The document discusses the design elements of several video games, including their color schemes, lighting, locations, and music. For Mega Man games, the color blue represents purity and peace, while darker colors are used in later games. Shadow the Hedgehog features aggressive stances and uses reds and purples to depict danger. Sonic Adventure 2 contrasts bright city levels with darker prison and desert stages, and features varied music for different characters. Super Mario Odyssey emphasizes freedom of approach over a set path to defeat Bowser.
The document discusses the art styles and design elements of several existing video game products:
- Gunpoint has a dystopian, rainy city background and uses dark colors and lighting to create a grimy, trapped atmosphere for the player.
- Just Cause 3 uses bright, striking colors that contrast destruction with idyllic scenery to maintain a lighthearted tone despite serious themes.
- Arma 3 has photorealistic graphics on a diverse Mediterranean island that, along with realistic physics, immerse the player in a military simulation.
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 existing video game products including Cuphead, Ōkami, The Legend of Zelda, and Chrono Trigger. It provides overviews of each game's gameplay, story, art style, and music. Research analysis identifies common RPG elements across the games that could be included in the author's own work, such as monsters, weapons, magic, and compelling characters.
The document provides guidance on developing a story, including character archetypes, a basic story structure outline, and tips for idea generation and research such as using a mind map, mood board, and bibliographies. It also includes examples of research conducted on interactive story-based video games and film trailers to inform the development of an engaging narrative experience.
The document provides an analysis of images collected for a mood board. It finds some repetition in colors used across posters, t-shirts, and game cases, including blacks, greys, reds, and whites. Fonts and designs also share some similarities. Colors and designs are described as conveying feelings like fear, dread, adventure, and excitement depending on the product. The analysis will influence the final project by providing guidance on color selection and fonts to achieve a desired horror-themed mood.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The document discusses the art styles and design elements of several existing video game products:
- Gunpoint has a dystopian, rainy city background and uses dark colors and lighting to create a grimy, trapped atmosphere for the player.
- Just Cause 3 uses bright, striking colors that contrast destruction with idyllic scenery to maintain a lighthearted tone despite serious themes.
- Arma 3 has photorealistic graphics on a diverse Mediterranean island that, along with realistic physics, immerse the player in a military simulation.
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 existing video game products including Cuphead, Ōkami, The Legend of Zelda, and Chrono Trigger. It provides overviews of each game's gameplay, story, art style, and music. Research analysis identifies common RPG elements across the games that could be included in the author's own work, such as monsters, weapons, magic, and compelling characters.
The document provides guidance on developing a story, including character archetypes, a basic story structure outline, and tips for idea generation and research such as using a mind map, mood board, and bibliographies. It also includes examples of research conducted on interactive story-based video games and film trailers to inform the development of an engaging narrative experience.
The document provides an analysis of images collected for a mood board. It finds some repetition in colors used across posters, t-shirts, and game cases, including blacks, greys, reds, and whites. Fonts and designs also share some similarities. Colors and designs are described as conveying feelings like fear, dread, adventure, and excitement depending on the product. The analysis will influence the final project by providing guidance on color selection and fonts to achieve a desired horror-themed mood.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The game covers summarize portray gloomy, tense post-apocalyptic worlds where zombies and other threats hunt down survivors. Bright colors and dramatic lighting are used to draw attention to zombies and create an eerie atmosphere. Main characters are shown fighting or fleeing from the undead. Bold or colored text stands out against dark backgrounds to emphasize the titles. Environments depicted include abandoned buildings, swampland, and burning cities, giving players a sense of the settings they will encounter in each survival horror game.
Video game rotation case study v1.3 (current state)Will Cave
Assassin's Creed Brotherhood is critically discussed based on criteria from a lecture. It is summarized that the game:
1. Uses terminology like game world, characters, feedback interface, and perspectives from the lecture.
2. Effectively uses audio like music, sound effects, and dialogue to create tone and mood.
3. Is representative of the wider open world action-adventure genre by sharing characteristics like customizable protagonists and side missions.
4. Had graphics that compared well to similar games from 2010 through the use of an in-game interface and background graphics.
5. Used game engines and console capabilities suitable for the time through balanced gameplay systems.
The document discusses the cover art design of 6 zombie-themed video games: State of Decay, Survival Instincts, Dead Island, Red Dead Redemption: Undead Nightmare, The Last of Us, and Dead Rising 3. It analyzes design elements like color palette, imagery, text styling and placement, and environmental details to convey the genre, storyline, and tone of each game.
The Batman Arkham trilogy is considered one of the best video game trilogies due to its rich storyline, memorable characters, and thrilling gameplay. The trilogy consists of Arkham Asylum, Arkham City, and Arkham Origins, which tell an epic story over the course of one night as Batman battles his greatest enemies like the Joker. The games are praised for making the player feel like Batman through the fighting system and wide array of side missions and collectibles.
Far cry 4 10 essential features it must have www.gamebasin.comGameBasin.com
This document provides a summary of 10 essential features that should be included in Far Cry 4 based on the successes of previous games in the series. These include: more licensed music to set the tone; improved takedown mechanics; creative means of transportation like riding elephants; destructible environments; a progression of increasingly difficult side missions and activities; narrative restraint without being too silly; encouraging improvisation in combat; more drug-induced hallucinations; inclusion of a mythical yeti character; and most importantly, developing a truly captivating and memorable villain like Vaas from Far Cry 3.
The document discusses two video game trilogies - the Batman Arkham trilogy and the Tomb Raider reboot trilogy. It summarizes the storylines and key events of each game in the trilogies. It also discusses gameplay elements like combat systems and character representations that made each trilogy engaging. Additionally, it examines the Elder Scrolls III: Morrowind and details how it was pioneering for its open world design that placed the player's created character at the center of the story.
The document discusses how lighting and color are used in filmmaking to influence mood and the audience's understanding of scenes. The color temperature of light can make it appear warmer or cooler, while filters are used to manipulate colors. Specific lighting techniques like backlighting, spotlights, and shafts of light are examined with examples. Digital color grading is also discussed as a tool used in post-production to achieve certain looks.
