Adventure
4 men go on a bachelor party in Las
Vegas, stay at the most expensive
hotel room, plan to go gamble and
have a good night. Take a shot of
alcohol on the roof of the hotel.
The Hangover
Wake up in their hotel room that is
wrecked with random stuff
everywhere, cannot remember a thing
that happened the night before. Tiger
in the bathroom etc.
They realise that they are missing Doug,
who is getting married in two days, and do
not remember what happened to him, so
they have a day or two to find him and drive
back to LA.
The 3 remaining men go on a manhunt to find their friend by
using clues to trace back their night and ask people what
happened. Many problems such as finding an international
dealer in their boot of the car, who says he has their friend
and wants $80000 in return. Turns out it wasn’t the right
Doug. One of the guys gets a sudden flashback remembering
where Doug is, so they rush to find him, get him and drive
back to LA for his wedding with minimal time to spare.
They get back in time for his wedding, and they find
a camera with pictures from the night they cannot
remember and swear to look at them once and
delete them. All their lives go back to normal and it
is never spoken of again.
Character type How they appear in your story
The Hero Stu – the character that remembers where their missing friend is
Phil – the character that solves the problems ahead of them
Doug – the character that is getting married, saves the wedding
The Villian Mr Chow – blackmails them into winning $80,000 in return for the wrong person
The Helper Many characters – all the people that told them what happened so they can trace back
their steps
The Donor Alan – drugs the whole group but ultimately wins $80,000 for Mr Chow
The Dispatcher N/A
The Princess or prize Doug’s wife – the group rush back in time for Doug and Tracy to get married
Alan + Tracy’s dads car – his prized possession, cannot get damaged, Doug in charge of it
The Princess’s Father Alan + Tracy’s dad – trusts Doug with his car, needed to earn his trust etc
The False Hero N/A
WWWWWH
Who Stu, Phil, Alan, Doug, Mr Chow, Tracy, Mike Tyson
What 4 friends get drunk in Las Vegas for Doug’s bachelor party. It ends in a huge hangover with
Doug missing and the wedding nearly being called off. The 3 friends trace back their night
getting clues and information from everyone. They ultimately remember where Doug is
and rush back in time for his wedding.
Why It all went wrong when Alan drugged their drinks with ‘roofies’, thinking it was ecstacy to
make everyone enjoy themselves more.
When Two days before Doug’s wedding
Where Las Vegas
How Plan to have a good night in Las Vegas, but Alan drugged the drink so they all could not
remember anything that happened and lost their friend, Doug. They end up winning
$80,000 to buy him back, but turns out it was the wrong Doug, however Stu figures out
where he is and rush back in time for Doug’s wedding.
Initial Ideas
Idea 1
Who 3 female students
What 3 students go on a gap year and decide to go on a road trip around the UK, facing many challenges during
their travels such as having their tent stolen. Squatting in places unknown to them, they make a miraculous
discovery of a piece of paper leading to some stolen money, but when they go hunting for the money it has
been replaced with a dead body.
Why The leader of the group has lost her job, the smart one of the group has lost her relationship with her
partner, and the stupid one doesn’t have a reason she just does not have anything to do.
The piece of paper is found by chance but gives them an incentive to start a new life together.
When Modern day – portrayed through clothing, technology, location etc.
Where Throughout the UK –can use stereotypical items to portray where they are or landmarks
How They decided to go on a road trip to escape reality, but it all goes wrong and find a way to resolve anything
but it turns out to be worse than they imagined; this leads to them returning back to reality and their
normal lives as the adventuring life was not for them.
Idea 2
Who Tracy(woman abandoned), Mark(brother), Susan(mother)
What Woman was abandoned by family 25 years ago by the river, family picked her up and took her in as their
own. She now seeks revenge and goes on the hunt to murder her family. On her travels she meets a man,
who she falls for and it gives her the choice of ending her mission to pursue her happiness with this man or
to not let him get in the way. She decides to ditch him but when she turns up to her family’s house it turns
out it was her brother, who knew it was her all along.
Why She was left as a child which started her feud against her birth mother, and her rough childhood being
brought up by hunters means murder has been a part of her life for years.
When Modern day – portrayed through clothing and setting
Where The United Kingdom
How Main character was left as a child and she seeks revenge on her family that left her, but she comes across
obstacles on her journey, but she ultimately kills her entire family at the end.
Idea 3
Who The Hero – Chase
The Villain – The Ghoul
What An astronaut goes to space to go rescue a team of astronauts who didn’t make it back on their mission. They
had got sucked into a black whole and ended up in alternate universe on an unknown planet. When the
astronaut goes to rescue all the missing astronauts of the unknown planet, they have all been infected by an
army of super mutant aliens and have taken over the planet. It is the astronauts job to defeat all the mutant
astronauts and the mutant boss at his castle.
Why A team of astronauts went on a mission as they had intelligence that there was a new life form in an
alternate universe, but they never returned as they were taken over by super mutants, who turned out to be
former Russian astronauts who had also been taken over by the pervious super mutants.
When The future – use of technology and super mutants
Where In a space station and a unknown planet
How Team of astronauts taken over by super mutants, Chase goes to save them by fighting off all the super
mutants, and has a final battle with the villain The Ghoul, who eventually falls through the floor of the
planet after an intense battle, and Chase returns with an egg of he super mutant for the space lab, which is
the main prize.
Mind Map:
Mood board:
Ghoul inspiration – large claws,
blood stained, dark colours?
Standard spaceman outfit – full
white gear
Start of the film
showing the space
station + rocket launch
Taking weapons –
reflects the time period
Dark and nude colours for the planet
Blues and purples for the galaxy
Barren land apart from the villains castle
Research
Research
• Used the same image as the film poster – more recognisable
• Use of green screen to show the intense snowy weather, which
links in with the film
• The main character is walking in the middle of the page, which
shows that they are the most important character and could be
seen as ’the hero’
• Mysterious/barren location – portrays the genre of the film and
adds the sense of mystery for the audience, which intrigues them
to watch it.
• Bold and bright colour scheme – the magazine ‘Empire’ has
changed their colour of their masthead to link with the colour
scheme of the film/front cover.
• The astronaut costume tells the audience that space is a key part of
the film and shows what the genre of the film is.
