How will your product appeal to this audience: I will appeal to the audience by
making a 2D video game, using a software called Photoshop. Using this software I
can make the animation a very detailed and eye catching to the audience.
Audience research
• Observation: From looking at my work they would like to pay between £1 - £3.
• What this says about my audience: This tells me they would like a cheap 2D game.
• How will your product appeal to this audience: I will appeal to my audience by
making the game £2, because it fits in-between the wanted price range. Therefore
by appealing to the audience I will be able to sell my 2D game at a reasonable
price, therefore they will be attracted to the 2d game as It will be affordable.
Audience research
• Observation: From analysing my results the majority are interested in space
games.
• What this says about my audience: This tells me that my audience wants me to
make a 2D space game, as the majority wanted it.
• How will your product appeal to this audience: I will appeal to my audience by
making a 2D space game. I will include space mechanics and a space background
to make the audience feel immersed in the video game. I will also add in space
ships to appeal to the audience.
Audience research
• Observation: From looking at my results I can see the majority likes
shooting games.
• What this says about my audience: This tells me that my audience likes
shooting games.
• How will your product appeal to this audience: I will appeal to my
audience by adding in shooting sections to my 2D space game. I will
include intense flying combat, where you have to shoot your way out to
survive. This will appeal to the audience as the majority like shooting
games.
Audience research
• Observation: The majority of the audience does like the idea of power ups.
• What this says about my audience: This tells me they want special power ups
added in the 2D game.
• How will your product appeal to this audience: I will appeal to my audience by
adding power ups scattered around the map. I will do this by making the power
ups more frequent in the game, as the majority of the audience like power ups.
Audience research
• Observation: Looking at my survey results overall my audience does like strategy games.
• What this says about my audience: This tells me my audience would like strategy aspects added in
my 2D game.
• How will your product appeal to this audience: I will appeal to my audience by adding in strategy
aspects to my 2D video game. I will do this by using a programme called photoshop, to animate
strategy combat descensions into the gameplay, as the majority of the audience wanted a strategy
game.
Audience research
• Observation: My audience prefers action when it comes to playing video games.
• What this says about my audience: This tells me that my audience wants action
when playing video games.
• How will your product appeal to this audience: I will appeal to my audience by
adding in action elements in my 2D video game. I will do this by creating shooting
levels to appeal to my audience. I then will add shooting mechanics to take your
enemy's down.
Audience research
• Observation: From looking at my results I can see that they prefer multiplayer
games over single player games.
• What this says about my audience: This tells me that my audience wants a video
game that has a multiplayer.
• How will your product appeal to this audience: I will appeal to my audience by
adding in a Co-Op mode to my 2D video game. I will appeal to the audience by
designing the game around a multiplayer platform.
Interviews
Interview 1
• Are you interested in 2D video games, and why
• No because I am not very keen on video games and
don’t play them
• Do you like power ups in video games, and why
• Yes because they help you get further in the game and
therefore you get to experience more of the game.
• Will a 2D space game interest you, and why
• Yes, space is very interesting, big and unknown and you
could potentially create anything and it will be
believable
Interview 1
• Observation: The person does not like video games as they don’t
like to play them. I then asked “do you like the idea of power ups”,
they replied with, “Yes because they help you get further in the
game and therefore you get to experience more of the game”. The
person also likes 2D video games as there interesting and vastly
explorable.
• What this says about my audience: This tells me that my audience
doesn’t like video games, however they do like 2D video games and
the idea of special power ups, as this will make playing the game
more fun and overall more enjoyable.
• How will your product appeal to this audience: My product will
appeal to my audience by making the game 2D, therefore, I will use
Photoshop to achieve this effect. I will also appeal to my audience
by adding special power ups to make the experience of playing the
game more enjoyable.
Interview 2
• Are you interested in 2D video games, and why? I’m not
interested in 2D video games because I enjoy games which
have lots of graphics. I prefer games which are realistic to
real-life and those types of games aren’t 2D.
• Do you like power ups in video games, and why?
• Power-ups in videogames give the player an advantage
when playing. This makes the game fun to play.
• Will a 2D space game interest you, and why? 2D space
game would only interest me if the platform the game was
launched on was mobile as this is the only platform which I
would play 2D games.
Interview 2
• Observation: The interviewee is not interested in 2D games
however, they do enjoy games with a lot of graphics and prefer the
games to resemble real life. The person does enjoy power ups as
they make the game fun and interesting. They would only enjoy the
2D space game if it was only on mobile.
• What this says about my audience: This tells me that my audience
only enjoys 2D games if they’re only on mobile. My audience also
wants detailed graphics in the game as well. The audience wants to
have power ups as this makes the game more interesting and
enjoyable.
• How will your product appeal to this audience: I will appeal to my
audience by making the game very well detailed, I will add a mobile
version as well. I will also add in power ups because it makes the
game more enjoyable.
Bibliography
Bibliography
1. Morton, J. (2018) Target Audience Research Survey (conducted on
13/4/2018)
2. Sinclair Shaw, S. (2018) Target Audience Interviews (conducted on
13/4/2018)
3. Cooper, H. (2018) Target Audience Interviews (conducted on 13/4/2018)
4. Atari, Inc (1972) Ping Pong
5. Taito (1978) Space Invaders
6. Atari, Inc (1979) Asteroids
7. Konami (1981) Frogger