This document discusses several video game covers and magazine pages, analyzing their design elements. Key points discussed include:
1) Game covers use bold screenshots, recognizable fonts and logos, and age ratings to attract buyers. Covers represent genres through character images.
2) Magazine covers stand out with large background images and use consistent fonts and color schemes. Articles summarize important game details.
3) Adverts attract interest through suggestive images related to the game's genre and screenshots showing gameplay highlights. They include developer logos.
The document examines design elements across different games and publications to identify effective techniques for an original cover and magazine pages. Representation of genres, stereotypes, and demographics are also considered
The document analyzes the front and back covers of the video game Call of Duty: Modern Warfare 2. It discusses the imagery, colors, fonts and other design elements used and how they help set the tone for the game's story and themes of war. Key points include how the contrasting colors on the front cover represent the chaos of war, and how images on the back cover depict different environments and perspectives to immerse the player in the action.
The document provides research on several existing video game products, including Dark Souls, Devil May Cry, Assassin's Creed IV: Black Flag, Skyrim, and their key features. It analyzes the commonalities between the games, such as mythical settings, engaging stories, and adventure/action genres. It also notes which aspects will be incorporated into the researcher's own work, such as action gameplay, exploration/story elements, and health/stamina bars. A scoring system involving time taken, enemies killed, or kill methods is also considered.
10 greatest second bananas in gaming - www.gamebasin.comGameBasin.com
The document discusses 10 of the greatest second-banana or sidekick characters in gaming. It provides summaries and analysis for each character, including Tails from Sonic, Barbas from Skyrim, Slippy Toad from Star Fox 64, Potato GLaDOS from Portal 2, Navi from Ocarina of Time, Rush from Mega Man, Cortana from Halo, Otacon from Metal Gear Solid, Alyx Vance from Half-Life 2, and surprisingly, Tidus from Final Fantasy X, who is considered the secondary character to Yuna. The document examines the roles and impacts of these iconic supporting characters.
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 describes the characters, locations, costumes, and props for a game. There are eight main characters and several secondary characters, though only two are introduced in the first level for mystery. The main character's name is not revealed until the end. Motion capture could be used to animate characters but manual animation may be needed instead. The six initial locations include an arcade, future street, teleport station, warehouse, and moon landscape. Costumes include a casual long coat and armored time assassin outfit. Important props are a futuristic portal, weapons, an arcade machine, and a teleportation panel.
Tekken Tag Tournament 2 is a fighting game released in 2012 that emphasizes fast-paced 2 vs 2 tag team combat. It features 59 playable characters that can be paired into teams, with stages featuring destructible environments. The game includes various single player and multiplayer modes like story mode, arcade ladder challenges, online play, and customization options to provide extensive gameplay content.
Gears of War 3 is a third-person shooter video game with a storyline told through 5 acts and 31 chapters. It primarily targets male audiences aged 18 and older who enjoy gaming, especially on the Xbox 360. Throughout the game, players control exclusively male characters and follow the story of Marcus Fenix and his squad as they seek revenge for the death of their friend Dom. The narrative draws players in through emotional cutscenes and flashbacks that provide backstory for characters like Cole. Sound design and a licensed soundtrack are used to build tension and emotion.
The document discusses the cover art design of 6 zombie-themed video games: State of Decay, Survival Instincts, Dead Island, Red Dead Redemption: Undead Nightmare, The Last of Us, and Dead Rising 3. It analyzes design elements like color palette, imagery, text formatting and placement, and environmental details to convey the genre, storyline, and tone of each game.
The document discusses the cover art design of 6 zombie-themed video games: State of Decay, Survival Instincts, Dead Island, Red Dead Redemption: Undead Nightmare, The Last of Us, and Dead Rising 3. It analyzes design elements like color palette, characters, environments, and text styling used on each cover and how they convey the game's theme and tone. Key aspects highlighted include the use of gloomy colors, zombie enemies, post-apocalyptic settings, and bold text to portray danger and imply the goal is survival in a hostile world overrun by the undead.
The document summarizes research conducted on existing video games and films including New Super Mario Bros 2, Mario Kart 7, New Super Mario Bros, Lego Star Wars: The Force Awakens, Star Wars: The Force Awakens film, Star Wars: Rogue One film, and Star Wars: A New Hope film. Key findings from the research include that the products commonly include music, sound effects, dialogue, animations, and utilize color schemes and fonts. Aspects that will be incorporated into the author's own work include sound effects, music, dialogue, and animations like explosions.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The document provides clues and questions about various video games. Players are asked to identify specific games, characters, companies, and other details based on the clues and context provided in each question/answer section. A wide range of popular video game franchises and titles are referenced, with players demonstrating their knowledge of the games, stories, and other key details mentioned.
The game covers summarize portray gloomy, tense post-apocalyptic worlds where zombies and other threats hunt down survivors. Bright colors and dramatic lighting are used to draw attention to zombies and create an eerie atmosphere. Main characters are shown fighting or fleeing from the undead. Bold or colored text stands out against dark backgrounds to emphasize the titles. Environments depicted include abandoned buildings, swampland, and burning cities, giving players a sense of the settings they will encounter in each survival horror game.
Video game rotation case study v1.3 (current state)Will Cave
Assassin's Creed Brotherhood is critically discussed based on criteria from a lecture. It is summarized that the game:
1. Uses terminology like game world, characters, feedback interface, and perspectives from the lecture.
2. Effectively uses audio like music, sound effects, and dialogue to create tone and mood.
3. Is representative of the wider open world action-adventure genre by sharing characteristics like customizable protagonists and side missions.
4. Had graphics that compared well to similar games from 2010 through the use of an in-game interface and background graphics.
5. Used game engines and console capabilities suitable for the time through balanced gameplay systems.
The document discusses the cover art design of 6 zombie-themed video games: State of Decay, Survival Instincts, Dead Island, Red Dead Redemption: Undead Nightmare, The Last of Us, and Dead Rising 3. It analyzes design elements like color palette, imagery, text styling and placement, and environmental details to convey the genre, storyline, and tone of each game.
