Here are the citations for the interviews in MLA format:
Beal, Kieran. "Target Audience Interviews." Conducted by Luke Ross, 12 Jan. 2018.
Willis, A. "Target Audience Interviews." Conducted by Luke Ross, 12 Jan. 2018.
The document describes the design of a space shooter game. The main inspiration was Space Invaders, featuring red enemies with tentacles. The player's ship is green and blue while enemies are red, yellow, and orange. Enemies have different laser sprites so the player knows who is shooting. The gameplay is fast-paced with 8-directional movement and one bullet can be fired at a time. Enemies are spawned randomly and destroyed enemies yield points. The player has a health bar and is destroyed upon collision with an enemy. The art style is cartoony with bright colors and low definition sprites. There are three background layers - a planet, asteroids, and space debris - to give a 3D effect. The menu
The document discusses research on existing video games to inform the production of a new role-playing game. It analyzes Doki Doki Literature Club, Undertale, The Last Night, and Monkey Island, noting gameplay elements, visual style, lighting/sound, and audience appeal. Key aspects the producer wants to include are the choice-based storytelling of Monkey Island, the pixelated art of The Last Night and Undertale, and the text boxes and music cues of Doki Doki Literature Club. The research found common features like dramatic lighting, music to set tone, and fighting/action.
The mood board establishes a color scheme and visual style focused around nebulae, planets, and other space phenomena to set a mysterious tone for a 2D arcade game. Repetitive elements like nebulae, planets, and a color palette of black with various colors are intended to be incorporated into aspects like menus, customization options, and backgrounds. The mood board influences the overall direction of the game by providing visual inspiration and establishing foundational elements to guide further development.
This document provides an analysis of several existing games to inform the development of a new game. It summarizes key elements of different games' gameplay, art style, and trailers. Elements that make the games appealing include a variety of levels and tasks to keep players engaged, easy to understand controls, consistent yet detailed visuals, and trailers that showcase different gameplay aspects. Incorporating these elements such as varied levels, puzzles, and art styles into a new game could help make it entertaining and appeal to audiences.
The document summarizes key aspects of several video games' designs. It discusses how games like Inside, Little Nightmares, and Samorost 3 use simplistic and minimal designs with distinctive color palettes to make characters and objects stand out against backgrounds. It also notes how these games, as well as Jetpack Joyride, employ minimal HUDs and overlays to enhance immersion. Additional design elements discussed include use of lighting, sound, and context-sensitive perspectives to guide the player. The analysis indicates these elements will be incorporated into the researcher's own game design, including unique visuals, sound design, and context-sensitive puzzles.
The document provides an evaluation of Luke Ross's FMP project. It summarizes the strengths and weaknesses of the research, planning, and time management phases. For the research, strengths included analyzing different game designs and focusing on specific audiences. However, some audience demographics were repetitive. For planning, mind maps were helpful for exploring ideas, but the mood board was less so. Managing time well allowed tasks to be completed on time, but rushing the final product and reflection lowered quality. More time would have allowed improvements to graphics, features, and animation.
The document discusses research on existing horror survival games including Deadlight, Lone Survivor, Dying Light, and Silent Hill. It analyzes the games' use of sound effects, music, graphics, and narratives to create atmosphere and appeal to audiences. Interviews with the target audience suggest sound effects and immersive elements are important to create a scary experience. The research will help inform the development of the author's own horror survival game.
The document summarizes research on existing 8-bit retro video games. It analyzes 4 games that feature maze-based levels and shares common elements among them. The games all use classic 8-bit graphics and sound effects, including beeping noises when jumping or collecting tokens. They also include mazes or maps to navigate with enemies and obstacles. The research will influence the author's own game design by incorporating retro sound effects, pixilated graphics, an original maze, and similar use of colors and objects inspired by the existing products analyzed.
The document describes the design of a space shooter game. The main inspiration was Space Invaders, featuring red enemies with tentacles. The player's ship is green and blue while enemies are red, yellow, and orange. Enemies have different laser sprites so the player knows who is shooting. The gameplay is fast-paced with 8-directional movement and one bullet can be fired at a time. Enemies are spawned randomly and destroyed enemies yield points. The player has a health bar and is destroyed upon collision with an enemy. The art style is cartoony with bright colors and low definition sprites. There are three background layers - a planet, asteroids, and space debris - to give a 3D effect. The menu
The document discusses research on existing video games to inform the production of a new role-playing game. It analyzes Doki Doki Literature Club, Undertale, The Last Night, and Monkey Island, noting gameplay elements, visual style, lighting/sound, and audience appeal. Key aspects the producer wants to include are the choice-based storytelling of Monkey Island, the pixelated art of The Last Night and Undertale, and the text boxes and music cues of Doki Doki Literature Club. The research found common features like dramatic lighting, music to set tone, and fighting/action.
The mood board establishes a color scheme and visual style focused around nebulae, planets, and other space phenomena to set a mysterious tone for a 2D arcade game. Repetitive elements like nebulae, planets, and a color palette of black with various colors are intended to be incorporated into aspects like menus, customization options, and backgrounds. The mood board influences the overall direction of the game by providing visual inspiration and establishing foundational elements to guide further development.
This document provides an analysis of several existing games to inform the development of a new game. It summarizes key elements of different games' gameplay, art style, and trailers. Elements that make the games appealing include a variety of levels and tasks to keep players engaged, easy to understand controls, consistent yet detailed visuals, and trailers that showcase different gameplay aspects. Incorporating these elements such as varied levels, puzzles, and art styles into a new game could help make it entertaining and appeal to audiences.
The document summarizes key aspects of several video games' designs. It discusses how games like Inside, Little Nightmares, and Samorost 3 use simplistic and minimal designs with distinctive color palettes to make characters and objects stand out against backgrounds. It also notes how these games, as well as Jetpack Joyride, employ minimal HUDs and overlays to enhance immersion. Additional design elements discussed include use of lighting, sound, and context-sensitive perspectives to guide the player. The analysis indicates these elements will be incorporated into the researcher's own game design, including unique visuals, sound design, and context-sensitive puzzles.
The document provides an evaluation of Luke Ross's FMP project. It summarizes the strengths and weaknesses of the research, planning, and time management phases. For the research, strengths included analyzing different game designs and focusing on specific audiences. However, some audience demographics were repetitive. For planning, mind maps were helpful for exploring ideas, but the mood board was less so. Managing time well allowed tasks to be completed on time, but rushing the final product and reflection lowered quality. More time would have allowed improvements to graphics, features, and animation.