• The minimal writing on the front cover links with the location of
the film because it is an empty and barren location – with no other
cover lines it makes the reader focus on the film.
• It makes the audience want to buy the magazine as it is mysterious
and will make the reader want to buy it to read about it and
possibly watch it as the front cover does not explicitly explain what
the movie is about – makes the reader ask questions.
Interstellar - Empire magazine
• The bright colours on the billboard draws
attention to it as it stands out as it doesn’t
blend in with any of the colours behind it –
this makes people driving or walking past
stop and look at it as it catches your eye
because of the colour scheme.
• The ’pennywise’ eyes are very recognisable
as he is the villain of the film, so people
would recognise the eyes and the red lines –
this makes people curious as the billboard
does not explicitly express anything apart
from the genre of the film. The billboard is
for people who have seen the original film so
they would recognise it straight away, and if
people haven’t seen the first one then it still
makes them ask questions as the billboard is
puzzling as it doesn’t say what it is about.
• It makes the audience want to watch it as it is
unknown what the film is about as it doesn’t
say anything about the film on the billboard.
IT Chapter 2 – Billboard advertisement
Super Meat Boy
• The game goes from left to right, and the main character has to
get past different obstacles and other things stopping him from
getting to the end; the game has 100s of levels until the game
finishes.
• To make the illusion that the character is moving all the time, the
background is long enough so when the frame that we see moves
from left to right it gives the illusion that the character is moving
all the time – in some cases the character does move but
generally it does not move, which is how I want my video game to
work as many other games like Super Mario Bros uses the same
style except as their franchise has grown the complexity of it has.
• The game has layers of different backgrounds with the same few
colours, but just different shades with the darker colours in the
foreground and the lighter colours in the background– with the
main character being red it contrasts the other colours in the
game, which makes it stand out and easy to follow; the main
colour of the game is red as the character itself is red and the
menu screen is red.
• The simplicity of the game is what makes it appeal to the
audience as it is not a game where it is too difficult to the point
where people cannot enjoy it – it is a simple game concept but
with the different challenges and obstacles it makes it enjoyable
as it still gives the player an incentive to play until the end.
• There are cut scenes for boss battles showing the story
progressing with intense rock music for them to fight the bosses,
which adds to the battle instead of it being silent.
• There are many different sounds throughout the game for when
you jump, footsteps, completing the level, which adds to the game
and makes it more enjoyable to play.
• The front cover is a very bold cover and stands out to the naked
eye as the image itself is well defined as well as the lettering as
well – the colour scheme is quite bright but not so much that it
hurts to look at; with the colour scheme being bright it implies
that the characters on the front cover are the allies.
• As seen again, Empire have changed the colour of their
masthead to fit in with the colour scheme of the front cover.
• There are only 2 little cover lines in the gap at the top in the
letter ‘M’, which shows that the film on the front cover is a big
and high grossing film, and that It has promising reviews.
• The main image is placed in the center and the characters are all
staring down the camera, so Empire have used direct address to
entice the audience into buying the magazine.
• The costumes used are instantly recognisable to a Star Wars or a
movie fan, so by having the magazine easily recognisable by
having the main characters on the cover and by having it bold
with a yellow masthead, it makes people pick it up and buy it or
talk about, which links into active audiences.
Star Wars: The Rise of Skywalker –
Empire magazine
Terraria
• Terraria is an adventure game that like Super Meat Boy
goes from left to right and has a long background so the
actual character doesn’t move, however Terraria is more
complex than Super Meat Boy as they can go up and
down, swim, plant things etc. but the general concept is
still similar.
• There are many things on screen such as the item bar at
the top, the life hearts and breath bubbles in the top
right, and also the character itself is a small and simple –
the player has the choice to change the skin/outfit of
the character they’re playing.
• There are a lot of different sounds used in the game like
for breaking blocks, hitting creatures/enemies, placing
blocks, eating things etc. which make the game more
enjoyable instead of having the same repetitive sound
for everything as I can get annoying.
• There are many different soundtracks for different
situations in the game for example a different song plays
when you’re in the over world, underground, boss battle
etc. which again adds variety to the game.
Research Summary
• What have you learned from your research?
I have learnt that bright and vibrant colours should be included in my work
to attract the attention of the viewer in both the animation and print work. I
have also learnt that sometimes being simplistic is more effective than
putting loads of information/pictures on the screen. Creating a sense of
mystery like ‘Interstellar’ and ‘IT’ seems to be a key convention in adverts
and magazines front covers, so that’s something to consider.
• What aspects of the research will you include within your on work?
I will use bright colours in my game and add some unique things in the
background to make it more memorable to the player, and I will I try and add
a sense of mystery in my front cover and advertisements.
Bibliography
Pre-production and Planning
Style Sheet – Colour
Scheme
Dark forest green – green for
the space background/trees –
different planet so not the
usual space aesthetics/colours
Darks + yellow – dark
background – contrasts with
the spaceman’s suit
Dark floor with hint of yellow
– something in the floor?
Dark + blue – contrasts most
with white suit – dark blue
background/sky with a grey
floor – possible tinge of colour
in the flooring – orange?
An alternate colour scheme that could work is the balance
between using light and dark colours, but the light colours
are more dominant. For example, I think the best way to
include both shades is to have the light colours in the
foreground and the dark in the background; having the
light in the foreground draws more attention to the aim of
the game, whereas if the background was distracting then
it could draw the attention of the player to not focus on
the game. However, the background still needs to be
interesting and not boring.
Style Sheet - Fonts
Style Sheet –Gungsuh
Style Sheet – HGSSoeilKakugothicUB
STYLE SHEET – LilyUPC
Style Sheet – Lucinda Sans Typewriter
STYLESHEET–MoolBoran
Style Sheet - Ravie
Style Sheet – Wide Latin
Style Sheet - Chalkduster
Style Sheet - Papyrus
Style Sheet - Rockwell
The font I want to use has to be big and bold, so it stands out both on the menu screen and front cover of
the magazine; I think it would be a good link by using the same font or a similar looking one.
By having a bold font it makes it memorable and clear on what the game/magazine is.
