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Research
Yoran Alflat
Existing Product
Image shows characters facing off against enemies, the only lighting comes from
the muzzle flashes from their guns and the reflection back from the bullet
enemies main characters are put front and centre for the buyer to see with less
important characters off to the sider or behind vibrant colour scheme but
enemies remaining same colour so they're easier to identify big capital letter font
with a bullet for you representing the main game is just shooting. Altogether it
creates a really interesting picture and interests me because why are they
shooting bullets with guns
Existing Product
Has a clear and identifiable colour scheme and
aesthetic. Good guy is clearly shown by being
different to the colour scheme showing the
bad guy is the inhuman looking giant.
Existing Product
Very similar to doom clearly American .
Existing Product
Same big capital letter font main character
front and centre with easily identifiable
enemies clear target audience with death guns
and demons appeals to older people as it is a
remake of an older game. Futuristic vibe with
the main characters armour only lighting from
lava and reflection of the lava on the armour.
green clearly shows character is good and vice
versa.
Research Analysis
• What common features do the researched
products have?
• They all look violent which attracts me because I tend to
enjoy those games more they have similar fonts. And
colour schemes
• What aspects of the research will you include
within your on work?
• The font will stay but I'm going to try and make it more
different so it stands out
Questionnaire Analysis
Survey Monkey Link:
Audience research
• Observation:83.33% of my audience is male
• What this says about my audience: a majority are
male
• How will your product appeal to this audience:
• It will appeal to them because it is aimed at them
Audience research
• Observation: 100% are under 18
• What this says about my audience: they are
younger than the probable age rating
• How will your product appeal to this audience: I
will lower the violence so it will get an age 16
rating therefore catering to my audiences age
Audience research
• Observation: its an even split between ps4 and PC
• What this says about my audience: they play on ps4s and PCs
• How will your product appeal to this audience: the only thing
because its pixelated is it will easily work on both but may not
appeal to those who’s setups are made for the best games graphics
wise
Audience research
• Observation: shooters and adventure games are most
popular
• What this says about my audience: they don’t prefer retro
games
• How will your product appeal to this audience: for a wider
appeal if I add more shooting it appeals more to a majority
of players.
Audience research
• Observation: its an even split
• What this says about my audience: their isn't a
defined favourite
• How will your product appeal to this audience: I
could add some more open sections so that both
sides are happy
Audience research
• Observation: majority prefer big studio games
• What this says about my audience: they like bigger
games with more production value
• How will your product appeal to this audience: it will
only appeal to a small percentage as I just don’t have
the tools for a big studio looking game
Audience research
• Observation:100% chose open world
• What this says about my audience: they like open
worlds unanimously
• How will your product appeal to this audience: the
aforementioned open sections
Audience research
• Observation: majority like futuristic then there's a split
between western and medieval
• What this says about my audience: they are split
• How will your product appeal to this audience: it should
appeal to them all but only at certain parts of the game
because the main character travels through time so they will
all have their bit
Audience research
• Observation: most like cartoonish or pixel compared to as real as
possible
• What this says about my audience: cartoonish is the favourite
• How will your product appeal to this audience: hopefully with some
successful stylisation and maybe a few changes it could appeal to both
cartoonish and retro/pixel therefore catering to the largest possible
audience
Audience research
• Observation: modern day music and traditional are the favourites
• What this says about my audience: they don’t like 8-bit or use of
time accurate music
• How will your product appeal to this audience: it wont because 8-bit
was my main idea for soundtrack with use of time accurate music
was my back up and I feel anything else probably wouldn’t fit the
tone.
Interviews
Interview 1
• what's your favorite game and why?
• Fortnite because of the skill gap and the competitive side of the game.
• what's your favorite retro/older game and why?
• I have not played that many old/retro games I don't have a favorite.
• what's the best type of story in a game and why?
• I like the story to be engaging and have cool twists.
• do you prefer longer games or shorter games and why?
• I prefer shorter games because I'm used to playing fast paced fps games.
• do you like boss battles if so why?
• I think having an end battle can add to the enjoyment of the game. I think it's a fun
thing to have in a game.
Interview 1
• Observation: they like first person shooters
• What this says about my audience: they don’t
tend to play older games
• How will your product appeal to this
audience: it is a short game which appeals to
the audience with the boss battle adding to it
Interview 2
Interview 2
• Observation:
• What this says about my audience:
• How will your product appeal to this
audience:
Audience Profile
Category Demographic Content to appeal to this audience
Age Range
Under 18 • Removal of some gore so it doesn't get an
age 18 rating
Gender
Majority male • Male character violence
Psychographic
Social Status
Research Evaluation
Research Evaluation
• Give an overview of how you conducted your research.
Discuss the strengths and weaknesses of each method
– Product Research
• Apart from colourful pixelated game I think it stands out because apart from older
games most pixelated games nowadays have simpler stories very consistent setting
and may not even have a story. The pre 1990s example may not apply asmuch
anymore may have chosen unrepresentative examples
– Questionnaires
• It helped me see what a majority of people liked and as it was before production
gave me a chance to alter my plans so a larger portion of people can enjoy it. Isnt
very in depth which may leave gaps, mistakes between implementation of their
preferences and what they really want.
– Interviews
helped get a more in depth look which added more insight to the
responses in the questionnaire. Weakness is the fact that it may not
represent everyone's opinion.
Research Evaluation
– What sort of a response did you get?
Some responses havent gotten enough so far.
– How did you distribute your survey? Give an advantage and a disadvantage
• Teams had to slightly different core
demographic so had to change gore to suit
people in teams had experience doing the
survey meaning getting more accurate results
with less confusion than probable if sent to
strangers.