The document discusses research on existing horror survival games including Deadlight, Lone Survivor, Dying Light, and Silent Hill. It analyzes the games' use of sound effects, music, graphics, and narratives to create atmosphere and appeal to audiences. Interviews with the target audience suggest sound effects and immersive elements are important to create a scary experience. The research will help inform the development of the author's own horror survival game.
The document summarizes research on existing 8-bit retro video games. It analyzes 4 games that feature maze-based levels and shares common elements among them. The games all use classic 8-bit graphics and sound effects, including beeping noises when jumping or collecting tokens. They also include mazes or maps to navigate with enemies and obstacles. The research will influence the author's own game design by incorporating retro sound effects, pixilated graphics, an original maze, and similar use of colors and objects inspired by the existing products analyzed.
Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)07Shayman
This document describes the user interface and visual style of two different Mario games - the original 1980s version and a modern 3D remake. It discusses the pixel art design and use of color blocks in the original to represent different in-game elements. For the remake, it notes the transition to 3D graphics and bubbly, rounded designs to create a safer, more fun atmosphere. Both interfaces are analyzed in terms of layout, fonts used for different text elements, and how they effectively convey necessary information to the player.
The document discusses fonts, colors, and layout designs that will be used in a 2D game animation. It includes screenshots of two potential layouts for the game that feature a title, background image, and character. It also provides storyboards showing shots of the game's levels from a distance and including the character. The document lists resources and software needed, potential issues and solutions, and a 17-day schedule to complete the animation and app logo/poster.
The document provides details on the pre-production planning for a space-themed video game. It describes the color scheme and font choices, and explains that black, purple, orange and red were selected to represent space and nebulas, while blue and white give off a glowing color like stars. Image styles and layout designs are presented, showing main menus, gameplay, and background elements like planets and nebulas. A schedule is outlined to develop artwork and animations in Photoshop over 8 days, adding sound in Premier Pro.
This document summarizes the steps taken to develop a game where the player controls a UFO sprite. It describes creating the UFO sprite with bright colors, adding movement controls and collision detection. It also covers developing the background, barriers to constrain movement, thruster animations, enemy ships that shoot lasers, a health system and explosions. The goal was to make an attractive, challenging game where the player navigates the UFO through a space environment while engaging with enemies.
This document summarizes an experiment conducted to create an advergame. It describes the various tools used to create the animation, including the pencil tool, paint bucket, zoom tools, selection tool, and timeline. Colour blending and duplicate layers were used to add effects and animate objects. The background, barriers, and disk were created first before animating the layers on the timeline. For the final product, the author plans to keep the gameplay concept but add features like scoring, make the disk planet-shaped, change the barrier color, include more background scenery and moving objects, and make the disk disappear after a goal rather than stay in the net. The experiment provided useful ideas and feedback for the final project.
The document provides details on the pre-production of a retro-style side-scrolling video game including color schemes, character designs, gameplay features, and timing. Color blue will be used for ice effects and windows. Yellow will signify fire. Character walk cycles will differ with Iceman sliding, Fire flying, and Earth digging underground. There will be upgrades and quick time events. Enemies will get stronger as the player progresses. Costumes, box art, and sound effects are also outlined.
This document provides details on the pre-production of a retro-style side-scrolling video game featuring superheroes with different powers. It discusses color palettes and fonts to be used, character walk cycles and costumes, gameplay features including upgrades and timing, and box art layouts. Reference sheets provide additional information on timing, resources needed, contingency planning, and health and safety considerations.
The document researches existing strategy and role-playing games like XCOM, Mass Effect, and Ghostbusters: The Video Game to inform the development of a new turn-based strategy game about fighting ghosts in space. Common elements that will be included are a choice-driven story, good sound design, dark lighting and colors to set mood, and strategy-based turn-based gameplay. The audience for this new game will be 14-25 year olds of any gender who enjoy turn-based strategy and role-playing games that allow choosing different story paths.
The documents describe existing retro games like Mario and Sonic that could provide inspiration for a new game project. Common features identified include scoreboards to track points, colorful graphics suited to different levels, and enemy characters. Aspects to include are a scoreboard, bright color scheme not copying others, and possibly enemy characters. The target audience is identified as ages 7+ of both genders, mainly appealing to "Belongers" who enjoy family time and games. The game should be enjoyable for all social statuses.
This document outlines pre-production details for a video game, including the target audience of kids aged 9-14, a male protagonist, and three levels set in a jungle, cave, and unspecified third location. Primary colors and creature designs are presented. Sound effects and contingencies are discussed, with potential issues addressed like computer overheating, repetitive strain, and safety concerns around creating sound effects with sharp objects.
The document summarizes several existing video game products that the author has researched. It describes The Last Night as a 2D platformer set in a future world relying on robots, inspired by Blade Runner. It notes the dark atmosphere and bright lighting effects. It then summarizes Broforce as a run and gun side scroller inspired by 1980s action films with destructible environments. Finally, it summarizes Flashback and Shardlight, noting their animation, graphics, gameplay, and audio features. The research analysis section indicates common futuristic settings and 2D format across games, and aspects the author will include in their own work like simple animations and visual styles.
The document summarizes and compares several existing fighting games: Mortal Kombat X, Tekken 7, DragonBall Fighterz, and Street Fighter 5. It describes key graphical and gameplay elements of each game such as lighting, backgrounds, effects, gameplay modes, and music. It notes that while the games vary in their visual styles, they commonly use side-view angles during fights. The analysis section indicates some aspects the researcher aims to include in their own work, such as interactive backgrounds and over-the-top powers.
The document outlines the planning and preparation for a racing game called "Flash Dash" targeted towards ages 9+, including defining the audience, establishing a jungle theme for graphics and sound, laying out level and menu designs, and addressing potential issues and how to prevent health and safety problems during the pre-production process. Style guides, screenshot mockups, and notes on sound effects/dialogue are included to flesh out the creative vision.
Andrew Downes created a game start page using a background image of Duke Nukem. He developed an intro page with start/quit buttons and a difficulty selection screen. Most of his time was spent devising a game background, where he settled on a storage area for a large company. He created different varieties of zombies and the main character, including animation so they could move and fire weapons in different directions. He edited the intro and game together in Premiere, adding appropriate music and sound effects.
