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Research
Allan Godin
Existing Product
The location of this image gives an insight of the time the game is set in which gives the player more tools
they can work with since nothing is definitely set in the future this also helps the developers create a
fascinating world. The angle the developers have chosen to use isn't directly above the characters which
gives them more life. it allows the player to see changes that the characters have had over the course of the
game and also is easy to spot which character does what depending on their clothing. The effects used in
this image and the game overall other different shadows and lighting effects which many games fail to up
hold.
the use of this lighting gives an atmosphere to the area and makes everything more realistic. The
composition of the image is made to represent a city square and even though everything is randomised the
composition is still able to stay the same. The costumes given to the characters in this game I meant to
represent the class and the given ability's they posses. whilst the props Have gone through many different
variations to make sure but they don't stray too far from what we believe is realistic today. The props are
also made to resemble each different class I'm fit into the environment shown.
The colours used in the game are there to represent the different atmospheres for example the characters
that the player uses look more rebellious and don't suit the surroundings whilst everything around them fits
together and has order. The fonts given to different tasks and text shown to the player are very formal
Showing the team the player is on isn't rebelling just for fun and that they have a hierarchy within them.
Appeal to audience
The way this game appeals to his audience is by making sure they live up to their name and don't try to
complicate things more than they should.
Meaning
The meaning created through this piece of work shows that complete order can never go unrivalled
Existing Product
Location of this game looks very gloomy and feel like it holds a lot of death. The angle used in
this game is a side view which lets you see the characters very detailed this view also allows for
the ability's to be shown much simpler. The effects used shows a lot of what the game possesses
which is The blood and Gore and the detailed character design which is shown off what different
movements and lighting
the lighting from the looks of it is just above where the player is viewing which gives a lot of
shading and atmosphere. The composition of the image is very unsightly it gives a positive effect
to the game and what it's trying to achieve. The costumes of the characters give a lot of detail
which allows the player to understand their background and what kind of job they do this is
similar for the enemy, as you can tell if they are lower ranking or higher ranking making them
stronger or weaker. The props in this image each represent the character and the job they have
for example the knight is wielding the shield and mace and the grave robber is wielding a small
dagger. the colours are all within a small pallet keeping it simple whilst having the detail needed
to show off the game. the font is very different compared to X com since it's less formal a lot
more rugged.
Appeal to audience
Many games use this type of art style to show more power in their work but also is very classical
to this type of game for example the binding of Isaac uses a similar art style and it's still very
powerful.
Meaning
The meaning that I believe they were trying to make would be how to triumph what few can.
Existing Product
Type of image- studio/location, angle, effects, post-production
The location of the game seems to be set in 80s esque restaurant with a small bar within it this can be used
for many different ways to start encounters for example fights or meeting new characters. The angle used is
similar to X com where you're shown a lot of the scenery with detail in the character which gives
understanding on who they could be. The noticeable effects used is the swing of the plants and the
electricity when the lights flicker
Use of lighting/ composition/ mise en scene/ costume/ props/ location/ colours/ fonts
The lights in the image is very well done making sure every shadow matches the lights, they’re also strong
showing the entire image clearly. The composition of the image shows many different features that the
restaurant has it shows the bar where mainly men are hanging around the restaurant where you have
families and couples enjoying a meal or having a nice chat and then you have a lounge with some beautiful
plants and shelved items shown. Additionally the clothing isn't very modern which makes me assume that
this would be based in the 80s. The props are placed in a way that the player is able to see everything
around them while still being able to move freely and not get blocked by any props. From first glance you
think all the colours seem to be there giving the picture of variety but look closely and it's used colours
perfectly It has very bleak atmosphere and plane colouring as if a fight is about to occur to the character and
not happy conversation.
Appeal to audience
The way this appeals to the audience is that it gives and intimidating setting which many people like when
playing games it puts them into the atmosphere and helps them make better decisions when coming to
them.
Meaning
The meaning I believe create was trying to show is how with it people look you can always see the dark
secrets off an area.
Existing Product
• The angle used for the different shots are used to show characters postures, emotions and
actions correctly. In the top image they’ve used low long shot to show the character
attacking, the girl being pulled back and the last guy who isn’t threatened by the attack.
• The effects used in this is the way they’ve drawn the wind around the attacking character,
the lines showing how fast the girl got pulled away.
• It’s not very clear if lighting has been used from a certain angle since every scene the
characters don’t have any shading or shadows on them.
