Here are the key strengths and weaknesses of the research methods you used:
- Product research:
- Strengths: Allowed you to directly analyze existing products and gather concrete details. Provided inspiration for visual style, genres, etc.
- Weaknesses: Limited to just a few existing products. Analysis of some elements like mise-en-scene may have been overanalyzed or irrelevant.
- Questionnaires:
- Strengths: Provided quantitative data on audience preferences directly from your target demographic. Large sample size allowed trends to emerge.
- Weaknesses: Responses could be inconsistent or contradictory between questions. Open to interpretation in analysis.
- Interviews:
- Strengths: Allowed
Based on the audience research and analysis provided, here are some key points:
- The audience prefers original ideas over commonly used tropes and settings for horror games. They don't get easily scared by archetypes.
- A battle royale style of game would appeal more to the audience than an RTS, based on their preferences indicated.
- Some members of the audience are very passionate fans of certain game series and would purchase merchandise to show their fandom.
- The audience enjoys a variety of game genres beyond just horror, including platformers, battle royales, simulations and RTS games.
To best appeal to this audience, I would recommend:
- Developing an original setting and
Here are the key points from your research evaluation:
- Product research provided examples to draw inspiration from but also risked being too similar.
- Questionnaires received varied responses but many were not useful. Interviews received serious responses.
- Responses to the questionnaire were often random and not applicable. Other research methods like interviews and product analysis yielded more relevant information.
- The survey was distributed through college email and Blackboard, allowing wide reach but reliance on those channels limited external responses.
In summary, while the questionnaire design and distribution had weaknesses, the other research methods like interviews and examining existing products provided valuable insights into what would appeal to the target audience for this game project. A combination of qualitative and quantitative approaches
This document profiles the intended audience and style for a pre-production medieval fantasy game. The primary audience is male middle class 18-24 year olds, and the secondary is female upper class 24-30 year olds. The style sheet shows skull and weapon designs alongside pixelated and medieval fonts to set the tone. Screenshot layouts demonstrate how the game could feature a main character, enemies, health bars and tools in a dark cave environment. Sound effects and dialogue ideas are provided, along with contingency planning for potential issues and health and safety considerations.
The document summarizes research conducted to inform the development of a sci-fi game or animation project. Product research of existing games identified lighting, ship design, and world-building as important elements. Questionnaires provided insight into the target audience's demographics, preferences, and budget. Interviews explored scenery, gameplay, characters, and sound design ideas. Overall, the research uncovered a male-dominated audience aged 16-18 interested in action scenes, strategic gameplay, and compelling stories and characters.
The documents describe existing retro games like Mario and Sonic that could provide inspiration for a new game project. Common features identified include scoreboards to track points, colorful graphics suited to different levels, and enemy characters. Aspects to include are a scoreboard, bright color scheme not copying others, and possibly enemy characters. The target audience is identified as ages 7+ of both genders, mainly appealing to "Belongers" who enjoy family time and games. The game should be enjoyable for all social statuses.
The document discusses research on existing video games to inform the production of a new role-playing game. It analyzes Doki Doki Literature Club, Undertale, The Last Night, and Monkey Island, noting gameplay elements, visual style, lighting/sound, and audience appeal. Key aspects the producer wants to include are the choice-based storytelling of Monkey Island, the pixelated art of The Last Night and Undertale, and the text boxes and music cues of Doki Doki Literature Club. The research found common features like dramatic lighting, music to set tone, and fighting/action.
The document discusses existing video games that are similar to the author's idea for a new game, including Terraria, Temple Run, Super Mario Bros., and Sonic the Hedgehog. Common features across these games are their use of bright colors, side-scrolling gameplay, pixel art style, sound effects, and background music. The author analyzes what aspects of these existing games they will include in their own work, such as colors, props, gameplay, and audio elements.
Here is a summary of the key points from your evaluation:
Strengths:
- Research influenced design choices like magazine poster
- Planning helped structure the video game development
- Work was aesthetically pleasing with consistent pixel art style
- Audio used original music and sound effects fitting the tone
- Appealed to target audience of younger teens of any gender
Weaknesses:
- Time management could have been better with more structure
- Spent more time on backgrounds than animations
- Animations could have been improved with more dedication
- Functionality of game took lower priority than aesthetic design
The main things to focus on for future projects are better time management, prioritizing animation quality over background design, and
Based on the audience research and analysis provided, here are some key points:
- The audience prefers original ideas over commonly used tropes and settings for horror games. They don't get easily scared by archetypes.
- A battle royale style of game would appeal more to the audience than an RTS, based on their preferences indicated.
- Some members of the audience are very passionate fans of certain game series and would purchase merchandise to show their fandom.
- The audience enjoys a variety of game genres beyond just horror, including platformers, battle royales, simulations and RTS games.
To best appeal to this audience, I would recommend:
- Developing an original setting and
Here are the key points from your research evaluation:
- Product research provided examples to draw inspiration from but also risked being too similar.
- Questionnaires received varied responses but many were not useful. Interviews received serious responses.
- Responses to the questionnaire were often random and not applicable. Other research methods like interviews and product analysis yielded more relevant information.
- The survey was distributed through college email and Blackboard, allowing wide reach but reliance on those channels limited external responses.
In summary, while the questionnaire design and distribution had weaknesses, the other research methods like interviews and examining existing products provided valuable insights into what would appeal to the target audience for this game project. A combination of qualitative and quantitative approaches
This document profiles the intended audience and style for a pre-production medieval fantasy game. The primary audience is male middle class 18-24 year olds, and the secondary is female upper class 24-30 year olds. The style sheet shows skull and weapon designs alongside pixelated and medieval fonts to set the tone. Screenshot layouts demonstrate how the game could feature a main character, enemies, health bars and tools in a dark cave environment. Sound effects and dialogue ideas are provided, along with contingency planning for potential issues and health and safety considerations.
The document summarizes research conducted to inform the development of a sci-fi game or animation project. Product research of existing games identified lighting, ship design, and world-building as important elements. Questionnaires provided insight into the target audience's demographics, preferences, and budget. Interviews explored scenery, gameplay, characters, and sound design ideas. Overall, the research uncovered a male-dominated audience aged 16-18 interested in action scenes, strategic gameplay, and compelling stories and characters.
The documents describe existing retro games like Mario and Sonic that could provide inspiration for a new game project. Common features identified include scoreboards to track points, colorful graphics suited to different levels, and enemy characters. Aspects to include are a scoreboard, bright color scheme not copying others, and possibly enemy characters. The target audience is identified as ages 7+ of both genders, mainly appealing to "Belongers" who enjoy family time and games. The game should be enjoyable for all social statuses.
The document discusses research on existing video games to inform the production of a new role-playing game. It analyzes Doki Doki Literature Club, Undertale, The Last Night, and Monkey Island, noting gameplay elements, visual style, lighting/sound, and audience appeal. Key aspects the producer wants to include are the choice-based storytelling of Monkey Island, the pixelated art of The Last Night and Undertale, and the text boxes and music cues of Doki Doki Literature Club. The research found common features like dramatic lighting, music to set tone, and fighting/action.
