1. Proposal
1
Working Title:
Little Life
Audience:
My target audience is predominantly teenagers and young adults so 14 to 40, the game does not
really have a specific gender direction as it is not a violent FPS game which would have a much
larger male audience or a simulated lifestyle game which would have a larger female audience,
seen as though this is a puzzle adventure game that uses critical thinking and patience, it really
depends upon personal traits rather than gender. I am planning on making the game a
purchasable PC game therefore the NRS social grade would be A, B and C1. The game will most
probably appeal to belongers, socially conscious type A and needs driven people as it doesnโt
particularly offer any wealth individuality neither does it appeal to success, rather it appeals to
having a bit of fun. Trying to figure stuff out these are more communal values.
Rationale (approx. 100 words)
Throughout the year I have learned how to animated shade and create pixel art. During the
creating of the Irn-Bru project when creating the advergame I learned a lot about shading and
character movement/shapes. This was adapted by creating walk cycles and movement cycles
looking at them, and then re-doing them if they looked off and/or unnatural. Because of doing this I
now have a simple idea of how the characters move, how many increments of movement there
should be etc. I will use my shading and animation skills to create an adventurous looking game
that has a lot of detail. My advergame was a simple 2D combat platformer game such as mortal
combat or street fighter this was quite easy to produce as it had little to no background movement
so I want to create something more challenging.
Project Concept (approx. 200 words)
Iโm going to create an aerial view or platformer adventure puzzle game. It is going to be based on
a little character who has a fishing rod and a torch as a tool. The character can use the fishing rod
to move or grab objects in order to solve puzzles and progress in the game. The torch will of
course be used to light up dark areas and possibly to burn vines or flammable objects to progress
in the game. The character will face multiple smaller/medium bosses and will have to defeat one
giant boss over the duration of the whole game finishing with a giant boss battle. I want the games
theme to be quite dark and mythical using a cool colour pallet with soft beige/white highlights but
giving the character a brighter contrasting colour, this will make the character stand out well and it
will give the game more cohesion. I will need to research things like what character designs people
prefer, what types of themes in games people like, for example whether they prefer one boss or
multiple bosses, how difficult the puzzles are. This will impact my game in that it will create a
theme and an image that the audience will like and appreciate the look of, a character that they will
like and can either relate too or feel in touch with and a mood that they can tolerate for however
long the game lasts.
Evaluation (approx. 50 words)
I plan on evaluating my work by conducting an ongoing evaluation throughout the process of the
production where every day I will write down what I have done how it went etc. At the end of each
production week I will also do a more detailed evaluation going over what I did during the entire
week. Finally I will do my evaluation at the end of the rotation going over everything that I have
done during the rotation and talking about how everything went etc. This will help me develop my
skills as I have a reference as to what I did and how I felt about. I can look at my strengths and
weaknesses and adjust accordingly making sure I develop my weaker areas.