The document provides details about the existing racing game "Midnight Club: LA". It takes place in Los Angeles and features effects like green smoke during races. It displays a map and speedometer on screen. Sound effects include car engines. Music plays in cars and reflects popular LA music at the time, allowing custom playlists.
The document provides details about the existing mobile game Subway Surfers, including its setting within various subway station locations around the world. It uses a third-person camera angle behind the character being chased by a train driver. Effects include power-ups like a jetpack that allows flying and releases rainbow smoke. Players can choose from many characters with default streetwear-style costumes including baseball caps and sneakers.
The document analyzes existing games to inform the development of a new police chase game. It summarizes 4 games: Super Mario Bros Wii, Need for Speed Most Wanted, Hill Climb Racing, and Sonic Dash. It observes that the games involve action, have bright backgrounds, and include harming others. It notes aspects it will include, like sound effects that match gameplay. Interviews find audiences like time challenges and power-ups that increase speed. This information will be used to design a game that challenges players through obstacles while driving fast.
Here are the citations in APA format:
Robinson, L. (2018, February 27). Target audience interviews.
Cave, W. (2018, February 27). Target audience interviews.
Imangi. (2011). Temple run [Mobile game].
Unknown. (n.d.). Crazy taxi [Video game].
Hipster Whale. (2014). Crossy road [Mobile game].
dotGEARS. (2013). Flappy bird [Mobile game].
The document provides an analysis of the cover art and gameplay elements of the Grand Theft Auto V video game. It summarizes that the graffiti-style font on the cover is intended to appeal to the target audience. It also notes that the cover uses vibrant colors to represent different moods and times of day in the game. Additionally, it observes that the props, costumes, locations, sounds, and realistic elements shown in the game help create audience appeal by mirroring real-life experiences.
This game takes place on a train track where the player controls a character running away from an inspector and dog. The player must jump over and duck under barriers and swipe across moving trains. Coins are collected to buy characters, boards, and power ups. A high score and friends' scores are displayed to encourage replayability and competition. The 3D visuals, sound effects, and colorful art style work to attract and engage young audiences.
The document discusses the student's initial ideas for their pixel game project, which included making games similar to Super Mario, Forza, or an infinity runner game. They expressed interest in the infinity runner idea because they enjoy playing similar games. The student planned to focus on animating characters, objects, and backgrounds to achieve the best grade possible within the time allotted.
The document summarizes and analyzes several existing retro video game products: Monaco GP from 1979, Grand Theft Auto, and Mario Kart 64 from 1996. It describes key elements of each game like graphics, gameplay, menus, sound effects, and music. The author indicates they will take influence from these classic games by including colorful visuals and maps like Monaco GP, positive sound effects and mission completions like GTA, and selection menus/options and starting sequences like Mario Kart 64 to improve their own upcoming product.
The document provides details about the existing mobile game Subway Surfers, including its setting within various subway station locations around the world. It uses a third-person camera angle behind the character being chased by a train driver. Effects include power-ups like a jetpack that allows flying and releases rainbow smoke. Players can choose from many characters with default streetwear-style costumes including baseball caps and sneakers.
The document analyzes existing games to inform the development of a new police chase game. It summarizes 4 games: Super Mario Bros Wii, Need for Speed Most Wanted, Hill Climb Racing, and Sonic Dash. It observes that the games involve action, have bright backgrounds, and include harming others. It notes aspects it will include, like sound effects that match gameplay. Interviews find audiences like time challenges and power-ups that increase speed. This information will be used to design a game that challenges players through obstacles while driving fast.
Here are the citations in APA format:
Robinson, L. (2018, February 27). Target audience interviews.
Cave, W. (2018, February 27). Target audience interviews.
Imangi. (2011). Temple run [Mobile game].
Unknown. (n.d.). Crazy taxi [Video game].
Hipster Whale. (2014). Crossy road [Mobile game].
dotGEARS. (2013). Flappy bird [Mobile game].
The document provides an analysis of the cover art and gameplay elements of the Grand Theft Auto V video game. It summarizes that the graffiti-style font on the cover is intended to appeal to the target audience. It also notes that the cover uses vibrant colors to represent different moods and times of day in the game. Additionally, it observes that the props, costumes, locations, sounds, and realistic elements shown in the game help create audience appeal by mirroring real-life experiences.
This game takes place on a train track where the player controls a character running away from an inspector and dog. The player must jump over and duck under barriers and swipe across moving trains. Coins are collected to buy characters, boards, and power ups. A high score and friends' scores are displayed to encourage replayability and competition. The 3D visuals, sound effects, and colorful art style work to attract and engage young audiences.
The document discusses the student's initial ideas for their pixel game project, which included making games similar to Super Mario, Forza, or an infinity runner game. They expressed interest in the infinity runner idea because they enjoy playing similar games. The student planned to focus on animating characters, objects, and backgrounds to achieve the best grade possible within the time allotted.
The document summarizes and analyzes several existing retro video game products: Monaco GP from 1979, Grand Theft Auto, and Mario Kart 64 from 1996. It describes key elements of each game like graphics, gameplay, menus, sound effects, and music. The author indicates they will take influence from these classic games by including colorful visuals and maps like Monaco GP, positive sound effects and mission completions like GTA, and selection menus/options and starting sequences like Mario Kart 64 to improve their own upcoming product.
Analysis of cd pack kaiser cheifs newest3minidjluke
The CD booklet for the Kaiser Chiefs album "Employment" is designed to have an antique, retro style that matches the vintage aesthetic of their music video for the song "I Predict a Riot". Pages feature imagery of old-timey posters, board games, and playing cards with photos and info about the band members. The use of board game imagery creates an interactive, engaging theme where the music and booklet content are presented as games and surprises for the audience. Overall, the booklet's design seamlessly ties the band's musical style and video concept together through visuals evoking a nostalgic, retro time period.