• Costumes in the shots are traditional to japan with two wearing samurai clothing the other
guy wearing just a T-shirt, shirt and pants. This shows that he either isn’t apart of the order
the other two are apart of or just that he’s more rebellious within their order.
• The props used are just the two katanas the two guys are wielding, only one is used though
showing the power different between the two since the guy who pulled the girl back didn’t
see him as a threat.
• The location that this shot is taken is hard to tell but from the space and looks would be a
dojo, which makes the scene a lot clearer. But also making you wonder how the tiff started.
• Colours are hard to make out sine it’s only black and white but can be slightly understood.
For example the guy who attacked is wearing a white t-shirt and dark pants which could be
black or another dark colour. His shirt probably a lighter red or blue.
• The way this scene appeals to the audience is how the characters meeting is a fight instead
of trying to talk. Something that gives character to the initiator, this can be taken positively or
negatively by the audience but altogether helps the character evolve through any manga.
• The meaning that can be seen from them using this scene was to show a character and from
the looks of in preparation for giving the guy on the left some backstory. This is one of many
clever way writers figure out how they can give characters backstories without being blunt
about it.
Research Analysis
• What common features do the researched products have?
– The common features are between 1,2 and 3 since they’re all from games
whilst 4 is from a manga.
– All three of the games have fighting but in their own way. But are all turn
based.
– The lighting I believe is a common feature since they’re all placed to show
specific areas or monuments
• What aspects of the research will you include within your own production work?
– Things I could include in my own production would be the way the lighting
work in the third image since it’s more realistic and could potentially reveal
someone from the shadows, which could be a good looking cutscene.
– I’ll also use factors from the second game since I plan on doing a side scrolling
game similar to it. Using the way the characters fight could work well.
Audience Research
Secondary Audience
research- Xcom 2
• Observation: When looking at the audience for Xcom it’s mostly filled with veteran players of
the series but when I did find new players they mostly complain about the effort they have
to put in, which in everything you don’ get far without putting effort in. Most the veterans
said how they love the challenge the games give and setbacks that happen when you fail.
• What this says about my audience: My audience would be similar to this audience enjoying
the setbacks of a failure whilst loving the win factor of the game. Without that balance it
would be hard to enjoy the game to the fullest.
• How will your product appeal to this audience: My product would appeal to this audience
since I would have plenty of times you fail costing you a lot but also have many situations
which you’re rewarded well for completing certain tasks. I’ll also have a location the
audience believe is safe so later in the game I could use it as a battlefield which they’d want
to protect.
Secondary Audience research-
Total war: Warhammer 2
• Observation: From my observation of this game I’ve noticed the audience has mixed
emotions over the game since on one hand, the audience find it the most entertaining TW
on the market and the fighting takes a lot of thought. But on the other hand, the audience
believes the developers haven’t but enough thought into the different choices you can make
and the diplomacy doesn’t work how intended.
• What this says about my audience: This makes me believe that I should make sure anything I
try to add has been thought through and isn’t there just for show. I need to make sure
everything makes sense and is believable to the audience so they wouldn’t be annoyed at it.
• How will your product appeal to this audience: My product would appeal to this audience as
it’s not complex enough for people to get confused at or annoyed at how to control, but
would be enough so that the challenge is still there.
Secondary Audience research-
Phantom Doctrine
• Observation: From my initial look at the audience of this game the developers didn’t test
their game enough before they released it. Every player has mentioned that there are way to
many bugs and glitches and feel like they released it a year to early. They also agree the
game tries way too hard to copy a different game when all players believe they’re nothing a
like.
• What this says about my audience: My audience would have the same way of reviewing the
game and would be as critical about it no matter how it looks at the start. They would want
to make sure everything runs smooth and isn’t something that just got slapped together.
• How will your product appeal to this audience: My product would appeal to this audience
since it would go through many different forms of tests making sure everything is smooth
and doesn’t have any glitches. I will also make sure that anything I want to add has been
looked carefully over so I doesn’t ruin an aspect of the game already in.
Primary Audience research-
interview 1
• Observation: This interview shows that the player enjoys winning against the odds
when they normally wouldn’t be possible.
• What this says about my audience: This shows my audience doesn’t want to have their
fun ruined from one battle no matter how small t may be
• How will your product appeal to this audience: My product would have different
difficulties which would give the player the choice of the type of game they would be
playing.