The document discusses existing video games that are similar to the author's idea for a new game, including Terraria, Temple Run, Super Mario Bros., and Sonic the Hedgehog. Common features across these games are their use of bright colors, side-scrolling gameplay, pixel art style, sound effects, and background music. The author analyzes what aspects of these existing games they will include in their own work, such as colors, props, gameplay, and audio elements.
Here is a summary of the key points from your evaluation:
Strengths:
- Research influenced design choices like magazine poster
- Planning helped structure the video game development
- Work was aesthetically pleasing with consistent pixel art style
- Audio used original music and sound effects fitting the tone
- Appealed to target audience of younger teens of any gender
Weaknesses:
- Time management could have been better with more structure
- Spent more time on backgrounds than animations
- Animations could have been improved with more dedication
- Functionality of game took lower priority than aesthetic design
The main things to focus on for future projects are better time management, prioritizing animation quality over background design, and
Here are 3 potential citations in APA format for sources used in your research:
1. Wikipedia. (2017, Month Day). Fantasy life. https://en.wikipedia.org/wiki/Fantasy_Life
2. Wikipedia. (2018, Month Day). Pokémon HeartGold and SoulSilver. https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver#Plot_and_setting
3. Wikipedia. (2018, Month Day). Dinorun: Escape extinction!. https://en.wikipedia.org/wiki/Dino_Run
James is planning a short horror game and considers several genre options: RPG, action, or horror. He decides horror is best suited due to the genre's emphasis on short experiences and flexibility in graphics and gameplay. James creates mind maps of initial game ideas and settles on a horror concept involving breaking the fourth wall. He collects a mood board of dark, unsettling images to influence the game's tone and considers replicating pixelated monsters. A schedule is drafted focusing on production, evaluation, and incorporating music/sound effects. Research sources include recent horror games and Let's Play videos to examine effective elements.
This document provides context and pre-proposal information for a student's filmmaking project (FMP). It summarizes the influences of directors Wes Ball, Neil Burger and Gary Ross. It also discusses dystopian themes and characteristics of science fiction and the styles of The Last of Us and Supernatural. The student aims to create a trailer for a post-apocalyptic film focusing on a survivor, with the goal of building anticipation for a full film. Research includes the works of referenced directors and genres.
The document provides peer feedback and reflections on Joseph Sam Fulton's production process evaluation for an FMP project. The strengths highlighted in the feedback include the thought put into props and conveying the intended dark and disturbing theme through music. Areas for improvement mentioned are drawing skills and character designs. Fulton agrees with the feedback that drawings could have been improved with more time and that the story was the best element.
The document discusses research for a survival horror video game project. It analyzes existing products like the game H1Z1: Just Survive that feature gameplay around collecting resources, weapons, and materials to survive against zombies and other players. Images are presented showing abandoned, apocalyptic settings that will inspire the environment for the project. Common features identified among the researched products are broken, abandoned environments depicting human extinction. Aspects to include are the production design with abandoned, broken themes fitting the zombies theme and survival-based gameplay. An audience profile targets ages 16-24, appealing to interests in video games through violent/shooter gameplay with mild graphic content and zombies, while also engaging both male and female players interested
This document outlines initial plans for a cross-over product line between Star Wars and Mass Effect, including mood boards, analysis, and an informal proposal. Key points include:
- The product line will include mugs, cereal boxes, game cases, posters, computer backgrounds, trailers, logos, phone cases, and shirts.
- Research on design trends in mood boards found common elements like color schemes, fonts, and orientations across different media.
- The analysis will influence the final products by incorporating elements like changing trailer scenes/colors, portrait posters, and labeling game cases.
- The target audience is ages 14-30 from middle-class backgrounds. Photography, 3D modeling, video editing
The document discusses elements of thriller films and provides examples of scenes from a student thriller film project. It begins by defining characteristics of thriller genres like mystery, crime, and psychological thrillers. It then provides descriptions of 7 scenes from the student film project which aim to attract the audience and gradually reveal clues. The scenes depict everyday settings and use techniques like music, color schemes, and camera angles to build suspense and intrigue without revealing crucial details. Comments on the scenes praise aspects like their realism, use of British accents, and how they prevent revealing the masculine nature of a character too quickly.
The document discusses elements of thriller films and provides examples of scenes from a student thriller film project. It begins by defining characteristics of thriller genres like mystery, crime, and psychological thrillers. It then provides descriptions of 7 scenes from the student film project which aim to attract the audience and gradually reveal clues. The scenes depict everyday settings and use techniques like music, color schemes, and camera angles to build suspense and intrigue the audience. Comments on the scenes praise aspects like their realism, use of British accents, and how they prevent revealing masculine characteristics.
The document discusses conventions of supernatural horror films and how the media product challenges or develops these conventions. Specifically, it discusses how the plot follows a conventional haunted house storyline. It also explores how elements like costumes, props, lighting, sound, editing, and camerawork both challenge conventions and adhere to them. For example, it uses more blood than typical but doesn't use common props like dolls or toys. It represents the main characters as young white females and does not include male or minority characters. The representations of the female characters both challenge and reinforce ideologies about gender.
The student proposes a stop motion animation project titled "Desktop Diaries" over February to May 2021. The project will bring stationary objects like a stapler and ruler to life in a comedic portrayal of what they do when humans aren't around. Inspired by Aardman animations like Morph and Creature Comforts, the student aims to develop characterization and storytelling skills through researching, testing characters, filming, reflecting, and gathering peer feedback for evaluation.
This document outlines initial plans for a coin collection video game project. The author considers making a simple game similar to "Subway Surfers" where the player collects coins while running from obstacles. Alternative ideas include shape-based or character-based games. Plans for the game's sound, graphics, characters and schedule are discussed. A mood board analysis shows inspiration from bright, colorful coin collection games. The document does not provide sources to be used.
The document provides details on pre-production planning for a horror RPG video game targeted towards male teens and young adults aged 17-25. It includes an audience profile, style sheet references and inspiration from existing horror RPG games, proposed color palettes and fonts, screenshot layout examples, placeholder sound effects and dialogue, contingency plans for potential issues like losing files or computer problems, and health and safety considerations like eyestrain, back pain and wrist pain.
Celina Smith is planning various initial projects that include posters, magazines, and a photography portfolio with a black and white aesthetic and hints of color. Her mood board analysis indicates she wants to use repetition of black and white photos with selective color to contrast and draw attention, while exploring themes of loneliness, decay, and symbolic imagery using trees, mirrors, shadows, and graffiti. She will create a contemporary photography portfolio for 14+ audiences using a camera, Photoshop, and black and white photos with symbolic splashes of color.
The document outlines Max Jones' initial plans for an animation project. He considers making an adventure game inspired by The Elder Scrolls franchise with choice-based gameplay. The game could be set in a fantasy world or space theme. For his mood board, Max includes images from games like Skyrim, The Walking Dead, and The Big Lez Show that influence his style. He maps out a production schedule over 5 weeks for animating characters, backgrounds, and adding interactivity. Max plans to research games like Destiny, Star Citizen, and 8-bit titles for inspiration.