More Related Content

What's hot (20)

2. research v11
2. research v112. research v11
2. research v11
 
Video Game Styles - 4018
Video Game Styles - 4018Video Game Styles - 4018
Video Game Styles - 4018
 
Case Study
Case StudyCase Study
Case Study
 
Research
ResearchResearch
Research
 
Squidiverse Marketing Presentation
Squidiverse Marketing PresentationSquidiverse Marketing Presentation
Squidiverse Marketing Presentation
 
Game keynote
Game keynoteGame keynote
Game keynote
 
Graphic types
Graphic typesGraphic types
Graphic types
 
The Game 2011 Themes
The Game 2011 ThemesThe Game 2011 Themes
The Game 2011 Themes
 
Graphic Design Presentation
Graphic Design PresentationGraphic Design Presentation
Graphic Design Presentation
 
Graphic types
Graphic typesGraphic types
Graphic types
 
Level 3 Initial Plans FMP
Level 3 Initial Plans FMPLevel 3 Initial Plans FMP
Level 3 Initial Plans FMP
 
Video Game Styles - 4018
Video Game Styles - 4018Video Game Styles - 4018
Video Game Styles - 4018
 
3. research
3. research3. research
3. research
 
2. research
2. research2. research
2. research
 
3. research ver 2
3. research ver 23. research ver 2
3. research ver 2
 
Fake
FakeFake
Fake
 
3. research
3. research 3. research
3. research
 
Game development program
Game development programGame development program
Game development program
 
Game research
Game researchGame research
Game research
 
Case study
Case studyCase study
Case study
 

Similar to 3. research(1) (20)

2. research(2)
2. research(2)2. research(2)
2. research(2)
 
3. research
3. research3. research
3. research
 
3. research
3. research3. research
3. research
 
3 190614092913
3 1906140929133 190614092913
3 190614092913
 
3. research(2) (1)
3. research(2) (1)3. research(2) (1)
3. research(2) (1)
 
3. research
3. research3. research
3. research
 
Unit 13 graphic style by fateha begum
Unit 13  graphic style by fateha begumUnit 13  graphic style by fateha begum
Unit 13 graphic style by fateha begum
 
3. research
3. research3. research
3. research
 
3. Research
3. Research3. Research
3. Research
 
2. research [comp] copy
2. research [comp] copy2. research [comp] copy
2. research [comp] copy
 
Graphic styles AMAD
Graphic styles AMADGraphic styles AMAD
Graphic styles AMAD
 
3. research
3. research 3. research
3. research
 
2. fmp research done
2. fmp research done2. fmp research done
2. fmp research done
 
2. fmp research improved
2. fmp research improved2. fmp research improved
2. fmp research improved
 
Research
ResearchResearch
Research
 
Adventure pro forma
Adventure pro formaAdventure pro forma
Adventure pro forma
 
Resarch game update week 1
Resarch game update week 1Resarch game update week 1
Resarch game update week 1
 
4. proposal(3)
4. proposal(3)4. proposal(3)
4. proposal(3)
 
Adventure pro forma
Adventure pro formaAdventure pro forma
Adventure pro forma
 
3. research
3. research3. research
3. research
 

More from jack-morton

6. production reflection
6. production reflection6. production reflection
6. production reflectionjack-morton
 
5. pre production
5. pre production5. pre production
5. pre productionjack-morton
 