What's your favourite turn based strategy game and why?
Warhammer 2, well detailed and is never the same experience. It’s also very
unpredictable.
What's your favourite aspect of a turn based strategy game?
Its when you think you’ve lost but are able to find a way to get yourself out that
situation
• Observation: The is the opposite of the first being that they enjoy the thrill of
losing to a greater opponent making it more skillfull to win.
• What this says about my audience: From the two interviews it’s very mixed
• How will your product appeal to this audience:
Primary Audience research-
interview 2
What's your favourite turn based strategy game and why? I love playing X com 2, Mainly
since it’s a very detailed strategy game with a lot of thought behind each little move. One
wrong move could ruin you
What's your favourite aspect of a turn based strategy game? My favourite aspect is how if
you lose one battle it could ruin you, this puts a lot of pressure on you and is a lot more
thrilling than games with an easy comeback
Primary Audience research-
group thoughts
• Observation: This group were pros who’ve been in matches for money and are pros at
turned based strategy games with a mix of casual players who play and hour sometimes
after work. Which gave me good insight on what should be in a fun competitive game
• What this says about my audience: This shows that the more players enjoys the thrill of
pressure and to satisfy the few that don’t to have a easier difficulty.
• How will your product appeal to this audience: My product will appeal to this audience
since it has many areas where players could lose if foolish enough
What's your favourite turn based strategy game and why? Agreed X com 2 with empire at
war second. Mainly from experience and enjoyment of the games and how much freedom
is given to the player.
What's your favourite aspect of a turn based strategy game? They love when being
outnumbered they can’t completely win the fight and how they should only be able to
inflict a few casualties to the enemies. Additionally, how you’re sometime stuck for a bit if
you’ve lost terribly and have to survive whilst recovering
Primary Audience research-
community opinions
• Observation: (the community wouldn’t respond to questions with text boxes so I
created a poll for them, I got 174 votes) This gives me a strong opinion on what would
be best to do for my game since I hadn’t created a levelling system yet.
• What this says about my audience: This shows that the community feel strongly about
the battle improving you’re characters, making the risk of improving them or killing
them in battle.
• How will your product appeal to this audience: My product will appeal to this as it can
implement a battle levelling system with different requirements
How would you like to improve characters
Find higher level weapons and armour – 20.69%
Gain experience from battles that improve your stats – 47.13%
Have point which you assign to traits E.g (strength, dexterity, Agility) – 27.01%
Choose different abilities you gain that makes you stronger – 5.17%
Subject Research
I but this gif into my extra research since
it gives a lot of helpful information ill
need when creating my game
animation. It also would help me make
sure that my game movements aren’t
stiff to the viewer.
Subject Research
I picked this gif out since my walking cycles
haven’t been to the grade I would like them
to be at which makes me believe I should try
to get some more knowledge on the
subject. This gif gives a detailed explanation
on how to properly create a walk cycle and
will help me a lot.
Subject Research
This gif focuses on an aspect I’ve never
bothered trying which is moving water. This gif
similar to the last helps me figure out this new
aspect and helps me understand the proper
way of starting to create them. It also gives
detail of static water from displacement which
also I’ve never visited making all my past work
stationary and un-life like.
Subject Research
This gif to me is more focused on clothing and
hair.
When the character attacks hit the floor the
wind increases affecting these two factors. If I’m
able to implement wind and motion within
clothing and hair I can make the motions look
smooth and more realistic. Giving the characters
I’d create more depth.
Subject Research
This bit of research was so I understood
how to correctly layout my manga in a
traditional style compared to comics
since the Japanese love keeping tradition
and is something I will also abide my
manga by.