The document discusses key concepts related to media text, including semiotics, genre, content, construction, codes and conventions, modes of address, and target demographic. It provides examples of how these concepts are demonstrated in the games The Last of Us and Just Dance. The Last of Us is described as a dark, survival horror game while Just Dance is a bright, dance-focused game.
Here are the key points from the interview:
- The interviewee would like the game to include multiple unlockable characters.
- Having choices with what you can do makes the game more enjoyable.
- Different characters could depend on the type of game.
- Providing options and unlockables engages players more long-term.
The document describes an existing game product that is similar to the author's idea. The existing game takes place on a train with a dark setting. There are two characters on the train next to a number 12, possibly indicating points or the train number. The background is dark and the train looks scary. The game seems simple but was likely challenging to develop. The target age range is 13-20 years old.
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 discusses transmedia storytelling and provides advice for creators. It defines transmedia as stories that immerse audiences across multiple media platforms, with an integrated and coordinated experience. The author discusses their background and experience in film, games, TV and comics. Tips are provided on formats like novels, films, games and how to pitch transmedia projects. Challenges and issues in different formats are also addressed.
This document discusses free online Batman games that are available for fans to play. It describes how Batman is a popular character that has been featured in many different games across various genres and eras based on older comics, shows, and movies as well as more recent movies. Some of the most common types of Batman games mentioned are action-packed adventure games where the player controls Batman on missions and races against villains, racing games where Batman characters race different vehicles, and dress-up games where the player can customize Batman's costume.
This document discusses ideas for a parody game about the proposed anti-piracy law SOPA. The game would censor elements in popular games like Zelda or Sonic to show how overreaching SOPA could be. It poses questions like whether the game could copy entire levels from other games while censoring characters, music, or objects. The goal would be to argue against giving companies too much power over online content and censorship, and to show how people will find ways around such strict laws.
This document contains graphic design work by Alicia Kellum Shimon for various branding and marketing projects. It includes business cards, letterhead, CD/DVD cases, website designs, posters, and other promotional materials for clients such as Elucilight, Creative Showcase event, Miles Davis store ad, courtroom presentation, film production companies, and medical patch brands. The designs emphasize clean, minimalist styles with impactful imagery and typography to clearly communicate each brand's identity and message.
The document summarizes the game development process for Achilles, a platformer game telling the story of the Greek hero Achilles. It describes the ideation process where the developer was inspired by classic Nintendo platformers and Greek mythology. It then covers the pre-production where the story, characters, enemies, and gameplay mechanics were developed. Finally, it discusses the production process where the developer learned to program, created artwork and music, designed levels, implemented mechanics, and tested the game.
This document discusses and compares various aspects of media products like video games through examples of The Last of Us and Just Dance. It covers target demographics, genre, content, construction, codes and conventions, and modes of address. The Last of Us is designed for 15-25 year old males and falls into the survival horror genre. Just Dance is targeted at everyone and is a simulation game focused on dancing.
Road games are a good way to entertain passengers in a vehicle and keep drivers focused on the road. Some popular games include the grocery store game where players take turns adding items to a list starting with the next letter; I spy where players guess objects based on clues of the first letter; and Padital where points are scored by spotting different types of vehicles. The name game involves giving clues to guess people in a certain category. These games help make road trips more enjoyable for everyone.
The document compares and contrasts the games Just Dance and The Last of Us. It discusses the different genres, content, construction, narratives, common codes, and target audiences of the two games. Just Dance is a dance simulation game with bright colors and popular music, while The Last of Us is a narrative-driven survival/horror game set in a post-apocalyptic world. The document analyzes the key elements that define each game's style and the demographic groups they aim to appeal to.
Read the accompanying blog post here: http://bit.ly/ab2dissection
Angry Birds 2 has been a viral success, but what features have been put into the game to help spread the word? Or was it only brand awareness that drove the downloads? We took a closer look at the game to learn more about the in-game growth aspects implemented to increase the k-factor, as well as suggesting a few of our own. Grab a bird, smash a pig and follow us through a dissection of Angry Birds 2.
Old video games, also known as "oldies", are experiencing a resurgence in popularity through remakes, flash games, fan translations, and abandonware sites that make older titles available again. Some examples given are remakes of Super Mario Bros, the original Prince of Persia made into a flash game, and fan translations of Final Fantasy V posted on romhacking websites, showing that old video games from the past remain fun and addictive for players today.
The document proposes ideas for several different video game concepts:
1. A cycling game where the player races through various cities on their bicycle, customizing and upgrading their ride. Game modes include racing, free roaming, and a career mode.
2. A shop simulation game where the player runs their own business, ordering supplies, setting prices, hiring staff, and competing with other shops. Events like robberies could occur.
3. A beer brewing game where the player brews and sells different types of beer, upgrading equipment to make better brews and compete on high score lists. Mini-games would involve brewing steps like adding ingredients.
4. A guitar zombie defense game where
This document contains the initial plans and ideas for a game from a student. It includes three potential game ideas: 1) a flappy bird-style drone game where the player navigates obstacles, 2) a bike racing game where the player collects coins on a track against the clock, and 3) a zombie survival game where the player fights zombies to survive. For each idea, the student proposes gameplay mechanics, target audiences, and visual elements like colors, music, and backgrounds. The student ultimately chooses the sliding coin collection idea as their final game, which they aim to make relaxing and child-friendly. They outline plans for calm colors, music, sound effects, and an eye-catching app icon to attract young audiences.
