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Research
Josh Palmer
Existing ProductMy game is going to be an endless runner so I am going to be researching Mr Jump. Mr jump is skill based game that only has one control
which is a tap. The tap makes the character jump and the aim of the game is to dodge all of the obstacles. It is a level based game that has
different biomes for each level. This image has a snowy/icy biome because I am planning a snowy biome for my game.
This game has a side angle which
works the best for this type of game
because you can easily see the
obstacles up ahead. If it was an angle
from behind it would be pretty hard
to see what obstacles are up ahead.
You can also fit a lot more of the
environment into the screen so it also
looks a lot nicer for the users.
The little snow drops fall whilst you
play the game. This makes the game a
bit more better to look at as there is
more going on. Without the snow
drops it would be quite boring. You
can also say the same thing about the
moving back ground.
The background moves as the
character progresses. This brings more
of a place feel to it. By this I mean that
for the users it actually feels like its a
place rather than a bunch of
bumps/obstacles going towards the
character. It makes the leveling system
more interesting.
The character doesn’t actually move
(apart from its limbs). The obstacles
that the character is running on is
constantly moving towards the
character and the users have to keep
jumping over them. This makes it a
lot easier for production as you don’t
actually have to move the character.
The base, where the character
moves on, is in the middle of the
screen, horizontally. They have done
this so they can kind of get rid of
some room. If the base was at the
bottom of the screen they would
have to think of more things to put
in the level, like more sky. Too much
sky would look too fake so they put
the base in the middle. Also they
have put water/ice at the bottom of
the screen, which kills the character
if landed on, for two reasons. One of
them if because it looks better all
together and makes the whole
environment more realistic. Another
reason is to emphasize to the users
that if will kill you.
When the character dies it
falls in front of the base
(what the character runs
on). This makes the game
look more modern
because it makes it look
more 3D
The edges of the environment are
all shaded out. This brings more of a
3D effect which makes the game
look more modern. Also the spikes
have been shaded out a bit to make
them look more round and fit in
with the 3D environment. There is
also a bit of shading at the bottom
of the spikes to show where the
spikes have come through the
ground.
The colour scheme is just different shades of blue to
represent ice. The route that you are meant to take is
darker blue so you know where to go. Also the base is
white because it is snow and the ice is a icy colour. They
have used block colours and there is very little detail but
it looks a lot better as it doesn’t need to be detailed.
The characters costume really
contrasts with the rest of the
environment it looks pretty good
because you know where the
character is as they stand out.
The water starts off with
a dark colour when its far
a way from land (like real
life) and it gets lighter as
it gets closer to land.
The audio is just
background music that is a
song and has a kind of
happy feel to it because it
has a high tempo. It makes
the player want to play
more because it’s a happy
song and environment
Existing Product
My game is going to be an endless
runner so I am going to be
researching subway surfers. Subway
surfers is an endless runner that the
objective is to get the furthest
distance and it gets harder as your
score increases. There are also power
ups to help you get a better score.
There are collectable items/coins in
which you can get/buy costumes or
power ups.
This game is based at a subway station.
There is a lot of change in the
surroundings such as sometimes you go
into a tunnel or go to a less built up
area.
The angle is behind the character so you can
see the back of him. I think they did this
because it is easier for the players because you
can easily see the trains because they are 3d
and more easy to recognize than a side angle
would be. This is good because it makes the
game really user friendly and the players
usually like that.
The coins/collectables spin around. This
little effect helps the users locate the
collectables easier because they are
moving. If you look at the right collectable
item you can see that there is a big gold
glow around it. This is because it is a rare
item. You can tell because the colour gold is
normally associated with riches or rare
things. It is the same with the coins. The
coins are also gold but they don’t have a
glow because they are not as rare
I find it cool how they have added little effects that make the
game much more realistic and intractable. They have added
things like some of the trains moving towards you as you are
running. On the trains they add headlights as well. Also I find it
cool how they have added a little shine to the railway tracks to
make them look a bit more realistic.
The layout of this game is really good. There are 3
sections. The left rail, the middle rail and the right rail.
