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1 of 5
Experiments
Joe manship.
Process
- When designing the background I set
the page layout to 120 by 80 so that it is
easier to make the background and have
a rough background which makes the
game seem not serious and something
that people can play and relax while
playing it. The colours are bright so that
it is attractive to children as the game is
not violent so they will be able to play it.
A plain scene is used so that the player
knows what the objective is and not be
confusing for customers as children
might confused with what the objective
of the game is. The bold black wind
counter is to add in a difficulty level as
the wind will make that arrow marker
sway more making the game harder as
the player progresses through the game
making the game less tedious for the
players if they get the hang of the game
and start to judge the normal arrow
maker well.
Process
When I designed the background I duplicated the
trees as I had made a reusable asset, duplicating
the tress allowed me to give a forestry effect to the
game making the game look more realistic and
more enjoyable for the players. I used the fill and
where there was already brown I filled the brown
again so that it would make a lighter brown round
the edge of the already existing brown to make a
fading look making the trees seem more realistic. I
used the pencil tool so that I could get the fine
edges on the background so that the game visuals
are clear and easy to look at this would attract my
audience as they will be able to see easily what the
game is about and be attracted by the genre of the
game. The layers were spaced 0.03 seconds apart
so that the players had time to react when the
arrow marker went over bulls eye. After that I
changed the delay on the layers to 0.01 seconds so
that the when the arrow was fired it was a smooth
and realistic arrow being fired, this will ensure that
the game looks professional and will make other
customers watching the game want to play it more.
Process
I used the pencil tool to give a simplistic
look to the poster, I had a white title on
the dark blue background so that it
stood out more. I used the text tool with
very small pixels so that it fit the font of
the poster. Using the green pen tool I
was able to put effect on the wall to
make it look like it was old which shows
that the game will be detailed and have
good content. The police car in the
image give a good representation of
what the game will be about and which
will attract people to buy the game. The
colour of the release day is orange so
that people can see clearly when the
game comes out. This will appeal to
customers as they will keep the poster
so that they can remember the release
date.
Reflection
• What elements of your experiments will you
include in your final product? In my Advergame I will
include the low amount of pixels so that it is easy to create and easy to move the
characters around the screen, I will also have the bright colours in the game so
that people will be attracted to the game as my audience are normally attracted to
brightly coloured game, due to the survey I released I was able to see that my
audience like detailed backgrounds so I used my production experiment to design
a detailed background. I will have slides on 0.01 as it gave a smooth look to the
advergame and help to make the game the professional and appealing to the
audience. Using the pen tool I will have a level bar in the top corner of the page so
that the customer will know how far they have got and will be able to see their
high score so that will make people want to keep playing and trying to beat their
personal best. To make the background I will add white clouds using the pencil tool
then to get rid of the fine edges that make the clouds look fake I will use the
smudge tool to smoothen out the edges to make it look realistic. This will appeal
to my audience.

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3. fmp production experiments

  • 2. Process - When designing the background I set the page layout to 120 by 80 so that it is easier to make the background and have a rough background which makes the game seem not serious and something that people can play and relax while playing it. The colours are bright so that it is attractive to children as the game is not violent so they will be able to play it. A plain scene is used so that the player knows what the objective is and not be confusing for customers as children might confused with what the objective of the game is. The bold black wind counter is to add in a difficulty level as the wind will make that arrow marker sway more making the game harder as the player progresses through the game making the game less tedious for the players if they get the hang of the game and start to judge the normal arrow maker well.
  • 3. Process When I designed the background I duplicated the trees as I had made a reusable asset, duplicating the tress allowed me to give a forestry effect to the game making the game look more realistic and more enjoyable for the players. I used the fill and where there was already brown I filled the brown again so that it would make a lighter brown round the edge of the already existing brown to make a fading look making the trees seem more realistic. I used the pencil tool so that I could get the fine edges on the background so that the game visuals are clear and easy to look at this would attract my audience as they will be able to see easily what the game is about and be attracted by the genre of the game. The layers were spaced 0.03 seconds apart so that the players had time to react when the arrow marker went over bulls eye. After that I changed the delay on the layers to 0.01 seconds so that the when the arrow was fired it was a smooth and realistic arrow being fired, this will ensure that the game looks professional and will make other customers watching the game want to play it more.
  • 4. Process I used the pencil tool to give a simplistic look to the poster, I had a white title on the dark blue background so that it stood out more. I used the text tool with very small pixels so that it fit the font of the poster. Using the green pen tool I was able to put effect on the wall to make it look like it was old which shows that the game will be detailed and have good content. The police car in the image give a good representation of what the game will be about and which will attract people to buy the game. The colour of the release day is orange so that people can see clearly when the game comes out. This will appeal to customers as they will keep the poster so that they can remember the release date.
  • 5. Reflection • What elements of your experiments will you include in your final product? In my Advergame I will include the low amount of pixels so that it is easy to create and easy to move the characters around the screen, I will also have the bright colours in the game so that people will be attracted to the game as my audience are normally attracted to brightly coloured game, due to the survey I released I was able to see that my audience like detailed backgrounds so I used my production experiment to design a detailed background. I will have slides on 0.01 as it gave a smooth look to the advergame and help to make the game the professional and appealing to the audience. Using the pen tool I will have a level bar in the top corner of the page so that the customer will know how far they have got and will be able to see their high score so that will make people want to keep playing and trying to beat their personal best. To make the background I will add white clouds using the pencil tool then to get rid of the fine edges that make the clouds look fake I will use the smudge tool to smoothen out the edges to make it look realistic. This will appeal to my audience.

Editor's Notes

  1. Discuss the tools and processes used in your experiments