Ellie Jones initially had reservations about creating a pixel art video game as part of her set brief, as she had no prior experience in this area. However, after some research and experimentation, she began to enjoy the process more. She is happy that she can create any type of video game without many restrictions. In her mind map, she outlines several potential game ideas, including a zombie shooting game, an adventure game based on the movie "The World's End", and a horror game where the player controls a clown killer. Her mood board and schedule provide further details on the art style, locations, characters, and timeline for her chosen game, which will be a role-playing game based on "The World's End
The document discusses the art style and design elements of four different existing video game products:
- Gunpoint has a dystopian, rainy city background and uses dark blues and yellows to create a misty, industrial city atmosphere. Within levels, it uses greys and darker lighting to create a grimy, imposing environment.
- Just Cause 3 uses bright, striking colors like greens and blues to depict a Mediterranean island setting. It contrasts peaceful scenery with explosive action scenes and uses color to distinguish factions. Despite serious themes, it maintains a lighthearted tone.
- Arma 3 is set on a fictional Greek island with diverse environments. It prioritizes realistic graphics and physics for an immersive military simulation
The document discusses the process of creating a horror game. It describes how the student created different stages for the game, each with their own dark, creepy atmosphere and details to make the environment feel lived in. Speech cards and clues were added throughout to guide players and give context to the main character. Additional stages were created halfway through to improve the gameplay experience. A main menu was also added later to set the tone and theme of the game.
The document discusses several existing game products. It notes that most use a top-down perspective, with some providing a slight 3D effect. Art styles generally include vibrant colors and lighting effects to give enemies depth. Sound design is used for attacks and music varies based on location. Common elements analyzed were top-down views, RPG elements, and fantasy themes. Aspects the researcher will include are a top-down style with retro graphics and developed art.
The game Soulful follows a player who has died and traveled to the Underworld. They must retrieve six pieces of their soul scattered across the land by finding meaningful items from their life. Flashbacks reveal how they died. Players battle shades and gain strength by collecting soul items. The pixel art style mixes color and darkness. The goal is to regain the soul, become human again, and learn what caused the player's death through full flashbacks unlocked by the final soul item.
The document summarizes research on existing video game products, including Star Fox 64, KND Operation G.R.A.D.U.A.T.E.S, Galaga, and Stardew Valley. Key observations made about each game include their audio design, color schemes, and how they use soundtracks. Common features identified across the games are fitting soundtracks to the theme, varying enemy attack patterns, and using audio cues for player actions. Aspects the researcher will include in their own work are a fitting soundtrack, different enemy responses, and audio cues for every action.
The document summarizes research on existing video game products, including Star Fox 64, KND Operation G.R.A.D.U.A.T.E.S, Galaga, and Stardew Valley. Key observations made about each game include their audio design, color schemes, and how they use soundtracks. Common features identified across the games are fitting soundtracks to the theme, varying enemy attack patterns, and using audio cues for player actions. Aspects the researcher will include in their own work are a fitting soundtrack, different enemy responses, and audio cues for every action.
Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)07Shayman
This document describes the user interface and visual style of two different Mario games - the original 1980s version and a modern 3D remake. It discusses the pixel art design and use of color blocks in the original to represent different in-game elements. For the remake, it notes the transition to 3D graphics and bubbly, rounded designs to create a safer, more fun atmosphere. Both interfaces are analyzed in terms of layout, fonts used for different text elements, and how they effectively convey necessary information to the player.
The document discusses fonts, colors, and layout designs that will be used in a 2D game animation. It includes screenshots of two potential layouts for the game that feature a title, background image, and character. It also provides storyboards showing shots of the game's levels from a distance and including the character. The document lists resources and software needed, potential issues and solutions, and a 17-day schedule to complete the animation and app logo/poster.
The document provides details on the pre-production planning for a space-themed video game. It describes the color scheme and font choices, and explains that black, purple, orange and red were selected to represent space and nebulas, while blue and white give off a glowing color like stars. Image styles and layout designs are presented, showing main menus, gameplay, and background elements like planets and nebulas. A schedule is outlined to develop artwork and animations in Photoshop over 8 days, adding sound in Premier Pro.
This document summarizes the steps taken to develop a game where the player controls a UFO sprite. It describes creating the UFO sprite with bright colors, adding movement controls and collision detection. It also covers developing the background, barriers to constrain movement, thruster animations, enemy ships that shoot lasers, a health system and explosions. The goal was to make an attractive, challenging game where the player navigates the UFO through a space environment while engaging with enemies.
This document summarizes an experiment conducted to create an advergame. It describes the various tools used to create the animation, including the pencil tool, paint bucket, zoom tools, selection tool, and timeline. Colour blending and duplicate layers were used to add effects and animate objects. The background, barriers, and disk were created first before animating the layers on the timeline. For the final product, the author plans to keep the gameplay concept but add features like scoring, make the disk planet-shaped, change the barrier color, include more background scenery and moving objects, and make the disk disappear after a goal rather than stay in the net. The experiment provided useful ideas and feedback for the final project.
The document provides details on the pre-production of a retro-style side-scrolling video game including color schemes, character designs, gameplay features, and timing. Color blue will be used for ice effects and windows. Yellow will signify fire. Character walk cycles will differ with Iceman sliding, Fire flying, and Earth digging underground. There will be upgrades and quick time events. Enemies will get stronger as the player progresses. Costumes, box art, and sound effects are also outlined.
This document provides details on the pre-production of a retro-style side-scrolling video game featuring superheroes with different powers. It discusses color palettes and fonts to be used, character walk cycles and costumes, gameplay features including upgrades and timing, and box art layouts. Reference sheets provide additional information on timing, resources needed, contingency planning, and health and safety considerations.
The document researches existing strategy and role-playing games like XCOM, Mass Effect, and Ghostbusters: The Video Game to inform the development of a new turn-based strategy game about fighting ghosts in space. Common elements that will be included are a choice-driven story, good sound design, dark lighting and colors to set mood, and strategy-based turn-based gameplay. The audience for this new game will be 14-25 year olds of any gender who enjoy turn-based strategy and role-playing games that allow choosing different story paths.