Practical Research
Practical Research
Practical Research
Practical Research
Bibliography
Bibliography
1. Nyle, Francis (Interview 1) (2019) Target Audience Interviews (conducted
on 09/05)
2. Lauren, Verheyen (Interview 2) (2019) Target Audience Interviews
(conducted on 09/05)
3. X Com
4. Darkest Dungeon
5. Total war: Warhammer 2
6. Phantom Doctrine

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3. research(2)

  • 3. The location of this image gives an insight of the time the game is set in which gives the player more tools they can work with since nothing is definitely set in the future this also helps the developers create a fascinating world. The angle the developers have chosen to use isn't directly above the characters which gives them more life. it allows the player to see changes that the characters have had over the course of the game and also is easy to spot which character does what depending on their clothing. The effects used in this image and the game overall other different shadows and lighting effects which many games fail to up hold. the use of this lighting gives an atmosphere to the area and makes everything more realistic. The composition of the image is made to represent a city square and even though everything is randomised the composition is still able to stay the same. The costumes given to the characters in this game I meant to represent the class and the given ability's they posses. whilst the props Have gone through many different variations to make sure but they don't stray too far from what we believe is realistic today. The props are also made to resemble each different class I'm fit into the environment shown. The colours used in the game are there to represent the different atmospheres for example the characters that the player uses look more rebellious and don't suit the surroundings whilst everything around them fits together and has order. The fonts given to different tasks and text shown to the player are very formal Showing the team the player is on isn't rebelling just for fun and that they have a hierarchy within them. Appeal to audience The way this game appeals to his audience is by making sure they live up to their name and don't try to complicate things more than they should. Meaning The meaning created through this piece of work shows that complete order can never go unrivalled
  • 5. Location of this game looks very gloomy and feel like it holds a lot of death. The angle used in this game is a side view which lets you see the characters very detailed this view also allows for the ability's to be shown much simpler. The effects used shows a lot of what the game possesses which is The blood and Gore and the detailed character design which is shown off what different movements and lighting the lighting from the looks of it is just above where the player is viewing which gives a lot of shading and atmosphere. The composition of the image is very unsightly it gives a positive effect to the game and what it's trying to achieve. The costumes of the characters give a lot of detail which allows the player to understand their background and what kind of job they do this is similar for the enemy, as you can tell if they are lower ranking or higher ranking making them stronger or weaker. The props in this image each represent the character and the job they have for example the knight is wielding the shield and mace and the grave robber is wielding a small dagger. the colours are all within a small pallet keeping it simple whilst having the detail needed to show off the game. the font is very different compared to X com since it's less formal a lot more rugged. Appeal to audience Many games use this type of art style to show more power in their work but also is very classical to this type of game for example the binding of Isaac uses a similar art style and it's still very powerful. Meaning The meaning that I believe they were trying to make would be how to triumph what few can.
  • 7. Type of image- studio/location, angle, effects, post-production The location of the game seems to be set in 80s esque restaurant with a small bar within it this can be used for many different ways to start encounters for example fights or meeting new characters. The angle used is similar to X com where you're shown a lot of the scenery with detail in the character which gives understanding on who they could be. The noticeable effects used is the swing of the plants and the electricity when the lights flicker Use of lighting/ composition/ mise en scene/ costume/ props/ location/ colours/ fonts The lights in the image is very well done making sure every shadow matches the lights, they’re also strong showing the entire image clearly. The composition of the image shows many different features that the restaurant has it shows the bar where mainly men are hanging around the restaurant where you have families and couples enjoying a meal or having a nice chat and then you have a lounge with some beautiful plants and shelved items shown. Additionally the clothing isn't very modern which makes me assume that this would be based in the 80s. The props are placed in a way that the player is able to see everything around them while still being able to move freely and not get blocked by any props. From first glance you think all the colours seem to be there giving the picture of variety but look closely and it's used colours perfectly It has very bleak atmosphere and plane colouring as if a fight is about to occur to the character and not happy conversation. Appeal to audience The way this appeals to the audience is that it gives and intimidating setting which many people like when playing games it puts them into the atmosphere and helps them make better decisions when coming to them. Meaning The meaning I believe create was trying to show is how with it people look you can always see the dark secrets off an area.
  • 9. • The angle used for the different shots are used to show characters postures, emotions and actions correctly. In the top image they’ve used low long shot to show the character attacking, the girl being pulled back and the last guy who isn’t threatened by the attack. • The effects used in this is the way they’ve drawn the wind around the attacking character, the lines showing how fast the girl got pulled away. • It’s not very clear if lighting has been used from a certain angle since every scene the characters don’t have any shading or shadows on them. • Costumes in the shots are traditional to japan with two wearing samurai clothing the other guy wearing just a T-shirt, shirt and pants. This shows that he either isn’t apart of the order the other two are apart of or just that he’s more rebellious within their order. • The props used are just the two katanas the two guys are wielding, only one is used though showing the power different between the two since the guy who pulled the girl back didn’t see him as a threat. • The location that this shot is taken is hard to tell but from the space and looks would be a dojo, which makes the scene a lot clearer. But also making you wonder how the tiff started. • Colours are hard to make out sine it’s only black and white but can be slightly understood. For example the guy who attacked is wearing a white t-shirt and dark pants which could be black or another dark colour. His shirt probably a lighter red or blue. • The way this scene appeals to the audience is how the characters meeting is a fight instead of trying to talk. Something that gives character to the initiator, this can be taken positively or negatively by the audience but altogether helps the character evolve through any manga. • The meaning that can be seen from them using this scene was to show a character and from the looks of in preparation for giving the guy on the left some backstory. This is one of many clever way writers figure out how they can give characters backstories without being blunt about it.