This document analyzes print advertisements for the films Star Trek and Harry Potter. For the Star Trek magazine cover, the author notes that the grey/silver color scheme and futuristic fonts effectively promote the sci-fi genre. The close-up shot of Chris Pine draws attention to the featured actor. For the Harry Potter magazine cover, bust shots of characters amid broken glass promotes the fantasy genre by depicting magic. The Star Trek movie poster again features Chris Pine and includes sci-fi elements like a spaceship. The Harry Potter poster frames rivals and focuses on the Elder Wand to symbolize the fantasy genre of magic. Both posters use dark colors that connote their respective genres.
This document profiles the intended audience for a Jurassic Park-themed game project. The target demographic is 14-30 year olds of any gender or social status who have an interest in dinosaurs from the movies or similar genres. Features from existing Jurassic Park games and movies will be incorporated to appeal to fans of the franchise, while also making the game terrifying through its atmosphere and gameplay elements like finding a way off a dangerous island.
The document provides an analysis of the target audience for a side-scroll adventure game set in a post-apocalyptic world. The target age range is 15-25 to attract teenagers. Both genders are targeted as the dark color scheme and brooding adventure theme appeal to both. Different personality types - Type A, Type B, balanced, and needs-driven - will find different aspects of completing objectives and learning the story compelling. The game aims to attract audiences across social classes by providing an intriguing yet simple storyline.
The document describes a film poster for a horror remake from 1974. It uses dull colors with red accents to attract a target audience of 16-24 year old horror fans. The main image is of a blood-covered girl with a dead expression. White gothic text runs down the center saying "You will know her name". The poster relies on suggestive text and imagery rather than including the film title, as the film is a well-known remake.
The document discusses various concepts related to analyzing visual media, including iconography, narrative structures, stereotypes, and analyzing posters, trailers, and soundtracks. Key points include definitions of linear vs non-linear narratives, examples of common stereotypes (e.g. for gender and class), and how visual and audio elements of posters and trailers can be manipulated to influence audience perception and interest.
Here are 10 pixelated redraws of the early additional drawings with colour and lighting effects for potential creatures in the video game:
1. A light blue manta ray-like creature with lights on its back that sticks to higher waters and isn't dangerous.
2. A see-through sea anemone-like creature with its inside glowing that floats close to the surface and isn't dangerous.
3. A slightly see-through jellyfish-like creature with lights on its head that resides deep in the ocean and is dangerous.
4. A creature inspired by eels and whales with lights across its whole body and tail that lurks deep in the ocean and is highly dangerous.
5. A see
- The target audience of males aged 18-35 is still relevant but could be expanded. Gaming demographics are becoming more balanced between genders.
- Mobile gaming is more popular than PC gaming, but the pixel art style may appeal more to PC gamers. Ensuring the game looks and sounds interesting will be important for attracting players.
- PC gaming remains more popular than esports viewing. Focusing a game for PC over mobile may appeal more to the target demographic.
- Shooter games remain very popular, so including shooter elements could help engage the target audience. However, the game needs its own unique identity
Here are 3 potential citations in APA format for sources used in your research:
1. Wikipedia. (2017, Month Day). Fantasy life. https://en.wikipedia.org/wiki/Fantasy_Life
2. Wikipedia. (2018, Month Day). Pokémon HeartGold and SoulSilver. https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver#Plot_and_setting
3. Wikipedia. (2018, Month Day). Dinorun: Escape extinction!. https://en.wikipedia.org/wiki/Dino_Run
James is planning a short horror game and considers several genre options: RPG, action, or horror. He decides horror is best suited due to the genre's emphasis on short experiences and flexibility in graphics and gameplay. James creates mind maps of initial game ideas and settles on a horror concept involving breaking the fourth wall. He collects a mood board of dark, unsettling images to influence the game's tone and considers replicating pixelated monsters. A schedule is drafted focusing on production, evaluation, and incorporating music/sound effects. Research sources include recent horror games and Let's Play videos to examine effective elements.
This document provides context and pre-proposal information for a student's filmmaking project (FMP). It summarizes the influences of directors Wes Ball, Neil Burger and Gary Ross. It also discusses dystopian themes and characteristics of science fiction and the styles of The Last of Us and Supernatural. The student aims to create a trailer for a post-apocalyptic film focusing on a survivor, with the goal of building anticipation for a full film. Research includes the works of referenced directors and genres.
The document provides peer feedback and reflections on Joseph Sam Fulton's production process evaluation for an FMP project. The strengths highlighted in the feedback include the thought put into props and conveying the intended dark and disturbing theme through music. Areas for improvement mentioned are drawing skills and character designs. Fulton agrees with the feedback that drawings could have been improved with more time and that the story was the best element.
The document discusses research for a survival horror video game project. It analyzes existing products like the game H1Z1: Just Survive that feature gameplay around collecting resources, weapons, and materials to survive against zombies and other players. Images are presented showing abandoned, apocalyptic settings that will inspire the environment for the project. Common features identified among the researched products are broken, abandoned environments depicting human extinction. Aspects to include are the production design with abandoned, broken themes fitting the zombies theme and survival-based gameplay. An audience profile targets ages 16-24, appealing to interests in video games through violent/shooter gameplay with mild graphic content and zombies, while also engaging both male and female players interested
This document outlines initial plans for a cross-over product line between Star Wars and Mass Effect, including mood boards, analysis, and an informal proposal. Key points include:
- The product line will include mugs, cereal boxes, game cases, posters, computer backgrounds, trailers, logos, phone cases, and shirts.
- Research on design trends in mood boards found common elements like color schemes, fonts, and orientations across different media.
- The analysis will influence the final products by incorporating elements like changing trailer scenes/colors, portrait posters, and labeling game cases.
- The target audience is ages 14-30 from middle-class backgrounds. Photography, 3D modeling, video editing
The document discusses elements of thriller films and provides examples of scenes from a student thriller film project. It begins by defining characteristics of thriller genres like mystery, crime, and psychological thrillers. It then provides descriptions of 7 scenes from the student film project which aim to attract the audience and gradually reveal clues. The scenes depict everyday settings and use techniques like music, color schemes, and camera angles to build suspense and intrigue without revealing crucial details. Comments on the scenes praise aspects like their realism, use of British accents, and how they prevent revealing the masculine nature of a character too quickly.
The document discusses elements of thriller films and provides examples of scenes from a student thriller film project. It begins by defining characteristics of thriller genres like mystery, crime, and psychological thrillers. It then provides descriptions of 7 scenes from the student film project which aim to attract the audience and gradually reveal clues. The scenes depict everyday settings and use techniques like music, color schemes, and camera angles to build suspense and intrigue the audience. Comments on the scenes praise aspects like their realism, use of British accents, and how they prevent revealing masculine characteristics.
The document discusses conventions of supernatural horror films and how the media product challenges or develops these conventions. Specifically, it discusses how the plot follows a conventional haunted house storyline. It also explores how elements like costumes, props, lighting, sound, editing, and camerawork both challenge conventions and adhere to them. For example, it uses more blood than typical but doesn't use common props like dolls or toys. It represents the main characters as young white females and does not include male or minority characters. The representations of the female characters both challenge and reinforce ideologies about gender.
The student proposes a stop motion animation project titled "Desktop Diaries" over February to May 2021. The project will bring stationary objects like a stapler and ruler to life in a comedic portrayal of what they do when humans aren't around. Inspired by Aardman animations like Morph and Creature Comforts, the student aims to develop characterization and storytelling skills through researching, testing characters, filming, reflecting, and gathering peer feedback for evaluation.