This document analyzes existing car game products that were researched. It finds that they commonly have simplistic 2D gameplay focused on racing or obstacle courses. They include elements like time counters, upbeat music, and sound effects for actions. The analysis states that the author plans to use a 2D top-down perspective for their own car game, which will include racing and shooting enemies. They will also aim to include character selection, music, and sound effects.
The document summarizes research on existing basketball, space invaders, and racing games. It finds that most have high key lighting, competitive elements, and simple single-player modes. The document notes color themes, soundtracks, and graphics could be adopted for a new basketball game. Interviews find the target audience prefers modern multiplayer games over violent ones, and games that are fast-paced or strategic puzzles.
The document outlines Alfie Ingram's initial plans for a video game project, including experimenting with simple car game ideas based on past successes. It then shows Alfie's mind mapping process to develop potential game concepts such as a getaway driver mission-based game. The document concludes with Alfie settling on the final idea of an endless runner car game where the player must avoid obstacles to travel further without crashing.
This document provides details for the pre-production of a game project. It includes an audience profile targeting younger audiences and both male and female gamers. Pixel art style references are presented along with color palettes. Screenshot layouts and sound effect/dialogue plans are outlined, including recording voices. Contingency plans for saving work and backups are described, as well as health and safety considerations like cable management and spill prevention.
Analysis of cd pack kaiser cheifs newest3minidjluke
The CD booklet for the Kaiser Chiefs album "Employment" is designed to have an antique, retro style that matches the vintage aesthetic of their music video for the song "I Predict a Riot". Pages feature imagery of old-timey posters, board games, and playing cards with photos and info about the band members. The use of board game imagery creates an interactive, engaging theme where the music and booklet content are presented as games and surprises for the audience. Overall, the booklet's design seamlessly ties the band's musical style and video concept together through visuals evoking a nostalgic, retro time period.
The document discusses key concepts related to media text, including semiotics, genre, content, construction, codes and conventions, modes of address, and target demographic. It provides examples of how these concepts are demonstrated in the games The Last of Us and Just Dance. The Last of Us is described as a dark, survival horror game while Just Dance is a bright, dance-focused game.
Here are the key points from the interview:
- The interviewee would like the game to include multiple unlockable characters.
- Having choices with what you can do makes the game more enjoyable.
- Different characters could depend on the type of game.
- Providing options and unlockables engages players more long-term.
The document describes an existing game product that is similar to the author's idea. The existing game takes place on a train with a dark setting. There are two characters on the train next to a number 12, possibly indicating points or the train number. The background is dark and the train looks scary. The game seems simple but was likely challenging to develop. The target age range is 13-20 years old.
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 discusses transmedia storytelling and provides advice for creators. It defines transmedia as stories that immerse audiences across multiple media platforms, with an integrated and coordinated experience. The author discusses their background and experience in film, games, TV and comics. Tips are provided on formats like novels, films, games and how to pitch transmedia projects. Challenges and issues in different formats are also addressed.
This document discusses free online Batman games that are available for fans to play. It describes how Batman is a popular character that has been featured in many different games across various genres and eras based on older comics, shows, and movies as well as more recent movies. Some of the most common types of Batman games mentioned are action-packed adventure games where the player controls Batman on missions and races against villains, racing games where Batman characters race different vehicles, and dress-up games where the player can customize Batman's costume.
This document discusses ideas for a parody game about the proposed anti-piracy law SOPA. The game would censor elements in popular games like Zelda or Sonic to show how overreaching SOPA could be. It poses questions like whether the game could copy entire levels from other games while censoring characters, music, or objects. The goal would be to argue against giving companies too much power over online content and censorship, and to show how people will find ways around such strict laws.
This document contains graphic design work by Alicia Kellum Shimon for various branding and marketing projects. It includes business cards, letterhead, CD/DVD cases, website designs, posters, and other promotional materials for clients such as Elucilight, Creative Showcase event, Miles Davis store ad, courtroom presentation, film production companies, and medical patch brands. The designs emphasize clean, minimalist styles with impactful imagery and typography to clearly communicate each brand's identity and message.
The document summarizes the game development process for Achilles, a platformer game telling the story of the Greek hero Achilles. It describes the ideation process where the developer was inspired by classic Nintendo platformers and Greek mythology. It then covers the pre-production where the story, characters, enemies, and gameplay mechanics were developed. Finally, it discusses the production process where the developer learned to program, created artwork and music, designed levels, implemented mechanics, and tested the game.
This document discusses and compares various aspects of media products like video games through examples of The Last of Us and Just Dance. It covers target demographics, genre, content, construction, codes and conventions, and modes of address. The Last of Us is designed for 15-25 year old males and falls into the survival horror genre. Just Dance is targeted at everyone and is a simulation game focused on dancing.
Road games are a good way to entertain passengers in a vehicle and keep drivers focused on the road. Some popular games include the grocery store game where players take turns adding items to a list starting with the next letter; I spy where players guess objects based on clues of the first letter; and Padital where points are scored by spotting different types of vehicles. The name game involves giving clues to guess people in a certain category. These games help make road trips more enjoyable for everyone.
The document compares and contrasts the games Just Dance and The Last of Us. It discusses the different genres, content, construction, narratives, common codes, and target audiences of the two games. Just Dance is a dance simulation game with bright colors and popular music, while The Last of Us is a narrative-driven survival/horror game set in a post-apocalyptic world. The document analyzes the key elements that define each game's style and the demographic groups they aim to appeal to.
