1. Proposal
1
Working Title: Asria
Audience:
My Target Audience would be around the ages of 16-21, would be primarily male, be aimed at
those within the C1, C2, D demographic, and would be aimed at a more balanced psychographic
(a mixture of the Achievers and Socially Conscious Groups). The basic yet familiar style that would
be shown in my game should be appealing to the age demographic, especially the older
demographic that would be a lot more familiar with the graphics of the 8/16 Bit Eras, it would
satisfy their curiosity to see if it compares to other games, and for older audiences it would be
nostalgic for them to ‘revisit’ something that they would be somewhat familiar with. In terms of
Gender because the questionnaire results helped to show that it would be more male orientated,
this would mean that my game would need to appeal more towards traditional masculine
stereotypes, in this case it would mean that the game would be more action-orientated. For the
demographics it would likely be in the C1, C2, and D demographic, as with the overall appearance
of the game, it would be most likely aimed at those who are in the middle and towards the working
class. The game would be aimed more so at Achievers through unlockables and a leaderboard,
helping to give them something to strive towards and achieve. For the more Socially Conscious, it
would mean that by playing this, they could gain a sense of ‘escapism’, and for a few hours escape
from reality and gain some enjoyment.
Rationale (approx. 100 words)
Over the course of the year I have learned to use various different types of software that would
have a direct impact when it comes to creating my final project, for example Adobe Photoshop
would be used for the Game itself, as well as creating side products for the game such as the Box
Art. Adobe Premiere would be used in order to add sounds to the game once it has been
completed. I have decided to focus on games for my FMP because personally I felt like I had done
the best in the Game Rotation, as I felt like there was more success when it came to creating the
game over a short film or a magazine.
Project Concept (approx. 200 words)
The Product that I am planning to create is a 2D Side scrolling Platformer, where the core concept
of the game is that you are basically going through each level trying to get to the goal whilst
navigating your way through traps, enemies and bottomless pits, the player will be able to utilise
several different power ups in order to navigate their way through multiple different pathways. As I
am basing my game on this genre of games, I am going to need to research games similar to what
I’m planning to make as well, in order to find out what had worked well in 2D Platformers, and what
didn’t work so well and should be avoided, I am also going to research the box art for those games
in order to see what is common within the images shown, as well as to see what could be changed
in order to help make mine look more unique. As well as this, I will also need to research the
different graphic styles of these games in order to find out which one would be best suited for my
own game, whether it would be best suited as an 8-bit title or a 16-bit title.
Evaluation (approx. 50 words)
I am planning on evaluating the work by looking through all of the different stages of the project
and seeing what was done well and what could’ve been done better. I will also be self reflecting
throughout the course of the project, as this will focus more individually on how I felt like the
different aspects of the project have gone, for example what I did well with certain objectives, or
what I could do better with another aspect.
2. Proposal
2
Schedule
WEEK OVERALL PLAN SPECIFIC TASKS
1 Initial Response +
Proposal
Initial Reaction
Mind Maps
Mood Board
Mood Board Analysis
Proposal
2 Product + Audience
Research
Existing Products
Research Analysis
Audience Research
Interview Analysis
3 Production Experiments Production
Experiments
Processes and
Reflection
4 Pre-Production and
Planning
Style Sheet
Layout Plans
Resources
Sound Effects
Music
Contingency
Health and Safety
5 Production Background Design
Sprite Design
6 Production Animation
7 Production Animation
Sound Effects +
Music
8 Production Box Art Design
9 Evaluation Research
Planning
Time Management
Technical Qualities
Aesthetic Qualities
Audience Appeal
Peer Feedback
10 Development +
Contingency
Improvements
Bibliography
At least 7 sources total and should include books, videos/films/video games, magazines and
newspaper articles etc.
1. Battams, T. (2018) Target Audience Research Survey (conducted on 13/4/2018)
2. Batty, T. (2018) Target Audience Interviews (conducted on 13/4/18)
3. Wimmer, A. (2018) Target Audience Interviews (conducted on 13/4/18)
4. Capcom (1993) Mega Man X
5. Capcom (1995) Mega Man 7
6. Nintendo (2017) Super Mario Odyssey
7. Sega (2005) Shadow the Hedgehog
8. Sega (2001) Sonic Adventure 2: Battle