This document outlines initial plans for a coin collection video game project. The author considers making a simple game similar to "Subway Surfers" where the player collects coins while running from obstacles. Alternative ideas include shape-based or character-based games. Plans for the game's sound, graphics, characters and schedule are discussed. A mood board analysis shows inspiration from bright, colorful coin collection games. The document does not provide sources to be used.
The document provides details on pre-production planning for a horror RPG video game targeted towards male teens and young adults aged 17-25. It includes an audience profile, style sheet references and inspiration from existing horror RPG games, proposed color palettes and fonts, screenshot layout examples, placeholder sound effects and dialogue, contingency plans for potential issues like losing files or computer problems, and health and safety considerations like eyestrain, back pain and wrist pain.
Celina Smith is planning various initial projects that include posters, magazines, and a photography portfolio with a black and white aesthetic and hints of color. Her mood board analysis indicates she wants to use repetition of black and white photos with selective color to contrast and draw attention, while exploring themes of loneliness, decay, and symbolic imagery using trees, mirrors, shadows, and graffiti. She will create a contemporary photography portfolio for 14+ audiences using a camera, Photoshop, and black and white photos with symbolic splashes of color.
The document outlines Max Jones' initial plans for an animation project. He considers making an adventure game inspired by The Elder Scrolls franchise with choice-based gameplay. The game could be set in a fantasy world or space theme. For his mood board, Max includes images from games like Skyrim, The Walking Dead, and The Big Lez Show that influence his style. He maps out a production schedule over 5 weeks for animating characters, backgrounds, and adding interactivity. Max plans to research games like Destiny, Star Citizen, and 8-bit titles for inspiration.
This document analyzes print advertisements for the films Star Trek and Harry Potter. For the Star Trek magazine cover, the author notes that the grey/silver color scheme and futuristic fonts effectively promote the sci-fi genre. The close-up shot of Chris Pine draws attention to the featured actor. For the Harry Potter magazine cover, bust shots of characters amid broken glass promotes the fantasy genre by depicting magic. The Star Trek movie poster again features Chris Pine and includes sci-fi elements like a spaceship. The Harry Potter poster frames rivals and focuses on the Elder Wand to symbolize the fantasy genre of magic. Both posters use dark colors that connote their respective genres.
This document profiles the intended audience for a Jurassic Park-themed game project. The target demographic is 14-30 year olds of any gender or social status who have an interest in dinosaurs from the movies or similar genres. Features from existing Jurassic Park games and movies will be incorporated to appeal to fans of the franchise, while also making the game terrifying through its atmosphere and gameplay elements like finding a way off a dangerous island.
The document provides an analysis of the target audience for a side-scroll adventure game set in a post-apocalyptic world. The target age range is 15-25 to attract teenagers. Both genders are targeted as the dark color scheme and brooding adventure theme appeal to both. Different personality types - Type A, Type B, balanced, and needs-driven - will find different aspects of completing objectives and learning the story compelling. The game aims to attract audiences across social classes by providing an intriguing yet simple storyline.
The document describes a film poster for a horror remake from 1974. It uses dull colors with red accents to attract a target audience of 16-24 year old horror fans. The main image is of a blood-covered girl with a dead expression. White gothic text runs down the center saying "You will know her name". The poster relies on suggestive text and imagery rather than including the film title, as the film is a well-known remake.
The document discusses various concepts related to analyzing visual media, including iconography, narrative structures, stereotypes, and analyzing posters, trailers, and soundtracks. Key points include definitions of linear vs non-linear narratives, examples of common stereotypes (e.g. for gender and class), and how visual and audio elements of posters and trailers can be manipulated to influence audience perception and interest.
Here are 10 pixelated redraws of the early additional drawings with colour and lighting effects for potential creatures in the video game:
1. A light blue manta ray-like creature with lights on its back that sticks to higher waters and isn't dangerous.
2. A see-through sea anemone-like creature with its inside glowing that floats close to the surface and isn't dangerous.
3. A slightly see-through jellyfish-like creature with lights on its head that resides deep in the ocean and is dangerous.
4. A creature inspired by eels and whales with lights across its whole body and tail that lurks deep in the ocean and is highly dangerous.
5. A see
- The target audience of males aged 18-35 is still relevant but could be expanded. Gaming demographics are becoming more balanced between genders.
- Mobile gaming is more popular than PC gaming, but the pixel art style may appeal more to PC gamers. Ensuring the game looks and sounds interesting will be important for attracting players.
- PC gaming remains more popular than esports viewing. Focusing a game for PC over mobile may appeal more to the target demographic.
- Shooter games remain very popular, so including shooter elements could help engage the target audience. However, the game needs its own unique identity
Here are 10 pixelated redraws of the early additional drawings with colour and lighting effects for potential creatures in the video game:
1. A light blue manta ray-like creature with lights on its back that sticks to higher waters and isn't dangerous.
2. A see-through sea anemone-like creature with its inside glowing that floats close to the surface and isn't dangerous.
3. A slightly see-through jellyfish-like creature with lights on its head that resides deep in the ocean and is dangerous.
4. A creature inspired by eels and whales with lights across its whole body and tail that lurks deep in the ocean and is highly dangerous.
5. A see
Here are some key points to evaluate your research:
- Product research provided examples to analyze common conventions, but didn't give insight into audience preferences.
- Questionnaires reached a wider audience but required sorting through large amounts of data.
- Interviews allowed targeted questions but the small sample size meant results weren't generalizable.
- Distributing surveys by email was convenient but risked less serious responses compared to in-person.
Overall, using multiple methods helped overcome individual limitations and triangulate findings. The research informed design decisions but also highlighted areas needing more exploration. Continued testing with audiences can further refine work to best meet their needs and interests.
Here are some key points to evaluate your research:
- Product research provided examples to analyze common successful elements, but didn't give specifics for your target audience.
- Questionnaires reached a wider audience but required sorting through large amounts of data.
- Interviews allowed focused questions but with a small sample size.
- Surveys distributed by email were convenient but risked less serious responses than face-to-face.
Overall the mix of methods helped overcome individual limitations by triangulating findings. Focusing research directly on your target demographic strengthened the results. Continuing to gather audience feedback will help refine your work.
The respondent conducted a questionnaire to research their target audience for various gaming and sci-fi related products. Key findings include:
- The primary audience is 16-19 years old, with more males than females interested.
- Respondents preferred a large, colorful image on posters over lots of text or monochrome images.
- For t-shirt designs, they favored a unique overall image over minimalist or logo-based designs.
- Gaming posters should feature characters from the game rather than just narrative ideas or limited information.
- A gaming magazine would primarily include a top 10 list but also reviews and sequel/prequel information.
- The front cover of the magazine should
Here is an overview of the strengths and weaknesses of the research methods you used:
Product Research:
- Strengths: Allowed you to analyze existing products in your topic area to understand design elements, colors, imagery, etc. that appeal to the target audience.
- Weaknesses: Focusing only on products you were already familiar with limited the scope of research. Analyzing your own interests/knowledge risks bias.
