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Research
Jack Lowes
Genre : RPG
An RPG (Role play game) is a type of game that has the player control a fictional character in a fictional
world.
Three defining features of an RPG would include:
• Stats that can be improved through progression means.
• Menu based combat systems
• A main storyline / questline for the player to follow
Over many years of game development, developers have evolved the genre and created modern and
hybrid RPGs that continue to raise the expectations of what makes a good RPG. Although they are not a
prevalent as they used to be, 2D pixel art RPGs can still find their way onto the scene and gain
popularity. In early days text adventures were a common treat amongst people in the 80's. Later on
games like dungeon beholder created more of a world for player movement that attempted to simulate
a fantasy setting that players could escape to and from this development the legend of zelda was born.
Debatably the first major console RPG success. The game was more of an action adventure, RPG hybrid
but definitley utilised main mechanics of a core RPG game. Amongst this there were also highly praised
games like final fantasy that were making turn based actions / combat popular. In the 90's 3D RPGs
began to take precedance. Shortly after, one of the most popular franchises even today was created
being the elder scrolls. As the 2000's rolled in many critically acclaimed 3D Hybrid games began to rise
up such as fallout 3 after the franchise's makeover from its previous dungeons and dragons style, the
witcher series and mass effect. One of the most succesful RPG's to date is Skyrim many core RPG
elements, an open world, player creation and tons of content. The game definitley set a high standard
for RPG's to achieve in the future.
Existing Product (undertale)
• The combat takes on a
separate, menu - like screen
• Snowy location (one of multiple areas) There
are limited graphics. Only the essentials from
an atmospheric stand point.
• Over head view
• Character
model (heart)
flashes when
hit by an
enemy attack.
• Soundtrack in
this specific
area includes
bells and a very
jingle feeling
sound.
• Basic SFX when walking through doors, picking
up items, walking etc. makes the world feel
alive
• SFX when attacking, taking
damaging or upon enemy
attacks, etc. make a more
ambient and active experience.
• The Playable
character has
no voice or
dialogue
• Small use of shadows on trees
characters. Nothing realistic
Existing Product (undertale)
• As shown in the image, Lighting isn't necessarily taken
advantage of in this game. There is minimal shading
involved on areas like the trees and the bottom of a
characters feet. It seems as though it has been used as the
bare minimum to break up objects from each other.
• The frame features a small wooden cabin with a snowy
roof and windows displaying a warmly lit interior. this
connects to a snowy pathway surrounded by snow
covered pines and a Christmas tree decorated with
baubles, a star and presents. Amongst al this the monster
inhabitants dwell in the village.
• From this display the game gives the player the
impression of a small cozy village in the middle of winter.
Whilst the inhabitants are indeed monsters, they seem to
act humane and even jolly enough to celebrate Christmas.
• This would appeal the audience as there is a certain
familiar atmosphere being presented and also a
welcoming one so they would feel more invested
into exploring the area. This is emphasized by the
monster inhabitants which add to not only the
welcoming atmosphere but also the mystery as it is
obviously unusual to walk into village full of
monsters.
It should be noted undertale was worked on by a
single person and so with a lack of resources other
priorities were made over the visuals
Snowdin
Existing Product (undertale)
Undertales combat operates off of a turn based system where the player can choose an action before swapping to the
enemy’s action(s) and then back to the player. It features the standard “fight” option which is a basic attack towards the
enemy and should be a familiar method of combat to most audiences. There is also an implementation of “items” e.g.
foods to heal the player which has also been used in multiple RPG styled games. Where undertale becomes unique
however is its implementation of the “Mercy” and “Act” options. The “Act” option allows players to diffuse a fight without
attacking the enemy and is often done in humorous ways. For example one enemy in the game allows the player to have a
flexing contest with them to defeat them. The “Mercy” option allows the player to show mercy to the enemy. If the enemy
accepts they will also show mercy and once all enemies do this the fight will be over. Many enemies need to be acted
upon before showing mercy however so these actions coincide with one another. This allows players to approach the
combat in a huge variety of ways which helps to engage the audience and keep them playing and trying new strategies.