Read the accompanying blog post here: http://bit.ly/ab2dissection
Angry Birds 2 has been a viral success, but what features have been put into the game to help spread the word? Or was it only brand awareness that drove the downloads? We took a closer look at the game to learn more about the in-game growth aspects implemented to increase the k-factor, as well as suggesting a few of our own. Grab a bird, smash a pig and follow us through a dissection of Angry Birds 2.
Old video games, also known as "oldies", are experiencing a resurgence in popularity through remakes, flash games, fan translations, and abandonware sites that make older titles available again. Some examples given are remakes of Super Mario Bros, the original Prince of Persia made into a flash game, and fan translations of Final Fantasy V posted on romhacking websites, showing that old video games from the past remain fun and addictive for players today.
The document proposes ideas for several different video game concepts:
1. A cycling game where the player races through various cities on their bicycle, customizing and upgrading their ride. Game modes include racing, free roaming, and a career mode.
2. A shop simulation game where the player runs their own business, ordering supplies, setting prices, hiring staff, and competing with other shops. Events like robberies could occur.
3. A beer brewing game where the player brews and sells different types of beer, upgrading equipment to make better brews and compete on high score lists. Mini-games would involve brewing steps like adding ingredients.
4. A guitar zombie defense game where
This document contains the initial plans and ideas for a game from a student. It includes three potential game ideas: 1) a flappy bird-style drone game where the player navigates obstacles, 2) a bike racing game where the player collects coins on a track against the clock, and 3) a zombie survival game where the player fights zombies to survive. For each idea, the student proposes gameplay mechanics, target audiences, and visual elements like colors, music, and backgrounds. The student ultimately chooses the sliding coin collection idea as their final game, which they aim to make relaxing and child-friendly. They outline plans for calm colors, music, sound effects, and an eye-catching app icon to attract young audiences.
This document analyzes existing car game products that were researched. It finds that they commonly have simplistic 2D gameplay focused on racing or obstacle courses. They include elements like time counters, upbeat music, and sound effects for actions. The analysis states that the author plans to use a 2D top-down perspective for their own car game, which will include racing and shooting enemies. They will also aim to include character selection, music, and sound effects.
The document summarizes research on existing basketball, space invaders, and racing games. It finds that most have high key lighting, competitive elements, and simple single-player modes. The document notes color themes, soundtracks, and graphics could be adopted for a new basketball game. Interviews find the target audience prefers modern multiplayer games over violent ones, and games that are fast-paced or strategic puzzles.
The document outlines Alfie Ingram's initial plans for a video game project, including experimenting with simple car game ideas based on past successes. It then shows Alfie's mind mapping process to develop potential game concepts such as a getaway driver mission-based game. The document concludes with Alfie settling on the final idea of an endless runner car game where the player must avoid obstacles to travel further without crashing.
This document provides details for the pre-production of a game project. It includes an audience profile targeting younger audiences and both male and female gamers. Pixel art style references are presented along with color palettes. Screenshot layouts and sound effect/dialogue plans are outlined, including recording voices. Contingency plans for saving work and backups are described, as well as health and safety considerations like cable management and spill prevention.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the character, collectable items, multiple levels or biomes, animated characters and effects, vibrant colors, and background music. The analysis provides inspiration for elements to include in the author's own endless runner game.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the player, collectable items, multiple levels or biomes, animated characters and effects, and upbeat background music. The analysis of each game provides details on its gameplay mechanics, visual design, and audio to help inform the development of the author's new endless runner.
The document discusses and analyzes several existing mobile games including Space Invaders, Asphalt Nitro, and Candy Crush. It notes common features like colorful graphics and appeals to audiences aged 12+. For their own game, the author plans to include candy-like elements from Candy Crush within a Space Invaders-style game, and include an alien character for assistance like Candy Crush's owl. The intended audience is ages 16+ of both genders who enjoy achieving goals in games.
The document provides an analysis of the cover art and gameplay elements of the Grand Theft Auto V video game. It summarizes that the graffiti-style font on the cover is intended to appeal to the target audience. It also notes that the cover uses vibrant colors to represent different moods and times of day in the game. Additionally, it observes that the props, costumes, locations, sounds, and realistic elements shown in the game help create audience appeal by mirroring real-life experiences.
The document provides an evaluation of Alfie Ingram's research, planning, time management, technical qualities, aural qualities, and audience appeal for a game project. Some strengths identified include including researched elements in the final product, planning that established the game's style and color scheme, and sounds created in Beepbox. Weaknesses include lacking detail in some research descriptions, needing more planning details, simple pixel art and short length. The evaluation reflects on areas for improvement and aspects that engaged the target audience.
The document provides details about pre-production planning for a mobile endless runner game targeted at male players aged 16-18. It discusses the audience profile, including appealing to stereotypical male interests through objects like cars. It also notes the game will be difficult through traps and obstacles to appeal to the target age range. The document then provides a style guide, including pixel art assets like coins, monsters, lava traps, and character and background sprites to include in the game. It also discusses sound effects and contingency planning for potential issues.
The document provides an evaluation of the student's research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal for a game project. Some strengths identified include including researched elements in the final product, clear planning that didn't overcomplicate ideas, and smooth game play. Weaknesses include lacking detail in some research descriptions, needing more planning details, short game length, and lack of self-made audio elements. The evaluation reflects on aspects that worked well and could be improved.
Based on the interview, it seems this person enjoys platformer games that have interesting environments to explore, like a forest setting. They also prefer characters like Mario that add humor and personality. Incorporating these elements into your game, such as a forest setting with fun characters, could help appeal to this part of your target audience. The pixel art style and inclusion of audio effects and a soundtrack would also align with what this interview subject expressed they find appealing in games.
