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Research
Matthew-Burniston
Existing Product
like my game this sticks to pixelated format whilst
also being scroller game.
In both my game and "Mario" the game features a
hero whom runs through a world, fighting villains.
However rather than the given "Mario" (e.g.
"Goombas" and such,) I'm using ghosts to fit client.
However though my game will be a scroller, the
movement will be mandatory. In my game the
character will continuously run through the scenes
in a loop – unlike "Mario" in which the player gets
more of a freedom to explore in their own way. Also
my games differs in the fact it's not a platformer.
Furthermore the colour scheme and graphics are
unlike mine as ine is more family friendly and less
moody.
Existing Product
Like my game it's a pixelated game which features
an enemy you have to target an entity.
In my game rather than shooting ducks you target
ghosts and capture them. Also in common this is
the character/players job and purpose in the
game.
Despite the game being pixel art in common with
my game, the colour pallet however is completely
different. With it the colours are bright and
vibrant. Because the different pallets, the sense of
mood has changed completely.
Also here with graphics there's not much texture
provided – this being a design choice as opposed
to a limitation provided by pixel art..
Existing Product
With this game it achieves allot of detailed
texture that I strive to achieve in my game.
Despite being a 2D game the artist has achieved
a certain depth using clever shading – to really
make it pop out.
Also in this it uses similar kind of tones that I'll
be using in my colour pallet and that I'll be using
in my game.
Research Analysis
• What common features do the researched products have?
– All these existing products I have researched stick the format of
being pixel art. On top of this, despite differing from my plan the
colour pallet in the first two examples are saturated with warm
summer colours and more family friendly.
• What aspects of the research will you include within your
on work?
– From the listed examples I will be sticking to a pixel art format.
Also for my final project;
1. I will be keeping the scroll by feature in which the player runs
through a world.
2. I will be keeping the part in which the player will have to
target and click an enemy in order to gain points.
3. From this I will be using both the colour scheme and texturing
used for the scenery.
Audience
Audience Profile
Category Demographic Content to appeal to this audience
Age Range 16 to 18
Most users will be found with mobile phones
and accessing casual gaming.
Gender Male
The majority of male teenagers are gamers.
Psychographic
Student body so
educated
Has access to social media and online gaming
during free time.
Social Status
Middle class
(although legally
required to stay in
college until 18.)
Most likely to have a phone contract with
enough download bandwidth to engage in
online gaming.

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2. research

  • 2. Existing Product like my game this sticks to pixelated format whilst also being scroller game. In both my game and "Mario" the game features a hero whom runs through a world, fighting villains. However rather than the given "Mario" (e.g. "Goombas" and such,) I'm using ghosts to fit client. However though my game will be a scroller, the movement will be mandatory. In my game the character will continuously run through the scenes in a loop – unlike "Mario" in which the player gets more of a freedom to explore in their own way. Also my games differs in the fact it's not a platformer. Furthermore the colour scheme and graphics are unlike mine as ine is more family friendly and less moody.
  • 3. Existing Product Like my game it's a pixelated game which features an enemy you have to target an entity. In my game rather than shooting ducks you target ghosts and capture them. Also in common this is the character/players job and purpose in the game. Despite the game being pixel art in common with my game, the colour pallet however is completely different. With it the colours are bright and vibrant. Because the different pallets, the sense of mood has changed completely. Also here with graphics there's not much texture provided – this being a design choice as opposed to a limitation provided by pixel art..
  • 4. Existing Product With this game it achieves allot of detailed texture that I strive to achieve in my game. Despite being a 2D game the artist has achieved a certain depth using clever shading – to really make it pop out. Also in this it uses similar kind of tones that I'll be using in my colour pallet and that I'll be using in my game.
  • 5. Research Analysis • What common features do the researched products have? – All these existing products I have researched stick the format of being pixel art. On top of this, despite differing from my plan the colour pallet in the first two examples are saturated with warm summer colours and more family friendly. • What aspects of the research will you include within your on work? – From the listed examples I will be sticking to a pixel art format. Also for my final project; 1. I will be keeping the scroll by feature in which the player runs through a world. 2. I will be keeping the part in which the player will have to target and click an enemy in order to gain points. 3. From this I will be using both the colour scheme and texturing used for the scenery.
  • 7. Audience Profile Category Demographic Content to appeal to this audience Age Range 16 to 18 Most users will be found with mobile phones and accessing casual gaming. Gender Male The majority of male teenagers are gamers. Psychographic Student body so educated Has access to social media and online gaming during free time. Social Status Middle class (although legally required to stay in college until 18.) Most likely to have a phone contract with enough download bandwidth to engage in online gaming.

Editor's Notes

  1. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  2. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  3. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?