Questionnaires:
- Strengths: Gathered quantitative data on audience preferences directly from your target demographic. Easy to distribute online.
- Weaknesses: Small sample size of only 10 people limits generalizability of results. Could have gathered more responses.
Interviews:
-
Here are some key points about the technical qualities of your work:
- For the soundtrack, using Beepbox allowed you to easily create custom sounds and music without needing advanced audio editing skills. This was a good choice given the tools available. The theme song fits the style of an adventure game soundtrack.
- Photopea was effective for creating the magazine cover and film poster designs. While you noted some limitations in using the filters, the overall layouts and designs achieved your goals.
- The animation was an ambitious technical challenge as your first attempt. Creating unique scenes, characters, and a cutscene demonstrated skills in storytelling, planning sequences, and learning animation software. Some rough edges are expected for a first project.
Here are a few key points from your research evaluation:
- You conducted product research, questionnaires, and interviews to gather insights from existing games and potential players. This allowed you to get inspiration from other titles as well as directly understand your target audience's preferences.
- Questionnaires provided quantitative data on what features and design elements would appeal most to players. Interviews allowed for more open-ended discussion to uncover motivations and opinions.
- Distributing your survey through Teams and personal contacts helped get responses, but it did take time for people to complete and return the surveys.
Overall it seems you employed a variety of research methods to holistically understand your game concept from multiple angles. This comprehensive approach helped ensure your game design
This document provides research and analysis on existing horror/survival game promotional posters. It finds that the posters all have quite dark, devilish views and emphasize survival aspects of their games. Key aspects that will be included in the author's own work are the survival theme, and use of darkness to create dread and mystery. An audience profile is also presented, finding the target demographic to be male gamers aged 16+ or 20-40, who would be appealed to by elements of mystery, survival, violence, darkness and dread.
The document summarizes research on existing murder mystery trailers and posters, including analysis of common visual elements. It also describes research conducted through questionnaires, interviews, and evaluating the strengths and weaknesses of each research method. The research findings will help inform the design and content of a murder mystery promotional poster.
The document provides a detailed analysis of the video game Dead Cells, focusing on its visual style, mechanics, story, and use of color. Key points include:
- Dead Cells is a 2D side-scrolling game where the player controls a character to explore levels and fight enemies to gain upgrades.
- It uses pixel art with a dark, gloomy color palette contrasted with vibrant colors for enemies and backgrounds. Lighting and shadows are used effectively.
- Mechanics include melee, ranged, and magic combat along with gravity and death mechanics. The story involves controlling a dead body.
- Color analysis notes the use of greens, blues, and reds to create mist and shading for mystery, and
The game Hyper Light Drifter was created by Heart Machine and funded through Patreon. It takes place in a post-apocalyptic world once inhabited by aliens. The player controls a character exploring the world to uncover its mysteries. Notable aspects included the light-based color palette, atmospheric lighting effects, puzzle and combat-based gameplay, and soundtrack that shifts from relaxed to tense. The game was appealing to fans due to its pixel art style and background story developed from community input.
The document discusses and analyzes several existing Dark Souls fan art products. It finds that the products commonly feature bleak, grim backgrounds and include recognizable characters like the main protagonist in iconic armor. The analysis indicates the author will include health bars and other game mechanics in their own pixel art-style work, and will aim to capture the bleak atmosphere of Dark Souls through lighting and themes of darkness.
Based on the interview, some key aspects to include in your product to appeal to this audience would be:
- Graphic or disturbing imagery to elicit a visceral reaction
- Dark, foreboding settings like woods or old houses
- Suspenseful elements that build tension and make the viewer jump
- Traditional horror colors like black, white and red
- Weapons commonly seen in horror like axes or knives to set the tone
- Violence and gore at an appropriate level for the target age group
Focusing on these established horror tropes and conventions will help signal to the audience that your product is indeed a horror work. Paying close attention to their expectations and associations can help ensure an appealing and engaging
Based on the interview, it seems this person enjoys platformer games that have interesting environments to explore, like a forest setting. They also prefer characters like Mario that add humor and personality. Incorporating these elements into your game, such as a forest setting with fun characters, could help appeal to this part of your target audience. The pixel art style and inclusion of audio effects and a soundtrack would also align with what this interview subject expressed they find appealing in games.
Based on the interview, it seems this person enjoys platformer games that have interesting environments to explore, like a forest setting. They also prefer characters like Mario that add humor and personality. Incorporating these elements into your game, such as a forest setting with fun characters, could help appeal to this part of your target audience. The pixel art style and inclusion of audio effects and a soundtrack would also align with what this interview subject expressed they find appealing in games.
This is the research PowerPoint for unit 3. The research stage of this unit goes over finding other products similar to your own and analyzing them. This could also be used to gain some inspiration for your product.
The document discusses various theory-related terms through definitions and examples. It defines concepts like denotation and connotation for symbols like snakes, flags, and guns. It also analyzes film posters and soundtracks, discussing techniques used for tone, focus, and conveying information. Stereotypes, iconography for different genres, and linear and non-linear narratives are outlined. Finally, it examines the use of color and camera angles in a clip to distinguish good and bad characters.
The document provides an overview and context for a proposed dark fantasy video game concept. It describes the medieval setting, vengeance story plot, and pixel art style. It also notes that the concept is intended to further the author's understanding of different industry roles and storytelling skills. Target audiences are identified as 16-25 year old males and 26-33 year old females from middle to upper middle class backgrounds. The game would appear on consoles or PC, though likely just as design documents and art.
The document discusses key influences and reviews for Andrew Downes' planning and pre-production work. Some of the key influences mentioned include Shovel Knight for its story, character progression/design, and gameplay mechanics. Other influences discussed are Castlevania for its pixel art style, Dead Cells for its enemy and character designs, and Inmost for its art style and animations. The summary reviews these influences and notes that while they differ in stories and settings, they are all games that incorporate pixel art as the main art style. The document also includes a mind map outlining what Andrew likes about his project idea, areas needing development, what he wants to achieve, and how it could help him in the future.
This document summarizes the author's work over 9 weeks on their FMP (Final Major Project) diary. In week 1, the author researched inspirations for their fantasy game including authors and game developers. They started a pre-proposal and proposal, focusing on the rationale. In week 2, they continued the proposal and received feedback, improving areas. In week 3, they created mood boards and began research on existing fantasy games. Weeks 4-6 involved finishing research, experiments in storywriting, music, and character creation. Weeks 7-8 focused on problemsolving, planning, and developing the game story in more detail. The coronavirus pandemic gave the author more time to work.
The document describes the abilities and mechanics of two characters, Tenkanashi and Zenkishi. Tenkanashi has light and heavy attack options, can block, dodge or roll to avoid attacks, and use ranged weapons. Special abilities include a spin attack, charged ranged attack, and charged heavy attack. Zenkishi can instantly kill with light attacks if silent, can block, dodge or use ranged weapons. Special abilities include vanishing to become invisible, setting rope traps, a spin attack, and charged ranged attack. Both characters can harden to block all damage without using stamina. Common movement options are also listed.
