2. Existing Product
A existing “product” I want to talk about is someone who makes art for the Friday night funkin
game which they go by the name NinjaMuffin99, Phantom Arcade and evilsk8r. Which
ninjamuffin99 dose the animation for the game and both evilsk8r and phantom arcade
makes the art style for the game. The reason to why I want to talk about these people is
because their art style with these characters will be very similar to what I'm doing (or at
least try to be as similar as possible) with their not complicated shapes, the really good
shading and its design as a hole gives this really quite “up beat” vibe and gives that quite
funky feeling. But also someone who I also want to mention is Kawai sprite who makes
the music for the games. And for the audience, its already got a very big community due
to how popular its become so people would want to play more from the community.
Here's a link to a twitter post one of them made to
show that they work together in this game
https://twitter.com/phantomarcade3k/status/13264487
56296921089?lang=en
Evilsk8r
current
twitter
profile
picture
Phantom
Arcade current
twitter profile
picture
3. Existing Product
• This next product is pretty much what inspired a
lot of people to make their own versions of the
game of Friday night funkin (mods) and he goes by
the name Nate Anim8. this person started a
massive trend within the community of Friday
night funkin with it having the characters that go
against the main character of the game have an
awakening of some sort to make the game harder,
the character that this person made was called
Whitty, which his design is extremely similar to the
original game but that’s the charm with when
people made their own mods, everyone had a
similar style which makes the trend more likeable
and also the songs in the game that everyone liked.
The reason why I wanted to mention Nate Anim8’s
work is because of the massive trend that he
started with the community and also the art style
is really good and, in this mod, when you see the
character Whitty go ballistic on the main character,
his art style changes which gives it a even nicer
touch
4. Existing Product
And the next product is about an actual game called Persona5 Dancing In Starlight, which
is a rhythm game based on an turn based game that’s about these teenagers who have
this special spirts to save the world from a weird curse of some sort. From what I
researched about this this game (Persona 5 dancing in starlight) its dose have some similar
concepts to what I'm doing because my animation is based on a rhythm game and this
game is also a rhythm game, both my work and this game also have human like characters
along with some quite unrealistic designs as well and they have interactions with certain
characters. And I'm very sure the persona 5 community is pretty large so anyone who
played the turn based version could possibly enjoy this new change and try it out.
5. Existing Product
And the final product that’s similar to what im trying to do is actually the very old
designs of micky mouse! In 1928, the very first episode of micky mouse was born
and it was called Steamboat Willie and as the years go by, his design has changed
to more 3D but there is a version of micky with him still looking pretty classic but
with colour. The reason why I picked this product is because its design is also really
simple but yet very charming, and what makes this design even more special is
that mickey’s black colours on his body still gives that very classic old timey style
(even the other characters on the image give a very classic look)
6. Research Analysis
• What common features do the researched products
have?
– Its more the fancy and unique designs they all have, with
mickey mouse having a old timey theme and with Persona
5 with a very flashy and upbeat theme
• What aspects of the research will you include within
your on work?
– A good aspect I could keep is actually the mickey mouse
animations because with their design, it’s a nice and good
first step towards my first time with drawing animation
(and also it will still have the style of Friday night funkin
but the mickey mouse designs are as similar with this very
cartoony looks)
8. Audience research
• Observation: 2 people are 16, 2 are 18 and 5 are 21+ (the skipped one is actually
15)
• What this says about my audience: that these answers might have more thought
into it.
• How will your product appeal to this audience: this will show what the older
audiences and younger audience wants and will have different answers for the
other questions
9. Audience research
• Observation: half are males, half are females
• What this says about my audience: that I have a good range
of mix genders
• How will your product appeal to this audience: this dose
help me with some certain questions about design
10. Audience research
• Observation: 8 people wanted a creative area, 1 person wanted college and the
other one (who knows me) suggested an area from an anime called Dragon ball Z.
• What this says about my audience: that they want to see a lot more creativity.
• How will your product appeal to this audience: this is quite helpful to know that
people would want me to really try to make this very interesting (but I really want
to make my own choice with this one.)
11. Audience research
• Observation: 8 people want brighter colours and 2 wanted darker.
• What this says about my audience: they want a quite lively
animation
• How will your product appeal to this audience: this will help me
decide on types of colours I should use in backgrounds and also
decide on background ideas as well.
• Look at this cool apple
12. Audience research
• Observation: everyone wanted this
• What this says about my audience: they want me to really work on
this animation.