Style Sheet – Inspiration
The inspiration for my video game/film/magazine is sci-fi adventure images
because the basis of the film is an adventure but it links into the sci-fi
aspect of it as he has to defeat mutant astronauts, hence the images of
alternate planets/universes. The colours used vary as I am still not sure
wether I want to go for blues or lighter beige colours, or if I want to include
both.
Magazine layout MASTHEAD
Main
Cover Line
Other
Cover
Lines
Other
Cover
Lines
The magazine I want to create will be simple
but eye catching colours, which will link in with
the video game so the audience will link the
two together, and with the main cover line and
the masthead in a bold colour in large writing it
will make the front cover stand out.
By having the cover line at the top in a bright
and bold colour it will make it stand out if it
was to be in a shop.
Advert
Layout
For my advert layout, I am planning on doing
an advertisement to go on the side of the bus
so it will be landscape, and I want to use a
green screen and put a castle in the
background(which is the castle of the villain)
and with the generic moon, sky, clouds, stars
etc so the audience know the setting and the
general genre of the film.
The advert and magazine will have similar
qualities but won’t be too similar where it is
just a copy of each other, but will be enough
for people to puzzle them together.
Video Game layouts
My video game is going to have the same
concept as Mario and Super Meat Boy; it will
have the main character at the start of the
level, and he has to get past mutant
astronauts, who will be patrolling the area,
and he can kill them by either jumping them
on twice, and as the levels go on the mutant
astronauts get harder to kill.
The main character will have a health bar at
the top in the top left corner, and in different
levels there is a chance to pick up a weapon to
use for the following two levels to help the
player cope with the increase in difficulty;
when a weapon picked up there will also be a
bar at the top next to or underneath the
health bar – the weapon bar will show how
much power you have left of that weapon for
that round.
Script
• Spaceship flying about about to land
• Spaceship landing on the planet – door opens and Chase steps out – looks at the castle in the distance
• “What the hell is this place?”
• *notices the zombies coming towards him* *zombie noises*
• “I know what I need to deal with this!”
• Goes back into his spaceship, presses a few buttons and a gun appears – walks back out of his spacecraft
• Shoots all the mutant zombie astronauts *ray gun noises + zombies dying*
• Walk towards the castle – shot from behind Chase
Sound Effects
Sound Effect Needed How I Will Create the Sound
Spaceship landed https://www.soundsnap.com/shut_down_spaceship_14
Zombie sounds Someone groaning/mumbling + add effect in garage band
Footsteps - heavy footsteps since in a
spacesuit
Someone walking with heavy shoes on
Shooting a gun – ray gun weapon https://www.soundsnap.com/weapon_futuristic_gunshot_68 or a
camera flashing
Spaceship door opening https://www.soundsnap.com/door_spaceship_hatchway_04
Spaceship flying about https://www.soundsnap.com/spaceship_large_spaceship_vehicle_flyi
ng_by_with_a_doppler_effect_descending_pitch_and_dry_2
Zombies hitting the floor + dying Someone falling on the floor + groaning noises
Chase speaking Either me speaking or another male
Actors/Locations
Actor Role Location for recording
Alfie or Anthony Chase + zombie(cut scene) At home
Ethan or Lloyd Chase(magazine + advert) At home or at college or in town
Music
Band Name Track Name Link
Benjamin Tissot (also known
as Bensound)
High Octane https://www.bensound.com/royalty-free-
music/track/high-octane-heavy-hard-rock-metal
Benjamin Tissot (also known
as Bensound)
Moose https://www.bensound.com/royalty-free-
music/track/moose
Alfie Jones https://www.beepbox.co/#8n31s0k4l00e03t2mm0a
7g0fj07i0r1o3210T1v1L4uc7q1d4f6y1z1C0c0A6F1B
2V1Q5209Pca84E0021T6v1L4u74q1d1f8y2z1C1c0
W42T0v1L4u12q1d1f7y1z1C0w2c0h2T3v1L4ufaq1d
5fay1z7C1SjPrrW9V800ah0a0b4h400000000h4g000
000014h000000004h400000000p21FFEYzEpE-
AyeCkQvl6lh7jelhBkhQPB0aqfmE8UeCCyCCCCyCCC
A18SCFWWT1BZdmnRlhvll4o2Phw4QPjdcQPjdcQPj
dcQPjdcQPjdcw0
Contingency
What can go wrong? What can you do if it does?
Actor cannot make it Back-up for each role
Location is too busy or doesn’t look good A safe back-up location
Weather problems – raining, snowing etc. Film in college or at home
Cannot get hold of astronaut helmet or cant edit it on Take the same style photo without helmet and add
more aspects of space in the magazine + advert
Risk Assessment
What could be a risk to you, others or the equipment? How can you make sure that doesn’t happen? What will
you do if it does?
Traffic – filming in town Not to film on the road or near it where there is constant
traffic coming through.
Weather – rain could ruin the costume and filming
equipment
Not film when it’s raining or cover the equipment so it
doesn't get drenched and ruined.
Production
Using your plans, produce:
• A synopsis for your film
• A video game that would support your film, to include a menu screen,
demo level and cut scene
• Sound track for the video game
• A magazine front cover, promoting the film
• Additional advertising to promote the film
Include synopsis, magazine cover and advertising in this pro forma.
Animation to be embedded in your blog.
Evaluation
Research
• The strengths of my research were that I only researched products, with exception to one, that
were relevant to the product that I wanted to make. By doing this is it helped me to get a good
idea of how I wanted my products to look, but I did want my product to look original and still have
the general conventions of an adventure genre product. The research that I did for my product
helped because it gave me a strong idea of how I should style my game and print products,
especially with my animation as I was struggling to produce an original idea without it looking too
much like Super Meat Boy and Mario. The practical experiments helped to put my ideas from my
initial research into reality as I struggle with getting my ideas to work, which is due to my
photoshop skills but that will improve with time.
Research
• The weaknesses of my research were that I did not do enough research on magazine covers and
billboards as I only did one of each, and this is a weakness because it would've given me more of
an idea of how to do a magazine cover; I thought because I have done plenty of magazine covers
and no game animations that I needed to focus on them more, but I should've done both instead
of neglecting one. By doing more research of print products it would have allowed me to use
various techniques different magazine companies use and take inspiration for when I did mine.
