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Research
Your Name
Existing Product
Flappy Bird is a very simply design in terms of playable mobile game. However the
simplicity of the game makes it very addictive because every time you fail you feel like
you could easily do better
Flappy birds colour
scheme is very
bright and earthy.
This gives it the style
of simplicity
The object to
avoid is a simple
tube and would
be easy to
create.
The background
again is a simple
design and is
also easy to
create.
The controllable character
is a duck animal which flies
through avoiding objects.
Existing Product
Geometry dash is a much more well designed game compared to what I want to create but
the core design of the game is very similar to what I want to create with the aspect of
different styles of avoiding objects, such as flying and moving on a path.
GD provides a more
eerie colour scheme
with dark vibrant
colours both with the
character and the
background
This object
teleports the
vehicle into a
different
vehicle
which links
to what I
want to
create as my
game has
multiply
styles of
vehicles.
This
triangle is
an object
the user is
trying to
avoid. The
design of
this is very
simple and
is similar to
the style of
object I am
planning to
create.
This object again gives of an eerie design
to the game. Also it reflects a simplicity
style for the game.
Existing Product
Crossy Roads is a game very similar to mine in the way you need to avoid objects, however
this one is more difficult because of still objects like mine this one the objects are moving.
But the character cannot move sideways and can only move forward.
CR is well designed
fun game to play. The
bright colour scheme
gives off an enjoyable
game that is simple.
Its clear that the
target audience to this
game is very similar to
mine also.
This object here
is the character
the user is
controlling. It is a
well produced
design
This and all the other cars
are the objects the user is
trying to avoid. This is
slightly different to my
design in the way the
objects are moving
instead of being still.
Research Analysis
• What common features do the researched products have? All the existing products
• I researched all have different styles of gameplay but do have some similar
features in terms of the game. One massive common feature in the products is the
fact they are controlling only one vehicle/object which makes it very easy for the
user to get to grips with, this is also what my game uses as well. Another common
feature is the aim of the game, which is avoiding objects. Again this is the same as
my game. Another similar feature with most of the existing products is the bright
and positive colour scheme. This links with my design as I want to create a bright
game as it will link with my target audience and earthy feel to the game.
• What aspects of the research will you include within your on work?
• I will use lots of aspects of my research in my game. This will include the colour
scheme. As I just said I want to create a bright vibrant colour scheme in my game
and is the same with most of the existing products I researched. Also another
aspect I will use is the simplicity of the most of the games. This will make it easier
for me to design and finish the project in time as my skills are limited as my
experience in this rotation is quite week.
Bibliography
Bibliography
1. dotGears (2013) Flappy Bird
2. Hipster Whale (2014) Crossy Roads
3. Robert Topala (2014) Geometry Dash

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3. research

  • 2. Existing Product Flappy Bird is a very simply design in terms of playable mobile game. However the simplicity of the game makes it very addictive because every time you fail you feel like you could easily do better Flappy birds colour scheme is very bright and earthy. This gives it the style of simplicity The object to avoid is a simple tube and would be easy to create. The background again is a simple design and is also easy to create. The controllable character is a duck animal which flies through avoiding objects.
  • 3. Existing Product Geometry dash is a much more well designed game compared to what I want to create but the core design of the game is very similar to what I want to create with the aspect of different styles of avoiding objects, such as flying and moving on a path. GD provides a more eerie colour scheme with dark vibrant colours both with the character and the background This object teleports the vehicle into a different vehicle which links to what I want to create as my game has multiply styles of vehicles. This triangle is an object the user is trying to avoid. The design of this is very simple and is similar to the style of object I am planning to create. This object again gives of an eerie design to the game. Also it reflects a simplicity style for the game.
  • 4. Existing Product Crossy Roads is a game very similar to mine in the way you need to avoid objects, however this one is more difficult because of still objects like mine this one the objects are moving. But the character cannot move sideways and can only move forward. CR is well designed fun game to play. The bright colour scheme gives off an enjoyable game that is simple. Its clear that the target audience to this game is very similar to mine also. This object here is the character the user is controlling. It is a well produced design This and all the other cars are the objects the user is trying to avoid. This is slightly different to my design in the way the objects are moving instead of being still.
  • 5. Research Analysis • What common features do the researched products have? All the existing products • I researched all have different styles of gameplay but do have some similar features in terms of the game. One massive common feature in the products is the fact they are controlling only one vehicle/object which makes it very easy for the user to get to grips with, this is also what my game uses as well. Another common feature is the aim of the game, which is avoiding objects. Again this is the same as my game. Another similar feature with most of the existing products is the bright and positive colour scheme. This links with my design as I want to create a bright game as it will link with my target audience and earthy feel to the game. • What aspects of the research will you include within your on work? • I will use lots of aspects of my research in my game. This will include the colour scheme. As I just said I want to create a bright vibrant colour scheme in my game and is the same with most of the existing products I researched. Also another aspect I will use is the simplicity of the most of the games. This will make it easier for me to design and finish the project in time as my skills are limited as my experience in this rotation is quite week.
  • 7. Bibliography 1. dotGears (2013) Flappy Bird 2. Hipster Whale (2014) Crossy Roads 3. Robert Topala (2014) Geometry Dash

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, 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?
  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.