  • 10. Research Analysis • What common features do the researched products have? – The common features are between 1,2 and 3 since they’re all from games whilst 4 is from a manga. – All three of the games have fighting but in their own way. But are all turn based. – The lighting I believe is a common feature since they’re all placed to show specific areas or monuments • What aspects of the research will you include within your own production work? – Things I could include in my own production would be the way the lighting work in the third image since it’s more realistic and could potentially reveal someone from the shadows, which could be a good looking cutscene. – I’ll also use factors from the second game since I plan on doing a side scrolling game similar to it. Using the way the characters fight could work well.
  • 12. Secondary Audience research- Xcom 2 • Observation: When looking at the audience for Xcom it’s mostly filled with veteran players of the series but when I did find new players they mostly complain about the effort they have to put in, which in everything you don’ get far without putting effort in. Most the veterans said how they love the challenge the games give and setbacks that happen when you fail. • What this says about my audience: My audience would be similar to this audience enjoying the setbacks of a failure whilst loving the win factor of the game. Without that balance it would be hard to enjoy the game to the fullest. • How will your product appeal to this audience: My product would appeal to this audience since I would have plenty of times you fail costing you a lot but also have many situations which you’re rewarded well for completing certain tasks. I’ll also have a location the audience believe is safe so later in the game I could use it as a battlefield which they’d want to protect.
  • 13. Secondary Audience research- Total war: Warhammer 2 • Observation: From my observation of this game I’ve noticed the audience has mixed emotions over the game since on one hand, the audience find it the most entertaining TW on the market and the fighting takes a lot of thought. But on the other hand, the audience believes the developers haven’t but enough thought into the different choices you can make and the diplomacy doesn’t work how intended. • What this says about my audience: This makes me believe that I should make sure anything I try to add has been thought through and isn’t there just for show. I need to make sure everything makes sense and is believable to the audience so they wouldn’t be annoyed at it. • How will your product appeal to this audience: My product would appeal to this audience as it’s not complex enough for people to get confused at or annoyed at how to control, but would be enough so that the challenge is still there.
  • 14. Secondary Audience research- Phantom Doctrine • Observation: From my initial look at the audience of this game the developers didn’t test their game enough before they released it. Every player has mentioned that there are way to many bugs and glitches and feel like they released it a year to early. They also agree the game tries way too hard to copy a different game when all players believe they’re nothing a like. • What this says about my audience: My audience would have the same way of reviewing the game and would be as critical about it no matter how it looks at the start. They would want to make sure everything runs smooth and isn’t something that just got slapped together. • How will your product appeal to this audience: My product would appeal to this audience since it would go through many different forms of tests making sure everything is smooth and doesn’t have any glitches. I will also make sure that anything I want to add has been looked carefully over so I doesn’t ruin an aspect of the game already in.
