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Adventure
Part I
The
Hero’s
Quest
How do you write an adventure story?
• The setting should be normal so nothing out of the ordinary is happening in the story's universe.
• Soon there should be a reason/ call for adventure so the main character has reason for breaking the norm, however
there should be some (maybe) annoying or small reason for not taking the opportunity for adventure.
• Some other character that is significant to the main character in some way can give the main character the push they
need to start the adventure.
• As the main character progresses through the adventure they may encounter tests and obstacles or new characters
whether they be friends, enemies or something else.
• Coming towards the end of the adventure the main character approaches the ordeal to end the adventure with a
supposed reward or to make things normal again
• Things are either better or back to normal and usually everything is resolved in the end leaving the main character with
a happy ending
Use this page to
breakdown an
existing film, using
the Hero’s Quest
theory. How does
your chosen film
fit with this?
The Ordinary World things are relatively back to normal and peter is happy
The Call to Adventure His identity is found out to the entire world and he is framed for killing someone
The Refusal He tries to accept what's happening and live this way now
Mentor Help Goes to dr. strange to try fix things and get them back to normal
Crossing the Threshold Peter makes things worse and creates more problems ad more enemies to turn up
Test/Allies/Enemies Peter tries to sort the issue but in a way that Dr. strange isn’t okay with
Approach
Peter finds himself at a very low point as his way of fixing things ends up killing
someone close to him and having the enemies around still
Ordeal
Peter is helped to get back on his feet and ends up finishing what he started so the
enemies are defeated
Reward Peter manages to fix things the way he wanted and Dr. strange is okay it
Road Back
However not everything is okay, peter is in a dilemma and has to sacrifice something
very important to him to fix things for good
Atonement He says goodbye to the people he knows and things end up being properly fixed
Return
no one knows who spider man is which is the sacrifice peter made as his friends don’t
know him anymore, however things are now properly fixed
Spider man no way home
Equilibrium
Living quite normally and happy
with his friends and family
knowing his true identity
Disruption
Everyone now knows who spider
man is and now peter is not okay
with this as people don’t like him
because he was framed
Recognition
He realises he cant live like thins so
tries to fix things with the help of
someone
Attempt to repair the damage
Tries to fix everything (including the
extra problems peter created) but in
the end has to sacrifice something
New Equilibrium
Now no one knows who spider man is
and peter has fixed things but at the
cost of his friends and family not
knowing who he is
Character type How they appear in your story
The Hero peter
The Villain All the villain but mostly the one who causes peter to have to sacrifice something
The Helper Dr. strange
The Donor The other peters
The Dispatcher Aunt may
The Princess or prize MJ
The Princess’s Father No one
The False Hero No one
Use this template to apply Propp’s character types to your chosen film. Write in the boxes to explain which character acts as each
type in your film.
WWWWWH
Who Everyone knowing the identity of peter, the goal is for most people not to know
What Everyone knows peters true identity and he is trying to fix it things get worse with enemies of his trying to fight him but he tries to
make things right, even thought its not be authorised by Dr. strange who says its dangerous, peters close family and friends are put in
danger and he and other spider men help each other and get things fixed but peter has to make a sacrifice and the film ands with a
resolution with a sacrifice
Why Peter doesn’t want everyone to know who he actually is but only want his close fiends and family to know so he must do something
about everyone knowing
When After he had fought one of his enemies that then framed peter to look like a bad person and also the one to reveal peters identity
Where In new York
How Because Dr. strange tried to help peter but peter made things worse with more enemies coming after him
Use this template to apply Who, What, Where, When, Why and How to your chosen film. Write in the boxes to explain what is
happening in your story at each point.
Initial Ideas
Idea 1
Who towns and cities of people and some poachers one of which is the main character
What The poacher is hunting on his own rather than with the permission from the towns and cites which all have a connected
way of life that everyone agrees. The poacher is not allowed to be hunting without this permission and gets imprisoned in
one of the cities, he is given a second chance and taught the way of life everyone else lives, he is tasked with hunting a
powerful creature to save the towns and cities as he is a skilled hunter and this is his second chance to not be a prisoner
so must except or stay in prison. He excepts and takes on the creature with his friends he has made on the way there
saving the towns and cities and turning from a bad guy into a good guy.
