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Pre-Production
Audience Profile
• My audience will be mainly targeted at both male and female teens aged from 16-18 who are in the
middle social class. I am aiming my product at people in the middle class because I think that they
are most likely to buy and play my game because the game will be in their price range, they have
the most spare time to play the game meaning they will be more likely to see advertisements of my
game and will be more likely to buy it. People from other social classes might buy my product
however I think that middle class will be the main so I will focus on making my product appeal to
them by selling my game at a certain price, adding certain features to my game, etc. I am targeting
both male and females because I don’t think that my game has any features or aspects that make
my game more specific to one gender then the other. This also helps to increase the size of my
target audience and the amount of people that will possibly buy my product. I will be targeting my
game at people aged 16-18 because I am able to get a large amount of research on this age group
so I am able to make my product suit teens round this age better than any other age group.
However I think my product will also appeal to a younger audience such as round the ages of 10-12
because they are the main audience that plays games such as side scrollers like mine on mobile.
Because of this I think that the look of my game is what really decides what type of audience I
attract. For example a sort of more childish cartoon looking game such as “subway surfer” attracts
more 10-12 year olds rather then 16-18 but a modern cartoon looking game like “temple run”
attracts more 16-18 years olds rather then 10-12. Because of this I think that my main audience will
be 16-18 year olds because of the type of style that I am going to use in my product.
Style sheet
Colour-Not all the colours will be on my style sheet because I will be using a
range of different shades and different colours to make my game look more
realistic, professional and appealing to my audience however the colours you
see on the left will be the main colours that you’ll see in my game for things
such as my character, interactive items and text. Where as I will be using the
other basic colours which I haven’t shown for the background and the
environment. I will be trying to stick to a positive and vibrant tone for most of
my colours throughout my game because from my research I found out that
bright vibrant colours are more positive and appealing to the player.
Characters/environment- I will not have a large range of characters in my game
because all I need is the main character which the player will play as and the
character/characters that will be chasing the player. My characters will be based
off the medieval era, the characters chasing the player will be knights and the
character the player plays as will be a thief with torn clothes and a bag of
money on his/her back,. The environment will consist of mostly wildlife
however some parts will be of medieval civilisation such as castles, stone walls,
fields with crops, etc. (for an example look at the background on layout 1)
however parts of my environment will have fantasy features such as wildlife
hat doesn't exist in real life, environments such as
underground city's, etc. I have added this type of theme
to my game to make it more interesting to my target
audience and to make my game more surprising because
there are so many more things that could happen if you
add the idea of fantasy features to the game.
Screenshot Layout 1
Screenshot Layout 2
Sound Effects/Dialogue
Sound Effects
Coin pick up
Game over screen
In game music
Jumping effect
Player Damage
Menu music
Characters that are chasing the player might have grunting effects
Contingency Planning
Potential Issue Solution
possibly lose my memory stick with all my work
on
save my work in multiple places/have back up
of work
idea doesn’t work plan more then one idea so there is a backup
option
become ill Catch up on missed work in spare time
Equipment such as the computer might break Use a different computer if you have access to
one
Health and Safety
Potential Issue How will the issue be
avoided?
possibly strain your eyes if working on a
computer too long
Take breaks from doing work
Might get a bad posture or strain your neck if
looking down at a screen for too long
Make sure that the computer screen is eye level

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5.pre production

  • 2. Audience Profile • My audience will be mainly targeted at both male and female teens aged from 16-18 who are in the middle social class. I am aiming my product at people in the middle class because I think that they are most likely to buy and play my game because the game will be in their price range, they have the most spare time to play the game meaning they will be more likely to see advertisements of my game and will be more likely to buy it. People from other social classes might buy my product however I think that middle class will be the main so I will focus on making my product appeal to them by selling my game at a certain price, adding certain features to my game, etc. I am targeting both male and females because I don’t think that my game has any features or aspects that make my game more specific to one gender then the other. This also helps to increase the size of my target audience and the amount of people that will possibly buy my product. I will be targeting my game at people aged 16-18 because I am able to get a large amount of research on this age group so I am able to make my product suit teens round this age better than any other age group. However I think my product will also appeal to a younger audience such as round the ages of 10-12 because they are the main audience that plays games such as side scrollers like mine on mobile. Because of this I think that the look of my game is what really decides what type of audience I attract. For example a sort of more childish cartoon looking game such as “subway surfer” attracts more 10-12 year olds rather then 16-18 but a modern cartoon looking game like “temple run” attracts more 16-18 years olds rather then 10-12. Because of this I think that my main audience will be 16-18 year olds because of the type of style that I am going to use in my product.
  • 3. Style sheet Colour-Not all the colours will be on my style sheet because I will be using a range of different shades and different colours to make my game look more realistic, professional and appealing to my audience however the colours you see on the left will be the main colours that you’ll see in my game for things such as my character, interactive items and text. Where as I will be using the other basic colours which I haven’t shown for the background and the environment. I will be trying to stick to a positive and vibrant tone for most of my colours throughout my game because from my research I found out that bright vibrant colours are more positive and appealing to the player. Characters/environment- I will not have a large range of characters in my game because all I need is the main character which the player will play as and the character/characters that will be chasing the player. My characters will be based off the medieval era, the characters chasing the player will be knights and the character the player plays as will be a thief with torn clothes and a bag of money on his/her back,. The environment will consist of mostly wildlife however some parts will be of medieval civilisation such as castles, stone walls, fields with crops, etc. (for an example look at the background on layout 1) however parts of my environment will have fantasy features such as wildlife hat doesn't exist in real life, environments such as underground city's, etc. I have added this type of theme to my game to make it more interesting to my target audience and to make my game more surprising because there are so many more things that could happen if you add the idea of fantasy features to the game.
  • 6. Sound Effects/Dialogue Sound Effects Coin pick up Game over screen In game music Jumping effect Player Damage Menu music Characters that are chasing the player might have grunting effects
  • 7. Contingency Planning Potential Issue Solution possibly lose my memory stick with all my work on save my work in multiple places/have back up of work idea doesn’t work plan more then one idea so there is a backup option become ill Catch up on missed work in spare time Equipment such as the computer might break Use a different computer if you have access to one
  • 8. Health and Safety Potential Issue How will the issue be avoided? possibly strain your eyes if working on a computer too long Take breaks from doing work Might get a bad posture or strain your neck if looking down at a screen for too long Make sure that the computer screen is eye level

Editor's Notes

  1. List age, gender, ABC1/C2DE etc (as appropriate). Include images as appropriate to illustrate your target audience Use https://yougov.co.uk/profileslite#/ for similar games to list audience desires/interests and how you will appeal to them through your game.
  2. Explore colours and pixel art styles similar to what you want to produce. Discuss these elements in relation to why you chose them and where you may use them in your project. Go over as many pages as you need to.
  3. Mock up of a potential design using the colours and sourced images. Alter this slide to make it appropriate for your planned product types. Use the content established in your style sheet to do this.
  4. Mock up of a potential design using the colours and sourced images. Alter this slide to make it appropriate for your planned product types. Use the content established in your style sheet to do this.
  5. What sound effects might you need for your animated screenshot? How could you make them?