Based on the interview, it seems this person enjoys platformer games that have interesting environments to explore, like a forest setting. They also prefer characters like Mario that add humor and personality. Incorporating these elements into your game, such as a forest setting with fun characters, could help appeal to this part of your target audience. The pixel art style and inclusion of audio effects and a soundtrack would also align with what this interview subject expressed they find appealing in games.
Super Mario World was a 1990 sidescrolling game released by Nintendo featuring Mario. It had varied level designs with different colors and challenges. Sounds rewarded the player for actions and completion kept them interested.
Paperboy was an early 1985 Atari game where the player avoided sprites while delivering papers. It had basic colors and design due to being early in gaming. Scores and sounds encouraged or discouraged player actions.
Beat Cop is a modern sidescrolling story-driven game where the player completes daily quests as a TV cop character. It uses urban sounds and relaxing music with tense chase scenes. Scores and sounds also guide the player's performance.
This document provides details and inspiration for the development of a pixel car chase game. It includes images of pixel cars and a control panel that the author likes and wants to emulate in the game design. Potential color schemes are presented that fit an earthy, natural theme. A font is selected for the game logo due to its bold, sharp look representing the excitement of the game. Background images of a pixel city and road are chosen to set the scene without distracting from gameplay. Images of a police officer and police cars are used for inspiration for in-game characters and vehicles. Considerations are made for sound effects, music, and potential issues and solutions during the development process.
The document discusses existing video games that are similar to the author's idea for a new game, including Terraria, Temple Run, Super Mario Bros., and Sonic the Hedgehog. Common features across these games are their use of bright colors, side-scrolling gameplay, pixel art style, sound effects, and background music. The author analyzes what aspects of these existing games they will include in their own work, such as colors, props, gameplay, and audio elements.
The document analyzes 4 existing mobile games that involve running away from obstacles or enemies. All 4 games share common features - they are running games where the player must avoid obstacles/enemies and run further. The games also use colorful visuals and scenery to engage players. Additionally, all games are played from a third-person perspective behind the character to see what is ahead. These common features - colorful visuals, third-person perspective, and focus on running/avoiding obstacles - will influence the design of the new game being researched.
Here is a suggested bibliography in APA format for the sources used in your research:
Kiloo. (2012). Subway Surfers [Mobile game]. Google Play Store. https://play.google.com/store/apps/details?id=com.kiloo.subwaysurf
Nintendo. (1985). Super Mario Bros. [Nintendo Entertainment System game]. Nintendo.
Hipster Whale. (2014). Crossy Road [Mobile game]. Apple App Store. https://apps.apple.com/us/app/crossy-road/id924373886
Let me know if you need any other sources formatted! A bibliography helps give proper credit to where your
This document summarizes Oliver Keppie's research on existing products that utilize similar art styles to what is being used for their game. Several existing products are discussed, including Cuphead, Mortal Kombat, Double King, and New Super Mario Bros Wii. Key aspects that will be incorporated from these existing products include animation style, camera angles, lighting effects, color palettes, and using color theory to convey character personalities. Color will also be used to set the tone of different levels and backgrounds to match the aesthetics of different characters.
This document summarizes Oliver Keppie's research on existing products that utilize similar art styles to what is being used for their game. Several existing products are discussed, including Cuphead, Mortal Kombat, Double King, and New Super Mario Bros Wii. Key aspects that will be drawn from these existing products include animation style, camera angles, lighting effects, color palettes, and how color is used to convey tone and atmosphere. Color theory research indicates that warmer and cooler tones can set different moods, and that muted background colors against vibrant foreground objects helps draw attention. The document discusses applying these lessons to character and map design in the new game to match aesthetics and personalities.
The document provides details about fonts, colors, and posters that the creator is considering for a crime film called "Alfie." Several gritty fonts were selected from dafont.com that would suit a British crime film. Dark colors like red and black will likely be used as they commonly feature on crime genre posters. An example logo was made in red text on a red rectangle background. Poster ideas include wanted posters for characters and using photos of the main character that subtly reveal his dangerous side.
The trailer provides locations of London and Amsterdam, suggesting the bodyguard and hitman work internationally. It shows various weapons and the contrasting smart and casual clothing of the main characters. The exciting but comical music maintains the film's non-serious tone. Star power and appealing to both action and comedy audiences encourages viewership.
Alfie Ingram outlines his initial plans for his filmmaking project. He wants to create promotional materials like posters and a movie trailer for a film. He has some basic ideas for the plot but wants to develop it further. Alfie recognizes weaknesses in planning and acting from previous projects and wants to improve in those areas. He has strengths in editing and photoshop which will help with this project. Alfie provides mood boards to inspire the characters, locations, and tone of the film. He develops an idea for the story involving a top student who becomes a hitman. Alfie explains common ways films are promoted and the types of posters and trailers he could create.
The document discusses areas for improvement in film, media and photography (FMP) subjects, including research, planning, production, and evaluation. It notes that providing more detail in work could improve grades. Planning is identified as especially important to focus on, as lack of planning led to changed ideas late in previous projects. Better planning months in advance for topics, participants, and design elements like colors is needed. Production quality also must be improved to the highest level possible.
This document contains an evaluation by Alfie Ingram of various aspects of a film production project. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. For the research, Alfie notes strengths like experiments helping ideas but weaknesses in audience size and demographics. Planning helped with filming logistics but could have analyzed more influences. Time management was poor with too much spent on production. Peer feedback praised visuals and flow but noted issues like aspect ratios and audio quality. Alfie agrees changes could improve these technical elements and text readability.