The effect it had on my product wasn’t massive, but if I was to do it again with more search the
difference would be noticeable. To improve my research, I could have done at least 3 of each
products to get a wide variety of information and knowledge to make my products the best they
could be and to get the best grade possible; by doing this it would've helped me when i do my
FMP because I would have more knowledge.
Planning
• The strengths of my planning was that I had a clear image in my head of how I wanted things to
look, which was due to my research, so by having an idea that could work just meant that I had to
find images/fonts/music that fit the aesthetic/look I was going for, which was quite easy because
of my research once again.
• I made my plan for each section of the project simplistic and realistic but still clear enough to get
my idea across, which didn’t make things too complicated and allowed me to have a realistic goal
of how I want my projects to turn and because of my plan I almost replicated my plan apart from
one or two parts, which was due to the change from photoshop to pixilart/picsart. By having a
clear and good plan it meant that the production part of the project was easier, because if I didn't
spend as much time and effort on the plan then the production part would've taken longer and
been more difficult.
Planning
• The weaknesses of my planning was that I did not go in depth enough when it came to my layouts
of the products, which was due down to time management because I did spend a lot of time on
my planning which was a strength of mine, but I didn’t spread my time out equally as I spent too
much time on fonts, style sheets and colour schemes.
• To improve my planning, I should have made a separate plan stating how long I would spend on
each section of my plan, and when I hit the deadline for the specific section of my plan I move on
and allow myself enough time before my production work to go back to check over it but get the
most I can down in the allocated time I would give myself. By doing this I wouldn’t spend too long
on little slides like fonts even though they're important I would rather spend an extra lesson on
the layouts for my products.
• I think this would have helped my product sufficiently as I would have put more time and effort
into my layouts, which would have given me an even better idea of how I would make the
products and how I would want them to look.
Time Management
• My time management was good, but it could've been improved massively by spending less time
on the smaller parts of the projects like the fonts and colour schemes; by spending less time on
these smaller parts of the plan it would give me more time to do the larger sections of the plan or
the production of the products such as the print products as I neglected them to do towards the
end of the project, which is something I would focus on when I do my FMP.
• I completed my project on time, however my product would have improved with additional time
because I would have had more time to add the fine details to my game and not have to rush
through my print products.
• If I had more time to produce my work, I would have put more thought into my print products as
it was slightly rushed since I did not leave myself enough time. I would have taken more time
editing the photo for the astronaut helmet to make it realistic, which I was having difficulty with
because of the limited resources as it would have been easier on photoshop.
Technical Qualities
For both products, my products are not detailed enough compared
to these existing products, which is partially due to the situation
with working from home and not having the best facilities, however
the main reason is because of my time management. I spent too
much time on my planning and neglected the production part of
the project, especially the print side.
For my animation, I wanted to create one big long background like
Super Meat Boy but that was only possible on photoshop, so
instead I just did one background for the whole animation which
was not my ideal situation. I added prerecorded audio for my sound
effects, however all the music was created by myself on Beepbox.
My products could have been a lot more detailed and complex by
having additional time and/or managing my time more effectively,
which is something to consider for my FMP.
Aesthetic Qualities
I think the big difference in both products is that they are not
smooth enough, which makes a big difference aesthetically when
you compare the two existing products; this is something to
consider for my FMP as I want it to look as professional as it
possibly can.
I think my products are aesthetically pleasing to look at because my
magazine has a mellow but effective colour scheme, and my
animation has the red planet and the blue objects to really help it
stand out, I think. Obviously, it can improve massively by putting in
little details and making it more clean on the eye when looking at
it.
Compared to the existing products my work is not to the
professional level of these companies, which I think is something I
need to focus on for my FMP to make my products look my
professional, which will be crucial in my research.
Aural Qualities
• The strengths of my work when it comes to sound is how I created all the music for the full
animation through beepbox, and personally I think it sounds good because I wanted to make the
music fit with the different parts of the animation. For example, for the demo level I wanted a
more upbeat song to go along with it, but for my menu screen I still wanted it to fit in with the
other music but have its own unique sound as well, so I made it, so it was quite a low beat to it
but high notes throughout. I believe that my audio was creative, and I feel like it fits in well with
the animation and the storyline of it.
• The weaknesses of my work when it comes to sound was how I did not create my own sound
effects and instead used pre-recorded ones from iMovie and the internet, which still worked very
well but it is not fully original. To improve my work I would have created my own sound effects so
the audio was full original, and I would create my own sound effects like walking and when he
jumps up to get the power up.
Audience Appeal
• I have made my animation to appeal to a younger audience by making the game simple but not so
simple that it becomes boring and repetitive, and I made my game appeal to a younger audience
because I feel like younger people would get more enjoyment out of it compared to a
teenage/ young adult, which is who the film is aimed at.
• I think the specific bits that would appeal to my audience is the music as it is catchy and
memorable, which was intended as when people hear it or something similar, they think of my
animation. Another thing that would appeal to my audience is the bright colour scheme for my
animation as it is eye catching, however I should have linked the colour schemes for my magazine
front cover with the animation.
Overall strengths and weaknesses of the final
package.
• Overall, the strengths of my work was how I researched only products that I knew would help me
when it came to planning and producing a good idea, so that I did not waste any more time when
it comes to the next stage planning. The strengths of my plan was because of my research I knew
what I wanted to do and had a clear image on how I wanted my animation and print products to
look, which again made me not waste any more time that I couldn’t afford to waste.
• Overall, the weaknesses of my work was how I did not manage my time to the best that I could
have because I had to rush certain aspects of my project like the print products because I did not
leave myself enough time to add all the things that I wanted to add. Another weakness would be
that I did not go in depth enough when it came to my plan, specifically the layout of my
products, because it would have allowed me to do my products quicker, which would leave
me more time to go back and add to it.

Adventure pro forma

  • 1.
  • 2.
