Here are some potential risks I see and ways to mitigate them:
- Working with equipment like cameras, microphones, etc. could pose risks of electric shock or injury if not handled properly. Make sure all equipment is in good working order and safely stored when not in use.
- Recording sound effects outdoors could expose you to weather risks like sun, wind, rain, etc. Plan indoor backup activities and dress appropriately for the weather.
- Using props like sticks or bottles for sound effects could pose risks if swung around carelessly. Ensure any props are used safely and away from others.
- Having others help with the project increases risk of injury or accidents. Clearly communicate safety procedures and get permission slips from parents if
2. Equilibrium: everyone goes into
detention and starts to get on
with the work they are set.
Disruption:John bender Convinces
the rest of the group to leave the
library.
Recognition: the group end up running
around the halls to get away from the
head teacher.
Attempt to repair the damage: john
bender let’s himself get caught by the
head teacher so the others can get
back to the libry.
New Equilibrium: everyone is friends
by the end of the movie, John and Clair
end up dating.
The
Breakfast
club
3. Character type How they appear in your story
The Hero John bender
The Villian Richard Vernon
The Helper Carl
The Donor Richard Vernon
The Dispatcher Andrew Clark, Clair Standish, Allison Reynolds, Brian Johnson
The Princess or prize Claire Standish
The Princess’s Father Andrew Clark
The False Hero Andrew Clark
4. WWWWWH
Who John bender, Brian Johnson, Clair Standish, Allison Reynolds, Andrew Clark
What 5 very different kids get put in Sunday detention. By the end of the day they have all let down Their walls, Stopped caring about their
social standing/hierarchy and become unlikely friends
Why They got in trouble during the school week
When An all day Sunday detention
Where The school library
How The head teacher locked them in the library all day with nothing interesting to do
6. Idea 1
Who Marcus, queen Talia, king Julian
What Marcus has to escape from being held captive on a planet. Once he is free he goes on a journey through
world’s to free the kidnapped queen Talia From the evil king Julian
Why king Julian kidnapped the Queen so that he could take her place on the throne. Marcus got banished to
another planet because he knew what Julian was up to.
When This is happening in the present for them.
Where The world’s this is set in is from another univers.
How Marcus steel’s a space ship to fly through the universe to save Queen Talia.
7. Idea 2
Who Ash
What The main protagonist (ash) falls asleep and wakes up into the world she dreams of each night, to break the
cycle and get back to reality she has to finish a dream.
Why Getting to the end of her dream is the only way she can get back to her real life
When The movie is set 50 years in the future
Where The science experiment is happening in new York but most of the movie is set in different dreams/dream
worlds.
How She is part of a neurological sciences experiment.
8. Idea 3
Who Jack, Dan
What Two brothers Jack and Dan go back in time disrupting the course of history. To stop their present from falling
apart they have to go back and fix the history they altered.
Why They changed something in the past that broke the future.
When It takes place at different times in history and the present
Where This is happening on earth but they travel around the world
How They invited a time machine
14. Existing Product: The legend of Zelda
For the posters they always include the landscape of where
each game is set, they also make it look like you are stood in
the game world looking at the setting/location. The colour
scheme of the games and posters are quite different, in the
game they have a green earthy analogous colour scheme.
Whereas in the posters everything Has blue/grey tones and
looks much darker than the games. The use of lighting in the
posters is very clever, most of the posters are quite dark
except for around the main features this makes the game
look mysterious and magical. The type of game play has
evolved through the years Adding in new types of gameplay
like stealth moad, this keeps new games interesting so
they're not the same as the old ones making people buy the
next one when it comes out. The music in Zelda is Designed
to be atmospheric and capture how big Zelda’s quest and
Hyrule really is.
15. Existing Product: Indian Jones
All Indian Jones movie posters follow the same theme, they all have
his face on as the main focus then they have the bad guys, or the
treasure Jones is trying to get, and Indians love interest for each
movie. The posters all follow the same colour scheme of red, orange
and yellow. This colour scheme associates with Fire, explosions and
hot weather/deserts/volcanoes. Many different games have been
made from Indian Jones, the most Recent one from 2009 is Lego
Indiana Jones 2: the adventure continues. The Lego games Focused
more on the funny aspects of the movies to make the game happier
and more enjoyable for kids. It has drop in/out co-operative gameplay
this makes the game easier and simpler for kids. The 3D games are
more heavily based on the movies with a much darker colour scheme
And gameplay with hand-to-hand combat, use of India’s firearm and
the bullwhip. The cover art for the games is very similar to the movie
posters follow the same colour scheme but they focus mainly on
Indian Jones instead of side characters this time. They use the same
theme tune for all movies and games as it is so iconic everyone knows
it and associates it with Indiana Jones instantly.