The familiarity of the fighting options help an audience to warm up to the product as they are familiar with how it works
and they will not need to learn a completely new system however there are still new option (which also bring great
humor) for the player to explore should they chose to. This also allows for multiple play styles and the game goes one step
further to reward different pacifist, neutral, and genocide runs of the game with different endings. This not only gives
players a reasons to play a certain way but also encourages players to replay with a new style to get a different take on
what the game has to offer. The game definitely offers more retro styled SFX which compliments every movement made
in combat and many actions in the overworld.
Existing Product (Shovel knight)
Bold bright colors.
Very cartoony
Side view. 2D with a
backdrop
Basic sparkle and light effects on
attack. Different effect for
different attacks / projectiles.
Blocky shadows and lighting help to
bring out detail in the environment /
characters whilst keeping the cartoony
look
Set up in a forest
/ grassland
(background /
foreground.)
The shovel has multiple
forms of attacking with
melee and projectile
variants. The player has
options on how to deal
with a situation
Royal,
Kingdom
aesthetic
Armor, clearly knights
/ knight inspired
Existing Product (Shovel knight)
The first world of shovel knight (as shown in the image) is set in a forest / grassland area. The world
itself is presented to the player in 2D with a backdrop so world exploration is not necessarily a Priority.
The point of the world is to create an atmosphere and setting for the player to complete their
objective. In this games case you must fight through the worlds mobs as you move through the player
space and fight a boss at the end of the level. The world itself is created to some detail and is
interesting to look at however it doesn’t draw the players attention away from the character or the
objective. I believe that the world is meant to make the game feel lighter and more appealing. As the
game features knights the game could easily be set in a medieval era which would typically feature dark
settings and dungeons. having a lighter, more colorful world could help to make the game more
digestible to larger audiences. As the game progresses the levels do get progressively darker and more
in line with a medieval tone and setting however it’s the initial reaction to the game that I believe helps
to draw the players. Once they are familiar with the game it should be easier to head into a more
specific setting especially when accompanied to a narrative that the players have already been
introduced to.
Existing Product (Shovel knight)
As for the combat, Shovel knight is rather simplistic giving the player limited options especially earlier in
the game. This however is still enough to counter play the opponents that the game throws out. The
weapon itself can either be swung towards the enemy or held below the player as they jump up to hit
an enemy / object below them and bounce off. The later of these is especially useful for dodging attacks
and gives the player an opportunity to strike back and keep the pace of the fight running quickly. Bosses
also have many attacks that they can use which helps to keep the screen looking busy and exaggerates
the pacing of the fights as the player is always on the move. The player is also given items known as
relics which all have variable powers ranging from projectile based attacks to a few seconds of
invulnerability. This helps to give the player options during a fight. The fast paced combat as well as the
variation added from the relics help to spice up the gameplay and keep audiences entertained with the
combat utilities provided. Considering the games main focus is on fast paced combat and racing through
levels and mobs the priorities and options provided were well placed to keep the audience engaged
with the game.
Existing Product (Starbound)
Bright background with all
around bold colors. Very
inviting. The setting is lighter
Green has
connotations
with safety
Location: outer space –
connotations with
exploration and the
unknown. This grabs the
audience attention.
The dark blue represents
knowledge adding to the sense
of exploration and things to be
learned
Casual attire. The player
can represent
themselves In game
All player
placed items /
structures.
Customizability
intrigues
audiences.
Side view.
2D with a
backdrop.
Existing Product (Starbound)
Starbound offers a plethora of different biomes and areas for the player to explore. The
game starts in a grassland biome which, having many green tones and colors, makes the
player feel safe and comfortable in the world which helps them ease into the game.