Tenkanashi engages in a battle with a cloaked man and his protectors, defeating them. However, the cloaked man activates a yokai stone, transforming into a giant ogre demon. Tenkanashi retreats and encounters assassins led by his old friend Zenkishi. They work together to defeat the ogre, but Zenkishi flees and Tenkanashi follows, wanting to help his friend. Zenkishi explains he is being hunted by demons sent by a general he tried to kill. They seek the priest Maou for help at a nearby holy site, but find it under attack by two demon legions.
The document summarizes a student's audit of the Adobe Illustrator software. In three sentences:
The student used Adobe Illustrator to create characters and areas for a game concept. They found the tools similar to Photoshop but more difficult to use, and anything requiring canceling required holding the control button. While they had little experience, friends found it awkward and the export screen lacked options, requiring effects be added before exporting. The student rated their confidence level as a 3 after the audit, having started at a 1.
The document is an equipment audit checklist for Adobe Photoshop software. It summarizes how the user will use Photoshop for character designs, beast designs, and setting designs, and then showcase the work or put it into Microsoft Word. It lists common tools used like the color selector, magic wand tool, and pencil tool. It describes common problems like exporting with blurred details or small details needing more work. The user rates their confidence level as a 4 after the audit discussion, compared to a 3 before. It notes the need to learn better drawing techniques in Photoshop as current designs are not very good looking compared to other people's work.
Unity is a 3D design software that can be used to create character and environment designs for games. However, it is better suited for importing existing designs rather than creating them from scratch. Common issues include it having a difficult interface to use and objects being easy to accidentally modify or delete. While it allows for camera and character controls like a game studio, the programming aspects were not understood. More experience would be needed to feel confident using Unity for 3D production.
The document provides an explanation and analysis of various experiments conducted by the author related to developing skills for creative writing and multimedia production.
The experiments include: 1) Writing short fiction excerpts to practice storytelling skills, 2) Creating simple music tracks using online tools to explore pacing and tone, 3) Learning 3D modeling software and attempting basic 3D asset creation, 4) Drawing characters using pixel art styles in Photoshop and Illustrator to compare tools, 5) Sculpting a 3D landscape in Sculptris.
The author analyzes each experiment, noting lessons about pacing, tone, software proficiency and preferences. Overall, the experiments aimed to expand the author's skills in preparation for a
Andrew Downes is developing plans for a video game set in York, England that tells the story of York's history through resource management and tower defense gameplay. He analyzed several existing games and art styles to inform his design. Key influences include Civilization 5 for its city-building mechanics, Assassin's Creed for its use of history, and Realm Grinder for its detailed pixel art style and evolving world. Downes aims to create detailed, realistic environments that change over time to match York's historical periods. He will focus on improving his art style, lighting, composition, and color usage. The target audience is primarily female players aged 16-24 interested in both history and gaming.
1) The document describes the production process for a game project over 4 weeks. In the first two weeks, the author created layouts and designs for a top-down map of an old city, including speech bubbles and different house styles.
2) Main challenges included ideas requiring more time than available and decisions made halfway through without enough time left. The large scale top-down map of York took significant time to design and ensure alignment of pieces.
3) Additional issues involved being pulled away from the project work to complete other tasks, as well as difficulties showing the full map design given it was composed of 25 separate pieces.
This document provides an overview of key historical events in York, England from Roman times to the 20th century. It discusses events such as the founding of York by Romans in 71 AD, kings being christened in York in the 7th century, Vikings capturing the city in 866 AD, the building of York Castle after the Norman conquest in 1068 AD, and the uncovering of Viking York during archaeological digs in the 20th century. It also provides more in-depth summaries of some individual historical events and figures, such as emperors who died in York and the battles that followed, and King Edwin's christening in 627 AD.
The document summarizes research on several fanzines. Key ideas taken from the fanzines include using a clear layout, balancing images and text with a 50/50 ratio, and using vibrant colors. Mythology and video games were cited as potential topics. Concerns included fanzines having a niche audience and the researcher not previously being aware of fanzines. Overall fanzines were deemed a poor medium for selling ideas compared to books, magazines, or blogs.
The document discusses applying to university through UCAS, the organization responsible for managing applications to higher education programs in the UK. Students must complete the UCAS application form, selecting up to five course choices at different universities, before the January deadline to be considered for enrollment in the upcoming academic year. Universities will review applicants and make offers of admission or rejection, with students receiving responses by late spring/early summer.
The document discusses the author's interests in history, classics, mythology, and video games. They enjoy learning about different mythologies and narratives. They would like to create concept art and animations for mythology or fantasy-based video games. They have enjoyed games like The Witcher 3 for their design and narrative. The author has studied history, art, and classics which will help in their goal of entering the video game design field. They have practiced pixel art and animation and want to continue improving their skills through further education and university.
The document summarizes the author's experience at the Aesthetica Short Film Festival, where they saw short films, music videos, and animation at the opening night screenings. They also visited VR labs demonstrating VR films of varying quality and saw student films from Manchester University, most of which were too long with poor storytelling. The most informative part was an Industrial Light and Magic masterclass on the visual effects work for Spider-Man: Far From Home, covering lighting, texturing, and character skeletons, though the author missed the Q&A. Overall the author felt they learned a bit about lighting and texturing from the experience.
Andrew is influenced by several pixel art games including Shovel Knight, Castlevania, Dead Cells, and Inmost. They utilize pixel art styles and have engaging gameplay, but vary in story, art style, and animation techniques. To improve his own project, Andrew needs to develop his monster and background designs, implement music, and work more efficiently to complete experiments and paperwork. His goals are to achieve a distinction, create an engaging revenge story-driven game, and build a portfolio of work showcasing his pixel art and storytelling skills. This will help him improve his drawing and writing abilities for future game projects or portfolio use.
The production schedule outlines Andrew's plan to create characters, stories, settings and other elements for his creative project over six weeks. However, he anticipates potential problems like difficulty finishing stories, drawing characters, thinking of side characters, laziness and poor understanding of story writing. To address these, he may need to spend more time on tasks or combat laziness. Keeping a log of his process will help document any issues and solutions.
The document provides concept details for a dark fantasy video game set in the medieval era featuring monsters and demons. The protagonist's story will involve vengeance. The world will include both dying and prosperous areas. The game would use an over-the-shoulder camera and pixel art style. The concept aims to further the author's understanding of different industry roles and storytelling skills. The target audience is predominantly male, aged 16-25 from a middle-class background, with a secondary audience of female players aged 26-33 from an upper-middle-class background. The game would appear on consoles or PC, though may only be a concept without full development.