The documents describe existing retro games like Mario and Sonic that could provide inspiration for a new game project. Common features identified include scoreboards to track points, colorful graphics suited to different levels, and enemy characters. Aspects to include are a scoreboard, bright color scheme not copying others, and possibly enemy characters. The target audience is identified as ages 7+ of both genders, mainly appealing to "Belongers" who enjoy family time and games. The game should be enjoyable for all social statuses.
This document outlines pre-production details for a video game, including the target audience of kids aged 9-14, a male protagonist, and three levels set in a jungle, cave, and unspecified third location. Primary colors and creature designs are presented. Sound effects and contingencies are discussed, with potential issues addressed like computer overheating, repetitive strain, and safety concerns around creating sound effects with sharp objects.
The document summarizes several existing video game products that the author has researched. It describes The Last Night as a 2D platformer set in a future world relying on robots, inspired by Blade Runner. It notes the dark atmosphere and bright lighting effects. It then summarizes Broforce as a run and gun side scroller inspired by 1980s action films with destructible environments. Finally, it summarizes Flashback and Shardlight, noting their animation, graphics, gameplay, and audio features. The research analysis section indicates common futuristic settings and 2D format across games, and aspects the author will include in their own work like simple animations and visual styles.
The document summarizes and compares several existing fighting games: Mortal Kombat X, Tekken 7, DragonBall Fighterz, and Street Fighter 5. It describes key graphical and gameplay elements of each game such as lighting, backgrounds, effects, gameplay modes, and music. It notes that while the games vary in their visual styles, they commonly use side-view angles during fights. The analysis section indicates some aspects the researcher aims to include in their own work, such as interactive backgrounds and over-the-top powers.
The document outlines the planning and preparation for a racing game called "Flash Dash" targeted towards ages 9+, including defining the audience, establishing a jungle theme for graphics and sound, laying out level and menu designs, and addressing potential issues and how to prevent health and safety problems during the pre-production process. Style guides, screenshot mockups, and notes on sound effects/dialogue are included to flesh out the creative vision.
Andrew Downes created a game start page using a background image of Duke Nukem. He developed an intro page with start/quit buttons and a difficulty selection screen. Most of his time was spent devising a game background, where he settled on a storage area for a large company. He created different varieties of zombies and the main character, including animation so they could move and fire weapons in different directions. He edited the intro and game together in Premiere, adding appropriate music and sound effects.
Ellie Jones initially had reservations about creating a pixel art video game as part of her set brief, as she had no prior experience in this area. However, after some research and experimentation, she began to enjoy the process more. She is happy that she can create any type of video game without many restrictions. In her mind map, she outlines several potential game ideas, including a zombie shooting game, an adventure game based on the movie "The World's End", and a horror game where the player controls a clown killer. Her mood board and schedule provide further details on the art style, locations, characters, and timeline for her chosen game, which will be a role-playing game based on "The World's End
The document discusses the art style and design elements of four different existing video game products:
- Gunpoint has a dystopian, rainy city background and uses dark blues and yellows to create a misty, industrial city atmosphere. Within levels, it uses greys and darker lighting to create a grimy, imposing environment.
- Just Cause 3 uses bright, striking colors like greens and blues to depict a Mediterranean island setting. It contrasts peaceful scenery with explosive action scenes and uses color to distinguish factions. Despite serious themes, it maintains a lighthearted tone.
- Arma 3 is set on a fictional Greek island with diverse environments. It prioritizes realistic graphics and physics for an immersive military simulation
The document discusses the process of creating a horror game. It describes how the student created different stages for the game, each with their own dark, creepy atmosphere and details to make the environment feel lived in. Speech cards and clues were added throughout to guide players and give context to the main character. Additional stages were created halfway through to improve the gameplay experience. A main menu was also added later to set the tone and theme of the game.
The document discusses several existing game products. It notes that most use a top-down perspective, with some providing a slight 3D effect. Art styles generally include vibrant colors and lighting effects to give enemies depth. Sound design is used for attacks and music varies based on location. Common elements analyzed were top-down views, RPG elements, and fantasy themes. Aspects the researcher will include are a top-down style with retro graphics and developed art.
The game Soulful follows a player who has died and traveled to the Underworld. They must retrieve six pieces of their soul scattered across the land by finding meaningful items from their life. Flashbacks reveal how they died. Players battle shades and gain strength by collecting soul items. The pixel art style mixes color and darkness. The goal is to regain the soul, become human again, and learn what caused the player's death through full flashbacks unlocked by the final soul item.
The document summarizes research on existing video game products, including Star Fox 64, KND Operation G.R.A.D.U.A.T.E.S, Galaga, and Stardew Valley. Key observations made about each game include their audio design, color schemes, and how they use soundtracks. Common features identified across the games are fitting soundtracks to the theme, varying enemy attack patterns, and using audio cues for player actions. Aspects the researcher will include in their own work are a fitting soundtrack, different enemy responses, and audio cues for every action.
The document summarizes research on existing video game products, including Star Fox 64, KND Operation G.R.A.D.U.A.T.E.S, Galaga, and Stardew Valley. Key observations made about each game include their audio design, color schemes, and how they use soundtracks. Common features identified across the games are fitting soundtracks to the theme, varying enemy attack patterns, and using audio cues for player actions. Aspects the researcher will include in their own work are a fitting soundtrack, different enemy responses, and audio cues for every action.
The document summarizes 4 existing matching games: Candy Crush, Bejeweled Blitz, Unstoppabull, and an unnamed underwater-themed game. It notes common features like using bright colors, backgrounds related to the theme, music/sounds, and challenges like timers or targets to make the games exciting. The analysis concludes the author will include bright colors, music/sounds, and a challenge in their own game to keep the audience engaged.
The document summarizes research on existing video game products. It analyzes several games, noting features like varied levels with different lighting, sound design corresponding to in-game events, small character sizes relative to backgrounds in 2D games, and detailed backgrounds. The analysis indicates the author will include aspects like detailed backgrounds, multiple time-of-day levels with lighting effects, and sound design matching on-screen events. Common features identified across researched games are 2D formats, varied level types, sound corresponding to tone, and small character sizes in 2D games.
The document analyzes several existing video game screenshots and discusses their common features such as multiplayer options, reward systems, character customization, and retro audio styles. It then observes how research into these games can inform the design of a new game by including popular elements like competitive multiplayer, unlockable rewards for progression, and options for customizing playable characters. Interviews with potential players found that they prefer games with these types of features that allow for both competition and personalization.