Exploration is encouraged as shown by the advertising and name referencing outer space
which holds a lot of mystery and unknown which would draw the player into the games
explorative nature. There are multiple differentiating biomes and areas that all look unique
to each other and would keep the player engaged with the world as well as there objective
there. Whilst there isn't technically a story / campaign to starbound there is a lot of content
in the game which effectively lets the player choose what they want to do rather than being
board on a bland story quest. The game caters to a larger audience base with the options
presented in the game ranging from hunting down the worlds bosses to just building a cozy
cottage. These options are all interweaved into the worlds gameplay and by doing this
Starbound creates a seamless experience that peaks the interest of a large amount of video
game players
Existing Product (Starbound)
The combat whilst basic can have some variety to it with a ray of different weapons to
chose from like spears, swords, guns, projectile scythes etc. aside from there main
attack, weapons also have secondary abilities which make each weapon unique and
encourage a different play style depending on what you chose to play with. There are
defensive abilities like creating a shield wherever the castor is pointing or more
offensive abilities like a scythe that spins around the player for a short period of time
before launching in a direction. This helps to keep the combat fresh and keeps the
audience playing as they would want to experiment with different combinations of
weapons. They may even need to use different weapons for taking down different
enemies they run into, again spicing up gameplay. The player may also get there hands
on items which can potentially give them an edge in combat like a morph that turns you
into a spike ball able to roll up walls and ceilings. Once again this helps to give the core
gameplay more depth and draw an audience’s attention
Research Analysis
• What common features do the researched products have?
– There are often a lot of colours to lure the players into the game and create appeal.
– The combat is often layered with multiple options to add depth to the gameplay
– There are usually more biomes (sometimes with harsher themes) for the player to explore keeping
them engaged.
– These games tend to start off lighter before introducing anything to menacing.
– The player is given items that can alter gameplay
– The games offer bosses and tougher challenges
• What aspects of the research will you include within your own production work?
I definitely want to add some form of boss / challenging opponent Into my game to help me show off
some combat mechanics from both parties. I really like the combat system that undertale offers and
would like to build off that for my gameplay. This plays off of the typical menu system that has worked as
a staple in many previous RPG's. In any case I would like to add abilities and make the combat a little
more cinematic overall which could be achieved with certain move animations. With the time available, I
will only be able to properly showcase one biome however there are ways like player maps that I can
sneak multiple into the game. If I can I would like to add items for the player to pick up and equip / use
later on in the game. This could be something like a weapon or Armor which could play into character
customisation. This could be a small part of the game that allows the player to feel like their character is
their own. I doubt I will make the game look unnecessarily lighter as I want to showcase a point later on
in my game with a bit more atmosphere and more skills to the players disposal.
Audience Research
Secondary Audience research
(undertale)
• Observation:
• The game scored highly amongst critics and the player base who both seemed to love the game for its
“humour” and “emotional story.” The user review goes on to praise the replay ability of the game whereas
the critic review compliments the “endearing characters” and themes.
• What this says about my audience:
• The audience cares for a narrative and the development of characters through this narrative as well as
their own personal impact on the story. I’d imagine part of the reason the game was replay able was
because the story and characters were such a joy to experience.
• How will your product appeal to this audience:
• My product takes off of an adventure RPG and so must have a high level of narrative and character
development. I plan to implement likeable and maybe even humorous characters into the story of the
game.
Secondary Audience research
(shovel knight)
• Observation:
• The game was given a positive review and praised mainly for its nostalgic feel being compared to old NES
games like Mario, Mega man, etc.
• What this says about my audience:
• Many of shovel knights audience would have been slightly older to have played these older games and feel
nostalgic of the game. This is the sole motivation for playing.
• How will your product appeal to this audience:
• My product will take on a pixel art style and although it wont look as dated as the games mentioned
above, It may still evoke a feeling of nostalgia in the audiences from games dated in (The early 2000’s /
late 90’s)
Secondary Audience research
(Starbound)
• Observation:
• Starbound had mixed reviews and was seen more positively by critics. Both groups praised the games
“sheer volume of content” and stuff to do which helps to keep the games action and “prevents any part of
the experience from becoming boring.” This compliments the story and “engaging combat” respectively.