    4 men goon a bachelor party in Las Vegas, stay at the most expensive hotel room, plan to go gamble and have a good night. Take a shot of alcohol on the roof of the hotel. The Hangover Wake up in their hotel room that is wrecked with random stuff everywhere, cannot remember a thing that happened the night before. Tiger in the bathroom etc. They realise that they are missing Doug, who is getting married in two days, and do not remember what happened to him, so they have a day or two to find him and drive back to LA. The 3 remaining men go on a manhunt to find their friend by using clues to trace back their night and ask people what happened. Many problems such as finding an international dealer in their boot of the car, who says he has their friend and wants $80000 in return. Turns out it wasn’t the right Doug. One of the guys gets a sudden flashback remembering where Doug is, so they rush to find him, get him and drive back to LA for his wedding with minimal time to spare. They get back in time for his wedding, and they find a camera with pictures from the night they cannot remember and swear to look at them once and delete them. All their lives go back to normal and it is never spoken of again.
  • 3.
    Character type Howthey appear in your story The Hero Stu – the character that remembers where their missing friend is Phil – the character that solves the problems ahead of them Doug – the character that is getting married, saves the wedding The Villian Mr Chow – blackmails them into winning $80,000 in return for the wrong person The Helper Many characters – all the people that told them what happened so they can trace back their steps The Donor Alan – drugs the whole group but ultimately wins $80,000 for Mr Chow The Dispatcher N/A The Princess or prize Doug’s wife – the group rush back in time for Doug and Tracy to get married Alan + Tracy’s dads car – his prized possession, cannot get damaged, Doug in charge of it The Princess’s Father Alan + Tracy’s dad – trusts Doug with his car, needed to earn his trust etc The False Hero N/A
  • 4.
    WWWWWH Who Stu, Phil,Alan, Doug, Mr Chow, Tracy, Mike Tyson What 4 friends get drunk in Las Vegas for Doug’s bachelor party. It ends in a huge hangover with Doug missing and the wedding nearly being called off. The 3 friends trace back their night getting clues and information from everyone. They ultimately remember where Doug is and rush back in time for his wedding. Why It all went wrong when Alan drugged their drinks with ‘roofies’, thinking it was ecstacy to make everyone enjoy themselves more. When Two days before Doug’s wedding Where Las Vegas How Plan to have a good night in Las Vegas, but Alan drugged the drink so they all could not remember anything that happened and lost their friend, Doug. They end up winning $80,000 to buy him back, but turns out it was the wrong Doug, however Stu figures out where he is and rush back in time for Doug’s wedding.
  • 5.
  • 6.
    Idea 1 Who 3female students What 3 students go on a gap year and decide to go on a road trip around the UK, facing many challenges during their travels such as having their tent stolen. Squatting in places unknown to them, they make a miraculous discovery of a piece of paper leading to some stolen money, but when they go hunting for the money it has been replaced with a dead body. Why The leader of the group has lost her job, the smart one of the group has lost her relationship with her partner, and the stupid one doesn’t have a reason she just does not have anything to do. The piece of paper is found by chance but gives them an incentive to start a new life together. When Modern day – portrayed through clothing, technology, location etc. Where Throughout the UK –can use stereotypical items to portray where they are or landmarks How They decided to go on a road trip to escape reality, but it all goes wrong and find a way to resolve anything but it turns out to be worse than they imagined; this leads to them returning back to reality and their normal lives as the adventuring life was not for them.
  • 7.
    Idea 2 Who Tracy(womanabandoned), Mark(brother), Susan(mother) What Woman was abandoned by family 25 years ago by the river, family picked her up and took her in as their own. She now seeks revenge and goes on the hunt to murder her family. On her travels she meets a man, who she falls for and it gives her the choice of ending her mission to pursue her happiness with this man or to not let him get in the way. She decides to ditch him but when she turns up to her family’s house it turns out it was her brother, who knew it was her all along. Why She was left as a child which started her feud against her birth mother, and her rough childhood being brought up by hunters means murder has been a part of her life for years. When Modern day – portrayed through clothing and setting Where The United Kingdom How Main character was left as a child and she seeks revenge on her family that left her, but she comes across obstacles on her journey, but she ultimately kills her entire family at the end.
  • 8.
    Idea 3 Who TheHero – Chase The Villain – The Ghoul What An astronaut goes to space to go rescue a team of astronauts who didn’t make it back on their mission. They had got sucked into a black whole and ended up in alternate universe on an unknown planet. When the astronaut goes to rescue all the missing astronauts of the unknown planet, they have all been infected by an army of super mutant aliens and have taken over the planet. It is the astronauts job to defeat all the mutant astronauts and the mutant boss at his castle. Why A team of astronauts went on a mission as they had intelligence that there was a new life form in an alternate universe, but they never returned as they were taken over by super mutants, who turned out to be former Russian astronauts who had also been taken over by the pervious super mutants. When The future – use of technology and super mutants Where In a space station and a unknown planet How Team of astronauts taken over by super mutants, Chase goes to save them by fighting off all the super mutants, and has a final battle with the villain The Ghoul, who eventually falls through the floor of the planet after an intense battle, and Chase returns with an egg of he super mutant for the space lab, which is the main prize.
  • 9.
  • 10.
    Mood board: Ghoul inspiration– large claws, blood stained, dark colours? Standard spaceman outfit – full white gear Start of the film showing the space station + rocket launch Taking weapons – reflects the time period Dark and nude colours for the planet Blues and purples for the galaxy Barren land apart from the villains castle
  • 11.
  • 12.
    • Used thesame image as the film poster – more recognisable • Use of green screen to show the intense snowy weather, which links in with the film • The main character is walking in the middle of the page, which shows that they are the most important character and could be seen as ’the hero’ • Mysterious/barren location – portrays the genre of the film and adds the sense of mystery for the audience, which intrigues them to watch it. • Bold and bright colour scheme – the magazine ‘Empire’ has changed their colour of their masthead to link with the colour scheme of the film/front cover. • The astronaut costume tells the audience that space is a key part of the film and shows what the genre of the film is. • The minimal writing on the front cover links with the location of the film because it is an empty and barren location – with no other cover lines it makes the reader focus on the film. • It makes the audience want to buy the magazine as it is mysterious and will make the reader want to buy it to read about it and possibly watch it as the front cover does not explicitly explain what the movie is about – makes the reader ask questions. Interstellar - Empire magazine
  • 13.