The document summarizes research on existing video games to inform the development of a new animated video game. It analyzes features of Luigi's Mansion like gameplay, atmosphere created through lighting and sound, and dialogue scenes. It also examines Ghosts'n Goblins for art style, character design, and boss battles. Further, it looks at Bubble Ghost's visual style, color scheme, and character design. Animation techniques are also considered from California Games. Common elements like opening pages, color schemes, and music influencing mood are identified for inclusion in the new game.
Here are 3 potential bibliographic citations in APA format for games you may include in your research:
1. Id Software (1993). Doom. Id Software.
2. Landfall Games. (2017, October 29). Stick Fight: The Game. Landfall Games.
3. Cobalt Play. (2015, June 14). Ninja Side 2D. Cobalt Play.
The document summarizes research on existing basketball, space invaders, and racing games. It finds that most have high key lighting, competitive elements, and simple single-player modes. The document notes color themes, soundtracks, and graphics could be adopted for a new basketball game. Interviews find the target audience prefers modern multiplayer games over violent ones, and games that are fast-paced or strategic puzzles.
This document discusses several mobile games including Flow, Jetpack Joyride, and Candy Crush Saga. It provides details on the gameplay, objectives, and reasons for the popularity and addictiveness of each game. Interviews were also conducted with potential target audiences to understand their game preferences. The interviews found that audiences prefer simple, colorful games with theme music over complicated layouts and constant sound effects. They also differed on whether they preferred a point score or level-based structure.
The document discusses existing video games that are similar to the author's idea for a new game, including Terraria, Temple Run, Super Mario Bros., and Sonic the Hedgehog. Common features across these games are their use of bright colors, side-scrolling gameplay, pixel art style, sound effects, and background music. The author analyzes what aspects of these existing games they will include in their own work, such as colors, props, gameplay, and audio elements.
This document discusses several existing games and their use of visual elements like backgrounds, color schemes, and depth perception to enhance the player experience. It notes that backgrounds can be detailed to hint at the story or change throughout the game to create different atmospheres. Color schemes are chosen to suit the theme, make important items visible, and immerse the player in the environment.
The interviewee provided their perspectives on including unlockable avatars, game genre preferences, and difficulty levels in games. Specifically:
1. They agreed unlockable avatars give players a more rewarding experience and replayability by working towards new avatars.
2. While preferring freedom of movement in all directions, they noted side scrollers can still work if unique in art/story.
3. Multiple difficulty levels were recommended over just one, to provide challenges for replayability, and rewards should be offered for higher difficulties.
The document reviews several existing puzzle games that the author found interesting and took inspiration from for their own game idea. Common features identified across the games included using portals or other tools to navigate levels, collecting items to progress, and environmental hazards that impact the player's progress. The author focused on incorporating mechanics like using an item to aid navigation and obstacles that damage the player as most interesting to include in their own game.
Super Mario World was a 1990 sidescrolling game released by Nintendo featuring Mario. It had varied level designs with different colors and challenges. Sounds rewarded the player for actions and completion kept them interested.
Paperboy was an early 1985 Atari game where the player avoided sprites while delivering papers. It had basic colors and design due to being early in gaming. Scores and sounds encouraged or discouraged player actions.
Beat Cop is a modern sidescrolling story-driven game where the player completes daily quests as a TV cop character. It uses urban sounds and relaxing music with tense chase scenes. Scores and sounds also guide the player's performance.
The document provides initial plans and ideas for a game design project. It includes 4 potential game ideas: 1) a candy crush-style matching game with power ups and increasing difficulty through levels, 2) a runner game like Super Mario with obstacles, power ups, and health bars, 3) a 2-player football game where players have large heads, and 4) a platform game where the player completes levels while avoiding obstacles and enemies. The document also includes a mood board analyzing common elements across sample game images and a schedule laying out the project timeline over 5 weeks.
The document discusses several classic video games and their design elements. It notes that many games use scroll backgrounds and limit character movement within the set background. Games also tend to get progressively more difficult through levels and changing backgrounds. Sound is used to provide feedback to players about collecting rewards or facing consequences. These elements influence player engagement and performance. The document concludes with plans to incorporate a scroll background with depth, contrasting character colors, and limited character animations into a new game design.
The document provides an evaluation of a game production process. It summarizes the student's research, planning, time management, technical and aesthetic qualities of the game, and audience appeal. Peer feedback noted that the sound effects were not well-synchronized with character movements and suggested improvements to background details and character design. The student agreed sound effects needed better synchronization and would add more background buildings and details to enhance the western theme.
The document summarizes four existing games. The first is a top-down prison escape game with increasing difficulty levels and chip-tune music. The second is a third-person zombie shooter focused on survival with intense music during fights. The third is a side-scrolling fighting game set in Russia with chip-tune music matching the pixelated art style. The fourth is a side-view pixel adventure game set in an asylum with creepy chip-tune music. Common features among the games are the use of chip-tune music, detailed backgrounds, and simple concepts that provide a sense of accomplishment. The research will influence the author's work by including detailed characters and backgrounds as well as consistent chip-tune music.
The document discusses research conducted on existing game products to inform the design of a new game. It summarizes screenshots from Grand Theft Auto: San Andreas, a 2D fighting game, Pokémon FireRed, and South Park: The Stick of Truth. It notes common features like basic and easy to understand mechanics, use of dark and bright colors, and engaging combat systems. The research will influence the new game's combat style and color scheme to reflect an urban environment. Interviews with potential players found they enjoy character customization and unlocking achievements. The game will include these features to appeal to the target audience.
This document provides a case study analysis of The Legend of Zelda: Breath of the Wild game. It discusses key terminology from lectures and how they are used in the game. It analyzes the game's audio, including music, sound effects, and how it creates mood. It examines how the game represents the wider open-world adventure genre and how it develops gameplay. Graphics are compared to similar games from the franchise and time period. The game engine and system requirements are also outlined. Screenshots and box art are annotated. A paragraph discusses the issue of video game addiction and quotes an article on the subject.
Luke Ross developed several strategies to present his short film work from the past year, including creating a presentation video, website, and organizing a viewing at the Old Folk Hall venue. The presentation video provided context and explanation of the filmmaking process in a short, accessible format. The website consolidated the film introduction, trailer, posters, and presentation video for public access. A viewing was scheduled at Old Folk Hall to showcase multiple students' films to an audience of over 40 people. Social media pages were also created to promote the website and increase virtual viewership. Overall, Luke felt these combination of in-person and online strategies effectively shared his creative work.