  • 15. Primary Audience research- interview 1 • Observation: This interview shows that the player enjoys winning against the odds when they normally wouldn’t be possible. • What this says about my audience: This shows my audience doesn’t want to have their fun ruined from one battle no matter how small t may be • How will your product appeal to this audience: My product would have different difficulties which would give the player the choice of the type of game they would be playing. What's your favourite turn based strategy game and why? Warhammer 2, well detailed and is never the same experience. It’s also very unpredictable. What's your favourite aspect of a turn based strategy game? Its when you think you’ve lost but are able to find a way to get yourself out that situation
  • 16. • Observation: The is the opposite of the first being that they enjoy the thrill of losing to a greater opponent making it more skillfull to win. • What this says about my audience: From the two interviews it’s very mixed • How will your product appeal to this audience: Primary Audience research- interview 2 What's your favourite turn based strategy game and why? I love playing X com 2, Mainly since it’s a very detailed strategy game with a lot of thought behind each little move. One wrong move could ruin you What's your favourite aspect of a turn based strategy game? My favourite aspect is how if you lose one battle it could ruin you, this puts a lot of pressure on you and is a lot more thrilling than games with an easy comeback
  • 17. Primary Audience research- group thoughts • Observation: This group were pros who’ve been in matches for money and are pros at turned based strategy games with a mix of casual players who play and hour sometimes after work. Which gave me good insight on what should be in a fun competitive game • What this says about my audience: This shows that the more players enjoys the thrill of pressure and to satisfy the few that don’t to have a easier difficulty. • How will your product appeal to this audience: My product will appeal to this audience since it has many areas where players could lose if foolish enough What's your favourite turn based strategy game and why? Agreed X com 2 with empire at war second. Mainly from experience and enjoyment of the games and how much freedom is given to the player. What's your favourite aspect of a turn based strategy game? They love when being outnumbered they can’t completely win the fight and how they should only be able to inflict a few casualties to the enemies. Additionally, how you’re sometime stuck for a bit if you’ve lost terribly and have to survive whilst recovering
  • 18. Primary Audience research- community opinions • Observation: (the community wouldn’t respond to questions with text boxes so I created a poll for them, I got 174 votes) This gives me a strong opinion on what would be best to do for my game since I hadn’t created a levelling system yet. • What this says about my audience: This shows that the community feel strongly about the battle improving you’re characters, making the risk of improving them or killing them in battle. • How will your product appeal to this audience: My product will appeal to this as it can implement a battle levelling system with different requirements How would you like to improve characters Find higher level weapons and armour – 20.69% Gain experience from battles that improve your stats – 47.13% Have point which you assign to traits E.g (strength, dexterity, Agility) – 27.01% Choose different abilities you gain that makes you stronger – 5.17%
  • 19. Subject Research I but this gif into my extra research since it gives a lot of helpful information ill need when creating my game animation. It also would help me make sure that my game movements aren’t stiff to the viewer.
  • 20. Subject Research I picked this gif out since my walking cycles haven’t been to the grade I would like them to be at which makes me believe I should try to get some more knowledge on the subject. This gif gives a detailed explanation on how to properly create a walk cycle and will help me a lot.
  • 21. Subject Research This gif focuses on an aspect I’ve never bothered trying which is moving water. This gif similar to the last helps me figure out this new aspect and helps me understand the proper way of starting to create them. It also gives detail of static water from displacement which also I’ve never visited making all my past work stationary and un-life like.
  • 22. Subject Research This gif to me is more focused on clothing and hair. When the character attacks hit the floor the wind increases affecting these two factors. If I’m able to implement wind and motion within clothing and hair I can make the motions look smooth and more realistic. Giving the characters I’d create more depth.
  • 23. Subject Research This bit of research was so I understood how to correctly layout my manga in a traditional style compared to comics since the Japanese love keeping tradition and is something I will also abide my manga by.
  • 29. Bibliography 1. Nyle, Francis (Interview 1) (2019) Target Audience Interviews (conducted on 09/05) 2. Lauren, Verheyen (Interview 2) (2019) Target Audience Interviews (conducted on 09/05) 3. X Com 4. Darkest Dungeon 5. Total war: Warhammer 2 6. Phantom Doctrine

Editor's Notes

  1. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it? Why have you chosen to look at this? What have you learned that can help you in your project?
  2. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it? Why have you chosen to look at this? What have you learned that can help you in your project?
  3. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it? Why have you chosen to look at this? What have you learned that can help you in your project?
  4. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it? Why have you chosen to look at this? What have you learned that can help you in your project?
  5. Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
  6. Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
  7. Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
  8. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  9. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  10. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  11. Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
  12. If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject. Getting some background information on your subject would be a really good idea. Find some resources, log them, read them and write something about them.
  13. If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject. Getting some background information on your subject would be a really good idea. Find some resources, log them, read them and write something about them.
  14. If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject. Getting some background information on your subject would be a really good idea. Find some resources, log them, read them and write something about them.
  15. If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject. Getting some background information on your subject would be a really good idea. Find some resources, log them, read them and write something about them.
  16. If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject. Getting some background information on your subject would be a really good idea. Find some resources, log them, read them and write something about them.
  17. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  18. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  19. Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future. Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here. Make something similar but unrelated to your chosen idea. Do not make it a version of your final product; it is an experiment Provide a reflection of the processes you used and how it has been useful. Don’t do something that you already know how to do.
  20. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.