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ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
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Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
2. Existing Product
This image was originally an album cover made by Rodney
Matthews it was for. THE REVENGE (AN ALBUM COVER FOR
RUSSELL ALLEN AND JØRN LANDE) AND THERE ARE NO
CLUES AS TO WHERE IT WAS MADE OR WHERE IT’S SET
AND IT CAN’T HAVE AN ANGLE, IT HAS THE EFFECT OF
GIVING OF STEAMPUNK VIBES SO IT IS ACTION PACKED
AND LOOKS COMPLETELY HORRIFYING, I ALSO COULDN’T
FIND ANYTHING ON THE PRE-PRODUCTION OF THIS PIECE,
THE USE OF LIGHTING IS INTERESTING BECAUSE MOST OF
THE COLOURS ARE LIGHT AND BRIGHT HOWEVER THE
BUILDING TYPE STRUCTURES IN THE BACKGROUND AND
THE MECHANIZED DINOSAURS ARE THE ONLY THINGS
THAT ARE LEFT IN DIM LIGHTING PAINTING THEM AS A
THREAT OF SORTS, AND WHEN IT COMES TO THE MISE EN
SCENE THERE IS THE FOREGROUND WHICH HAS THE
PEOPLE WATCHING THE DINOSAURS FIGHT AND THEN IN
THE MIDDLE THERE ARE THE BUILDINGS AND IN THE
BACKGROUND THERE IS THE MOUNTAINS AND OTHER
PLANETS, THERE ARE NO REAL COSTUMES PROPS OR
LOCATIONS, HOWEVER THE COLOURS USED TEND TO BE
LIGHT IN THIS SUCH AS THE ORANGE THE LIGHT BLUE THE
BROWN THE TURQUOISE AND THE LIGHT PURPLE ORANGE
WHICH TO ME SENDS OUT A PICTURE THAT IS SERENE IN
THESE PLACES AND THEN THERE IS THE BLACK SILVER DARK
GREEN AND THE DARKER PURPLE.
There is no font in this one however on
the album cover there was the name of
the album THE REVENGE. This makes the
audience want to buy the product
because of its setting in space and
because of the two mechanized
dinosaurs giving off a steampunk vibe
however the original creator of this piece
didn’t know about steampunk or
anything of the sort(it also looks very
futuristic).
3. Existing Product
The setting for this game is on Pandora an inhospitable
planet where everything is trying to kill you (almost), the
angle is of a mid shot of a psycho, it looks funny action
packed and stupid and for the pre-production I have no
idea what they did, the use of lighting is interesting
because yet again it mainly uses light colours such as a
light red peach orange white blue and yellow, however
they do use a few dark colours like black brown and dark
red, the mise en scene is easy in the foreground you have
the psycho and in the middle there is the battle ground
spurting from his head and in the background there is the
symbol of the vaults for added impact to send the point
home. There aren’t any costumes but the model design
uses orange trousers and a mask some tape and a glove.
There aren’t any props. The location is Pandora a planet in
another solar system. The colours used are red white
yellow silver orange brown peach vermillion yellow black
and grey these colours are usually associated with
adventure and the design is an action full scene.
The font used is called Compacta bold,
which is what the franchise always uses
for every game and most products. This
appeals to the audience by showing
them the action packed side of the game
which is what makes most people I know
buy the games and also the design of the
characters is amazing and has a weird
sort of style.
4. Existing Product
There was no studio that I found that made this and
the angle makes it look like the reflection should
show you as it is looking directly at you, this one has
weird effect of introducing life and death, with the
animals in the reflection with the nuclear explosion
and then on the helmet there seems to be a
butterfly so someone could say in some ways it was
quite serene and a welcoming vision and then there
is the pilot which has quite an ominous look to the
helmet. The use of lighting just uses the nuclear
explosion as the lighting effect which gives off a look
as if it were a glare. In the foreground there is the
helmet and the butterfly, then in the background
there is the explosion a giraffe a deer and some
other animals and I presume a dust cloud or the
atomic cloud from a nuclear explosion. There were
no props used in the making or costumes, the
location might be America or somewhere like that.
The colours used are black silver orange vermillion
and white and there were no fonts in this picture.
This would appeal to the audience to buy this
as it is just an action packed image with the life
the death but if that is a bit dark the design
looks really good there is quite a lot of detail to
the helmet and then when it comes down to
the explosion that looks really nice too.
5. Existing Product
The band who had this made is called revelations,
the angle makes it look as if the character/tree/ent
sort of thing is looking directly at you. This has quite
an ominous feel to it as the design gives you a
feeling that it is human and yet there is something
different like it has roots in everything and with the
only colours being black and white it makes the eyes
even worse and then with the lighting coming in
from the left it leaves shadows on the right hand
side and makes it harder to sympathize or do
anything to the character as it were untouchable.
There is no costume as it is a t shirt and there aren’t
any props either. The location I believe would be
England as the band was made and comes from the
country. The colours used are black and white which
on there own as I said can be quite ominous, black
people usually associate with danger so you could
say it was like to sides of a coin. The font used is
called Revelations. This would appeal to the
audience as it is kind of mysterious and looks as if it
were from punk rock or a heavy rock band.
6. Existing Product
This is the CD cover for Nazareths album called No
mean city made in 1979 the cover was made by
Rodney Matthews. It was most likely made in
America at the time and then redone somewhere
else as in copied. The angle here that is used is a
mid shot of an orc soldier or assassin. The effects of
this is the action side and a little bit of fantasy and
so maybe danger threat and the feeling of being
scared. The use of lighting is really nice in this CD
case with it being lit by the moon so the mist is
practically pure white and the shadows create even
more mystery in this piece. In the foreground there
are the skulls in a pile and there is the orc soldier
and in the background there is the city which is
probably the direct reference to the title no mean
city. The costume used looks like he could either be
a soldier or someone in the business of killing
others, the props look like old barber knives used
for shaving. The location is no mean city.
The colours used are yellow black
brown silver purple grey green and
white these I believe are to mainly
create contrast and to keep the
attention of others looking at it.
This would appeal to the audience
because of the mystery the fantasy and
the action that could ensue with the
orc soldier thing.
7. Research Analysis
• What common features do the researched products
have?
– They all have mysterious and action qualities to them.
Some of the pieces use dark colours to intrigue people and
try to make them look for meaning with in them. They all
use a contrast of light and dark colours.
• What aspects of the research will you include within
your on work?
• I want to use a variety of light and dark to create an
interesting contrast. I also want to make it so I can use
the mysterious and action qualities of these pieces.
9. Audience research
• Observation: These results show that my audience would prefer their own ideas to the set few and
also means they don’t find these places scary or they are way too overused.
• What this says about my audience: They don’t easily become scared or attracted to overly used
archetypes for horror.
• How will your product appeal to this audience: Have a different background for each and every
product to create a wide range of what people said in the other section.
10. Audience research
• Observation: people like to play battle royal type games and some others have put
in platformers and as you can see there was the RTS and simulation.
• What this says about my audience: This says that my audience would like too have
a battle royal game instead of what I thought they would want which was the RTS.
• How will your product appeal to this audience: My product will appeal to the
audience by giving it a sort of animated background with quite realistic looking
characters within game that is.
11. Audience research
• Observation: This makes out that some of my audience are either stupid enough to buy
merchandise or they really like the game series in question like having an addiction
• What this says about my audience: This says to me that the audience must love or have an
addiction to the game or TV series to be able to buy the merchandise.
• How will your product appeal to this audience: My product would appeal to my audience because I
am creating merchandise for an original game which is going to have an underlying horror tone.
12. Audience research
• Observation: They are all male
• What this says about my audience: This would suggest that most of my
audience would like violence or action related topics.
• How will your product appeal to this audience: My product will appeal to
this type of audience because all my characters are going to look like
something out of a horror action movie or game (Hopefully).
13. Audience research
• Observation: People would prefer a sort of classical or jazz form of music when it comes to horror
• What this says about my audience: This shows that the audience here would like to continue on
with the horror musical archetypes however some just want to have suspenseful music.