The user has to swipe to get to each rail. It is really
user friendly because there are only a few controls.
There is also a top layer to the layout. At some points
of the game you can jump on top of the the trains and
play the game from there but it is much harder as
there are more jumps to other trains.
The customizable character has multiple outfits but
they all kind of have the same style to them. They all
look like they would be causing havoc/chaos. This is
because the character is actually a bad person as they
are spray painting on a train at the start. The
characters are really animated looking, like the rest of
the environment, this is good because it allows the
creators to add more detail and be more creative. All
of the characters look lively. They al look like they are
ready to have fun and none of then have dark colours.
The fonts used in this
game are graffiti looking
fonts. It looks like street
looking. This shows that
the game is funky/lively.
The colour scheme is really vibrant. There are no dark
colours. This shows that the game is really fun and lively as
bright colours are normally associated with being fun and
lively. The sky looks really bright and looks like it was set to
be in that perfect daylight. The trains look a bit darker than
the rest to show that they are a danger (but they are still
bright).
There is a constant loop of music that
is playing in the background which
sounds like happy and jolly music that
kind of fits in with the movement
system of the game.
There is sound effects for everything in
this game from jumping to collecting
coins. The SFX are normally quite
subtle but if it was for collecting a coin
it is a little “ding”.
Existing Product
This game is called crossy road, it is
an endless runner like mine is going
to be the aim of the game is to get
as far as possible with out getting
hit and on the way you collect
coins.
This game has multiple biomes that you
can go to on the way. There is a grassy
place, snowy place and a desert place.
As you get more into the game the
location changes. The idea of the
environment changing is pretty good
and it could work in my game. The
audience like I because it can get boring
looking at the same colours for a while
so they like to switch it up a bit.
The angle in this game is like a top/side
angle. It is mostly looking at the character
from above but there is a little side angle
involved. It is also a bit from behind.
However it has a weird angle it works
really well, you can easily see the roads
ahead, the character and all the obstacles
in the way.
There are very few effects but there are some. On all of
the props there are shadows of the props shining to the
east of the map this tells us that there is a sun to the west.
This little detail makes the game more realistic and a lot
better looking. There is also black gas coming out of some
of the cars exhaust. Which I think is a little hidden
message. Everything is vibrant and colourful apart from
the black smoke coming from the exhaust. This makes the
game look a lot more realistic.
Over all the lighting is pretty bright.
There is a shadow for all of the props to
show that as well.
The layout of the game is really good there is a clear path of where the
character needs to go which makes it really user friendly. Also it is good how
they have put in some random bushes and then start to increase the amount of
bushes around the side so you cant go off the map. The road layout is all RNG.
This means that it is random every game which is good so it doesn’t get
repetitive as quick.
Costume wise the game is not
really that advanced. There are
different costumes you can buy,
with coins you get as you go along,
they are all pixelated costumes
without much details. You can
change character and become
animals or humans.
There are lots of props in this
game there is: cars, bushes
trains, lorries, logs. All of these
props make up the obstacles you
need to get around to get
further in the game.
The fonts in this game are pixel
writing. This works well because the
theme to this is sort of a pixel theme.
There is no music in this game but there is some
SFX there is an SFX for every jump the character
does. There is also SFX for cars, trains, water
and wind. This gives you a feel for what a
motorway is like. As you play it sound like you
are actually on the road.
There are a lot of vibrant colours used
throughout his game. The cars bushes
and grass are really bright. There are
not many dark colours either. They
have done full block colours to show
the grass and road because it gives
more of a pixel feel to it and looks a
lot cleaner.
Research Analysis
• What common features do the researched products have?
– All of my games that I have researched have got a bright/vibrant
colour scheme.
– They all have obstacles that the character needs to get past.
• What aspects of the research will you include within your
on work?
– I will add an in game currency because I want to put the option
in that you can buy more skins.
– I am going to be using a side angle because I feel like it will be
more simple to make and at the same time it would look better.
– I am going to be adding obstacles for the character to try and
get past.