• What this says about my audience:
• The audience needs content to keep them entertained. It is important to complete a game with as much
content as possible to keep audiences playing for longer otherwise there is no actual reason to play the
game.
• How will your product appeal to this audience:
• The narrative that will be showcased should be a lot of content to keep people motivated to play the
game. I would also like to add side content like certain smaller interactions with characters or challenge
content like side bosses / boss rematches with a harder difficulty / better reward.
Primary Audience research
• Observation:
• The majority of people voted for an abandoned asylum
• What this says about my audience:
• Clearly my targt audience are more inclined towards a horror aspect in games and would like to see this
represented In the setting.
• How will your product appeal to this audience:
• All of the options were originally settings I had in mind for my game. Knowing this information I shall start
looking into options for an asylum like setting.
https://www.surveymonkey.co.uk/r/ZK2LMJJ
Primary Audience research
• Observation:
• Most people would like to see the story revolve around a torchurer capturing the player and thier allies.
• What this says about my audience:
• Once again the audience is drawn to a darker more horror themed game. It seems as though culminating
many different major aspects of the game with ties to this theme could prove successful.
• How will your product appeal to this audience:
• Fortunately, this narrative is what I had in mind for an asylum based setting. Pairing both together should
hopefully make for an immersive outcome.
Primary Audience research
• Observation:
• All of the target auience admire humor in games
• What this says about my audience:
• Humorous characteristics may present a form of enjoyment or a brea to the player.
• How will your product appeal to this audience:
• This result is interesting as horror and comedy are two very different traits that you wouldn’t expect to go
together. I could perhaps intergrate humor as a form of comic relief amongst the scarier parts of the game.
Primary Audience research
• Observation:
• All of the audience thought characters were important one way or another
• What this says about my audience:
• The auience are interested in character development and there relationships in a game. Some even said
they help to better shape the story.
• How will your product appeal to this audience:
• I hope to create a memerable player chaacter as well as antagonists and allies that react vividly towards
each other. They may also help me to add humor into the game.
Practical Research
Practical Research
I want to Learn how to create animated effects in my game using Photoshop.
Preferably multiple should be created to get a feel for different animations used in
different setting / menus etc. This also allows me to practice the pace that I can create
things as I would like to create quickly and efficiently.
Effects tested could include:
• Enemy spawn effect
• Weapon / ability effect
• Opening a menu (transition)
Practical Research
• The first I tested was some form of explosion. This could work as an
environmental change or as a way for enemies to enter the map. What I
like about this how fluid the transition is between each frame which works
to create a smooth, put together animation. I think that when I implement
this into my final product one thing I could work on is the way the particles
spread out about midway onwards through the explosion. Right now they
are very random an they don’t look like they flow into each other at all. I
should remember not to be to structured as it is still an explosion.
Practical Research
• My second experiment tried to make a spear turn/spin and move at the
same time. This one was much less successful as the spear doesn’t look
like it changes position what so ever. What I needed to do was add more
detail and more frames to the animation. It is hard to properly animate a
solid block of colour. More detail perhaps on the spear point would have
given me more opportunities to clearly view it from different angles.
Adding frames would have helped to clearly observe the spinning effect
whilst increasing the fluidity of the animation.
Practical Research
Another technique I practiced was making the game world “move.” I want parts of the
final game world like the grass to blow in the wind whilst on screen.
Unfortunatey the experiment was a disaster. I tried to create higher detail grass than I
plan on using however just the grass itself took a verylong time to create and shade. I
was running out of time as creating 2 more varients to put into a sequence would take
way to long. The only other way I could think of animating it was to use the "after
effects" programm. This however created very unatural movements and stretched
textures so I decided that this would not be the optimal way of editing the grass. In
the end, I did not get animated. Next time I will make sure to use much less detailed
grass/environment as it is not massively important aspect of the game.