16. Existing Product: gaming magazines
Gaming magazines are a good way of advertising as this is
where gamers will find out what the newest games and
consoles are. Gaming magazines put the most highly
anticipated game on the cover to attract more attention.
The cover normally has the main character/avatar from the
game, someone that is recognizable or eye catching. They
use very big fonts for the title of the magazine and the name
of the game on the cover, this makes the two most
important parts stand out the from the rest of the magazine.
The colour scheme of the covers stick to the same ones as in
the game it is advertising, this prevents false advertisement
and potential misconception of the game by the reader. In
the PC GAMER magazine they keep the same layout for each
cover to make the magazine more recognisable at a glance.
PC GAMER has the main character of a game on the cover
slightly covering part of the name and the name of the game
in giant lettering across the middle.
17. Existing Product: Harry Potter
There is a very big difference between all the harry
potter games and movies. In the games they all have
a very bright colour scheme throughout unlike in the
movie’s where all the lighting/colours get darker and
darker as the movies go on (bottom pic is all the
movie scenes put together). The music in harry
potter is used in both the movies and games as the
theme is one of the most recognisable in movie
history. The main form of advertisement for the
games is adds on social media to get people talking
about it but they don’t need to do much advertising
because harry potter is so big it promotes itself. The
gameplay in the various games Is role-play so you
are either an already existing character or you
create a new one. The role-play gives the effect that
you really are living in the wizarding world.
18. Research Summary
• What have you learned from your research?
• I have learned there are many different types of gameplay and they're
not all the same as each other
• The best way of advertising for a new video game is in gaming
magazines and on billboards that intrigue people.
• Most popular/iconic movies have multiple video game remakes, and
some video games have movies made about or based of them.
19. Research Summary
• What aspects of the research will you include within your work?
• I like the idea of the game being a bit brighter and happier than the
original movie.
• I want it to be a 3D game like the Indian Jones ones because I think I
will be able to tell the story better with realistic looking people.
• I think I’m going to use a magazine as advertisement because you can
access them online and, in a shop, so they are the most widely
accessible form of advertising.
20. Bibliography
1. Amazon. (2011). PC GAMER Magazine # 218 (10/11) Batman: Darkham City Paperback. Available: https://www.amazon.com/PC-GAMER-Magazine-218-
Batman/dp/B005HFQDC2 Last accessed 9th march 2021.
2. Amazon. (2004). The Legend of Zelda - The Minish Cap. Available: https://www.amazon.com/Legend-Zelda-Minish-Game-Boy-Advance/dp/B00030GS80 Last accessed 15th
March 2021.
3. Annoyingone. (2018). This awesome billboard ad for BotW. Xpost from /r/gaming.. Available:
https://www.reddit.com/r/Breath_of_the_Wild/comments/8nyuus/this_awesome_billboard_ad_for_botw_xpost_from/ Last accessed 15th March 2021.
4. cheap subscriptions. (2020). PC Gamer Magazine Subscription. Available: https://cheapsubscriptions.co.uk/pc-gamer-magazine/ Last accessed 9th march 2021.
5. ebook3000. (2018). PC Gamer UK – June 2018. Available: https://ebook3000.biz/pc-gamer-uk-june-2018-
download/?__cf_chl_captcha_tk__=9c994f960fdbe8e02e445764ebe3e7ed98d344db-1615290144-0-
Aa4jVnmZECwd0ub_ZoWJI8P6HkT0vkfgEqybg73ZQpI8RuV0b2ut3RPtiUKuSCP1SAb42f Last accessed 9th march 2021.