    • The brightcolours on the billboard draws attention to it as it stands out as it doesn’t blend in with any of the colours behind it – this makes people driving or walking past stop and look at it as it catches your eye because of the colour scheme. • The ’pennywise’ eyes are very recognisable as he is the villain of the film, so people would recognise the eyes and the red lines – this makes people curious as the billboard does not explicitly express anything apart from the genre of the film. The billboard is for people who have seen the original film so they would recognise it straight away, and if people haven’t seen the first one then it still makes them ask questions as the billboard is puzzling as it doesn’t say what it is about. • It makes the audience want to watch it as it is unknown what the film is about as it doesn’t say anything about the film on the billboard. IT Chapter 2 – Billboard advertisement
  • 14.
    Super Meat Boy •The game goes from left to right, and the main character has to get past different obstacles and other things stopping him from getting to the end; the game has 100s of levels until the game finishes. • To make the illusion that the character is moving all the time, the background is long enough so when the frame that we see moves from left to right it gives the illusion that the character is moving all the time – in some cases the character does move but generally it does not move, which is how I want my video game to work as many other games like Super Mario Bros uses the same style except as their franchise has grown the complexity of it has. • The game has layers of different backgrounds with the same few colours, but just different shades with the darker colours in the foreground and the lighter colours in the background– with the main character being red it contrasts the other colours in the game, which makes it stand out and easy to follow; the main colour of the game is red as the character itself is red and the menu screen is red. • The simplicity of the game is what makes it appeal to the audience as it is not a game where it is too difficult to the point where people cannot enjoy it – it is a simple game concept but with the different challenges and obstacles it makes it enjoyable as it still gives the player an incentive to play until the end. • There are cut scenes for boss battles showing the story progressing with intense rock music for them to fight the bosses, which adds to the battle instead of it being silent. • There are many different sounds throughout the game for when you jump, footsteps, completing the level, which adds to the game and makes it more enjoyable to play.
  • 15.
    • The frontcover is a very bold cover and stands out to the naked eye as the image itself is well defined as well as the lettering as well – the colour scheme is quite bright but not so much that it hurts to look at; with the colour scheme being bright it implies that the characters on the front cover are the allies. • As seen again, Empire have changed the colour of their masthead to fit in with the colour scheme of the front cover. • There are only 2 little cover lines in the gap at the top in the letter ‘M’, which shows that the film on the front cover is a big and high grossing film, and that It has promising reviews. • The main image is placed in the center and the characters are all staring down the camera, so Empire have used direct address to entice the audience into buying the magazine. • The costumes used are instantly recognisable to a Star Wars or a movie fan, so by having the magazine easily recognisable by having the main characters on the cover and by having it bold with a yellow masthead, it makes people pick it up and buy it or talk about, which links into active audiences. Star Wars: The Rise of Skywalker – Empire magazine
  • 16.
    Terraria • Terraria isan adventure game that like Super Meat Boy goes from left to right and has a long background so the actual character doesn’t move, however Terraria is more complex than Super Meat Boy as they can go up and down, swim, plant things etc. but the general concept is still similar. • There are many things on screen such as the item bar at the top, the life hearts and breath bubbles in the top right, and also the character itself is a small and simple – the player has the choice to change the skin/outfit of the character they’re playing. • There are a lot of different sounds used in the game like for breaking blocks, hitting creatures/enemies, placing blocks, eating things etc. which make the game more enjoyable instead of having the same repetitive sound for everything as I can get annoying. • There are many different soundtracks for different situations in the game for example a different song plays when you’re in the over world, underground, boss battle etc. which again adds variety to the game.
  • 17.
    Research Summary • Whathave you learned from your research? I have learnt that bright and vibrant colours should be included in my work to attract the attention of the viewer in both the animation and print work. I have also learnt that sometimes being simplistic is more effective than putting loads of information/pictures on the screen. Creating a sense of mystery like ‘Interstellar’ and ‘IT’ seems to be a key convention in adverts and magazines front covers, so that’s something to consider. • What aspects of the research will you include within your on work? I will use bright colours in my game and add some unique things in the background to make it more memorable to the player, and I will I try and add a sense of mystery in my front cover and advertisements.
  • 18.
  • 19.
    Style Sheet –Colour Scheme Dark forest green – green for the space background/trees – different planet so not the usual space aesthetics/colours Darks + yellow – dark background – contrasts with the spaceman’s suit Dark floor with hint of yellow – something in the floor? Dark + blue – contrasts most with white suit – dark blue background/sky with a grey floor – possible tinge of colour in the flooring – orange? An alternate colour scheme that could work is the balance between using light and dark colours, but the light colours are more dominant. For example, I think the best way to include both shades is to have the light colours in the foreground and the dark in the background; having the light in the foreground draws more attention to the aim of the game, whereas if the background was distracting then it could draw the attention of the player to not focus on the game. However, the background still needs to be interesting and not boring.
  • 20.
    Style Sheet -Fonts Style Sheet –Gungsuh Style Sheet – HGSSoeilKakugothicUB STYLE SHEET – LilyUPC Style Sheet – Lucinda Sans Typewriter STYLESHEET–MoolBoran Style Sheet - Ravie Style Sheet – Wide Latin Style Sheet - Chalkduster Style Sheet - Papyrus Style Sheet - Rockwell The font I want to use has to be big and bold, so it stands out both on the menu screen and front cover of the magazine; I think it would be a good link by using the same font or a similar looking one. By having a bold font it makes it memorable and clear on what the game/magazine is.
  • 21.
    Style Sheet –Inspiration The inspiration for my video game/film/magazine is sci-fi adventure images because the basis of the film is an adventure but it links into the sci-fi aspect of it as he has to defeat mutant astronauts, hence the images of alternate planets/universes. The colours used vary as I am still not sure wether I want to go for blues or lighter beige colours, or if I want to include both.
  • 22.
    Magazine layout MASTHEAD Main CoverLine Other Cover Lines Other Cover Lines The magazine I want to create will be simple but eye catching colours, which will link in with the video game so the audience will link the two together, and with the main cover line and the masthead in a bold colour in large writing it will make the front cover stand out. By having the cover line at the top in a bright and bold colour it will make it stand out if it was to be in a shop.
  • 23.