The document provides details about fonts, colors, and posters that the creator is considering for a crime film called "Alfie." Several gritty fonts were selected from dafont.com that would suit a British crime film. Dark colors like red and black will likely be used as they commonly feature on crime film posters. An example logo was made in red or black text with a red rectangle behind it. Posters may include wanted posters for characters and use fonts like MMA CHAMP for taglines.
Alfie Ingram evaluated his production process for a movie trailer and merchandise. For his research, he conducted audience testing but could have interviewed more people from different age groups and genders. His planning helped with filming logistics but he could have analyzed more influences. Alfie spent too much time on production and not enough on other assignments, limiting the quality of his work. He received peer feedback that praised the trailer effects and flow but noted some technical issues, and feedback that the trailer and poster successfully conveyed the story and character while suggesting standardizing aspect ratios.
The document provides a self-evaluation by Alfie Ingram of various aspects of a production process, including research, planning, time management, technical and aesthetic qualities, audience appeal, and peer feedback. For research, Alfie notes strengths like experiments informing products but weaknesses in limited audience size. For planning, Alfie highlights knowledge gained of needed items but weaknesses in the pro-formas. Alfie acknowledges poor time management. Aesthetically, Alfie's trailer and poster receive praise and criticism. Peer feedback positively notes visuals and story but suggests fixes like consistent aspect ratios and lengthening "Coming Soon." Alfie agrees some points need addressing and disagrees about wanted poster image quality.
The document analyzes various aspects of movie trailers and posters to appeal to audiences, including the films The Hitman's Bodyguard, Leon the Professional, Kill Bill, and Once Upon a Time in Hollywood. It discusses the use of stars, humor, violence, music, costumes, locations, and other elements in the trailers and posters. The document also examines audience profiles for people who enjoyed Kill Bill, including common interests like other movies and music. The research will help the student create an effective trailer and poster for a film where the main character is a hitman.
Alfie plans to create promotional material for a film, including posters and a movie trailer. He has chosen to do a teaser trailer as it requires less footage and actors. Alfie has developed an idea for a story about a top student who gets bored and joins a gang as a hitman. He has created mood boards and character profiles to inspire his project. Alfie recognizes challenges with learning new software and coordinating actors but is optimistic about completing an entertaining trailer.
This proposal outlines a student's project to create promotional materials for a crime film, including posters and a teaser trailer. The student will research film trailers, posters, and software like After Effects to incorporate techniques into their work. They will film footage, layout poster designs, and edit the trailer over several weeks. The student will evaluate their work through production reflections and a final self-evaluation, analyzing strengths and weaknesses to develop their skills. Peer and self-evaluation will help the student improve and identify aspects to focus on in future projects.
The document summarizes the process of creating promotional materials for a student film project over several weeks. It includes:
- Creating posters, including a "wanted" poster for a character and a poster showing a character's shadow holding a gun.
- Taking cast photos and editing them into the posters.
- Designing merchandise like t-shirts and logos.
- Setting up social media accounts and posting teasers.
- Beginning to edit a trailer by adding effects like muzzle flashes and explosions. The student reflects on improvements needed for the project.
The document provides details for the pre-production of print and moving image work for a film called "Alfie." It includes to-do lists, style sheets with font and color options, location recces with photos, equipment lists, shot lists, and risk assessments. The pre-production paperwork aims to complete all creative and planning tasks before production begins, including developing style guidelines, scheduling shoots, and considering health and safety.
The document provides feedback and recommendations for improvements to a student's research on existing products. It includes suggestions to add images, properly format citations and bibliographies, conduct additional research and analysis, and develop audience profiles for researched materials. Recommendations are also given for analyzing specific elements like lighting, composition, costumes, and props in existing works and how they appeal to target audiences.
This document contains a project proposal for a marketing campaign for a crime film. It outlines the tasks to be completed each week, including initial ideas, research on existing film trailers and posters, pre-production planning, production of posters and filming of trailer footage, and a final evaluation. Research will involve analyzing other crime film trailers and learning how to use Adobe After Effects for special effects. Progress will be evaluated through weekly reflections and a final self-evaluation to develop working practices.
Alfie plans to create promotional materials for a film, including posters and a movie trailer. He has been influenced by directors like Martin Scorsese and wants to emulate previous student work he saw, like music videos. Alfie identifies strengths in editing and weaknesses in special effects and acting. He creates mood boards to inspire his project ideas and develops characters and locations. Alfie's story idea involves a top student turned hitman targeting an assassin seeking revenge. He plans to make a teaser trailer to introduce characters and the plot without too much detail.
This document outlines pre-production tasks for a print poster and moving image project about a character named Billy. It includes to-do lists for the poster and film with tasks such as risk assessments, equipment lists, location recces, budgets, and production schedules. Style sheet ideas are presented for the poster, including font and color options. Storyboards are shown for shots in a potential teaser trailer.
The document analyzes several movie trailers and identifies common features. It finds that movie trailers often include a catchy song to get stuck in viewers' heads and associate with the film. Trailers also commonly show scenes of characters alongside the actors' names. Additionally, many trailers have a narration or monologue explaining the plot over footage to display the story to viewers. Finally, trailers tend to end on a cliffhanger to make audiences want to see how the story concludes.
Alfie plans to create a movie trailer for his final media project. He has some experience with editing software from previous class projects. While he is skilled at editing and Photoshop, acting and special effects may be challenges. Alfie's initial idea is for a trailer about a hitman. He aims to develop believable characters like a bored teen who finds illegal fighting and is recruited by a gang. Locations may include alleys, pubs, and homes. Alfie is inspired by trailers that intrigue without revealing too much and hopes to grab attention through editing and music. Crime films and a real news story also influence his developing storyline.