• How will your product appeal to this audience: this will show how
much I can really do in 6 weeks (just drawing more really)
13. Audience research
• Observation: everyone wanted this idea
• What this says about my audience: they want me to be pretty
stylish on this animation
• How will your product appeal to this audience: this will make my
animation possibly harder depending on where its going to be set
and will look a lot more better as well
14. Audience research
• Observation: 8 people wanted a funny interaction and 2 people wanted a more
realistic interaction
• What this says about my audience: that they want to enjoy what they are watching
with a bit of banter
• How will your product appeal to this audience: this more just means that instead
of a more realistic reaction to seeing the main character I can be a bit more funny
with what I say with the main character
15. Audience research
• Observation: mostly everyone wanted my own style
• What this says about my audience: they want to see how I can draw
existing characters
• How will your product appeal to this audience: this will take some
more time but wont be that hard since I can just copy the style
16. Audience research
• Observation: 6 people want to hear my amazing voice and 4 people
wanted to hear text
• What this says about my audience: that they want a good story and good
acting
• How will your product appeal to this audience: now actually, I will do this
idea but it will be text but my voice is a sound effect for the text
17. Audience research
• Observation: Everyone wanted this idea
• What this says about my audience: they want to listen to music
while the animation plays out
• How will your product appeal to this audience: this wont be too bad
to do for the audience and just means it makes it more interesting
to watch as well
19. Interview 1
• What would make you want to play a rhythm
game?
• If a game is got a bit of comedy, how much of it
should be there?
• If lets say my animation is like a test for when I
might actually turn this into a game, what should
it include?
• What would you have done differently if there's
some things I could change?
• How do you like my idea so far?
21. Interview 1
• Observation: my friend jack quite familiar with
what I'm doing so this was nice to get this sort of
feed back from someone who knows rhythm
games
• What this says about my audience:
That they are on the same similar mind set as my
ideas
• How will your product appeal to this audience:
this is pretty helpful to know from someone
who's not familiar with Friday Night Funkin but is
with other rhythm games
22. Interview 2
• What would make you want to play a rhythm
game?
• If a game is got a bit of comedy, how much of it
should be there?
• If lets say my animation is like a test for when I
might actually turn this into a game, what should
it include?
• What would you have done differently if there's
some things I could change?
• How do you like my idea so far?
23. He means to make references
and funny dialogue when
playing the actual game
Talking about animations later in the
game and gameplay gets harder
The main point of these mods in Friday Night Funkin is that the main
characters opponent is most of the time an enemy towards him, but
Ben’s idea is to instead be a friend to the main character instead of
wanting to beat him
24. Interview 2
• Observation: my friend ben knows a lot about
Friday night funkin but doesn't play rhythm
games
• What this says about my audience: that he has a
better understanding to certain questions I ask
him
• How will your product appeal to this audience:
this is very helpful to hear someone else's
creative ideas because ben is quite a creative
friend :)
25. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
15-21+ • Depending on what types of references I
might put in the animation, people who
enjoy rhythm games who are this age range
might enjoy this demo animation
Gender
Males and females • Friday Night Funkin has a huge community,
meaning people with any gender could
possibly enjoy this demo animation
Psychographic
achievers • If this was to be an actual game instead of
an animation, this could give achievers
something to do.
Social Status
Any class • Really any type of class is fine (unless you
cant afford to even own a computer) and
anyone could enjoy this animation
27. Research Evaluation
• Give an overview of how you conducted your research. Discuss the
strengths and weaknesses of each method
– Product Research: I found this one to be a lot more easier and worth while
because I'm doing secondary reperch on existing products to relate to
what I'm doing which helps me show what it could possibly the animation
could be like
– Questionnaires: this would be more helpful if my product was an actual
product because my animation isn’t a product that I'm trying to sell in any
way, but its helpful to get a lot more different ideas by just asking about
some ideas to different minded people
– Interviews: this also helps big time with ideas because I can relate to
people who are familiar with what I'm doing with my animation, but if I
cant find people who know much about what I'm trying to do then it could
be hard to find
28. Research Evaluation
– What sort of a response did you get?
Most of my responses that I got where more about ideas on what I should do on
my animation, while also getting some recommended ideas as well as just my
own ideas,
– How did you distribute your survey? Give an advantage and a disadvantage
I used a website called Surveymonkey which lets me create surveys for audiences
for your product.. Which it did help me with some ideas but it depends what the
product is because If its not a very popular product it could be a bit tricky
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 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