Bibliography
Bibliography
1. Jack Lowes (2019) Target Audience Research Survey (conducted on 11th
April)

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21st_Century_Skills_Framework_Final_Presentation_2.pptx
 

3. research

  • 2. Genre : RPG An RPG (Role play game) is a type of game that has the player control a fictional character in a fictional world. Three defining features of an RPG would include: • Stats that can be improved through progression means. • Menu based combat systems • A main storyline / questline for the player to follow Over many years of game development, developers have evolved the genre and created modern and hybrid RPGs that continue to raise the expectations of what makes a good RPG. Although they are not a prevalent as they used to be, 2D pixel art RPGs can still find their way onto the scene and gain popularity. In early days text adventures were a common treat amongst people in the 80's. Later on games like dungeon beholder created more of a world for player movement that attempted to simulate a fantasy setting that players could escape to and from this development the legend of zelda was born. Debatably the first major console RPG success. The game was more of an action adventure, RPG hybrid but definitley utilised main mechanics of a core RPG game. Amongst this there were also highly praised games like final fantasy that were making turn based actions / combat popular. In the 90's 3D RPGs began to take precedance. Shortly after, one of the most popular franchises even today was created being the elder scrolls. As the 2000's rolled in many critically acclaimed 3D Hybrid games began to rise up such as fallout 3 after the franchise's makeover from its previous dungeons and dragons style, the witcher series and mass effect. One of the most succesful RPG's to date is Skyrim many core RPG elements, an open world, player creation and tons of content. The game definitley set a high standard for RPG's to achieve in the future.
  • 3. Existing Product (undertale) • The combat takes on a separate, menu - like screen • Snowy location (one of multiple areas) There are limited graphics. Only the essentials from an atmospheric stand point. • Over head view • Character model (heart) flashes when hit by an enemy attack. • Soundtrack in this specific area includes bells and a very jingle feeling sound. • Basic SFX when walking through doors, picking up items, walking etc. makes the world feel alive • SFX when attacking, taking damaging or upon enemy attacks, etc. make a more ambient and active experience. • The Playable character has no voice or dialogue • Small use of shadows on trees characters. Nothing realistic
  • 4. Existing Product (undertale) • As shown in the image, Lighting isn't necessarily taken advantage of in this game. There is minimal shading involved on areas like the trees and the bottom of a characters feet. It seems as though it has been used as the bare minimum to break up objects from each other. • The frame features a small wooden cabin with a snowy roof and windows displaying a warmly lit interior. this connects to a snowy pathway surrounded by snow covered pines and a Christmas tree decorated with baubles, a star and presents. Amongst al this the monster inhabitants dwell in the village. • From this display the game gives the player the impression of a small cozy village in the middle of winter. Whilst the inhabitants are indeed monsters, they seem to act humane and even jolly enough to celebrate Christmas. • This would appeal the audience as there is a certain familiar atmosphere being presented and also a welcoming one so they would feel more invested into exploring the area. This is emphasized by the monster inhabitants which add to not only the welcoming atmosphere but also the mystery as it is obviously unusual to walk into village full of monsters. It should be noted undertale was worked on by a single person and so with a lack of resources other priorities were made over the visuals Snowdin
  • 5. Existing Product (undertale) Undertales combat operates off of a turn based system where the player can choose an action before swapping to the enemy’s action(s) and then back to the player. It features the standard “fight” option which is a basic attack towards the enemy and should be a familiar method of combat to most audiences. There is also an implementation of “items” e.g. foods to heal the player which has also been used in multiple RPG styled games. Where undertale becomes unique however is its implementation of the “Mercy” and “Act” options. The “Act” option allows players to diffuse a fight without attacking the enemy and is often done in humorous ways. For example one enemy in the game allows the player to have a flexing contest with them to defeat them. The “Mercy” option allows the player to show mercy to the enemy. If the enemy accepts they will also show mercy and once all enemies do this the fight will be over. Many enemies need to be acted upon before showing mercy however so these actions coincide with one another. This allows players to approach the combat in a huge variety of ways which helps to engage the audience and keep them playing and trying new strategies. The familiarity of the fighting options help an audience to warm up to the product as they are familiar with how it works and they will not need to learn a completely new system however there are still new option (which also bring great humor) for the player to explore should they chose to. This also allows for multiple play styles and the game goes one step further to reward different pacifist, neutral, and genocide runs of the game with different endings. This not only gives players a reasons to play a certain way but also encourages players to replay with a new style to get a different take on what the game has to offer. The game definitely offers more retro styled SFX which compliments every movement made in combat and many actions in the overworld.