The Batman Arkham trilogy is considered one of the best video game trilogies due to its rich storyline, memorable characters, and thrilling gameplay. The trilogy consists of Arkham Asylum, Arkham City, and Arkham Origins, which tell an epic story over the course of one night as Batman battles his greatest enemies like the Joker. The games are praised for making the player feel like Batman through the fighting system and wide array of side missions and collectibles.
Far cry 4 10 essential features it must have www.gamebasin.comGameBasin.com
This document provides a summary of 10 essential features that should be included in Far Cry 4 based on the successes of previous games in the series. These include: more licensed music to set the tone; improved takedown mechanics; creative means of transportation like riding elephants; destructible environments; a progression of increasingly difficult side missions and activities; narrative restraint without being too silly; encouraging improvisation in combat; more drug-induced hallucinations; inclusion of a mythical yeti character; and most importantly, developing a truly captivating and memorable villain like Vaas from Far Cry 3.
The document discusses two video game trilogies - the Batman Arkham trilogy and the Tomb Raider reboot trilogy. It summarizes the storylines and key events of each game in the trilogies. It also discusses gameplay elements like combat systems and character representations that made each trilogy engaging. Additionally, it examines the Elder Scrolls III: Morrowind and details how it was pioneering for its open world design that placed the player's created character at the center of the story.
The document discusses how lighting and color are used in filmmaking to influence mood and the audience's understanding of scenes. The color temperature of light can make it appear warmer or cooler, while filters are used to manipulate colors. Specific lighting techniques like backlighting, spotlights, and shafts of light are examined with examples. Digital color grading is also discussed as a tool used in post-production to achieve certain looks.
This document discusses several video game covers and magazine pages, analyzing their design elements. Key points discussed include:
1) Game covers use bold screenshots, recognizable fonts and logos, and age ratings to attract buyers. Covers represent genres through character images.
2) Magazine covers stand out with large background images and use consistent fonts and color schemes. Articles summarize important game details.
3) Adverts attract interest through suggestive images related to the game's genre and screenshots showing gameplay highlights. They include developer logos.
The document examines design elements across different games and publications to identify effective techniques for an original cover and magazine pages. Representation of genres, stereotypes, and demographics are also considered
The document analyzes the front and back covers of the video game Call of Duty: Modern Warfare 2. It discusses the imagery, colors, fonts and other design elements used and how they help set the tone for the game's story and themes of war. Key points include how the contrasting colors on the front cover represent the chaos of war, and how images on the back cover depict different environments and perspectives to immerse the player in the action.
The document provides research on several existing video game products, including Dark Souls, Devil May Cry, Assassin's Creed IV: Black Flag, Skyrim, and their key features. It analyzes the commonalities between the games, such as mythical settings, engaging stories, and adventure/action genres. It also notes which aspects will be incorporated into the researcher's own work, such as action gameplay, exploration/story elements, and health/stamina bars. A scoring system involving time taken, enemies killed, or kill methods is also considered.
10 greatest second bananas in gaming - www.gamebasin.comGameBasin.com
The document discusses 10 of the greatest second-banana or sidekick characters in gaming. It provides summaries and analysis for each character, including Tails from Sonic, Barbas from Skyrim, Slippy Toad from Star Fox 64, Potato GLaDOS from Portal 2, Navi from Ocarina of Time, Rush from Mega Man, Cortana from Halo, Otacon from Metal Gear Solid, Alyx Vance from Half-Life 2, and surprisingly, Tidus from Final Fantasy X, who is considered the secondary character to Yuna. The document examines the roles and impacts of these iconic supporting characters.
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 describes the characters, locations, costumes, and props for a game. There are eight main characters and several secondary characters, though only two are introduced in the first level for mystery. The main character's name is not revealed until the end. Motion capture could be used to animate characters but manual animation may be needed instead. The six initial locations include an arcade, future street, teleport station, warehouse, and moon landscape. Costumes include a casual long coat and armored time assassin outfit. Important props are a futuristic portal, weapons, an arcade machine, and a teleportation panel.
Tekken Tag Tournament 2 is a fighting game released in 2012 that emphasizes fast-paced 2 vs 2 tag team combat. It features 59 playable characters that can be paired into teams, with stages featuring destructible environments. The game includes various single player and multiplayer modes like story mode, arcade ladder challenges, online play, and customization options to provide extensive gameplay content.
Gears of War 3 is a third-person shooter video game with a storyline told through 5 acts and 31 chapters. It primarily targets male audiences aged 18 and older who enjoy gaming, especially on the Xbox 360. Throughout the game, players control exclusively male characters and follow the story of Marcus Fenix and his squad as they seek revenge for the death of their friend Dom. The narrative draws players in through emotional cutscenes and flashbacks that provide backstory for characters like Cole. Sound design and a licensed soundtrack are used to build tension and emotion.
The document discusses the cover art design of 6 zombie-themed video games: State of Decay, Survival Instincts, Dead Island, Red Dead Redemption: Undead Nightmare, The Last of Us, and Dead Rising 3. It analyzes design elements like color palette, imagery, text formatting and placement, and environmental details to convey the genre, storyline, and tone of each game.
The document discusses the cover art design of 6 zombie-themed video games: State of Decay, Survival Instincts, Dead Island, Red Dead Redemption: Undead Nightmare, The Last of Us, and Dead Rising 3. It analyzes design elements like color palette, characters, environments, and text styling used on each cover and how they convey the game's theme and tone. Key aspects highlighted include the use of gloomy colors, zombie enemies, post-apocalyptic settings, and bold text to portray danger and imply the goal is survival in a hostile world overrun by the undead.
The document summarizes research conducted on existing video games and films including New Super Mario Bros 2, Mario Kart 7, New Super Mario Bros, Lego Star Wars: The Force Awakens, Star Wars: The Force Awakens film, Star Wars: Rogue One film, and Star Wars: A New Hope film. Key findings from the research include that the products commonly include music, sound effects, dialogue, animations, and utilize color schemes and fonts. Aspects that will be incorporated into the author's own work include sound effects, music, dialogue, and animations like explosions.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The game cover shows zombies hunting survivors on a gas station roof as they fight them off. Bright but gloomy colors are used to create tension and imply an apocalyptic setting where escaping zombies will be difficult. The bold black title text conveys that the game will be hardcore.