6. Lokley. (2018). Zelda Breath Of The Wild - The Legend Of Zelda: Breath Of The Wild Wii U The Legend Of Zelda: The Wind Waker PNG. Available:
https://favpng.com/png_view/zelda-breath-of-the-wild-the-legend-of-zelda-breath-of-the-wild-wii-u-the-legend-of-zelda-the-wind-waker-png/hFwW047T Last accessed 15th March
2021
7. Minnie Wright. (2020). Harry Potter and the Chamber of Secrets: Did you spot mysterious Star Wars connection?. Available:
https://www.express.co.uk/entertainment/films/1237690/Harry-Potter-and-the-Chamber-of-Secrets-movie-Star-Wars-music-John-Williams Last accessed 15th March 2021.
8. moby games. (2010). LEGO Indiana Jones: The Original Adventures Screenshots. Available: https://www.mobygames.com/game/psp/lego-indiana-jones-the-original-
adventures/screenshots/gameShotId,416291/ Last accessed 9th march 2021.
9. Mr Bound. (2004). Indiana Jones and the Last Crusade. Available: https://en.wikipedia.org/wiki/Indiana_Jones_and_the_Last_Crusade Last accessed 15th March 2021.
10. Nick Cowen. (2009). Indiana Jones and the staff of kings video game review . Available: https://www.telegraph.co.uk/technology/video-games/5844759/Indiana-Jones-and-the-
Staff-of-Kings-video-game-review.html. Last accessed 9th march 2021.
11. Orenburg1. (2006). Harry Potter: Quidditch World Cup. Available: https://en.wikipedia.org/wiki/Harry_Potter:_Quidditch_World_Cup Last accessed 9th march 2021.
12. pocketmags. (2018). PC Gamer (UK Edition) Magazine. Available: https://pocketmags.com/pc-gamer-uk-edition-magazine/december-2018 Last accessed 9th march 2021.
13. Richard Frost. (2020). Raiders of the lost archives. Available: https://richardfrosty.com/2020/04/27/raiders-of-the-lost-archives/ Last accessed 15th March 2021.
14. wikipedia. (2005). Indiana Jones and the Kingdom of the Crystal Skull. Available: https://en.wikipedia.org/wiki/Indiana_Jones_and_the_Kingdom_of_the_Crystal_Skull Last
accessed 15th March 2021.
22. Style Sheet
I chose this colour scheme because
the game will be set in a forest so the
earthy colours will work well for that.
The blues and purples will be good
for the sky to make the world look
more mystical/magic. This colour
scheme is also Analogous so the
colours are next to each other on the
colour wheel.
Title:
https://www.font-
generator.com/fonts/Blackflag/?size=70&color=000000&bg=none
Title:
https://www.font-generator.com/fonts/Angel/
Text:
https://www.font-
generator.com/fonts/Aerofoil/?size=46&color=000000&bg=none
I have chosen these styles of fonts because I want
them to look like old/ancient text or scriptures. I
think these types of font add to the magical aspect
of the game as magic is associated with being old.
I chose these colour schemes for
the two main characters because
I didn’t want to stick to the basic
brown/beige schemes you see in
most adventure games. The top
colour scheme is for Ash who the
player of the game will be. The
orange scheme is for her rabbit
sidekick Krolik.
23. Magazine layouts
Magazine cover
Magazine name
Game name
Paige number of game
Cover
lines
I will put the title of the magazine at
the top with the picture of the main
character over the top of the text as
this is a common feature of gaming
magazines. The cover lines will be
on the bottom half of the cover to
they don’t cover up the main image.
The page number of the article will
be in the bottom right corner so
people can go straight to that page
if they want.
24. Advert layout
the image will be of the main character
looking at/standing Infront of the forest its
set in because this is common in game
adverts. There will be a tag line at the
bottom that will intrigue people making
them want to play to know more.
Information about the game will be at the
bottom of the poster so people will know
what game consoles they can play it on and
when it comes out. The studio logo will be
in the bottom left corner so that it is out of
the way but will be big enough for people
to know what studio its from at a glance.
26. Script
Ash: W-where am I?
Archer: You’re in the forest of Nirrahess
Ash: *confused/questioning* I’m in my dream
Archer: no this is all real. Ash you were sent here to embark on a quest
to save the prince of Nirrahess.