• How will your product appeal to this audience: This product will appeal to my audience because I
was planning on also maybe at one point to add onto my project too a sort of mash up music CD
sort of thing but it may or may not be happening in the end.
14. Audience research
• Observation: This shows that people prefer to play with friends or random people
to feel superior to others or to have a competitive gaming experience
• What this says about my audience: This shows that most people that took this
survey have a social life and they are also probably very competitive.
• How will your product appeal to this audience: My product will appeal to the
audience by making it look in the merchandise that it is a MOBA or at least make it
have a co-op part to the game.
15. Audience research
Observation: This shows that the audience I am aiming
at play games for the fun of it.
What this says about my audience: This says that my
audience has a lot of time to waste and also the fact that
they all seem to have fun playing games through this
question.
How will your product appeal to this audience: This
product will appeal to my audience by making it look as
fun as possible and also making it action packed to make
it seem as if there are lots of things going on in the
game.
16. Audience research
Observation: League of legends seems to be
played a lot even though there only seem to be
two answers from the same place, even though
all the characters mentioned seem to be from
action packed games
What this says about my audience: This shows
that my audience likes action games and to an
extent adventure games.
How will your product appeal to this audience:
My product will appeal to this audience because
I am going to try and make it look like it is an
action packed poster and stuff like that to give
of the impression that it is an action game.
17. Audience research
Observation: people really dislike long
loading screens and long cut scenes
especially when the cut scenes make up for
the whole or half of the game.
What this says about my audience: This says
that my audience really dislikes long loading
screens as the main problem.
How will your product appeal to this
audience: My product will appeal to this
audience by taking some risks with the
design of the piece and also make it look
action packed as I said.
18. Audience research
•Observation: People want to see a
main character of a game and then
have a funny quote to support the
main character and also to make it
look even better.
What this says about my audience:
This says that my audience would
prefer to see a main character on the
designs however there is one person
who doesn’t want the over used
format and layout.
How will your product appeal to this
audience: My product will appeal to
this audience because I am going to
have certain characters from the game
and I might even come up with some
sort of dialogue for some of the
characters to have some quotes on the
shirts and the posters.
20. Interview 1
• Q1 the fun and interesting aspect of immersing yourself in another
world either to spend your time doing things you couldn’t imagine
• Q2 I would have to go with Xcom 2, it’s a excellent mod able
strategy game. It’s like chess but you have to consider more options
than a 8 by 8 grid. It’s incredibly hard to not get attached to these
customised soldiers you order and get attached to it makes you
more want to get them out alive. It makes for a really thrilling game
you just don’t see enough of anymore
• Q3 I would buy shirts, posters, and collectible items from a
franchise I really liked
21. Interview 1
• Observation: They use video games as a sort of escapism
they prefer to play RTS and also likes the fact that the
soldiers are customisable, and would certainly buy
merchandise.
• What this says about my audience: This says that my
audience likes more logical sort of games such as strategy
instead of mindless FPS’s and would like to buy
merchandise.
• How will your product appeal to this audience: My product
will appeal to this sort of audience because I am making
merchandise for the game product, however it was not
going to be an RTS it was going to be like a tell tale game
where it is an animated story and you get to make specific
choices to change the story to your will.
22. Interview 2
• What do you like about video games and why?
• The experience since it brings excitement to life
• What is your favourite video game and why?
• Fort-nut or League of legends since they both
have a competitive sense and always
have something to do
• •Would you buy merchandise from said video
game or franchise.
• Yes
23. Interview 2
• Observation: This person in the audience likes games
because of the experience and excitement he likes to
play MOBA’s and would buy merchandise if possible
• What this says about my audience: This says that my
audience wants excitement from a game and would
like to buy merchandise.
• How will your product appeal to this audience: My
product will appeal to this audience because I am
creating merchandise for game and as seem as it is
hopefully going to be a horror action game there
should be some excitement in the actual game
product.
24. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
Primary-16-19
year old
Secondary-20-25
year old
• Action needless violence adventure to an
extent and comedic dialogue(hopefully)
Gender
Primary-male
Secondary-female
• Action packed, comedic(Hopefully) and
adventure to an extent.
Psychographic
Primary-Emulator
Secondary-Socially
conscious type A
• Survival, helping others(co-op) and to a
certain extent adventure.
Social Status
Primary-Lower
middle class
Secondary-Middle
class.
• Action needless violence adventure to an
extent and comedic dialogue(hopefully)
26. Research Evaluation
• Give an overview of how you conducted your research. Discuss the strengths and
weaknesses of each method
– Product Research
• This was strong because I could chose the outcome of this version of research and also it is much more reliable as you are
doing it on your own unless the websites you go to can be edited by anyone such as Wikipedia, it was also useful that 4 of
the 5 products I researched were made or owned by a band who are well known. Also the dark colours would be nice to
use and the effect and genre would be great to use (horror and action). However though some bits were weak such as
the mise en scene and other things of the sort which seem to be useless as it is obvious and then there is the effect which
I didn’t really get and so I decided to put down random feelings and genres that related to the piece.
– Questionnaires
• This was strong because I easily got a large view of what my audience would like to see and got enough replies to be able
to see what they would actually want in detail, it was also good because this time people properly answered the
questionnaire, (except for one person) so I could easily analyse the results from the questionnaire. However the
questionnaire was also weak though because of the results from some of the questions I got almost completely different
answers for some of the questions so it was difficult to be able to clump the results into one easy to understand bundle
also some of the questions didn’t help too much like the music ones they were just in case I decided to do more than I
needed to, also the questionnaire was made near the start of the holiday and it was only answered when we got back so
maybe I should have distributed it differently.
– Interviews
This was strong because I could easily get the view of others and what they would think about
what would happen and what they would like to see in certain products that I would like to include in my
projects but the most interesting and most useful question was would you buy merchandise which both
said yes to, which was important as all I was going to do is create merchandise for a fake game, however
the weaknesses is that I couldn’t control the outcome of the research so someone could have screwed
about with the questions and given me answers I couldn’t use( which didn’t happen) and then there was
the problem of having too little information to do anything to drastic.
27. Research Evaluation
– What sort of a response did you get?
The response rate was good when I got back to college and most of the answers
given were answered honestly and were also mostly no one was joking around
this time. However the interview got the best answers as seem as I got an honest
answer, had replies back in good time and they were answered to the best of the
abilities of the people I sent it to so there was lots of detail to go off on. The
responses for the survey were interesting because some people contradicted the
others and then I had to factor in the one awkward answer that went against
what everyone else was saying which is most relevant in the last question the
design question and some of the others it was some places awkward as well
because sometimes they would go for all different answers but in the end I put it
all into one compact little bundle to easily understand.
– How did you distribute your survey? Give an advantage and a disadvantage
– The advantage of distributing the questionnaire by email was that I got a large
quantity of results when they actually answered, however the disadvantage
of distributing via email was that I had to wait until I got back to college for
answers and I created the questionnaire almost at the start of the holiday.
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?
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 historical product (pre-1990) 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?
Discuss the existing product research, surveys and interviews
Discuss the responses you got from your survey
Discuss distributing your evaluation digitally