The document provides clues and questions about various video games. Players are asked to identify specific games, characters, companies, and other details based on the clues and context provided in each question/answer section. A wide range of popular video game franchises and titles are referenced, with players demonstrating their knowledge of the games, stories, and other key details mentioned.
The document analyzes the colors, images, fonts, and moods conveyed by various game posters, t-shirts, and game cases. It finds repetition of certain colors like black, grey, red, and white across many of the posters. The colors and images generally aim to convey feelings of adventure, exploration, war, fear, and dread depending on the game's genre. Similar detailed image styles and fonts are used in some cases but not others. The analysis describes the intended moods behind each color scheme and design.
The document provides a detailed analysis of the video game Dead Cells, focusing on its visual style, mechanics, story, and use of color. Key points include:
- Dead Cells is a 2D side-scrolling game where the player controls a character to explore levels and fight enemies to gain upgrades.
- It uses pixel art with a dark, gloomy color palette contrasted with vibrant colors for enemies and backgrounds. Lighting and shadows are used effectively.
- Mechanics include melee, ranged, and magic combat along with gravity and death mechanics. The story involves controlling a dead body.
- Color analysis notes the use of greens, blues, and reds to create mist and shading for mystery, and
The game Hyper Light Drifter was created by Heart Machine and funded through Patreon. It takes place in a post-apocalyptic world once inhabited by aliens. The player controls a character exploring the world to uncover its mysteries. Notable aspects included the light-based color palette, atmospheric lighting effects, puzzle and combat-based gameplay, and soundtrack that shifts from relaxed to tense. The game was appealing to fans due to its pixel art style and background story developed from community input.
The document discusses several existing fighting and action games including Injustice 2, Mortal Kombat X, Batman: Arkham Knight, Dragon Ball Xenoverse 2, DC Universe Online, and Street Fighter 2. For each game, it provides details on gameplay, graphics, camera angles during gameplay and cutscenes, use of color, and box art layout. Common traits across many of the games are the use of dark colors to fit their tone, third-person camera angles for gameplay, and more cinematic camera work in cutscenes. The document appears to be analyzing these existing games to inform the development of a new fighting or action game.
This movie poster provides key information about the film in a visually engaging manner to attract its target audience. It prominently features the main characters at the front to show who viewers will see most. Additionally, it includes the release date so people know when they can first experience the film. Logos and credits at the bottom offer details about production studios and creators. Overall, the poster effectively communicates essential details while drawing in its intended younger demographic with bright colors and superheroes.
Here are the citations for the interviews in APA format:
Ross, L. (2018, DATE). Target audience interviews [Personal interview].
B, K. (2018, January 12). Target audience interviews [Personal interview].
The document provides details on pre-production for a monster hunting game, including the intended audience which is ages 16-21 as long as they have internet access, descriptions of potential color schemes and landscape settings for the game, screenshots of prototype layouts for the main menus and gameplay, examples of sound effects and dialogue that could be used, and contingency planning for potential issues that may arise during development.
Deltarune is a turn-based role-playing game where the player controls Kris and interacts with other animal-like characters. The game has a dark, mysterious tone and focuses on Kris' journey through different worlds and battles. Toby Fox created most of the game himself, including the music, art, and programming. The game has a large fan community that creates additional animations, art, and music inspired by the game.
The soundtrack for the game South Park: The Stick of Truth was created using various production techniques:
Metal clanging sounds were produced by striking prop swords or metal rulers together in an open space. Screaming and yelling were created by having multiple people record individually into microphones. Stabbing sounds were also recorded in a sound studio. Cartman's constant chanting in the background was meant to imitate fantasy role-playing game soundtracks and was achieved by using the voice actor's recording. Narrative elements like Cartman explaining the plot were layered over the ambient battle sounds recorded in a studio.
LEGO Lord of the Rings is an adventure game based on the Lord of the Rings franchise that allows players to relive the story of the films using LEGO characters and worlds. It was developed for younger audiences and published across multiple platforms in 2012. The game retains the visual style of the LEGO games with characters, weapons, and environments made of LEGO blocks. It follows the main plot of the Lord of the Rings books in a simplified and shortened form while adding some humorous moments typical of LEGO games.
20 toughest video game characters of all time www.gamebasin.comGameBasin.com
This document provides a list of the 20 toughest video game characters of all time. It summarizes each character's backstory and abilities that demonstrate their toughness. Some of the toughest characters include Marcus Fenix from Gears of War, known for his bulky physique and ability to cleave enemies in half with a chainsaw bayonet; Niko Bellic from Grand Theft Auto IV, a war veteran who has survived traumatic experiences; and Isaac Clarke from Dead Space, who faces terrifying aliens while experiencing visions of his dead girlfriend. The document discusses each character's feats of survival, combat skills, and ability to overcome adversity that earn them a place on this list of the toughest video game characters.
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 describes several movie posters and analyzes their design elements. It notes that most posters use dark color schemes of blues, grays, and browns to convey dark themes. It also observes that characters are often depicted in action poses and icons like spaceships are used to represent sci-fi genres. Finally, it concludes that the posters generally include shots from the films that relate to their plots and draw attention through lighting effects.
The document provides details on fonts, colors, and images that will be used in a pre-production style sheet for a video game. It includes the names and intended uses of 8 fonts as well as colors that will be used for characters, scenery, and other elements. Images from two similar games are referenced as inspiration for the graphical style. Layouts and rationale for the game's score display, timer, character design, and forest/city backgrounds are also discussed.
Thomas Battams conducted research on video games to inform the development of their own game. This included researching similar existing games to learn from as well as primary research surveying their target audience. While the primary research provided some useful insights, it did not significantly impact the final product. Their planning process helped manage time and inform what to include, but could have included more details and contingencies. Peer feedback praised the animations and design but noted the music and length of the game could be improved. [END SUMMARY]
Thomas created a video game for his final major project. He began by planning the game, a platformer, and conducting research on similar games. Thomas created experiments in Photoshop to practice animations for the game. After finishing proposals and planning, Thomas created backgrounds for a city-themed level over 85% complete. Issues arose with sprites, but were resolved. Menus and level animations were finished. Thomas added music and sound effects created in BeepBox, though felt the music was rushed. Box art creation was not completed due to time spent on sound.