The document summarizes the author's experiences at two short film festivals in different years. At the first festival in 2017, the author enjoyed a drama about a girl who enjoyed fishing but was rejected by her peers, and found a comedy about trickery to be humorous. That evening, a comedian spoke about working in the industry. The following year, the author was disappointed that most of the thriller films shown were actually dramas, and felt the comedies lacked subtlety and tried too hard to be funny. Both years, an industry professional gave an evening talk, though the second year's speaker had directed a recent film that lost money.
The document is a personal statement from an applicant interested in a career in film production. It summarizes their lifelong passion for movies and television shows, especially how dialogue is used to develop story and characters. The applicant cites Christopher Nolan as a major inspiration and describes their experience editing videos, writing stories, and filming short films with a focus on dialogue. Their goal is to learn as much as possible through a university program to pursue a career in movie or television production.
This document discusses a student's progression through their studies and application to university. It mentions ILP pages being completed as well as an UCAS application being submitted, showing the steps taken on the path to further education. Key choices were considered as part of the application process.
Luke Ross is applying to university to study film production courses. He has a background in media studies where he discovered his interest in filmmaking. His current studies involve filmmaking, editing, and visual effects. He enjoys editing film and wants to improve his skills in areas like color grading. Outside of school, he writes stories and plays sports to stay active. He believes university is the next step to advancing his filmmaking career.
This document provides details about Luke Ross's rationale and project concept for a short film. The rationale discusses skills developed in previous projects related to organization, research, camera operation, editing, and visual storytelling. The project concept describes a short film that will follow a serial killer recreating murders from slasher films through crime scene recreations and a chase scene. Research plans are outlined to study similar films, tutorials, and the target audience. Evaluation methods are proposed including weekly reflections, daily production evaluations, and a final evaluation PowerPoint.
This document provides details about Luke Ross's rationale and project concept for a short film. The rationale discusses skills developed in previous projects related to organization, research, camera operation, editing, and visual storytelling. The project concept describes a short film that will follow a serial killer recreating murders from slasher films through crime scene recreations and a chase scene. Research plans are outlined to study similar films, tutorials, and the target audience. Evaluation methods are proposed including weekly reflections, daily production evaluations, and a final evaluation PowerPoint.
The father gives an emotional speech at his son's funeral, expressing his grief and desire for revenge against the "filth" who took his son. The killer contacts the inspector, taunting him to follow clues in a time-based game to try and stop the next murder. The inspector briefs a photographer that the serial killer leaves time-stamped clues at 7 crime scenes, referencing different films. The father, seeking his own justice, plans to hire a private inspector to catch the killer since the police have failed.
The document provides details on the plot and scenes of a proposed short film. The film is about a serial killer who is recreating murder scenes from famous slasher films. Each killing mirrors a scene from a different film and is symbolically linked to one of the seven deadly sins. The detective investigating the case notices the sins theme and other clues left by the killer. As the film progresses, the detective gets closer to understanding the killer's motives and method of operation.
Luke Ross proposes a short horror/thriller film project. He has gained relevant skills from previous projects and research that will help him create an opening scene, poster, and trailer for the film. He will conduct primary research like surveys and interviews to inform his project design. Weekly logs and a final evaluation will assess his progress. The project will involve pre-production tasks like research, experiments, planning, and peer feedback followed by production weeks to film scenes and incorporate revisions based on feedback.
The document outlines a student's idea for a slasher/horror short film project. The student wants to make a high quality production that shows off their camera and editing skills. They are inspired by classic slasher films like Scream and want to create tension and entertainment through the story, characters, and killer. The tone will be dark and gritty, filmed at night with stormy weather effects. Scenes will have an intense, shaky style to create a claustrophobic atmosphere and build suspense. The goal is to engage the audience by introducing likeable characters, shocking twists, and an entertaining killer.
1. The document is a checklist for auditing camera video equipment and ensuring good practice when using it.
2. It describes inspecting a Canon 700D camera, including checking that batteries were charged and the memory card was formatted.
3. The checklist covers settings like resolution, frame rate, audio setup, and configuring the camera controls for manual filming mode.
This document provides an analysis of the horror, thriller, and slasher genres. It examines the psychographic, age, gender, ethnicity, and social grading of typical audiences for these genres. It also analyzes two existing horror short films. The first short film, "2AM: The Smiling Man," tells the story of a man followed by a strange smiling man at night. Shots are used to convey the protagonist's fear and perspective. The second short film also involves a smiling man threatening a young girl. Both films have explorers as their psychographic due to their discovery on YouTube.
Luke Ross evaluated the effectiveness of his research and production process for his film project. Some aspects went well, such as researching existing films for inspiration and planning locations in advance. However, other areas did not go as planned. For the chase scene filming, he ran out of time and lighting was not ideal. Actors also backed out, affecting his ability to film all planned scenes. In post-production, color grading and titles turned out well but noise from zooming issues in filming hindered the crime scenes. Overall the evaluation identified both successful and problematic areas to improve upon for future projects.
Luke Ross provides weekly reflections on tasks related to developing a short film for a final major project. In the first week, he researched film directors to understand their inspirations and techniques. He also created a project proposal outlining the title, type of work, rationale, and evaluation plan. In the second week, he designed a research PowerPoint covering audience profiles, existing films, props/costumes, and locations. Surveys and interviews were also conducted. The third week involved finishing the research PowerPoint and bibliography. In the fourth week, Luke began a problem-solving PowerPoint to address potential issues with filming. So far he has mapped practical/technical problems and created contingency plans. In the fifth week, he
Luke Ross provides weekly reflections on tasks related to developing a short film for a final major project. In the first week, he researched film directors to understand their inspirations and techniques. He also created a project proposal outlining the title, type of work, rationale, and evaluation plan. In the second week, he designed a research PowerPoint with sections on the audience, existing films, props/costumes, and locations. In the third week, he finished the PowerPoint by adding surveys, interviews, and a bibliography. In the fourth week, he began a problem-solving PowerPoint to address potential issues with filming. So far he has mapped practical/technical problems and created contingency plans. In the fifth week
This document outlines the shot list and scenes for a chase sequence and discovery of a dead body in a film. It includes 27 shots detailing angles, durations, and movements for the chase between a victim and killer. It then lists 17 shots for the discovery of blood in a homeowner's house and garden, finding the body in the alley. Finally, it describes 7 slow motion zoom out shots from victims' bodies to a detective and photographer at crime scenes to serve as titles for the film.