Ash: you want me to save a prince? Isn’t the prince normally the one
who does the saving
Archer: Not necessarily… you need to finish the quest to get back to
your reality but be careful if you fall asleep you will be sent into
another realm with a new mission.
27. script
Ash: are you coming with me?
Archer: no I have a quest of my own. I will send Krolik my most trusted
warrior with you.
Krolik: it will be an honour to fight alongside you
Archer: Krolik has everything you need to complete your quest, the
map will lead you to the prince but be careful danger can be lurking at
any corner and remember don’t fall asleep.
28. Sound Effects
Sound Effect Needed How I Will Create the Sound
Foot steps Record someone walking
Sword Scrape a stick along the leg of a chair
Wind Blow on the top of a bottle
Bow and arrow being shot I will use my friends bow & arrow
Bird noise’s Record bird’s tweeting in the morning
Leaves rustling Walk through some dried up leaves
Tree branches creeking Snap some sticks or skewers
Fire Crush a plastic bottle
Growling Record a dog growling
30. Music
Band Name Track Name Link
Grigoriy Nuzhny Epical drums 05
Alejandro Magãna Forest Mist whispers
Alejandro Magãna Forest treasure
Website: https://mixkit.co/free-stock-music/ambient/
31. Contingency
What can go wrong? What can you do if it does?
One of the actors could drop out or not be able to
make it.
Make sure I have someone to replace them with on
short notice if this happens.
Some of the ways I’m making the sound effects could
not work.
Have a back up way to make the sound or try make a
new sound effect
The microphone on my phone could break so I can’t
record sound effects.
Have a spear recording device on hand incase that
happens.
I might not be able to create the exact look/outfit I
want the model to wear in photos for the magazine.
Have other outfits in mind to try get the look I’m going
for.
We go back into lockdown Do my best to do my work at home with the recorces I
have.
32. 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?
The model could trip over while we are doing the
photo shoot
Make sure there are no trip hazards around. If they do
fall over I will check if they’re ok and if they need a
first-aider.
I could drop my phone during the photo shoot To avoid this I need to make sure I’m holding the
phone properly and have my phone case on so it
won’t get damaged if I do drop it.
I could hurt myself while recording the sound effects. To avoid hurting myself I will make sure there is
someone else there to make sure nothing goes wrong.
34. 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.
36. Research – The legend of Zelda
• The main thing I took away from my research on Zelda was ideas of how I wanted the
advertisements to look (poster and billboard). The posters for Zelda gave me the inspiration to
use an image of the landscapes as the main feature of the poster/adverts. This helped me with
my final products a lot because even though I used the same concept for both the poster and
billboard the end result for each of them was very different.
• The down side of my Zelda research meant I didn’t really look at many other styles of posters
because I became pretty focused on that one particular style. I feel like I could have researched
more about the actual game its self to draw more inspiration for game play and how I wanted the
layout of the game to look instead of mostly focusing on the advertisement, since the original
Zelda games have a very pixelated look and I was using pixel art for the characters/assets.
37. Research – Indiana Jones
• In my Indiana Jones research I looked at the themes of the movie
posters but my main focus was the game play, the differences
between the games and how they change or adapt to fit different
target audiences. This helped me to develop my game so that my
target audience would be interested in playing the game.
• Looking at the 3D Indiana jones game gave me inspiration for my own
game but this also meant I wanted to create a game with the 3D
imaging which is out of my skillset/resources to make so I wasn’t as
happy with my final game + cut scene as I should be.
38. Research – PC Gamer
• I used the magazine pc gamer as my main source of research for my
magazine cover. I noticed they all followed the same layout, using a
large picture of the main character in the centre, the game name
across the middle and cover lies around the sides/bottom. this helped
me because I used that layout as a guideline for my cover as it is used
across all PC Gamer magazines.
• With all the magazines looking the same they didn’t give me much
inspiration/ideas to try something different. I think I could have spent
more time looking at different magazines so I had a wider range of
ideas and see some other commonly used layouts. This could have
effected my product because it would have a totally different layout
and look to it.
39. Research – Harry Potter
• For my research on Harry Potter I focused mainly on the lighting,
music and advertisement. The most useful part of my research was
on the lighting in the movies and games. The image of the movie
scenes getting darker gave me the inspiration to try and make each
new location in the game a bit darker than the rest to resemble how
they are getting deeper into the woods.