  • 6. Existing Product (Shovel knight) Bold bright colors. Very cartoony Side view. 2D with a backdrop Basic sparkle and light effects on attack. Different effect for different attacks / projectiles. Blocky shadows and lighting help to bring out detail in the environment / characters whilst keeping the cartoony look Set up in a forest / grassland (background / foreground.) The shovel has multiple forms of attacking with melee and projectile variants. The player has options on how to deal with a situation Royal, Kingdom aesthetic Armor, clearly knights / knight inspired
  • 7. Existing Product (Shovel knight) The first world of shovel knight (as shown in the image) is set in a forest / grassland area. The world itself is presented to the player in 2D with a backdrop so world exploration is not necessarily a Priority. The point of the world is to create an atmosphere and setting for the player to complete their objective. In this games case you must fight through the worlds mobs as you move through the player space and fight a boss at the end of the level. The world itself is created to some detail and is interesting to look at however it doesn’t draw the players attention away from the character or the objective. I believe that the world is meant to make the game feel lighter and more appealing. As the game features knights the game could easily be set in a medieval era which would typically feature dark settings and dungeons. having a lighter, more colorful world could help to make the game more digestible to larger audiences. As the game progresses the levels do get progressively darker and more in line with a medieval tone and setting however it’s the initial reaction to the game that I believe helps to draw the players. Once they are familiar with the game it should be easier to head into a more specific setting especially when accompanied to a narrative that the players have already been introduced to.
  • 8. Existing Product (Shovel knight) As for the combat, Shovel knight is rather simplistic giving the player limited options especially earlier in the game. This however is still enough to counter play the opponents that the game throws out. The weapon itself can either be swung towards the enemy or held below the player as they jump up to hit an enemy / object below them and bounce off. The later of these is especially useful for dodging attacks and gives the player an opportunity to strike back and keep the pace of the fight running quickly. Bosses also have many attacks that they can use which helps to keep the screen looking busy and exaggerates the pacing of the fights as the player is always on the move. The player is also given items known as relics which all have variable powers ranging from projectile based attacks to a few seconds of invulnerability. This helps to give the player options during a fight. The fast paced combat as well as the variation added from the relics help to spice up the gameplay and keep audiences entertained with the combat utilities provided. Considering the games main focus is on fast paced combat and racing through levels and mobs the priorities and options provided were well placed to keep the audience engaged with the game.
  • 9. Existing Product (Starbound) Bright background with all around bold colors. Very inviting. The setting is lighter Green has connotations with safety Location: outer space – connotations with exploration and the unknown. This grabs the audience attention. The dark blue represents knowledge adding to the sense of exploration and things to be learned Casual attire. The player can represent themselves In game All player placed items / structures. Customizability intrigues audiences. Side view. 2D with a backdrop.