Why The poacher must help and change his ways or be imprisoned
When Not a modern setting, more like knights, Vikings and samurais but some more advanced areas
Where The wild, the city and the nest of the creature
How The poacher is caught by the hunters of the cities and towns and taken to prison but is given a second
chance
Idea 2
Who generic and modern teenager, teenagers parents, teenagers siblings
What Bored teenager finds himself living his life in different, random times (70s, 80s, 90s etc.) when he wakes up from sleeping
in his bed, he starts to feel happy and enjoy himself but eventually want to live normally again after experiencing some
traumatic events so he tries to find a way to stop the problem, eventually figuring out the issue and things go back to
normal with the teenager being more grateful for what he has in the present.
Why The teenager must get back to his normal time or he could be stuck in a different time and lose his family
When Lots of different times such as 70s, 90s and maybe 2040 and medieval times
Where The teenagers bedroom, house and then outside his house in the town
How The teenager is ungrateful at the start and when he sleeps in his bed he starts living his days in different
times with him staying the same age but everything else changing
Idea 3
Who Camera man, his friends/ the rest of the crew
What He is filming a scene for some random film with his (small) crew but they all get kidnapped with some noxious gas, they are then transported to a
very strange place that appears to be like some kind of maze of random rooms with random items in them, obviously they want to escape but the
stakes are raised when they find a strange human like creature (taller and stronger than the crew), it seems out of control, in pain and animalistic
as it chases and tries to kill the crew, people from the crew start getting picked off one by one until there are only two members of the crew left,
while this happens they uncover clues as to where they are and what is going on but most information about everything is kept a secret. Soon
the crew grow tired and are sedated again, finding themselves in a jail cell for the murder of the rest of the crew (which they didn’t commit but
that’s what everyone else thinks). Then it is revealed that the crew were being observed by the people that kidnapped them and that the
kidnappers have the camcorder which the camera man was recoding everything on .
Why The crew try to escape so they don’t die and also try finding out what is happening and where they are
When 2000s
Where A massive, secret testing facility that to the crew seems like a maze of odd rooms and objects
How The film is mostly from the point of view of the camcorder that the camera man is using to film everything.
Mood board:
Research
Research
Existing Product
This poster or advertisement uses some main “characters” of the film in
it, this being one of the monsters (who is portrayed as a bad guy) and the
hero/ protagonist. The layout of where the hero, villain and the title are is
done in a way so they can all be seen and is appealing to the consumer,
having the evil in the foggy background and the heroism close to the
camera. Using main characters for something like this makes sense
because this will make the poster/ advertisement more interesting than
using side characters and might let consumers get a better understanding
for the film.
Existing Product
This camera angle makes the main character look so small within
the colossus shadow, only being able to see the main character
because of a ray of light which could be acting as a ray of hope for
the hero (the ray of light is probably mise en scene), possibly
making the consumer wonder how they would take down such a
threat and make them root for the hero, the size of the colossus
taking up most of the box art also shows that they are a main part
of the game letting consumers understand with more ease what
the game is about. Being able to grab the consumers attention to
then let them easily understand what the piece of media is about
is what you want from something like a box art for a game or any
kind of advertisement.
Existing Product
Again in this poster, the villain is in the background but
obscured from the brighter hero's, the most important/
famous/ liked hero's being the biggest and easiest to see.
All of these posters have a colour scheme, even thought
this poster has some different colours against the black,
purple and dark blue theme, they still mix and end up
working with the darker colours rather than standing out
too much, however these other colours are mainly used
on the hero’s and do help make them stand out more.
Research Summary
What have you learned from your research?
What aspects of the research will you include within your on work?
I have learnt that using the main characters and making them most visible is a common theme within advertisement
for media, I will probably try to use this along with centralising the title or having it above or below the action. Some
of these existing products use lighting to show what is supposedly evil and who is the hero, this can be used by
making the villain bigger but hard to see because of lighting or atmosphere (something like fog) and or making the
hero lit up or just easier to see than the villain.
Obviously the costumes, props and environments will reflect where the film is set, around what time period and
who is in the film/ what the characters are like and what they do in the film.