Luke Ross is planning locations and scenes for his short horror film. He has chosen 7 locations around 78 Princess Drive and surrounding areas that will represent settings for different horror film scenes and killings. The document provides details on each planned scene and why each location was chosen. It also states that Luke has secured access to the locations and created storyboards.
The document provides details about a short film concept involving a serial killer who recreates murder scenes from famous slasher films. The killer dresses victims in costumes from films like Psycho, Texas Chainsaw Massacre, and Halloween and leaves clues at each crime scene related to the seven deadly sins. As the film's detective investigates each new murder, he gets closer to the killer while clues about the killer's motivations become clearer. Fog is used in scenes to represent the level of mystery at each stage of the investigation.
The document provides details on a scene script for a short film about a serial killer who recreates murders from famous slasher films. The killer murders victims in the style of movies from 1960's Psycho to 1990's Scream. Each crime scene is set up to mirror a iconic scene from a slasher film of that era. Symbols left at the scenes represent the seven deadly sins to provide clues about the killer's motives and pattern. As the detective investigates each new crime scene, more details are revealed about the killer's story being told through the murders.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
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In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
2. Existing Product
Angle – This is a 2d monitor like view of the game giving you
clear visibility this makes it clear what the objective is and where
the HUD is, the objective to shoot and destroy the enemy ships
by moving to the left and right and pressing space bar. This angle
is very useful and adds a nice visual of where you are shooting
making a very clear and simple game.
Sound – the sound used in this game is a simple there is a ping
sound when you shoot and a separate ping sound when 1 of the
enemy's is hit and there would be a separate bi of sound when
you go up a level this is a nice touch and something that I think
that I would take it.
Music – the music that has been added into the background of
the space invaders is a 8 bit music and it fits very well with
overall game the music changes every level getting faster and
this makes it interesting to continue playing and ads more
tension to the game and each level as it gets harder and harder.
Effects – the effects is simply just pixel art moving towards the
enemy's and then exploding pixel art would appear when the
enemy’s explode and also when you explode from getting hit by
the enemy's.
Audience appeal – this appeals to the audience because it is a
simplistic game that doesn't’t involve much hard work its easy to
win but also easy to loose at points this makes it interesting to
the person playing and brings them back for more. I believe that
the general audience for space invaders is that of both genders
and of all social classes as all you need to have is a phone, this
makes it easy to play.
3. Existing Product
Angle – This is a 2d view again as most of these experiments
would be easy to control as everything on this game is easy
to see and this means that the game is simplistic and easy to
make and this is great because of the way its played it creates
its own unique play and this is a good touch for this game to
have as it doesn't’t have much else.
Sound – The sound that plays is not 8 bit music but it is in fact
normal music that has a theme there's an explosion sound
however it is not fit in with the explosion very well and is very
delayed which shows that not a lot of effort went in to
creating this game.
Music – the music in the background changes on the
different levels that doesn't’t speed up but instead it fits in to
The different backgrounds and scenery that is in the game.
Effects – there are different effects that are included in this
game that happen at different times there is a different affect
for each different type of item that has been picked up and
when the dune buggy is blown up by going upside down and a
moving upside down.
Audience appeal – this appeals to the audience because it is
fun to play and this is good because it keeps the audience
entertained and also I feel that the level system is a good
audience appeal as it gives the audience a reason to progress
in the game and to continue playing, and the reward for this
is that you complete and the fact that this makes you want to
keep playing represents that it’s a really good game.
4. Existing Product
Angle – this angle gives you direct vision of sight to see what
you are doing and has simple goal to the destroy the balloons
they give you a hud that is clearly visible from this angle with
places to put down the defenses, this is a commonly used angle
for games like this as it shows what needs to be showed in 2d
from a birds eye view.
Sound – the sound that plays varies for different parts of the
game for example when a normal balloon is popped it makes a
popping sound, and the popping sound increases dependent
on the balloons difficulty, each item that you choose in order to
create your defense they all make sound affects based on what
you choose for example the canon makes an explosion where
as the standard monkey makes a shooting sound.
Music – the music that is played in this is a soft soothing sound
of music that fits the game it matches to the different round
you are on for example if the round gets higher the music gets
faster until on the last round the music intensifies, this is in
order to intensifies the game.
Effects – it has explosion affects on it which show that
something is being blown up or that there is lots of explosives
being fired this example fits well with the image because the
image shows at the top section the balloons being blown up.
There is also popping effects and there is an effect on every
item that you spawn in and upgrades as each thing does
something else and I think this is a fine edition to the game as it
adds in multiple affects and different reason to play the game
just to see what each item and what each upgrade does.
Audience appeal – this appeals to the audience because it gives
them a game of tragedy and this is a good incentive being able
to find the best strategy that helps you win the game and all
the rounds to your suitable play style giving you the freedom to
play how you want.
5. Existing Product
Angle – the angle of dark souls changes based on how you set it to play
but mainly it’s a 3rd person view, this is great because you can change
the angle sensitivity and this means that you can fit your play style
through the game just like on call of duty and on battlefield however it
is a role playing game and this meant that you also build up the stats of
your character to fit the playstyle you choose and there different
options for this: sorcery, faith, knight, deprived (which allows you to
start with all stats equal and more souls so you can add in the
remainder yourself. And then there is the thief class which is low on
everything giving you a challenge when playing to get through the
game, you can change these at any time that you wish in playthroughs
but only 5 times per playthrough.
Sound – in dark souls there is a sound for everything for example hitting
the sword at enemy's or the wall which is different per enemy you hit
and what swords you use. There are also sounds for the different
enemy's in general as well as dialogue for the different npcs that are in
the game and this adds depth to the game.
Music – there is different music for each part there is the main title
music which you can also get as a theme for your console and then
there is music for every boss battle creating tension in the fight the
music is specific to each individual boss and the reason for this because
each boss has a theme that is memorable to its difficulty for example if
you have trouble with a boss you will remember the music that is
playing in the boss room which creates a great memorable track
however its not something you would listen to casually.