4. production experiments(1)
4. production experiments(1)4. production experiments(1)
4. production experiments(1)jack-morton
 
1. initial plans
1. initial plans1. initial plans
1. initial plansjack-morton
 
Production reflection
Production reflectionProduction reflection
Production reflectionjack-morton
 
6. pre production
6. pre production6. pre production
6. pre productionjack-morton
 
4. production experiments
4. production experiments4. production experiments
4. production experimentsjack-morton
 
2. initial plans
2. initial plans2. initial plans
2. initial plansjack-morton
 
Magazine resarch
Magazine resarch Magazine resarch
Magazine resarch jack-morton
 
Proposal magazine
Proposal magazineProposal magazine
Proposal magazinejack-morton
 
Magazine resarch
Magazine resarch Magazine resarch
Magazine resarch jack-morton
 
6. evaluation sf 2017 2
6. evaluation sf 2017 26. evaluation sf 2017 2
6. evaluation sf 2017 2jack-morton
 

More from jack-morton (20)

7. evaluation
7. evaluation7. evaluation
7. evaluation
 
6. production reflection
6. production reflection6. production reflection
6. production reflection
 
5. pre production
5. pre production5. pre production
5. pre production
 
4. production experiments(1)
4. production experiments(1)4. production experiments(1)
4. production experiments(1)
 
2. proposal
2. proposal2. proposal
2. proposal
 
1. initial plans
1. initial plans1. initial plans
1. initial plans
 
1. case study
1. case study1. case study
1. case study
 
8. evaluation
8. evaluation8. evaluation
8. evaluation
 
Production reflection
Production reflectionProduction reflection
Production reflection
 
1. case study
1. case study1. case study
1. case study
 
6. pre production
6. pre production6. pre production
6. pre production
 
5. proposal
5. proposal5. proposal
5. proposal
 
4. production experiments
4. production experiments4. production experiments
4. production experiments
 
2. initial plans
2. initial plans2. initial plans
2. initial plans
 
1. case study
1. case study1. case study
1. case study
 
Evaluation
EvaluationEvaluation
Evaluation
 
Magazine resarch
Magazine resarch Magazine resarch
Magazine resarch
 
Proposal magazine
Proposal magazineProposal magazine
Proposal magazine
 
Magazine resarch
Magazine resarch Magazine resarch
Magazine resarch
 
6. evaluation sf 2017 2
6. evaluation sf 2017 26. evaluation sf 2017 2
6. evaluation sf 2017 2
 

Recently uploaded

REMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptxREMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptxDr. Ravikiran H M Gowda
 
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptxHMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptxEsquimalt MFRC
 
Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)Jisc
 
On_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptx
On_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptxOn_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptx
On_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptxPooja Bhuva
 
UGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdf
UGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdfUGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdf
UGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdfNirmal Dwivedi
 
OSCM Unit 2_Operations Processes & Systems
OSCM Unit 2_Operations Processes & SystemsOSCM Unit 2_Operations Processes & Systems
OSCM Unit 2_Operations Processes & SystemsSandeep D Chaudhary
 
How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17Celine George
 
Interdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptxInterdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptxPooja Bhuva
 
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...Nguyen Thanh Tu Collection
 
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptxHMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptxmarlenawright1
 
How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17Celine George
 
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...Pooja Bhuva
 
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...Pooja Bhuva
 
Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxRamakrishna Reddy Bijjam
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxheathfieldcps1
 
FICTIONAL SALESMAN/SALESMAN SNSW 2024.pdf
FICTIONAL SALESMAN/SALESMAN SNSW 2024.pdfFICTIONAL SALESMAN/SALESMAN SNSW 2024.pdf
FICTIONAL SALESMAN/SALESMAN SNSW 2024.pdfPondicherry University
 
Exploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptx
Exploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptxExploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptx
Exploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptxPooja Bhuva
 
How to setup Pycharm environment for Odoo 17.pptx
How to setup Pycharm environment for Odoo 17.pptxHow to setup Pycharm environment for Odoo 17.pptx
How to setup Pycharm environment for Odoo 17.pptxCeline George
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsMebane Rash
 

Recently uploaded (20)

REMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptxREMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptx
 
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptxHMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
 
Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)
 
On_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptx
On_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptxOn_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptx
On_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptx
 
UGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdf
UGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdfUGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdf
UGC NET Paper 1 Unit 7 DATA INTERPRETATION.pdf
 
OSCM Unit 2_Operations Processes & Systems
OSCM Unit 2_Operations Processes & SystemsOSCM Unit 2_Operations Processes & Systems
OSCM Unit 2_Operations Processes & Systems
 
How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17
 
Interdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptxInterdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptx
 
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
 
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptxHMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
 
How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17
 
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
 
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
 
Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docx
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
 
FICTIONAL SALESMAN/SALESMAN SNSW 2024.pdf
FICTIONAL SALESMAN/SALESMAN SNSW 2024.pdfFICTIONAL SALESMAN/SALESMAN SNSW 2024.pdf
FICTIONAL SALESMAN/SALESMAN SNSW 2024.pdf
 
Exploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptx
Exploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptxExploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptx
Exploring_the_Narrative_Style_of_Amitav_Ghoshs_Gun_Island.pptx
 
How to setup Pycharm environment for Odoo 17.pptx
How to setup Pycharm environment for Odoo 17.pptxHow to setup Pycharm environment for Odoo 17.pptx
How to setup Pycharm environment for Odoo 17.pptx
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
OS-operating systems- ch05 (CPU Scheduling) ...
OS-operating systems- ch05 (CPU Scheduling) ...OS-operating systems- ch05 (CPU Scheduling) ...
OS-operating systems- ch05 (CPU Scheduling) ...
 

3. research(1)