– I am going to use bright colours.
– I will add a main menu screen.
Bibliography
Bibliography
1. . ZPLAY games (2016) mr jump
2. Kiloo SYBO Games (2012) Subway surfers
3. Hipster whale (2014) Crossy Road

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3. research

  • 2. Existing ProductMy game is going to be an endless runner so I am going to be researching Mr Jump. Mr jump is skill based game that only has one control which is a tap. The tap makes the character jump and the aim of the game is to dodge all of the obstacles. It is a level based game that has different biomes for each level. This image has a snowy/icy biome because I am planning a snowy biome for my game. This game has a side angle which works the best for this type of game because you can easily see the obstacles up ahead. If it was an angle from behind it would be pretty hard to see what obstacles are up ahead. You can also fit a lot more of the environment into the screen so it also looks a lot nicer for the users. The little snow drops fall whilst you play the game. This makes the game a bit more better to look at as there is more going on. Without the snow drops it would be quite boring. You can also say the same thing about the moving back ground. The background moves as the character progresses. This brings more of a place feel to it. By this I mean that for the users it actually feels like its a place rather than a bunch of bumps/obstacles going towards the character. It makes the leveling system more interesting. The character doesn’t actually move (apart from its limbs). The obstacles that the character is running on is constantly moving towards the character and the users have to keep jumping over them. This makes it a lot easier for production as you don’t actually have to move the character. The base, where the character moves on, is in the middle of the screen, horizontally. They have done this so they can kind of get rid of some room. If the base was at the bottom of the screen they would have to think of more things to put in the level, like more sky. Too much sky would look too fake so they put the base in the middle. Also they have put water/ice at the bottom of the screen, which kills the character if landed on, for two reasons. One of them if because it looks better all together and makes the whole environment more realistic. Another reason is to emphasize to the users that if will kill you. When the character dies it falls in front of the base (what the character runs on). This makes the game look more modern because it makes it look more 3D The edges of the environment are all shaded out. This brings more of a 3D effect which makes the game look more modern. Also the spikes have been shaded out a bit to make them look more round and fit in with the 3D environment. There is also a bit of shading at the bottom of the spikes to show where the spikes have come through the ground. The colour scheme is just different shades of blue to represent ice. The route that you are meant to take is darker blue so you know where to go. Also the base is white because it is snow and the ice is a icy colour. They have used block colours and there is very little detail but it looks a lot better as it doesn’t need to be detailed. The characters costume really contrasts with the rest of the environment it looks pretty good because you know where the character is as they stand out. The water starts off with a dark colour when its far a way from land (like real life) and it gets lighter as it gets closer to land. The audio is just background music that is a song and has a kind of happy feel to it because it has a high tempo. It makes the player want to play more because it’s a happy song and environment
  • 3. Existing Product My game is going to be an endless runner so I am going to be researching subway surfers. Subway surfers is an endless runner that the objective is to get the furthest distance and it gets harder as your score increases. There are also power ups to help you get a better score. There are collectable items/coins in which you can get/buy costumes or power ups. This game is based at a subway station. There is a lot of change in the surroundings such as sometimes you go into a tunnel or go to a less built up area. The angle is behind the character so you can see the back of him. I think they did this because it is easier for the players because you can easily see the trains because they are 3d and more easy to recognize than a side angle would be. This is good because it makes the game really user friendly and the players usually like that. The coins/collectables spin around. This little effect helps the users locate the collectables easier because they are moving. If you look at the right collectable item you can see that there is a big gold glow around it. This is because it is a rare item. You can tell because the colour gold is normally associated with riches or rare things. It is the same with the coins. The coins are also gold but they don’t have a glow because they are not as rare I find it cool how they have added little effects that make the game much more realistic and intractable. They have added things like some of the trains moving towards you as you are running. On the trains they add headlights as well. Also I find it cool how they have added a little shine to the railway tracks to make them look a bit more realistic. The layout of this game is really good. There are 3 sections. The left rail, the middle rail and the right rail. The user has to swipe to get to each rail. It is really user friendly because there are only a few controls. There is also a top layer to the layout. At some points of the game you can jump on top of the the trains and play the game from there but it is much harder as there are more jumps to other trains. The customizable character has multiple outfits but they all kind of have the same style to them. They all look like they would be causing havoc/chaos. This is because the character is actually a bad person as they are spray painting on a train at the start. The characters are really animated looking, like the rest of the environment, this is good because it allows the creators to add more detail and be more creative. All of the characters look lively. They al look like they are ready to have fun and none of then have dark colours. The fonts used in this game are graffiti looking fonts. It looks like street looking. This shows that the game is funky/lively. The colour scheme is really vibrant. There are no dark colours. This shows that the game is really fun and lively as bright colours are normally associated with being fun and lively. The sky looks really bright and looks like it was set to be in that perfect daylight. The trains look a bit darker than the rest to show that they are a danger (but they are still bright). There is a constant loop of music that is playing in the background which sounds like happy and jolly music that kind of fits in with the movement system of the game. There is sound effects for everything in this game from jumping to collecting coins. The SFX are normally quite subtle but if it was for collecting a coin it is a little “ding”.