• I think I could have researched more about the various harry potter
games instead of looking at the movies as much as I did, this would
have given me better ideas about the different types of game play
there are and I could have used.
40. Planning – style sheet
• I chose a few different fonts so that I could decide which font I
thought looked the best when it came to making the logo and tag line
for the movie and game. This helped with my posters/advertisements
because I had different options to chose from and was able to pick
what worked best.
• I feel like I could have written better explanations about why I chose
the colours I did for the colour schemes. I also didn’t use a lot of the
colours I chose for the forests colour scheme, I stuck to the
blue/pink/purple colour scheme for the entire background as I wasn’t
able to changing the colours of only the sky’s in the backgrounds.
41. Planning – magazine/poster adds
• I stuck to the templates/layouts I designed for both the adverts and
magazine cover as they were both very common designs for those
types of promotion. For the two game adverts (poster and billboard) I
used the same layout but the final products looked very different
from each other so even though I used the same layout there was
many different directions I could have taken my work in.
• I didn’t like the look of the cover lines being around the side of the
poster so when I made the final product I put them along the bottom,
I also forgot to put a barcode on my plan so I’m lucky I remembered
to put one on at the end. On the poster advertisement plan I think I
could have added something more to the top of it so the final product
didn’t look quite as bare.
42. Planning – video game layout
• I stuck to the colour schemes of the characters and I used the rabbit
in the layout as inspiration for the design of the rabbit I made for the
game. I also used the eye as the “life bar” in the game but I changed
the colours to go with the game better and added a smaller bar it the
middle so you can see it going down better than one solid colour.
• I didn’t end up changing the background to a pink/purple ombre but I
did edit the pictures and used filters to give all the settings a
pink/purple tinge to them to fit the colour scheme. The settings
didn’t end up looking much like the one in the plan but they were all
set in a forest path.
43. Planning - script
• I feel like I did a good job explaining what the concept of the game is
in the script for the cut scene while making it sound interesting
especially having to fit it into a small space of time so the cut scene
didn’t last too long.
• I wish I could have made it longer so I could add in more details about
how to actually play the game into the cut scene instead of it just
being the basic plot of the game/movie.
44. Planning – sound effects/sound track
• Having a list of different sound effects help me decide which ones I
actually wanted to use after recording them all because I was able to
decide which ones I needed the most and think of a new way to make
that sound if I didn’t like the original recording. I found a website for
uncopyrighted music so I could get inspiration for the 3 tracks I was
going to make myself, this meant I could hear the instruments so I
knew which ones I should be using to et the sound I wanted.
• Some of the sound effects I wasn’t able to create in the way I had
planed because I didn’t consider what the weather would be like
when I got to recording so I either had to think of a new way to get
the sound or scrap it completely.
45. Planning – contingence/risk assessment
• The contingence and risk assessments helped me think of alternative
ways to do things in case something went wrong with either my work
on the computer or during a in person photoshoot.
• They didn’t really come in any use because we had to go back into
lockdown so any risks during a photoshoot weren’t a problem any
more and I was having to use the back up websites at home.
46. Time Management
• I think I did a pretty good job at managing my time considering I was
at home for production so I had to learn how to use different
websites to make my products which meant it did take a bit longer
than it should have done. I had to use an extra 3 days for production
so I could finish my demo level but I think if I had more time I would
have been able to improve my other products.
• If I had more time to produce my products I would defiantly spend
more time working on my cut scene/demo level to make them more
detailed and I would have spent more time making the sound track so
that it fits a bit better than it does now.
48. Technical qualities – cut scene
• In the cut scene I had to create two walking patterns, one for Ash and
one for Krolik I did this by making copies of their legs and changing
the opacity down to 90% so it looked like their legs were moving. I
made a scroll with pixel art so I could write all the speech/text onto it
like a speech bubble.
• I think I should have made the duration of how long each piece of text
was shown for a bit longer to make it easier for players to read
because I had to cut the video to make sections slower so there was
time to read it. To record the audio for the sound effects I filmed
videos on my phone then only used the audio.