  • 2. Existing Product asteroids Location: The location of the game is in outer space, as you can see asteroids and stars are in the background. The effect of this makes the audience feel like there actually flying around in space and destroying asteroids. Therefore it makes the gameplay more interesting. The location of the box art shows the space ship to be in outer space. Angle: The angle of the game is a Birdseye view of the environment. The reason they have done this is because then you can see incoming asteroids, therefore you can shoot them down. The angle of the box art shows the audience the dramatic asteroids they will have to evade from. Colour: The colour used is black and white, therefore it doesn’t really stand out to the audience as the colours are dull. The effect of using white and black, is that its easy to tell which is the good side and which is the bad side. The colours used on the box art stands out to the audience, resulting in catching the audiences eye. The colours of the box art ship show the audience the dramatic moments you will have when playing the game. Box art Game Audience appeal: The game appeals to its audience by having large fonts to draw/attract the customers in. It also has a unique play style, to keep the player interested. The props used are engaging to the player as you can use them to destroy asteroids. The colour makes it easy to understand which characters are the bad guys and the good guys. The reason I have chosen to look at this game is that, I want to gather ideas, methods and skills for my final major project. Therefore I can plan out what my designs will look like and base them on this game. I have also learned different methods in creating the background for my video game. I have leaned how to animate various objects and characters. This will help my project look sharper, neater and overall better looking.
  • 3. Existing Product asteroids Effects: In the game there are many effects such as lasers and flying asteroids. The reason they have added in effects like theses are because they want to grab the audiences attention. The effect of having an image displaying the game on the front grabs the attention of the audience. Lighting: There is hardly any lighting in this game as it’s a retro game. The effect on this makes the player focus on the asteroids as there the only thing that’s bright. The lighting on the box art makes the cover stand out. Box art Game Creation of meaning The reason the product has used a space ship shooting lasers, is to convey the message across, that the game is an action sci-fi. The explosion in the background tells the audience, its going to be dangerous. The background shows a planet and moving asteroids, this is presented as if it’s a big environment, therefore this tells the audience its adventurous and thrilling to play this game. The asteroids are shown as big and intimidating, therefore the audience will know that the asteroids are the enemies. Props: The props in the game are guns, which you use to destroy the asteroids that are trying to destroy you. The effect of using props makes the game more enjoyable as you have to shoot your way out. Fonts: The font used on the box art is bold and stands out to the audience. Its also clear and understandable from a distance.
  • 4. Audience profile From looking at the audience profile, I can see that the demographic for asteroids is male. I also found out the age is between 18-24 and that there social grade is C2DE. I have also found out the region that the game asteroids is most popular is London. People who play asteroids are far left and their professions are “government & civil service”. The audience that plays asteroids earn £125 a month.
  • 5. Existing Product Pac man Image Type This type of image is 1980s themed as this will target people who are older because it will remind them of the old days. It may also appeal to young people who are interested. However it may be boring to others as it offers not much content. Location The location is a maze full of twists and turns that can decide you fate. This will interest people who like maze type themed games. Angle The angle is a birds eye view. This it great for people that are interested in strategy type games as you decide where the ghost are going and how to avoid them. It’s a wonderful shot as you can take in the features of the game. Effect The effects are amazing from the pixel ghost roaming around to the food that Pacman eats. This wonderful environment is amazing for gamers as the effects make it absolute. Post-Production The post-production is amazing as it shows us the amazing detail that’s gone into this wonderful game. Lighting The lighting is amazing as is brightens the Pacman and it stands out to the customer, therefore charms the customer to the games as it is unique and gripping the customer. Composition The composition shows how difficult yet interesting and competitive as you battle your friends for the top score. This will target people as it will widen the market because its unique and its competitive. Mise en scene The mise en scene sets the scene for the gaming by showing us how enjoyable and competitive the game can be. The effect of this is that its made for multiple audiences, therefore having a wider target market. Props The props are amazing the game is based around the props. This makes them more important and noticeable to the gamer. Colours The colours are vibrant and noticeable, this Is great as it will draw costumers in. Font The font is a bright yellow this will draw in the costumers and would want to know more. Audience appeal The audience will want to buy this as it will be interesting and competitive as you battle your friends for the top score. This will target people as it will widen the market because its unique and its competitive. Creation of meaning The reason the product has used yellow for the main character, is that its heart warming and suggests to the audience that he’s kind. The ghosts are dangerous as the character itself tells the audience, it’s an enemy. Another reason the ghosts are enemies, is that the colour of the ghost is red, this tells the audience its dangerous and to stay away. Fruit is healthy therefore you know, it will be positive for the character.
  • 6. Audience Profile From looking at the audience profile of Pac man, their demographic is mostly male and their age range is 40-54. The audience that play Pac man have a social grade of C2DE and the regions its most popular in is the south coast. The peoples views on politics are left wing, with a minor percentage being right wing. The professions of the people who play Pac man are “real estate and property”. The monthly spare is less than £ 125.