The document provides style and design details for a video game project, including fonts, colors, and images. It outlines fonts that will be used for different elements like the score, title screen, and menu text. Colors are chosen for the character, background objects, grass, sky, and other scenery elements. Images are selected as references for the graphical style. Layouts and box art concepts are also presented.
Thomas Battams conducted several experiments to develop animations and visual effects for potential inclusion in a final game project. The experiments included altering a sprite to add sword animations, creating a charging and beam firing animation by splitting it into two parts, and making a flickering light effect by cycling through opacity layers. While some elements like the fluid sword animation and light effect showed promise, others like the beam were not suitable for the final product. The reflections indicated the character and concept of a flickering light may be included, but elements would need to be improved or resized to fit better.
The document discusses the student's initial ideas for their final project, which included either making a film or video game. They decided to make a 2D side-scrolling platformer video game, as they had experience with that genre from previous projects. They created mind maps of potential ideas and enemies. A mood board provided inspiration for forest/city level visuals and potential box art designs. While building on past experience was a strength, the genre may lack originality.
This document outlines a proposal for a 2D side-scrolling platformer video game called "Asria". The target audience would be males aged 16-21 from middle and working class demographics in the UK. Research on existing games will inform the graphic style and gameplay elements. Over 10 weeks, the student will create sprites, animations, sound effects, and box art in software like Photoshop and Premiere. Progress and the final product will be evaluated based on technical and aesthetic qualities, audience appeal, and peer feedback.
This document contains pre-production details for a project including screenshots from two layouts, suggestions for sound effects and how to create them, a selection of 8-bit and 16-bit music tracks, contingencies for potential issues such as file corruption or illness, and health and safety considerations such as keeping wires tidy and bags off the floor.
The document summarizes research conducted for a video game project. It discusses researching similar existing games, which provided useful information, and conducting a primary survey to identify the target audience. The research strengths included insights from similar games, while weaknesses included a less relevant case study game and primary research that did not significantly impact the final product. Planning strengths included effective research focus, while weaknesses were a lack of detail. Time management challenges arose from losing a week to weather, requiring rushing work. Technical qualities were compared to Sonic and Mega Man, while aesthetic qualities could be improved by more detailed stage textures. Audience appeal prioritized themes, gameplay over story, and cooperative play based on survey responses.
Thomas created a video game for a class project. He began with pre-production work like researching similar games, developing initial plans, and creating experiments. Due to snow days, he spent extra time on pre-production including a proposal, planning, and experiments. During production, Thomas designed levels and began animating but had to cut content due to time constraints. He added sound effects and music. For evaluation, Thomas reviewed research, planning, time management, technical and aesthetic quality, and audience appeal. Though parts were cut, Thomas was happy with the completed animated game.
Here are my responses to your interview questions:
For level themes, a city/urban theme would be interesting as it's not overly common in platformers. This tells me including a city-inspired stage would appeal to this audience member.
They acknowledged story isn't essential if the core gameplay is fun, but that some story is preferable to avoid boredom. This suggests keeping any narrative simple while focusing on gameplay.
They agreed co-op could make the game more enjoyable like in Cuphead. This indicates multiplayer support would appeal to this interviewee and potentially others.
In summary, this person's preferences point to including a city-themed level, a lightweight story, and co-op gameplay features to engage and
This proposal outlines a 2D platformer video game targeted at teenagers and young adults aged 15-21 of mixed gender from lower-middle socioeconomic backgrounds. Research will be conducted on similar classic games like Mario and Sonic to determine effective level, enemy, and boss battle designs. The game will have graphics inspired by 8-bit or 16-bit era titles. Ongoing and final self-reflections will evaluate the game's development process and outcomes to improve the creator's future work.
The document describes two experiments. The first experiment created a simple background with sky and ground blocks and platforms for a red ball character to demonstrate basic platforming. A cloud was animated in the background. The second experiment animated a character running and jumping using pre-made sprites from a previous game. Both experiments explored elements like basic design, platforming, character sprites and animation that could be expanded upon and included in a final product.
The document outlines Thomas Battams' initial plans for developing a 2D side-scrolling platformer video game. It includes an initial reaction, mind maps of early game ideas and influences, a mood board analyzing visual influences, and a proposed schedule. The main game concept is for a platformer similar to Mario and Sonic where the player navigates levels while losing hit points from enemies. Research sources cited include platformer games like Sonic Mania, Super Mario World, and Cuphead as well as magazines and developer interviews.
The document provides an overview of the game Undertale, including a description of the game world which is split into seven different areas with varying terrain and objects. It also describes the main characters including Frisk and Chara, how different NPCs react depending on the player's choices, and how bosses change in different routes. Additional topics covered include the feedback interface which tracks the player's actions, cut scenes, perspectives, gameplay type, complex narrative with different endings, and setting in the Underground beneath Mt. Ebott.
The document describes the research, planning, and production processes for creating a magazine. It discusses researching existing magazines to understand their structure and content. Plans were made for the front cover, double page spread, and website. The front cover and double page spread were created in Photoshop and InDesign, respectively, with some changes from the initial plans. The website was built in Wix. Comparisons are drawn between the created pieces and examples from existing magazines. Some challenges included issues with fonts and images across the different software programs used.
PlayStation Official Magazine is a monthly UK-based magazine that was created in 2006 to cover news and information about PlayStation games and consoles such as the PlayStation 3 and PlayStation 4, including gameplay details, lifestyle coverage, and HD media reviews. It originally distributed every 3 months but switched to a monthly format after the first issue, and starting with issue 7 in 2007, it included a playable Blu-ray disc. The magazine covers PlayStation games and devices but also provides some coverage of PlayStation Vita games and material.
This document discusses the evaluation of a short film production project. It covers research, planning, production, peer feedback, and areas for improvement. Some key points:
- Primary research for determining the target audience had some unhelpful responses, while secondary research on similar genres was more useful.
- Planning went smoothly overall but didn't account for last-minute story changes that could have improved the film.