This proposal outlines a student's project to create a trailer for a crime/action movie called "Billy the Bull". The student will use skills in Photoshop, Premiere, and After Effects acquired over the past year from previous projects. Research on movie trailers in the same genre and on After Effects will help develop the project. Progress and outcomes will be evaluated through production reflections and a final self-evaluation to develop the student's working practices.
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A Brief Introduction About Hanying Chen_Hanying Chen
Vancouver-based artist Hanying Chen boasts extensive skills in writing, directing, producing, and singing, reflecting her diverse talents in the performing arts. As she looks ahead, Hanying is driven to craft a fulfilling career path that harmonizes with her deep passion for artistic expression. In the coming years, she envisions cultivating a balanced life, blending her professional aspirations with her desire to foster meaningful connections in her vibrant urban community.
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2. Existing Product
Grand Theft Auto London 1969
Location: The setting for this game is 1960s London.
Angle: The angle is from a Top-Down Perspective so you see your character and their surroundings from above.
Effects: There are effects used such as explosions in this game since weapons are used. There are also cutscenes although they are
still and have no movement other than the mouth moving.
Use of lighting: the lighting is often quite dim and dark.
Costumes: The game only really shows costumes during cutscenes and loading screens but the characters are usually wearing smart
clothing such as suits. This is because criminals and gangsters in the 1960s stereotypically wore these types of clothes at the time.
Props: The cars are made to look old fashioned and are definitely inspired by popular cars at the time. For example one of the cars is
called the Jugular which is a parody of the English car Jaguar and there is a car called ‘Myni’ which is inspired by a Mini.
There are weapons in the game such as pistols, machine guns and flamethrowers.
Music: The music played on the loading screen and when you are driving a vehicle is a similar style to music that was popular in the
1960s.This helps set the scene to the 1960s.
Sound effects: There is the sound effect of the Big Ben when you select things on the menu screen. There are also sound effects
used from weapons such as gunshots and explosions, sounds from vehicles such as their engines, tyres screeching, car horns and
police sirens. Screams can also be heard when you kill people.
Dialogue: The dialogue is meant to be very stereotypically British. The accents of the characters and pedestrians in the game are
mostly all in Cockney accents and there are phrases used in the game like “You’re brown bread!” If you die during the game, or “Nice
one, you beauty!” when you pass a mission. These are all meant to be over the top stereotypes of how British people talk.
Another use of dialogue is when you commit a crime such as run someone over, you can hear a voice talking like on a police radio
saying the location where you are and what crime you commited.
An image of the Myni
3. Audience appeal: Audience appeal: The gameplay is quite violent- you can shoot people, run people over, blow things up etc. This will appeal to the fans of the Grand Theft
Auto series since these games are known for their over the top violence and they are also known for being games where you have a lot of freedom to do basically do
whatever you want like kill random people.
I think that this game also appeals to people from and fans of the 1960s, fans of British culture and British movies. Many of the characters are inspired by British celebrities
from the 1960s such as Michael Caine, (an actor) David Bowie (a musician) and also criminals like the Cray twins.
There are references to subcultures such as mods and hippies that were popular around that time and also the cars that are clearly inspired by popular British cars.
4. Existing Product
Crazy Taxi
Crazy Taxi is a game by Sega where you play as a Taxi Driver trying to get passengers to their destinations as fast as possible whilst making as much money as they can
through the passengers and through tips from doing “crazy stunts”
Location: The setting in the game is inspired by San Francisco. The palm trees and bright weather definitely give a California feel to the game. The location is pretty realistic
and detailed, featuring real life fast food restaurants as locations, such as KFC and Pizza Hut. Also there is a store for the sports brand Fila.
Angle: The angle used in the game is a third-person viewpoint. This is a view from behind the character you are playing as. Whilst it would be possible for me to animate a
third person view to be in my game, it would be extremely difficult to animate one in 2D with my little animation experience so I will most likely use a top-down view as this
was what I used in two of my experiments and I think that it would run a lot more smoothly when completed.
Effects: One of the effects used in the game is that there is an arrow above the car that is pointing in the direction of where the passenger wants to go. This arrow keeps
changing direction as you drive around, so it is always pointing you in the direction of your destination.
Another effect used in the game is that the people that want to be picked up have a dollar sign hovering above their head. If the dollar sign is red it means it will be a short
trip, if yellow it means a medium trip and if green it means it will be a long trip.
Lighting: The lighting is naturally bright, suggesting that it is the lighting from the sunny weather.
5. Costume: The four taxi drivers wear colourful clothing such as patterned shirts and hats. I think that they are wearing these types of clothes as they are in a similar style to what was popular in the late 90s/early 2000s
and so people playing the game may be able to relate to the characters and like them more since they might be wearing similar clothes to them.
Some of the pedestrians in the game wear clothing related to the place that they want to be taken to. For example, a priest (wearing a priests outfit and holding a bible) wants to be taken to the church and a man
wearing a baseball hat and jersey wants to be taken to the baseball stadium.
Props: There are items that you can drive over such as ramps in the game that help you get to your destination faster and also give stunt bonuses for driving over them.
Use of sound/music/effects. The music that is playing throughout the game is fast paced rock and punk rock music. I think that this music was used as it goes together well with the fast pace of the game. It features
songs from famous bands that were popular at the time the game was released such as The Offspring and Bad Religion.