  • 7. Existing Product Location The location of the game “frogger” is located near a road or a river depending on which sort of level your on. Props The props are logs which help you cross to the other side, therefore once you reach to the top of the level/map you win the game. Composition The composition shows how dangerous the situation can be by showing us scenes of the cars hurdling down the roads, therefore by seeing this you know the cars will hurt you. Colours The Green colour stands out to the audience as it will grab their attention because the green grass will stand out like a soar thumb. It will also catch the customers eye, therefore enticing the viewer in to looking at the product. Effect When you die a animation effect happens which dissolves your frog (video game character), in turn showing your lifeless corpse crumbling away. The post-production It shows how deadly and dangerous the vehicles can be, therefore showing how awesome and intense the game can get, as you have to dodge out of their way. Audience appeal The audience will want to buy it because it will show how awesome and imaginative it can be to the customer. The audience will want to play as it would show how intense and action packed this game can be. Another reason they will be interested is because they will want to beat each others score by taking turns in getting the high score. Mise en scene The mise en scene sets the scene for intensity as you battle hard foes in your path. This shows how intense the game is to the viewer. Lighting The green lit background is green. The result of this is that it makes the other colours stand even more to the customers as the green draws the attention of the colour and the blue to show they are a group. The theme is a 1980 feel to it as it creates old retro style. The effect of this is that it creates the gamer of the past times, for example bring them to their childhood as they might of played this when they were younger. Angle The angle is a birds eye view which shows where the vehicles are and where to reach the finish line. It also gives points scatted around the map to heal yourself from enemy vehicle. Image Type The image is a 2D arcade game that you have to dodge waves of enemy vehicles to win. The game is made out of pixels and revolves around a dodge strategy. Creating meaning The reason the character is green is because the colour is friendly and suggests nature. This tells the audience the main character is the good guy. The cars are rough looking and intimidating. This tells the audience the cars are the enemies and you have to avoid them.
  • 8. Audience Profile The majority of the people who play Frogger are female and their age range is 25-29. The audience has a social grade of ABC1 and the most popular region Frogger is played in is London. The views of the audience are far left and their professions are “entertainment”. The audience have a monthly spare less than £125.
  • 9. Existing ProductLighting The unlit background is black. The result of this is that it makes the other colours stand even more to the customers as the green draws the attention of the colour and the white to show they are a group. The theme is a 1980 feel to it as it creates old neon style. The effect of this is that it creates the gamer of the past times, for example bring them to their childhood as they might of played this when they were younger. Image Type The image is a 2D arcade game that you have to defeat waves of enemies to win. The game is made out of pixels and revolves around a hit and miss strategy. Location The location is set in outer space. Where you have to defeat alien space crafts to save man kind. Angle The angle is a birds eye view which shows where the enemies are and where to shoot. It also gives shields scatted around the map to shelter yourse from enemy fire. Effect When you die a animation effect happens which dissolves your space craft, in turn showing your lifeless corpse crumbling away. The post-production It shows how deadly and dangerous the enemies can be, therefore showing how awesome and intense the game can get. Lighting The unlit background is black. The result of this is that it makes the other colours stand even more to the customers as the green draws the attention of the colour and the white to show they are a group. Audience appeal The audience will want to buy it because it will show how awesome and imaginative it can be to the customer. The audience will want to play as it would show how intense and action packed this game can be. Another reason they will be interested is because they will want to beat each others score by taking turns in getting the high score. Colours Green colour as this would stand out to the audience as it will grab their attention because the space ships will stand out like a soar thumb. It will also catch the customers eye, therefore trapping the viewer in a world of fun. Props The props are shields to defend you from enemy fire which results in a awesome experience. Mise en scene The mise en scene sets the scene for intensity as you battle hard foes in your path. This shows how intense the game is to the viewer. Composition The composition shows how dangerous the situation can be by showing us scenes of the battle they are fighting in. Creative meaning The enemy space ships are rough looking, therefore this suggests to the audience the space ships are dangerous and you should avoid them to stay alive. The main character is green, this suggests to the audience he’s peaceful. The black background makes the rest of the colours stand out the audience more.
  • 10. Audience Profile The audience profile for the game space invaders are mostly male and are the ages between 40- 54. The audiences social grade is ABC1 and the region the game is mostly played in is northen Scotland. The audiences politics are far right and their professions are “engineering”. The people who play space invaders have a monthly spare £1000 or more.
  • 11. Existing ProductAudience appeal This will appeal to the audience as it is simple because the format is easy to understand. This will appeal to friends as it is 2 player and can can compete in battling each other for the best score. Image Type The image shows us you have to get the ball to the enemy by hitting it to the other side and past the opponent. This makes it tricky as the other opponent can move and do the same. It’s the battle of reaction time. The image is a 2D arcade game which revolves around a hit and miss strategy. Location The location is a ping pong table which shows the viewer its to do with table tennis as it looks like a table tennis table. This lets the customer know what type of game its about with out even looking at it. Angle The angle is a birds eye view of the ping pong table. The effect of this to the customer is that it lets them see where the pong ball is going and where their opponent is. Effect The effect of the ball getting faster after a long period time it will create suspense. This will make the gamers out off tune with the rhythm. This will also make a faster noise as the ball