- Peer feedback noted issues with the music timing and sound effects quality, while praising the exposure and concept.
- The producer agrees the music timing was off but feels some effects were appropriate, and would focus more time on each stage of the project given more time.
This proposal is for a short film called "Reset" aimed at a target audience of 12 to 21 year old males and females in socioeconomic categories B, C1, and C2. The concept involves two people fighting, with one dodging attacks until being sliced and then resetting/time traveling back to redo the fight successfully. Production will utilize green screen and After Effects for special effects like time travel distortions. A schedule outlines initial response, pre-production like research and proposal, filming, post-production, and screening over 5 weeks.
This document provides a template and guidance for planning a short film project. It outlines sections to include for visual planning, organizational planning, soundtracking, and risk assessment. Recommendations are given for storyboarding, shotlisting, casting, locations, and obtaining necessary props and audio while avoiding risks. Royalty-free online resources are suggested for finding sound effects, music, or footage as needed. The template is meant to help structure pre-production and ensure all necessary elements are considered.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
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Article: https://pecb.com/article
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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).
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.
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.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
2. Existing Product
The Lighting of the stages is generally
quite bright, and shows off the
colourful environment around them, it
helps to bring out just how much had
been improved from the jump to the
16-Bit Era.
The Colour Scheme in the main levels are
mostly comprised of bright colours such as
Green, Blue and Yellow. This does make the
first half of the game seem really
lighthearted where Mega Man is trying to
stop Dr Wily with the help of newcomer Bass.
However in Wily’s Castle it is a lot darker,
implying that Mega Man has descended into
the unknown in order to confront his enemy,
and this darker tone in both colour and
lighting helps to set up the final
confrontation and the big reveal about Bass’
allegiance.
For the Box Art Mega Man’s stance is shown to be
quite aggressive, firing bullets towards the
approaching enemies. The colour scheme of the Box
Art is mainly Orange and Red, with only the Blue of
Mega Man himself to combat it. The Red and
Orange background is likely symbolizing how
dangerous the battle ahead would be for Mega
Man, with his Blue Palette symbolizing how he
wants to restore peace at all costs.
The colour scheme for Mega Man is almost entirely blue, as Mega Man is a franchise created in Japan, it is likely that this colour has taken on their definition
of the colour blue. For example in Japan the colour blue represents the characteristics of water, which symbolizes life and purity, this could go back to how
Mega Man was given sentience and purpose through his constant adventures in past games. Blue can also symbolize peace, calm and stability, which is the
things that Mega Man wishes to uphold, and seeks to restore every time Dr Wily starts to cause trouble. It also can mean coldness, and while in most other
games this doesn’t apply to Mega Man, this game has an exception when he tries to murder Dr Wily at the end in order to stop him once and for all, only
being stopped by the Laws of Robotics and the collapse of Wily’s Fortress, leading to Bass escaping with the mad scientist.
3. Existing Product
The colour scheme for Mega Man X is almost entirely blue, as Mega Man is a franchise created in Japan, it
is likely that this colour has taken on their definition of the colour blue. For example in Japan the colour
blue represents the characteristics of water, which symbolizes life and purity, this could go back to how
Mega Man X was the first of his kind, and how he was given complete sentience. Blue can also symbolize
peace, calm and stability, which is the things that Mega Man X wishes to uphold, and seeks to restore
every time Sigma starts to cause trouble. It also can mean coldness, which in this case would be used in
order to represent the darker series that Mega Man X is compared to the original Mega Man Games. In
the case of the Upgraded armor that Mega Man X can get later on, the colour white is mainly used, which
can be a representation of cleanliness and purity, as he is ready to uphold the values of peace and get rid
of any Mavericks that try to cause destruction and harm.
For the Box Art Mega Man X’s stance is shown
to be quite aggressive, firing bullets towards
the approaching enemies. The colour scheme
of the Box Art is mainly different shades of
blue, with white, yellow and red mixed in, and
with green and purple being used for the
enemies. With Mega Man X, his colour
scheme is mainly White and Blue, with his
Blue Outline symbolizing how he wants to
restore peace at all costs, and White Armor
symbolizing purity, and how he is trying to get
rid of the Mavericks in order to cleanse the
world of the virus that could otherwise
corrupt all of the Robotic Life on the planet.
Compared to the Classic Mega Man setting,
the setting of Mega Man X takes place
around 100 years after the original Mega
Man games in a world populated by both
humans and “Reploids”, robots capable of
thinking, feeling and growing like their
human creators. It is a darker setting
however because the concept of free will
meant that some of the Reploids ended up
turning evil, becoming “Mavericks”. The
Game follows Mega Man X and his partner
Zero, as they try and stop the leader of the
Mavericks Sigma, who wishes to being
about human extinction.
The colour scheme is a lot darker compared
to the original Mega Man games, for
example the opening stage of Mega Man X
uses a lot of purple, dark green and black.
This is used early on to show the darker
atmosphere of the X series, especially when
compared to the opening stage for Mega
Man 7, which was a lot brighter.
4. Existing Product The game is played in a Third-Person
Perspective where players take control of
Shadow as he tries to collect all seven
Chaos Emeralds in order to try and regain
his memories.
Because Shadow is allowed to use guns, this
helps to show how he is a more attacking
character when compared to others in the
genre, this can be exaggerated on the box
art with the explosion in the background, as
well as this Shadow’s posture is shown to be
quite aggressive, with him glaring towards
an unknown enemy, showing his fangs and
looking ready to attack them.
The locations can vary from
Destroyed Cities, to Military
Bases, to Outer Space
(whether it’s the Space
Colony ARK or the Black
Comet), and even goes into
Cyberspace, this gives
Shadow a lot to work with in
terms of features and
design.
The lighting in most stages is generally quite dark due to
the alien invasion being carried out by the Main
Antagonists, however there are some exceptions to this
with stages such as ‘Circus Park’ where the lighting is
really bright because of the lights decorating the theme
park, and ‘Sky Troops’ because of how the level is set in
floating ruins high above the clouds.
Because of the Darker Themes, darker colours like Red,
Purple and Black predominantly feature in the game,
especially in levels such as ‘Black Comet’ and ‘Final Haunt’.
