This document discusses research on existing fighting games to inform the design of a new game. It analyzes three fighting games, noting common features like health bars above characters and time limits displayed prominently. Dark colors, violent fonts and gory content were found to appeal to the target audience. The document proposes applying lessons from the research, such as replicating standard layouts and visual styles, when developing the new fighting game.
2. Existing Product
Each character represents
the backdrop almost as if
each character has there
own map too fight on, I am
going to replicate this idea
with my own characters.
the colours used are
all dark purples and
greys, too create a
darker feel, I am also
going to make my
background dark
blues too create a
similar effect of
death.
The font used is similar to
that of a slasher horror
film, especially with the
red resembling death or
violence which is clearly
the main basis of the
game.
The colours style and fonts
used all make the game seem
violent and gory, which is a
great selling point for the
target audience this game is
aiming for.
The character designs
are very similar both
seem almost based of
the Japanese history,
which may reflect the
studio and where the
game is made and is at
its biggest.
3. Existing Product
The style and colours used in
this game are much lighter,
this makes the game far more
friendly and shows how this
game is clearly aimed at a
younger audience.
Also the design of
the characters
seem more
normal making
the game seem
more like a basic
fighting game,
surrounding the
whole basis off
street fighting.
I think I am going to use a similar design when
making the bars at the top, showing the
characters faces helping the gamer know which
health bar is which.
The fonts
4. Existing ProductThe costumes used
in this game all
reflect a Japanese
image which may
only be because of
the creators or may
be the type of style
they may be going
for.
The layout of the game has the health
bar above the character, this is too make
it easy for the gamer too know which
bar belongs too which character.
The arena they are fighting in is the
character on the lefts home map, this is
clear when looking at the colours of both
him and the surroundings. This shows
depending on who you choose depends
on what map you will get.
Within the game there are
lots of special effects
when they are fighting,
this is too make the game
more exciting and have
more too it then just a
basic fist fight.
5. Research Analysis
• What common features do the researched
products have?
• All three of the games I chose too research all have identical objectives and the
same style, they all have two opponents either side of the screen fighting to KO
the opponent.
• They all have the health bars above the character who's health it is.
• each game has the time limit in the top centre of the screen.
• What aspects of the research will you include
within your on work?
• When making my game I will make sure that I include all three of the points the
other games all have which include, the health bars above the characters, the time
limit at the top center and the same style and objective.
7. Audience Profile
Category Demographic Content to appeal to this audience
Age Range 18-25
• I will make sure my game is violent but also
with a dark setting to the game.
Gender male
• I will make my game have lots of gore and
maybe disturbing images to portray this.
Psychographic
Social Status
Editor's Notes
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?
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?
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?