is hit multiple times. This will also create suspense. The post-production when the ball speeds up it will create the game more intense, therefore making the game more fun and more competitive. This will appeal to people on the competitive side who like to score high points and go against friends. Lighting As the background is not lit up, it creates the pong game stand out to the customer, therefore charmed by the games uniqueness and gripping the customer. However the grey dotted line does not stand out, as I will change this in my final product to draw/create the customer even more enticed into the game. Composition The composition shows us how easy it is to play and how difficult and competitive it can be. This will therefore expand their target market to other people. It also shows us the score of each point is scored as this will create more suspense. Mise en scene The mise en scene presents the game to be outrageously easy to understand as the game speaks for it self. It also is competitive as it will make the a wider target market for people. Props The props are simple, therefore it makes the game easier to understand. This will make the target audience wider as there are more people. The props are simple and relatable to the customer. Colours The colours are simple and straight to the point. This is great because it speaks for it self and relatively easy to understand as there is no confusing patterns. However its simple and boring. This can effect the target market as it is boring and bland. Creating meaning The reason the developer has chosen to use white, is because its friendly and pure. Therefore the audience will know that the paddles are friendly.
  • 12. Audience Profile The audience profile for the people who play pong are male and are the ages between 25-39. The social grade of the audience is C2DE and the region its mostly played in is London. The audiences politics are far right and their “professions are police and emergency services”. The monthly spare is £125 to £499.
  • 13. Box art The location is near mushrooms, this tells the audience its most likely located near a forest. This will interest the audience as its mysterious and unknown. The angle of the video game cover is shown at a low point of view, this makes the centipede seem dangerous and evil. The audience will know that the centipede is the enemy as its towering over the human. The post-production is instant and shows the viewer how far he has come and what to expect after, whether he will survive or not and that’s how it grabs the audience in to wanting to know more. The lighting of the video game shines on the centipede more than the boy. This tells the audience that the centipede is the main goal and you must defeat monster to win. The composition shows how dangerous the situation can be by showing us scenes of what dangerous events can happen in the game. The costume the boy is wearing is a casual style, this will appeal to the audience as they might be wearing the same clothing. The prop is a bow, this tells the audience you will have to shoot your way out of trouble.
  • 14. Research Analysis • What common features do the researched products have? – They are all old games as this is common through all the products. The effect of this is that it will target young but mostly old as this is 1980s themed as this will target people who are older because it will remind them of the old days. It may also appeal to young people who are interested. However it may be boring to others as it offers not much content. – The props are similar as simple, therefore it makes the game easier to understand. This will make the target audience wider as there are more people. The props are simple and relatable to the customer. – The colours are all bright in all of the products I have researched this will stand out to the audience as it will grab their attention because the space ships will stand out like a soar thumb. It will also catch the customers eye, therefore trapping the viewer in a world of fun. – The lighting is also a common feature as it is it makes the other colours stand even more to the customers as the green draws the attention of the colour and the white to show they are a group. The theme is a 1980 feel to it as it creates old neon style. The effect of this is that it creates the gamer of the past times, for example bring them to their childhood as they might of played this when they were younger. – The angle is also a common feature as it is great for people that are interested in strategy type games as you look from a birds eye view. • What aspects of the research will you include within your on work? • I will include a simple yet pleasing design that’s not hard to draw as it would take time in making it, therefore going over the deadline. I will also add similar props as this will be easy and not time consuming, therefore I can put more detail on other slides. old games as this is common through all the products. The effect of this is that it will target young but mostly old as this is 1980s themed as this will target people who are older because it will remind them of the old days. It may also appeal to young people who are interested. However it may be boring to others as it offers not much content. The research has been beneficial as I know what I will be doing for my FMP. I will also know what techniques I will use to make the FMP even better. Another reason my research will be beneficial is that I will know what to do when I start my FMP. The research will also be beneficial because I can look back at the existing products and to use them as a template to improve my work. This will effect my future work by making me think back to how the existing products grab the audiences attention.
  • 16. Audience research • Observation: From looking at my results there are more males than females who did my survey. • What this says about my audience: This tells me that the majority of my audience is male. • How will your product appeal to this audience: I will therefore appeal to the male side of the audience as it takes up the majority. I will do this by making the game action packed. The reason I will be making it action packed is because the male audience typically enjoys action in video games.
  • 17. Audience research • Observation: From looking at my results the age range of my audience is between 16 – 20. • What this says about my audience: This tells me that my audience are teenagers/young adults. • How will your product appeal to this audience: I will appeal to the 16 – 20 age range by adding in action and survival aspects into my 2D video game, these genres are popular with my target audience. However I wont be able to add in gore, as this would push the age restriction to 18. This would result in half my audience not being to play my game.