However there are certain levels that show brighter
colours like Yellow and Blue, such as ‘Circus Park’.
For the morality system they chose Red for the Dark
Route as the colour Red can symbolize danger and
anger, something that also is reflected when Shadow
uses his Chaos Blast ability. Meanwhile for the Hero
Route they chose Blue as this can symbolize Peace, and
is reflected in Shadow’s Chaos Control ability.
As well as the various guns that Shadow can pick up, some
of the props that are useable includes Swords, Torches,
Turrets, and sometimes even buses. As well as this Shadow
can use vehicles to his advantage as well, including
Motorcycles, Air Saucers and Walkers.
The story is generally quite disjointed because of the Morality System,
however this affects where you go and who you face, for example the
Neutral Ending has Shadow confront Eggman in his ‘Lava Shelter’, the
Pure Evil Ending has Shadow battle through ‘GUN Fortress’ and destroy
humanity’s last hopes in Sonic and GUN, and the Pure Hero Ending has
Shadow and Sonic confront the Alien Overlord in his base (‘Final
Haunt’) and taking him down.
5. Existing Product
With the Prison Stages, the colour scheme is generally quite
bland and dull, mainly consisting of Grey, Black and White,
however ‘Metal Harbor’ features a lot of Blue due to the
Ocean surrounding the stage, and with ‘Green Forest’ the
name speaks for itself.
The locations in this game are quite
varied, ranging from a city based on San
Francisco, to a Desert Base, to Prison
Island, and even up into Outer Space to
the Space Colony ARK.
The game is played in a Third-Person
Perspective, playing as one of six characters,
each split into one of three gameplay styles,
the Speed Levels, the Mech Levels, and the
Treasure Hunting Levels.
During the City Levels, there is a mixture of colours
throughout the stage, with brighter colours like blue, red
and white featuring throughout the stage, which reflects
the main colours of Sonic. Meanwhile in stages like
‘Radical Highway’, Black and Red is featured
predominantly throughout the stage, this can be seen as
a contrast to Sonic’s first level ‘City Escape’, as it helps to
show how different Sonic and Shadow can be in
personality, even though they are similar in terms of
gameplay.
With the Desert Stages, the lighting is
really bright on the outside, but the
inside of the pyramid flips it around
to be an extremely dark and tense
atmosphere, this could also be a
reflection of how Eggman’s Base is
hidden within the depths of the
Pyramid, where an outsider wouldn’t
be able to notice at first glance.
In the final story the tone of the story gets really dark
when the main antagonist of the game threatens to
destroy the planet by crashing the Space Colony into the
planet, and while this does get prevented in the end, the
threat is constantly being thrown at the player throughout
this segment of the game, and can genuinely cause the
audience feel like they’re being pressured for time.
With the ARK Stages, the lighting in them are quite dark, which
helps to convey how it has been abandoned for over 50 years,
the colour scheme is mainly a mixture of blue, purple, orange,
red and gray, however there are some levels (mainly ‘Crazy
Gadget’ and ‘Lost Colony’) where green is also featured within
the colour scheme, however this was mainly for acidic traps.
The Music varies depending on which character is
being played as, for example Sonic and Shadow both
have fast paced Rock Music that goes along
perfectly with the High Speed Platforming. Knuckles
has really corny rap music that reflects his opinions
on the stages around him, Rouge has really smooth
jazz music that reflects her personality. Tails and
Eggman have similar music to Sonic and Shadow,
however it isn’t as fast paced and incorporates some
sounds in order to reflect their Mech Shooting
Gameplay Style.
6. Existing Product
This game’s design is different in that
you could essentially do what you
wanted as long as you hit the end result
of beating Bowser.
The Aim is to collect ‘Power Moons’,
there are 1,000 total however not many
of these are needed to finish the story.
Locations deviate from the classic Mario Formula, with new
locations such as New Donk City and a Ruined Kingdom.
However classic themes such as a Plains Theme, Forest
Theme, Desert Theme, Beach Theme etc. The Final Level is
also the usual Bowsers Castle Theme, however it has a
unique twist with it looking like a Japanese Temple.
The box art is quite colourful, showing off a lot of the
locations featured within the game, as well as this it shows
off the two main playable characters of the game. The
colours are all really bright and full of colour, and replacing
the ‘o’ in Mario with a globe is a nice touch that shows off
what Mario ends up doing during the events of the game.
For the most part the lighting of the game is really bright,
helping to reflect how the game is really fun and
lighthearted. However in some worlds such as the Ruined
Kingdom and Bowsers Kingdom, the lighting of the area is
a lot darker, possibly to reflect the more destroyed or evil
nature of these two areas.
With New Donk City, during the Night Time Section for the
story, the lighting and atmosphere gives it an affect that
makes the city not look out of place in an Arkham Game, it
helps to make this particular section of the game feel quite
tense.
Mario’s default costume is his classic red and blue overalls and iconic red hat,
however in this game it takes a new twist where the red hat is replaced by
Cappy, a sentient hat that Mario can use to attack and potentially control
enemies. As well as this, Mario is able to wear a ton of different costumes set to
the themes of the stages. For example he can buy a tuxedo from the City Stage,
shorts for the Beach Stage, and Scuba Gear for the Water Stage.
Within certain sections of each kingdom, there are small
sections where you are forced to traverse through an 8-bit
plain. This would be quite nostalgic for fans of Mario who
were able to experience the older Mario Games, and are now
able to experience it in a new way.
7. Research Analysis
• What common features do the researched products have?
– The lighting and tone of the game changes from level to level, however some
games are overall a lot darker than others.
– There is a variety of themes within each game, and a city theme is common
within all of them.
– The Box Art for each game always has the main character on the front of it, it
also has something that reflects what the game is going to be about.
• What aspects of the research will you include within your own
production work?
– The lighting and colour scheme will generally be quite bright, however there
will be instances where the colour scheme of the game will be a lot darker in
order to fit with the themes.
– There will likely be a city theme in the game since it is a common theme
throughout all of the examples that I looked at.
– The Box Art will include the main character on it, as well as a feature of a
stage that will be on the main game itself.
9. Audience research
• Observation: More Men answered my questionnaire than Women.