50. Technical qualities – demo level
• I used the same method I used in the cut scene for the walking patterns of
Ash and Krolik but I should have made their steps smaller because the cut
scene went to fast so I had to slow it down. The characters had to pick up
coins in the demo so when they were at the coin to pick it up I added some
extra frames where they just stand so it looked more like they actually had
picked it up. At one point Ash gets hit with an arrow so you can see her
health bar go down when she is hit, I also added in a coin count so you
know how many coins you’ve collected.
• I used foley methods to create my sound effects, for the wind I blew into
the microphone and blew on the top of a bottle, for the rustling sound I
crushed a plastic bottle, for the bow releasing I got my friend to record
himself doing archery and for the arow hitting the ground I hit a knife on a
chopping board.
52. Aesthetic qualities –
magazine
• I think my magazine cover is eye catching enough
to stand out from other gaming magazines. Even
though I did use the same sort of layout as most
gaming magazines, the background is more
vibrant and stands out as well as the character
unlike many gaming magazines where you can
barely see the setting/background. My magazine
cover has the same kind of style or aesthetic as
the poster I made for the game.
54. Aesthetic qualities – poster/billboard
• I used the same layout for both the poster and billboard but they
both have different aesthetics. I chose to go for two different looks
because I think it would attract a wider target audience. The
poster and magazine cover are both a similar style so people can
easily link them together but the billboard has a similar aesthetic
to the main menu of the game so it can give you a better idea of
what the game would look like.
• I made both the poster and billboard pixelated so that it matches
better with the pixel art characters in the game
56. Aesthetic qualities – game art
• The bright colours make the game more attractive and enticing for players
because the characters look more interesting and fun to play as. I decided
to put a giant rabbit in the game because I thought it would bring a more
unique aspect to the game. A giant rabbit also adds a magical aspect to the
game which is the same style and theme I have been going for with the
magazine cover, poster and billboard
58. Aesthetic qualities – menu screen
• I think the menu screen fits in
well with the aesthetic of the
adds and magazine cover
because it combines the
mountain and forest
backgrounds, I have used. It also
incorporates all the different
colours I have used throughout
all my products. I did darken the
colours a little bit because all
the menus I looked at in
research didn’t use a lot of
colours.
59. Aural Qualities – music
• I used bells and a harp to make the music for the main menu to make the music
sound magical but I also wanted it to be upbeat to draw people in , I think I did
a good job at combining the two and it sounded good with the main menu. For
the main song during the cut scene and demo level I wanted to make
something that added a bit more suspense but still sounded quite happy to
have playing in the background
• I made a song to play when the characters were in danger or in a fight scene
but when I used it the song only plays for about 2 seconds so its not very
noticeable so I wish I made it shorter and faster so when it did play you would
get the effect of everything being tense even though it didn’t last long.
60. Aural Qualities – sound effects
• I made wind sound (by blowing into my phone microphone) and rustling sound
(by crushing a plastic bottle) effect that play throughout the cut scene and demo
to give the effect that you’re actually in a forest. I made those noises slightly
louder than the music so the music became more of a backing track instead of
the main audio. I also made the bow and arow noises ( by hitting a knife on a
chopping board) louder than everything so you could hear them over the top.
• I’m happy with how all the sounds fitted together and that they flowed into each
other so it wasn’t to choppy. I do wish some of the sounds like the bow and arrow
and the more intense fight song stood out a bit more than they do so you can
distinctly tell them apart.
• Due to the national lockdown I wasn’t able to record my friends so they could
voice the characters in the cut scene so I ended up just using text bubbles, if I
make another game I will try harder to get recordings no matter the
circumstances.
61. Audience Appeal
• I think that all my advertisement would appeal to my target audience
of women because of the pink/purple/blue colour scheme is more
likely to attract their attention. Also using bright colours is more likely
to attract women because most video games are targeted to men
and they all stick to a very dark colour scheme.
• The main thing I think would appeal to my target audience is the fact
that the main character is a woman too which you don’t see too
often in video games as it is a male dominated industry.
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?
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?
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?
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?
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
What were the strengths of your research? How did your research help your product?
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
What were the strengths of your research? How did your research help your product?
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
What were the strengths of your research? How did your research help your product?
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
What were the strengths of your research? How did your research help your product?
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
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
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?
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?
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?
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?
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?
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?
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?
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?
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?
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?
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?
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?
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?
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
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
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.