Sound: The pedestrians you pick up in the game talk to you as the driver telling you where they want to go and also things like “Go there” “Go that way” “I’m in a hurry” and then thanking the driver when they have
been dropped off.
There are noises when you collect money.
A certain noise plays to let you know when you are close to your location.
Colour: The colours in the game are often bright and flashy, including bright colours such as yellow. This is one of the things that I like about the game. I think the bright colours help keep your attention.
Fonts: There is a bold yellow font used to show how much time is left in the game. This is at the top left of the screen so it is easy to see.
There is also text showing how much money has been earned in the style of an old fashioned cash register.
Audience appeal: I think Crazy Taxi makes people want to play it since it is a simple, fast paced game that looks like a lot of fun.
I think that having a time limit in the game also appeals to people playing since it was originally a game just for arcades so people will go into arcades looking to break scores and set new high scores such as quickest
times etc. Also this makes the game much more exciting to play knowing that you really have to try your best or you will run out of time.
6. Existing Product
Ultimate Racing 2D
Location- There are a few different racetracks to choose from in the game. They are all in different countries. They often
have crowds watching the races and trees and water around them.
Angle- The game is played in a top down viewpoint. This is something I will probably use in my final product.
Effects- One of the effects that was used in this game is a blur behind the cars
when they are driving. This is to create the effect that the cars are going at a very
fast speed.
One of the other effects is that the car racers names are above the car and are
following the car as it moves. The car you are driving has the name highlighted
in green whilst all the other names are in white so you can tell which car is
yours.
7. Use of sound- The sound of car engines are heard when you are racing.
The sound effect of tyres screeching is used.
At the start of a race you can hear a beeping sound to signal that you can start the race.
When you drive your car into another car, you can hear a thumping noise.
Also when you are on the menu selecting your car and the map there is a beeping sound when you select it.
Use of music- There is not much music played throughout the game. There is none whilst you are driving. There is some
light dubstep music played on the menu screen but none apart from that.
Audience appeal- I think a way this game makes its audience want to play it is through the simplicity of the game. The game
is exactly what it says it is, it is a 2D racing game where you race cars and is nothing really more than that. I think the game
appeals to fans of racing games since they know exactly what they are getting when the play the game.
I think another way this game appeals to fans of racing games is that it uses a top down view. Most car games nowadays
are played in a third person view so it is quite unique and retro for a recent car game to try this out. This might make
people want to play it as they want to experience something different to a lot of recent car games.
8. Existing Product
Midnight Club: LA
Location: The location for this game is Los Angeles.
Effects: When you are in a race, green smoke appears so you can see which direction you are going.
One of the things that I like in this game is that it shows a map at the bottom left of the screen so you know where you are.
There is also a speedometer that shows how fast you are going and what song is playing. This is something that I like that I
may add into my game.
Sound: The noise of car engines are present since it is a racing game.
Music: There is music played whenever you are in a car- the music in this game was chosen by Rockstar Games since it is
meant to reflect the music that was popular in the Los Angeles area at the time the game was made. You can create your
own custom playlists of the songs in the game and you can skip songs at any time but if not the songs are just on shuffle.
9. Subway Surfers
Location: The setting for the game is the tracks of a subway station. Your character is getting
chased by a train driver. The location is constantly changing as the app often has updates where
the location usually changes each time. Locations featured include London, LA, Copenhagen,
Monaco, Paris as well as many others.
Angle: The game is in a third person view from behind the character and the camera is following
the character in a tracking shot.
Effects: There are effects used throughout the game through the power-ups.
Use of music: There is music playing throughout the game
10. Costume- There are
Props- There are quite a few props used in Subway Surfers. The main one is a skateboard that
the character you choose uses to get away from the train driver chasing him. There are coins
everywhere for you to collect and there is a magnet item that you can use to attract all the
coins. There are some shoes that help you jump extra high and there is a jetpack amongst lots
of other items.
Use of music: There is music playing throughout the game
Use of sound effects: There is a clinking noise each time you collect a coin.
11. Research Analysis
• What common features do the researched products have?
One common feature in all my researched products is that they are all set in quite interesting locations such as London, LA and maps all around the
world in the racing game. I think that having an interesting location is important as it keeps the player interested and makes them want to explore the
location more. Also, 3 of the games have quite a big map so if the person playing wants to they can just drive around and explore the location instead of
playing by the rules.
Another common feature is that in GTA London, Crazy Taxi and Midnight Club LA there are pedestrians and npcs in the game that often all have their
own lines of dialogue.
This makes the game feel more realistic as there are people everywhere that you can kind of interact with so you can feel more engrossed with the
game.
In all of these games, text is included on the screen to let you know things as how fast you are going, what lap you are in etc.
• What aspects of the research will you include within your on work?
For my work, I want to keep the colour scheme nice and bright like how it is in Crazy Taxi. Whilst I like the look and style of the two top down
games I researched, I don’t like that they both have quite a boring colour scheme, and that the locations for Ultimate Racing 2D are quite
repetitive as they all look quite similar. I want to have some interesting locations as well as an interesting colour scheme.
In my work I will use a top-down view like in Grand Theft Auto and Ultimate 2D Racing. This is because I think my game will run a lot smoother if I
animate it like this and also gives the game a retro style like an old racing video game.
I may include dialogue in my work so that the driver will speak and npcs in the game will speak also. I could do this by recording my voice as well as
some of my friends. I will also include sound effects in my game of things such as car sounds. I will be able to record these myself also to include
in my game.
I would like to include a speedometer in my game like in Midnight Club LA to show how fast you are driving. I want the speed of the game to
increase the further in you get and so the speedometer would show the player how much the speed has increased.