    Advert Layout For my advertlayout, I am planning on doing an advertisement to go on the side of the bus so it will be landscape, and I want to use a green screen and put a castle in the background(which is the castle of the villain) and with the generic moon, sky, clouds, stars etc so the audience know the setting and the general genre of the film. The advert and magazine will have similar qualities but won’t be too similar where it is just a copy of each other, but will be enough for people to puzzle them together.
  • 24.
    Video Game layouts Myvideo game is going to have the same concept as Mario and Super Meat Boy; it will have the main character at the start of the level, and he has to get past mutant astronauts, who will be patrolling the area, and he can kill them by either jumping them on twice, and as the levels go on the mutant astronauts get harder to kill. The main character will have a health bar at the top in the top left corner, and in different levels there is a chance to pick up a weapon to use for the following two levels to help the player cope with the increase in difficulty; when a weapon picked up there will also be a bar at the top next to or underneath the health bar – the weapon bar will show how much power you have left of that weapon for that round.
  • 25.
    Script • Spaceship flyingabout about to land • Spaceship landing on the planet – door opens and Chase steps out – looks at the castle in the distance • “What the hell is this place?” • *notices the zombies coming towards him* *zombie noises* • “I know what I need to deal with this!” • Goes back into his spaceship, presses a few buttons and a gun appears – walks back out of his spacecraft • Shoots all the mutant zombie astronauts *ray gun noises + zombies dying* • Walk towards the castle – shot from behind Chase
  • 26.
    Sound Effects Sound EffectNeeded How I Will Create the Sound Spaceship landed https://www.soundsnap.com/shut_down_spaceship_14 Zombie sounds Someone groaning/mumbling + add effect in garage band Footsteps - heavy footsteps since in a spacesuit Someone walking with heavy shoes on Shooting a gun – ray gun weapon https://www.soundsnap.com/weapon_futuristic_gunshot_68 or a camera flashing Spaceship door opening https://www.soundsnap.com/door_spaceship_hatchway_04 Spaceship flying about https://www.soundsnap.com/spaceship_large_spaceship_vehicle_flyi ng_by_with_a_doppler_effect_descending_pitch_and_dry_2 Zombies hitting the floor + dying Someone falling on the floor + groaning noises Chase speaking Either me speaking or another male
  • 27.
    Actors/Locations Actor Role Locationfor recording Alfie or Anthony Chase + zombie(cut scene) At home Ethan or Lloyd Chase(magazine + advert) At home or at college or in town
  • 28.
    Music Band Name TrackName Link Benjamin Tissot (also known as Bensound) High Octane https://www.bensound.com/royalty-free- music/track/high-octane-heavy-hard-rock-metal Benjamin Tissot (also known as Bensound) Moose https://www.bensound.com/royalty-free- music/track/moose Alfie Jones https://www.beepbox.co/#8n31s0k4l00e03t2mm0a 7g0fj07i0r1o3210T1v1L4uc7q1d4f6y1z1C0c0A6F1B 2V1Q5209Pca84E0021T6v1L4u74q1d1f8y2z1C1c0 W42T0v1L4u12q1d1f7y1z1C0w2c0h2T3v1L4ufaq1d 5fay1z7C1SjPrrW9V800ah0a0b4h400000000h4g000 000014h000000004h400000000p21FFEYzEpE- AyeCkQvl6lh7jelhBkhQPB0aqfmE8UeCCyCCCCyCCC A18SCFWWT1BZdmnRlhvll4o2Phw4QPjdcQPjdcQPj dcQPjdcQPjdcw0
  • 29.
    Contingency What can gowrong? What can you do if it does? Actor cannot make it Back-up for each role Location is too busy or doesn’t look good A safe back-up location Weather problems – raining, snowing etc. Film in college or at home Cannot get hold of astronaut helmet or cant edit it on Take the same style photo without helmet and add more aspects of space in the magazine + advert
  • 30.
    Risk Assessment What couldbe a risk to you, others or the equipment? How can you make sure that doesn’t happen? What will you do if it does? Traffic – filming in town Not to film on the road or near it where there is constant traffic coming through. Weather – rain could ruin the costume and filming equipment Not film when it’s raining or cover the equipment so it doesn't get drenched and ruined.
  • 31.
  • 32.
    Using your plans,produce: • A synopsis for your film • A video game that would support your film, to include a menu screen, demo level and cut scene • Sound track for the video game • A magazine front cover, promoting the film • Additional advertising to promote the film Include synopsis, magazine cover and advertising in this pro forma. Animation to be embedded in your blog.
  • 33.
  • 34.
    Research • The strengthsof my research were that I only researched products, with exception to one, that were relevant to the product that I wanted to make. By doing this is it helped me to get a good idea of how I wanted my products to look, but I did want my product to look original and still have the general conventions of an adventure genre product. The research that I did for my product helped because it gave me a strong idea of how I should style my game and print products, especially with my animation as I was struggling to produce an original idea without it looking too much like Super Meat Boy and Mario. The practical experiments helped to put my ideas from my initial research into reality as I struggle with getting my ideas to work, which is due to my photoshop skills but that will improve with time.
  • 35.
    Research • The weaknessesof my research were that I did not do enough research on magazine covers and billboards as I only did one of each, and this is a weakness because it would've given me more of an idea of how to do a magazine cover; I thought because I have done plenty of magazine covers and no game animations that I needed to focus on them more, but I should've done both instead of neglecting one. By doing more research of print products it would have allowed me to use various techniques different magazine companies use and take inspiration for when I did mine. The effect it had on my product wasn’t massive, but if I was to do it again with more search the difference would be noticeable. To improve my research, I could have done at least 3 of each products to get a wide variety of information and knowledge to make my products the best they could be and to get the best grade possible; by doing this it would've helped me when i do my FMP because I would have more knowledge.
  • 36.
    Planning • The strengthsof my planning was that I had a clear image in my head of how I wanted things to look, which was due to my research, so by having an idea that could work just meant that I had to find images/fonts/music that fit the aesthetic/look I was going for, which was quite easy because of my research once again. • I made my plan for each section of the project simplistic and realistic but still clear enough to get my idea across, which didn’t make things too complicated and allowed me to have a realistic goal of how I want my projects to turn and because of my plan I almost replicated my plan apart from one or two parts, which was due to the change from photoshop to pixilart/picsart. By having a clear and good plan it meant that the production part of the project was easier, because if I didn't spend as much time and effort on the plan then the production part would've taken longer and been more difficult.