• What this says about my audience: My Target Audience is primarily
Male.
• How will your product appeal to this audience: It will appeal by
making it appeal more to the traditional male stereotype, for
example adding a lot of action orientated content into the product.
10. Audience research
• Observation: Most people who answered this are between the age of 16
and 18, with a few leaking into the 19-21 category.
• What this says about my audience: The Majority of my Target Audience
will be around the Age of 17/18.
• How will your product appeal to this audience: I will try to add content
that would more suitable to people around this age. However since my
idea is supposed to be a 2D Platformer, this may end up being quite
difficult to do.
11. Audience research
• Observation: The majority of people who answered this play video games at least
multiple times a week.
• What this says about my audience: This shows that my Target Audience play
games multiple times a week, with over half of the people who answered playing
them everyday.
• How will your product appeal to this audience: This means that my product is
likely to appeal to them because of the content that it would provide them,
however a potential problem with this response is that they may like a different
game genre entirely, and not the one that I plan on making.
13. Audience research
• Observation: People had said several different things that
were important to a Platformer, and the most common
were good controls, multiple characters and good level
design.
• What this says about my audience: This shows me that the
Target Audience care a lot about what goes into a
Platformer, and thus they will be expecting a high standard
of quality when it comes to the finished product.
• How will your product appeal to this audience: Good
Controls are an essential to have, and the level design will
not only be built around these controls, but also around the
several power ups used, and the characters using them.
15. Audience research
• Observation: There were a lot of different level
themes suggested for the game, with the most
common themes being a City Level and a Water Level.
• What this says about my audience: That they have
varying opinions about what levels should be included
within the game, however some were more specific
then others.
• How will your product appeal to this audience: Some
of the more popular choices will be added to the
game, including the City and Water Themes, some
others would also be added in for variety.
16. Audience research
• Observation: The majority of people who answered this had said that
they preferred having both good story and good gameplay.
• What this says about my audience: That they would like an overall
balanced game that has every detail of the game be good, rather than
having one thing prioritized.
• How will your product appeal to this audience: The gameplay will be
made to be smooth and responsive, whilst making sure that the story isn’t
left out entirely.
17. Audience research
• Observation: The majority of people who answered this would prefer to
have elements of co-op in platformers.
• What this says about my audience: This shows me that my Target
Audience would like to play games with other people.
• How will your product appeal to this audience: A Co-Op mode will be
added into the game, and there will be multiple playable characters in
order to add replay ability and to also make sure that people who choose
co-op can play as different characters.
18. Audience research
• Observation: Most people want the clip of the game to be at least a
minute long, with some people wanting it over 3 minutes long.
• What this says about my audience: This shows me that my Target
Audience would like a longer video showing off some of the gameplay.
• How will your product appeal to this audience: As most people either
wanted it to be a minute long or over 3 minutes long, I am going to
compromise it by making it around 2 minutes long in order to appeal to
everyone.
19. Audience research
• Observation: Everyone who answered this questionnaire wants
unlockable items in the game.
• What this says about my audience: This shows me that my Target
Audience wants something to strive towards in the game, and this
would be achieved through unlockable items.
• How will your product appeal to this audience: As you progress
through the game, there will be some unlockable items that can be
unlocked, such as new characters, power ups, and more.
21. Audience research
• Observation: Several different power ups were mentioned by
different people, and among the most common were Extra Lives,
Blasters/Guns and Health Boosts (e.g. Armour or Chug Jug from
Fortnite). However some were more creative like the Gravity
Boots in order to walk up walls and under platforms, a Hacking
Tool to turn Robotic Enemies onto your side, and a Sword that
can be charged up to fire projectiles.
• What this says about my audience: This shows me that my Target
Audience are quite creative and thus will need some creative
power ups in order to add replay ability to the game.
• How will your product appeal to this audience: I am going to add
several different Power Ups from the ones provided, as well as
some of my own, some of these will be available straight away
whilst others would need to be unlocked.
23. Interview 1
What do you think is essential to a Platformer and why?
There should be good level design
What Level Themes should be included and why?
I think elements that can cause the player some trouble and
difficulty when playing to the game isn't really easy.
Should there be any unlockables and if so what should they be?
There should be some unlockables because then this gives the
player something to strive for a goal and keep the player
interested to carry on.
24. Interview 1
• Observation: They think that good level design is
essential to a Platformer, they think that the game
should be difficult, and that there should be
unlockables in the game.
• What this says about my audience: This says that my
audience would like to have a difficult game that they
can be rewarded for completing or for doing certain
challenges within the game.
• How will your product appeal to this audience: I will
try to make the level design interesting so that players
can have a good time trying to get to the end whilst
not being too easy.
25. Interview 2
What do you think is essential to a Platformer and why?
Fun graphics and different levels and perhaps based on a film or
TV show.
What Level Themes should be included and why?
Each level should get harder and you can change the colour
schemes etc.
Should there be any unlockables and if so what should they be?
Unlockables are good because it gives another sense of
achievement and they should perhaps be powers or hints
dependent on the game.
26. Interview 2
• Observation: They think that good graphics, multiple levels
and a good difficulty are essential to a Platformer, they’d like
different colour schemes for the themes, and that there
should be unlockables in the game.
• What this says about my audience: This says that my
audience would like to have a difficult game that they can
be rewarded for completing or for doing certain challenges
within the game, it also shows that they’d like the game to
look good as well.
• How will your product appeal to this audience: I will try to
make the level design interesting so that players can have a
good time trying to get to the end whilst not being too easy.
28. Bibliography
1. Battams, T. (2018) Target Audience Research Survey (conducted on 13/4/2018)
2. Batty, Tom. (2018) Target Audience Interviews (conducted on 13/4/18)
3. Wimmer,A. (2018) Target Audience Interviews (conducted on 13/4/18)
4. Capcom (1993) Mega Man X
5. Capcom (1995) Mega Man 7
6. Nintendo (2017) Super Mario Odyssey
7. Sega (2005) Shadow the Hedgehog
8. Sega (2001) Sonic Adventure 2: Battle
Editor's Notes
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?
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?
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?
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?
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?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.