Effects – the effects on this game vary from different fight with
different bosses to different enemy's and this adds in different types of
hit and hot they respond to the hits as well as the different weapons
you use with different affects and this adds in reasoning to use
different weapons and keep playing to see what other weapons do.
Audience appeal – the reason that this game appeals to the audience so well is
because of how addictive it is to play for the first playthrough it is a frustrating
game where you die a lot, once you complete it there is an option to start new
game or journey 2 as they call it, and in this you keep all your stats you got on
that game and weapons but start it again like that and this time when you start
you are prepared so automatically you press start and then this tie when you
go through it you are focused on doing better and so it is easier as you have
better stats and you have played through it once and this time as your winning
your enjoying it in a different type of way then journey 1 and then once you
finish that there's journey 3 and this is harder then 1 and 2 but still easy your
stats are where they should be and this makes it addictive the ability to just
keep playing.
6. Research Analysis
• What common features do the researched products have?
• All of the researched products start off with a designed menu system that gives you options of what to choose and this makes it so that you have 3
basic option they all share, controls, start and quit these are common all the games that I looked at ranging from balloons tower defence to dune
buggy a classic like space invaders and a much more advanced game of dark souls 3. all of these menu options have music a theme that plays in the
background of the game and this is a really important feature I feel as it ads something to the menu screen so that it isn’t just plain and bland. The
menu options also have a colour scheme that is based upon the overall game for example dark souls 3 has a theme of dark orange and light yellow
and it sticks to these 2 colours for the majority of the game there are locations where these colours are no where to seen but at the end of the game
and all the major points there is dark orange and light yellow. For space invaders as another example the title/ menu screen is white yellow and
green and this correlates with the actual its self. Dune buggy's main colour scheme is that of the car you use throughout all of the levels. The games
play differently but something they do have in common is a level system check points of where you are or some form of rounds to keep track of
where you are on dune buggy you have levels and a checkpoint within the levels like on dark souls you have bonfires as checkpoint between bosses
which is the end level and once all bosses are done you have completed it and the bonfires save where your up till until that point as well as acting as
traveling systems to different bonfires you have in other locations. On balloons tower defence and space invaders it’s a round system where you
have to move up and each one it gets harder and harder but unlike dark souls if you fail it a round you have to start again with no more attempts.
• What aspects of the research will you include within your on work?
• I want to include a checkpoint and level system in my game like on dark souls and dune buggy as I feel that it makes the game more fair and less
annoying then a game without it or if I did add a restart on fail part in to it after so many attempts I would have a reward system to give incentive to
try it again like on balloons tower defence as on that game when you fail it you are able to access what you unlocked late game and get it early on
making it easier the next playthrough you get all the stuff early ad I think that’s a good incentive to not be worried of falling in the game, I would
represent this in the advergame by shaping it out to be one that shows the necessities of the game in all aspects not just how it is played but what it
will include being the main focus. I will include the paten of colour schemes making it so the menu correlates the scheme with how it is played I feel
this to a be a good idea to have it match to the other parts of the game. I would go for a dune buggy style game as I feel that is simple, fun and
addictive as well as interesting however I would change what you play as add in a customization menu to change what you play as have the same set
up change the colour scheme add in a story and have it play out differently with the same controls as they are easy enough to understand and use.
8. Interview 1
• Do you want there to be a difficulty option? – and Why?
A difficulty option would be good as it allows the player to progress should the game itself prove too difficult to new users.
• Do you want to choose the gender of your character? – and why?
As a player I’m not too bothered but it would be good to prevent any gender controversies.
• Do you want some sort of story? – and why?
A main story to follow would be good as I prefer games that set me with an objective but not mandatory, as it makes me feel like I have an end objective
and a reason to keep playing.
9. Interview 1
• Observation: they feel the game should have a difficulty option as it makes it so that the game is able to progress they
don’t care what gender the character is but would suggest it encase of controversy if it upsets people. They think a story
would be good as it gives them a reason to keep playing the game and get them interested.
• What this says about my audience: that they want to make sure the game doesn’t get in trouble or upset people with
gender controversy and they like the idea of a story as it adds depth to the game and in this case gets them a reason to
keep on playing the game after a long period of time as they say an “objective” to go for. And a difficulty option to make it
so that the game will not be to challenging to people and anyone can play it at how they want giving a player the ability to
create/ choose how they play.
• How will your product appeal to this audience: I will ensure that my game has an difficulty options menu to make that it
stays within reason of keeping people happy on what they can choose as an option on how to play for example if they do
want a challenge or if they want to easily play through it I will do this by making it so that the options are a simple easy,
normal and hard and maybe an extra option for crushing. I will make it so that you are able to choose the gender of the
character to avoid controversy and keep the game safe from a butchering encase people get upset. And I will add a story
into the game as I was going to do anyway but as they say it gives an objective at the end and a reason to keep on playing
it.
10. Interview 2
• Do you want there to be a difficulty option? – and Why? Yes, I feel like having a difficulty option enables players to challenge themselves and
therefore will most likely take an interest in the game for a longer time period.
• Do you want to choose the gender of your character? – and why? Yes, I like being able to chose the gender of the character because I then feel more
involved in the game and more personalised to myself.
• Do you want some sort of story? – and why? Yes, I feel like having some sort of story sets a good background and structure to the game.
11. Interview 2
• Observation: they think that a difficulty option would be good because it makes them want to keep playing for a longer
period of time as once they have done it on easy they can challenge themselves to a harder version and then so on if they
really enjoy the game but it gives a reason and purpose for a replay. They like the idea of character customizations on gender
as it makes it more unique to the playstyle of the game and to the person playing it. And a background structure for the
game is important some lore in there so they feel that I should include a story mode to add that.
• What this says about my audience: after taking both into account and what each of them have said it tells me that I should
include a story mode and character customizations based around gender as well as difficulty option so people will want to
keep playing the game.
• How will your product appeal to this audience: I will include all of the above as options in the game to make sure that I
appeal to the audience and keep them happy adding in a difficulty option is a good call as it does give a reason to keep
playing or play it again but then again if its difficult it could give incentive to push forward however I will include difficulty
options to make sure I appeal to a larger range of people and it will have a story as well as character customizations.
13. Bibliography
1. Beal, Kieran. (2018) Target Audience Interviews (conducted on 12th
january)
2. Willis A. (2018) Target Audience Interviews (conducted on 12/01/18)
Editor's Notes
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?
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?
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?
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?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.