  • 37.
    Planning • The weaknessesof my planning was that I did not go in depth enough when it came to my layouts of the products, which was due down to time management because I did spend a lot of time on my planning which was a strength of mine, but I didn’t spread my time out equally as I spent too much time on fonts, style sheets and colour schemes. • To improve my planning, I should have made a separate plan stating how long I would spend on each section of my plan, and when I hit the deadline for the specific section of my plan I move on and allow myself enough time before my production work to go back to check over it but get the most I can down in the allocated time I would give myself. By doing this I wouldn’t spend too long on little slides like fonts even though they're important I would rather spend an extra lesson on the layouts for my products. • I think this would have helped my product sufficiently as I would have put more time and effort into my layouts, which would have given me an even better idea of how I would make the products and how I would want them to look.
  • 38.
    Time Management • Mytime management was good, but it could've been improved massively by spending less time on the smaller parts of the projects like the fonts and colour schemes; by spending less time on these smaller parts of the plan it would give me more time to do the larger sections of the plan or the production of the products such as the print products as I neglected them to do towards the end of the project, which is something I would focus on when I do my FMP. • I completed my project on time, however my product would have improved with additional time because I would have had more time to add the fine details to my game and not have to rush through my print products. • If I had more time to produce my work, I would have put more thought into my print products as it was slightly rushed since I did not leave myself enough time. I would have taken more time editing the photo for the astronaut helmet to make it realistic, which I was having difficulty with because of the limited resources as it would have been easier on photoshop.
  • 39.
    Technical Qualities For bothproducts, my products are not detailed enough compared to these existing products, which is partially due to the situation with working from home and not having the best facilities, however the main reason is because of my time management. I spent too much time on my planning and neglected the production part of the project, especially the print side. For my animation, I wanted to create one big long background like Super Meat Boy but that was only possible on photoshop, so instead I just did one background for the whole animation which was not my ideal situation. I added prerecorded audio for my sound effects, however all the music was created by myself on Beepbox. My products could have been a lot more detailed and complex by having additional time and/or managing my time more effectively, which is something to consider for my FMP.
  • 40.
    Aesthetic Qualities I thinkthe big difference in both products is that they are not smooth enough, which makes a big difference aesthetically when you compare the two existing products; this is something to consider for my FMP as I want it to look as professional as it possibly can. I think my products are aesthetically pleasing to look at because my magazine has a mellow but effective colour scheme, and my animation has the red planet and the blue objects to really help it stand out, I think. Obviously, it can improve massively by putting in little details and making it more clean on the eye when looking at it. Compared to the existing products my work is not to the professional level of these companies, which I think is something I need to focus on for my FMP to make my products look my professional, which will be crucial in my research.
  • 41.
    Aural Qualities • Thestrengths of my work when it comes to sound is how I created all the music for the full animation through beepbox, and personally I think it sounds good because I wanted to make the music fit with the different parts of the animation. For example, for the demo level I wanted a more upbeat song to go along with it, but for my menu screen I still wanted it to fit in with the other music but have its own unique sound as well, so I made it, so it was quite a low beat to it but high notes throughout. I believe that my audio was creative, and I feel like it fits in well with the animation and the storyline of it. • The weaknesses of my work when it comes to sound was how I did not create my own sound effects and instead used pre-recorded ones from iMovie and the internet, which still worked very well but it is not fully original. To improve my work I would have created my own sound effects so the audio was full original, and I would create my own sound effects like walking and when he jumps up to get the power up.
  • 42.
    Audience Appeal • Ihave made my animation to appeal to a younger audience by making the game simple but not so simple that it becomes boring and repetitive, and I made my game appeal to a younger audience because I feel like younger people would get more enjoyment out of it compared to a teenage/ young adult, which is who the film is aimed at. • I think the specific bits that would appeal to my audience is the music as it is catchy and memorable, which was intended as when people hear it or something similar, they think of my animation. Another thing that would appeal to my audience is the bright colour scheme for my animation as it is eye catching, however I should have linked the colour schemes for my magazine front cover with the animation.
  • 43.
    Overall strengths andweaknesses of the final package. • Overall, the strengths of my work was how I researched only products that I knew would help me when it came to planning and producing a good idea, so that I did not waste any more time when it comes to the next stage planning. The strengths of my plan was because of my research I knew what I wanted to do and had a clear image on how I wanted my animation and print products to look, which again made me not waste any more time that I couldn’t afford to waste. • Overall, the weaknesses of my work was how I did not manage my time to the best that I could have because I had to rush certain aspects of my project like the print products because I did not leave myself enough time to add all the things that I wanted to add. Another weakness would be that I did not go in depth enough when it came to my plan, specifically the layout of my products, because it would have allowed me to do my products quicker, which would leave me more time to go back and add to it.

Editor's Notes

  • #13 Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  • #14 Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  • #15 Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  • #16 Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  • #17 Choose a recent product similar to your own and annotate it- magazine front cover, advert, gameplay video etc. Don’t forget sound tracks. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  • #29 What music could you use? This should be copyright free. Explore options online for copyright free/public domain music or make your own on Garage Band
  • #35  What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product? Think about existing products as well as practical experiments
  • #36 What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
  • #37 What were the strengths of your planning? How did your planning help your product?
  • #38  What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  • #39 Did you manage your time well? Did you complete your project on time or would your products have improved with additional time? What would you have done if you had more time to produce your work?
  • #40 Compare your work to similar existing products and discuss the similarities and differences Is your work technically detailed/complicated enough? What effects and production techniques have you used? How technically proficient is your animation? How did you create your effects? How did you record your audio? Did you use any foley methods?
  • #41 Compare your work to similar existing products and discuss the similarities and differences. Consider your game art, your magazine cover and advertising. Is your aesthetically pleasing enough? What effects and techniques have you used? Does your project have a consistent aesthetic style? If not, how can it be improved?
  • #42 Does your work sound good? Was it creative? What aspects of your audio do you like? What would you improve? How would you improve it? Discuss the strengths and weaknesses
  • #43 How have you appealed to your target audience? What specific bits of content would appeal to your target audience.