  • 10. Existing Product (Starbound) Starbound offers a plethora of different biomes and areas for the player to explore. The game starts in a grassland biome which, having many green tones and colors, makes the player feel safe and comfortable in the world which helps them ease into the game. Exploration is encouraged as shown by the advertising and name referencing outer space which holds a lot of mystery and unknown which would draw the player into the games explorative nature. There are multiple differentiating biomes and areas that all look unique to each other and would keep the player engaged with the world as well as there objective there. Whilst there isn't technically a story / campaign to starbound there is a lot of content in the game which effectively lets the player choose what they want to do rather than being board on a bland story quest. The game caters to a larger audience base with the options presented in the game ranging from hunting down the worlds bosses to just building a cozy cottage. These options are all interweaved into the worlds gameplay and by doing this Starbound creates a seamless experience that peaks the interest of a large amount of video game players
  • 11. Existing Product (Starbound) The combat whilst basic can have some variety to it with a ray of different weapons to chose from like spears, swords, guns, projectile scythes etc. aside from there main attack, weapons also have secondary abilities which make each weapon unique and encourage a different play style depending on what you chose to play with. There are defensive abilities like creating a shield wherever the castor is pointing or more offensive abilities like a scythe that spins around the player for a short period of time before launching in a direction. This helps to keep the combat fresh and keeps the audience playing as they would want to experiment with different combinations of weapons. They may even need to use different weapons for taking down different enemies they run into, again spicing up gameplay. The player may also get there hands on items which can potentially give them an edge in combat like a morph that turns you into a spike ball able to roll up walls and ceilings. Once again this helps to give the core gameplay more depth and draw an audience’s attention
  • 12. Research Analysis • What common features do the researched products have? – There are often a lot of colours to lure the players into the game and create appeal. – The combat is often layered with multiple options to add depth to the gameplay – There are usually more biomes (sometimes with harsher themes) for the player to explore keeping them engaged. – These games tend to start off lighter before introducing anything to menacing. – The player is given items that can alter gameplay – The games offer bosses and tougher challenges • What aspects of the research will you include within your own production work? I definitely want to add some form of boss / challenging opponent Into my game to help me show off some combat mechanics from both parties. I really like the combat system that undertale offers and would like to build off that for my gameplay. This plays off of the typical menu system that has worked as a staple in many previous RPG's. In any case I would like to add abilities and make the combat a little more cinematic overall which could be achieved with certain move animations. With the time available, I will only be able to properly showcase one biome however there are ways like player maps that I can sneak multiple into the game. If I can I would like to add items for the player to pick up and equip / use later on in the game. This could be something like a weapon or Armor which could play into character customisation. This could be a small part of the game that allows the player to feel like their character is their own. I doubt I will make the game look unnecessarily lighter as I want to showcase a point later on in my game with a bit more atmosphere and more skills to the players disposal.
  • 14. Secondary Audience research (undertale) • Observation: • The game scored highly amongst critics and the player base who both seemed to love the game for its “humour” and “emotional story.” The user review goes on to praise the replay ability of the game whereas the critic review compliments the “endearing characters” and themes. • What this says about my audience: • The audience cares for a narrative and the development of characters through this narrative as well as their own personal impact on the story. I’d imagine part of the reason the game was replay able was because the story and characters were such a joy to experience. • How will your product appeal to this audience: • My product takes off of an adventure RPG and so must have a high level of narrative and character development. I plan to implement likeable and maybe even humorous characters into the story of the game.
  • 15. Secondary Audience research (shovel knight) • Observation: • The game was given a positive review and praised mainly for its nostalgic feel being compared to old NES games like Mario, Mega man, etc. • What this says about my audience: • Many of shovel knights audience would have been slightly older to have played these older games and feel nostalgic of the game. This is the sole motivation for playing. • How will your product appeal to this audience: • My product will take on a pixel art style and although it wont look as dated as the games mentioned above, It may still evoke a feeling of nostalgia in the audiences from games dated in (The early 2000’s / late 90’s)
  • 16. Secondary Audience research (Starbound) • Observation: • Starbound had mixed reviews and was seen more positively by critics. Both groups praised the games “sheer volume of content” and stuff to do which helps to keep the games action and “prevents any part of the experience from becoming boring.” This compliments the story and “engaging combat” respectively. • What this says about my audience: • The audience needs content to keep them entertained. It is important to complete a game with as much content as possible to keep audiences playing for longer otherwise there is no actual reason to play the game. • How will your product appeal to this audience: • The narrative that will be showcased should be a lot of content to keep people motivated to play the game. I would also like to add side content like certain smaller interactions with characters or challenge content like side bosses / boss rematches with a harder difficulty / better reward.