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2. research

  • 2. Existing Product Image shows characters facing off against enemies, the only lighting comes from the muzzle flashes from their guns and the reflection back from the bullet enemies main characters are put front and centre for the buyer to see with less important characters off to the sider or behind vibrant colour scheme but enemies remaining same colour so they're easier to identify big capital letter font with a bullet for you representing the main game is just shooting. Altogether it creates a really interesting picture and interests me because why are they shooting bullets with guns
  • 3. Existing Product Has a clear and identifiable colour scheme and aesthetic. Good guy is clearly shown by being different to the colour scheme showing the bad guy is the inhuman looking giant.
  • 4. Existing Product Very similar to doom clearly American .
  • 5. Existing Product Same big capital letter font main character front and centre with easily identifiable enemies clear target audience with death guns and demons appeals to older people as it is a remake of an older game. Futuristic vibe with the main characters armour only lighting from lava and reflection of the lava on the armour. green clearly shows character is good and vice versa.
  • 6. Research Analysis • What common features do the researched products have? • They all look violent which attracts me because I tend to enjoy those games more they have similar fonts. And colour schemes • What aspects of the research will you include within your on work? • The font will stay but I'm going to try and make it more different so it stands out
  • 8. Audience research • Observation:83.33% of my audience is male • What this says about my audience: a majority are male • How will your product appeal to this audience: • It will appeal to them because it is aimed at them
  • 9. Audience research • Observation: 100% are under 18 • What this says about my audience: they are younger than the probable age rating • How will your product appeal to this audience: I will lower the violence so it will get an age 16 rating therefore catering to my audiences age
  • 10. Audience research • Observation: its an even split between ps4 and PC • What this says about my audience: they play on ps4s and PCs • How will your product appeal to this audience: the only thing because its pixelated is it will easily work on both but may not appeal to those who’s setups are made for the best games graphics wise
  • 11. Audience research • Observation: shooters and adventure games are most popular • What this says about my audience: they don’t prefer retro games • How will your product appeal to this audience: for a wider appeal if I add more shooting it appeals more to a majority of players.
  • 12. Audience research • Observation: its an even split • What this says about my audience: their isn't a defined favourite • How will your product appeal to this audience: I could add some more open sections so that both sides are happy
  • 13. Audience research • Observation: majority prefer big studio games • What this says about my audience: they like bigger games with more production value • How will your product appeal to this audience: it will only appeal to a small percentage as I just don’t have the tools for a big studio looking game
  • 14. Audience research • Observation:100% chose open world • What this says about my audience: they like open worlds unanimously • How will your product appeal to this audience: the aforementioned open sections
  • 15. Audience research • Observation: majority like futuristic then there's a split between western and medieval • What this says about my audience: they are split • How will your product appeal to this audience: it should appeal to them all but only at certain parts of the game because the main character travels through time so they will all have their bit
  • 16. Audience research • Observation: most like cartoonish or pixel compared to as real as possible • What this says about my audience: cartoonish is the favourite • How will your product appeal to this audience: hopefully with some successful stylisation and maybe a few changes it could appeal to both cartoonish and retro/pixel therefore catering to the largest possible audience
  • 17. Audience research • Observation: modern day music and traditional are the favourites • What this says about my audience: they don’t like 8-bit or use of time accurate music • How will your product appeal to this audience: it wont because 8-bit was my main idea for soundtrack with use of time accurate music was my back up and I feel anything else probably wouldn’t fit the tone.
  • 19. Interview 1 • what's your favorite game and why? • Fortnite because of the skill gap and the competitive side of the game. • what's your favorite retro/older game and why? • I have not played that many old/retro games I don't have a favorite. • what's the best type of story in a game and why? • I like the story to be engaging and have cool twists. • do you prefer longer games or shorter games and why? • I prefer shorter games because I'm used to playing fast paced fps games. • do you like boss battles if so why? • I think having an end battle can add to the enjoyment of the game. I think it's a fun thing to have in a game.
  • 20. Interview 1 • Observation: they like first person shooters • What this says about my audience: they don’t tend to play older games • How will your product appeal to this audience: it is a short game which appeals to the audience with the boss battle adding to it
  • 22. Interview 2 • Observation: • What this says about my audience: • How will your product appeal to this audience:
  • 23. Audience Profile Category Demographic Content to appeal to this audience Age Range Under 18 • Removal of some gore so it doesn't get an age 18 rating Gender Majority male • Male character violence Psychographic Social Status
  • 25. Research Evaluation • Give an overview of how you conducted your research. Discuss the strengths and weaknesses of each method – Product Research • Apart from colourful pixelated game I think it stands out because apart from older games most pixelated games nowadays have simpler stories very consistent setting and may not even have a story. The pre 1990s example may not apply asmuch anymore may have chosen unrepresentative examples – Questionnaires • It helped me see what a majority of people liked and as it was before production gave me a chance to alter my plans so a larger portion of people can enjoy it. Isnt very in depth which may leave gaps, mistakes between implementation of their preferences and what they really want. – Interviews helped get a more in depth look which added more insight to the responses in the questionnaire. Weakness is the fact that it may not represent everyone's opinion.
  • 26. Research Evaluation – What sort of a response did you get? Some responses havent gotten enough so far. – How did you distribute your survey? Give an advantage and a disadvantage • Teams had to slightly different core demographic so had to change gore to suit people in teams had experience doing the survey meaning getting more accurate results with less confusion than probable if sent to strangers.

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?
  4. 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?
  5. Discuss the existing product research, surveys and interviews
  6. Discuss the responses you got from your survey Discuss distributing your evaluation digitally