  • 4. Existing Product This game is called crossy road, it is an endless runner like mine is going to be the aim of the game is to get as far as possible with out getting hit and on the way you collect coins. This game has multiple biomes that you can go to on the way. There is a grassy place, snowy place and a desert place. As you get more into the game the location changes. The idea of the environment changing is pretty good and it could work in my game. The audience like I because it can get boring looking at the same colours for a while so they like to switch it up a bit. The angle in this game is like a top/side angle. It is mostly looking at the character from above but there is a little side angle involved. It is also a bit from behind. However it has a weird angle it works really well, you can easily see the roads ahead, the character and all the obstacles in the way. There are very few effects but there are some. On all of the props there are shadows of the props shining to the east of the map this tells us that there is a sun to the west. This little detail makes the game more realistic and a lot better looking. There is also black gas coming out of some of the cars exhaust. Which I think is a little hidden message. Everything is vibrant and colourful apart from the black smoke coming from the exhaust. This makes the game look a lot more realistic. Over all the lighting is pretty bright. There is a shadow for all of the props to show that as well. The layout of the game is really good there is a clear path of where the character needs to go which makes it really user friendly. Also it is good how they have put in some random bushes and then start to increase the amount of bushes around the side so you cant go off the map. The road layout is all RNG. This means that it is random every game which is good so it doesn’t get repetitive as quick. Costume wise the game is not really that advanced. There are different costumes you can buy, with coins you get as you go along, they are all pixelated costumes without much details. You can change character and become animals or humans. There are lots of props in this game there is: cars, bushes trains, lorries, logs. All of these props make up the obstacles you need to get around to get further in the game. The fonts in this game are pixel writing. This works well because the theme to this is sort of a pixel theme. There is no music in this game but there is some SFX there is an SFX for every jump the character does. There is also SFX for cars, trains, water and wind. This gives you a feel for what a motorway is like. As you play it sound like you are actually on the road. There are a lot of vibrant colours used throughout his game. The cars bushes and grass are really bright. There are not many dark colours either. They have done full block colours to show the grass and road because it gives more of a pixel feel to it and looks a lot cleaner.
  • 5. Research Analysis • What common features do the researched products have? – All of my games that I have researched have got a bright/vibrant colour scheme. – They all have obstacles that the character needs to get past. • What aspects of the research will you include within your on work? – I will add an in game currency because I want to put the option in that you can buy more skins. – I am going to be using a side angle because I feel like it will be more simple to make and at the same time it would look better. – I am going to be adding obstacles for the character to try and get past. – I am going to use bright colours. – I will add a main menu screen.
  • 7. Bibliography 1. . ZPLAY games (2016) mr jump 2. Kiloo SYBO Games (2012) Subway surfers 3. Hipster whale (2014) Crossy Road

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects ( special effects), post-production Use of lighting/composition layout/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects 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- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects 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- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  4. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.