  • 17. Primary Audience research • Observation: • The majority of people voted for an abandoned asylum • What this says about my audience: • Clearly my targt audience are more inclined towards a horror aspect in games and would like to see this represented In the setting. • How will your product appeal to this audience: • All of the options were originally settings I had in mind for my game. Knowing this information I shall start looking into options for an asylum like setting. https://www.surveymonkey.co.uk/r/ZK2LMJJ
  • 18. Primary Audience research • Observation: • Most people would like to see the story revolve around a torchurer capturing the player and thier allies. • What this says about my audience: • Once again the audience is drawn to a darker more horror themed game. It seems as though culminating many different major aspects of the game with ties to this theme could prove successful. • How will your product appeal to this audience: • Fortunately, this narrative is what I had in mind for an asylum based setting. Pairing both together should hopefully make for an immersive outcome.
  • 19. Primary Audience research • Observation: • All of the target auience admire humor in games • What this says about my audience: • Humorous characteristics may present a form of enjoyment or a brea to the player. • How will your product appeal to this audience: • This result is interesting as horror and comedy are two very different traits that you wouldn’t expect to go together. I could perhaps intergrate humor as a form of comic relief amongst the scarier parts of the game.
  • 20. Primary Audience research • Observation: • All of the audience thought characters were important one way or another • What this says about my audience: • The auience are interested in character development and there relationships in a game. Some even said they help to better shape the story. • How will your product appeal to this audience: • I hope to create a memerable player chaacter as well as antagonists and allies that react vividly towards each other. They may also help me to add humor into the game.
  • 22. Practical Research I want to Learn how to create animated effects in my game using Photoshop. Preferably multiple should be created to get a feel for different animations used in different setting / menus etc. This also allows me to practice the pace that I can create things as I would like to create quickly and efficiently. Effects tested could include: • Enemy spawn effect • Weapon / ability effect • Opening a menu (transition)
  • 23. Practical Research • The first I tested was some form of explosion. This could work as an environmental change or as a way for enemies to enter the map. What I like about this how fluid the transition is between each frame which works to create a smooth, put together animation. I think that when I implement this into my final product one thing I could work on is the way the particles spread out about midway onwards through the explosion. Right now they are very random an they don’t look like they flow into each other at all. I should remember not to be to structured as it is still an explosion.
  • 24. Practical Research • My second experiment tried to make a spear turn/spin and move at the same time. This one was much less successful as the spear doesn’t look like it changes position what so ever. What I needed to do was add more detail and more frames to the animation. It is hard to properly animate a solid block of colour. More detail perhaps on the spear point would have given me more opportunities to clearly view it from different angles. Adding frames would have helped to clearly observe the spinning effect whilst increasing the fluidity of the animation.
  • 25. Practical Research Another technique I practiced was making the game world “move.” I want parts of the final game world like the grass to blow in the wind whilst on screen. Unfortunatey the experiment was a disaster. I tried to create higher detail grass than I plan on using however just the grass itself took a verylong time to create and shade. I was running out of time as creating 2 more varients to put into a sequence would take way to long. The only other way I could think of animating it was to use the "after effects" programm. This however created very unatural movements and stretched textures so I decided that this would not be the optimal way of editing the grass. In the end, I did not get animated. Next time I will make sure to use much less detailed grass/environment as it is not massively important aspect of the game.
  • 27. Bibliography 1. Jack Lowes (2019) Target Audience Research Survey (conducted on 11th April)

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? Why have you chosen to look at this? What have you learned that can help you in your project?
  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? Why have you chosen to look at this? What have you learned that can help you in your project?
  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? Why have you chosen to look at this? What have you learned that can help you in your project?
  4. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  5. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  6. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  7. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  8. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  9. 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? Why have you chosen to look at this? What have you learned that can help you in your project?
  10. Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
  11. Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
  12. Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
  13. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  14. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  15. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  16. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  17. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  18. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  19. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  20. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  21. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.