  • 18. Audience research • Observation: From looking at the survey the audience is interested in 2D video games. • What this says about my audience: This tells me that my audience would love to see a 2D video game, made by me. • How will your product appeal to this audience: I will appeal to the audience by making a 2D video game, using a software called Photoshop. Using this software I can make the animation a very detailed and eye catching to the audience.
  • 19. Audience research • Observation: From looking at my work they would like to pay between £1 - £3. • What this says about my audience: This tells me they would like a cheap 2D game. • How will your product appeal to this audience: I will appeal to my audience by making the game £2, because it fits in-between the wanted price range. Therefore by appealing to the audience I will be able to sell my 2D game at a reasonable price, therefore they will be attracted to the 2d game as It will be affordable.
  • 20. Audience research • Observation: From analysing my results the majority are interested in space games. • What this says about my audience: This tells me that my audience wants me to make a 2D space game, as the majority wanted it. • How will your product appeal to this audience: I will appeal to my audience by making a 2D space game. I will include space mechanics and a space background to make the audience feel immersed in the video game. I will also add in space ships to appeal to the audience.
  • 21. Audience research • Observation: From looking at my results I can see the majority likes shooting games. • What this says about my audience: This tells me that my audience likes shooting games. • How will your product appeal to this audience: I will appeal to my audience by adding in shooting sections to my 2D space game. I will include intense flying combat, where you have to shoot your way out to survive. This will appeal to the audience as the majority like shooting games.
  • 22. Audience research • Observation: The majority of the audience does like the idea of power ups. • What this says about my audience: This tells me they want special power ups added in the 2D game. • How will your product appeal to this audience: I will appeal to my audience by adding power ups scattered around the map. I will do this by making the power ups more frequent in the game, as the majority of the audience like power ups.
  • 23. Audience research • Observation: Looking at my survey results overall my audience does like strategy games. • What this says about my audience: This tells me my audience would like strategy aspects added in my 2D game. • How will your product appeal to this audience: I will appeal to my audience by adding in strategy aspects to my 2D video game. I will do this by using a programme called photoshop, to animate strategy combat descensions into the gameplay, as the majority of the audience wanted a strategy game.
  • 24. Audience research • Observation: My audience prefers action when it comes to playing video games. • What this says about my audience: This tells me that my audience wants action when playing video games. • How will your product appeal to this audience: I will appeal to my audience by adding in action elements in my 2D video game. I will do this by creating shooting levels to appeal to my audience. I then will add shooting mechanics to take your enemy's down.
  • 25. Audience research • Observation: From looking at my results I can see that they prefer multiplayer games over single player games. • What this says about my audience: This tells me that my audience wants a video game that has a multiplayer. • How will your product appeal to this audience: I will appeal to my audience by adding in a Co-Op mode to my 2D video game. I will appeal to the audience by designing the game around a multiplayer platform.
  • 27. Interview 1 • Are you interested in 2D video games, and why • No because I am not very keen on video games and don’t play them • Do you like power ups in video games, and why • Yes because they help you get further in the game and therefore you get to experience more of the game. • Will a 2D space game interest you, and why • Yes, space is very interesting, big and unknown and you could potentially create anything and it will be believable
  • 28. Interview 1 • Observation: The person does not like video games as they don’t like to play them. I then asked “do you like the idea of power ups”, they replied with, “Yes because they help you get further in the game and therefore you get to experience more of the game”. The person also likes 2D video games as there interesting and vastly explorable. • What this says about my audience: This tells me that my audience doesn’t like video games, however they do like 2D video games and the idea of special power ups, as this will make playing the game more fun and overall more enjoyable. • How will your product appeal to this audience: My product will appeal to my audience by making the game 2D, therefore, I will use Photoshop to achieve this effect. I will also appeal to my audience by adding special power ups to make the experience of playing the game more enjoyable.
  • 29. Interview 2 • Are you interested in 2D video games, and why? I’m not interested in 2D video games because I enjoy games which have lots of graphics. I prefer games which are realistic to real-life and those types of games aren’t 2D. • Do you like power ups in video games, and why? • Power-ups in videogames give the player an advantage when playing. This makes the game fun to play. • Will a 2D space game interest you, and why? 2D space game would only interest me if the platform the game was launched on was mobile as this is the only platform which I would play 2D games.
  • 30. Interview 2 • Observation: The interviewee is not interested in 2D games however, they do enjoy games with a lot of graphics and prefer the games to resemble real life. The person does enjoy power ups as they make the game fun and interesting. They would only enjoy the 2D space game if it was only on mobile. • What this says about my audience: This tells me that my audience only enjoys 2D games if they’re only on mobile. My audience also wants detailed graphics in the game as well. The audience wants to have power ups as this makes the game more interesting and enjoyable. • How will your product appeal to this audience: I will appeal to my audience by making the game very well detailed, I will add a mobile version as well. I will also add in power ups because it makes the game more enjoyable.
  • 32. Bibliography 1. Morton, J. (2018) Target Audience Research Survey (conducted on 13/4/2018) 2. Sinclair Shaw, S. (2018) Target Audience Interviews (conducted on 13/4/2018) 3. Cooper, H. (2018) Target Audience Interviews (conducted on 13/4/2018) 4. Atari, Inc (1972) Ping Pong 5. Taito (1978) Space Invaders 6. Atari, Inc (1979) Asteroids 7. Konami (1981) Frogger

Editor's Notes

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