Bibliography
1. Paul W. S. Anderson (2020) monster hunter (movie)
2. Japan studios (2005) shadow of the colossus
3. Kevin Feige (2019) avengers endgame
Bibliography
Pre-production and Planning
Style Sheet
These colours where
chosen from the
mood board, some
where from parts of
armour and clothing,
there’s also the
mountainous
environments, the
castle/ place where
the characters live
and the colour of fire.
Colour
scheme 1
This is more of a
jungle themed
style of colours
which was found
on the mood
board from the
jungle picture,
the poachers
clothes and the
river.
Colour
scheme 2
Font type 1
This font would be used in the title if the
2nd colour scheme was used because it fits
the wild , jungle theme more.
Font type 2
This font would be used with the 1st
colour scheme as it fits the castle and
knightly theme more.
Style sheet
This font would be used as a headline font for
any other information on the poster/
magazine, this one being used instead of the
fonts for the title because it still fit the theme
but is a bit easier to read.
Body text
Copperplate Gothic Light
This font can be used for the body text
because again, this is a lot easier to read
than the title and so will make consumers
more inclined to read it but it still partially fit
the knightly theme.
Magazine and
advert layouts
Main image
Second
image
Masthead
Main
cover
lines
barcode Secondary cover lines
Price and date
Magazine cover
Main image
Masthead
Main tag lines
Price and date
Poster/ advert
Contingency
What can go wrong? What can you do if it does?
Computer stops working Try to fix it, turn it on and off or just go to a different
computer
The software stops working or crashes Remember to save regularly so the work isn’t lots and try
reopening the software or use a different computer
Need more or better recourses Look for or create more recourses to use that are tailored
towards what you're going for
Become sick or cant come to college Try working from home or work overtime when you can
come back
Cant create what you wanted (too low of a
budget, not enough skills and time)
Try to aim for something a bit lower and more achievable
but still something good and what you want
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?
Tripping hazard Not leave anything on the floor for people to trip up
on, if something needs to be there then it should be
called out
Lighting warning Make sure no one is affected by bright lights or
flashing lights
Objects above people Make sure these objects are secure and that people
try to stay clear of them
Using any long, sharp or harmful objects Need to use everything with care and make sure not
to hurt anyone with any equipment or items when in
use
Production
Synopsis beginning
The film start with shots deep within a jungle, rays of light shining through the trees and making some parts of the jungle floor visible, plenty of typical
rainforest noises can be heard but not that loudly.
Different shots of the jungle floor are shown and with every new shot, more creatures appear on screen (for example the first shot is looking up from the
jungle floor to the trees, then in a new shot there can be some butterflies flying past, and in the next one there can be a colony of ants, then a couple of foxes
etc.)
Then all the noises quieten down, suddenly there is a creature on screen that isn’t natural (possibly throwing some of the audience off that this was a normal
jungle), it walks towards a small opening in the trees where it takes a drink from a river, the camera positioned in a way so when the creature bows its head
down to take a drink, the main character (the poacher) is revealed in the trees, observing and hunting the creature.
The poacher keeps following the creature as it moves through the jungle, eventually the creature notices a loud rustle noise from the poacher disturbing a
bush. There is a small, tense, silence as the poacher slowly reaches into their pocket, taking a crafted mechanism out to then throw to distract the creature, as
the creature turns for 1 second to listen to the thrown object, it then emits a bright flash of light that stuns the creature, leaving it open for attack from the
poacher.
The poacher attacks the flailing creature and injures it, creating a bleeding wound, leaving a blood trail.
The creature tries to escape and the poacher follows after it, not rushing because he knows he doesn’t need to, he's already got his trail and it is weak, the
poacher is very in touch with nature and knows exactly what he’s doing after having lots of experience on his own, but he is selfish and doesn’t care about
nature, he only wants to survive and does whatever it takes, including knocking the ecosystem out of balance causing a lack of prey for apex predators making
them unsettled and acting unnaturally.
As the poacher walks off, the camera zooms out to reveal a group of knights that caught a glimpse of the poacher walking off, they go to the location they saw
the poacher but he has already left, however there is the trail of blood that the knights decide to follow.
The knights observe the poacher from afar as he finishes off the creature and takes its carcass with him, the knights agree to go back to their city and notify
their higher ups about this situation, the cameras focus now on the knights and following them into the city, they tell the higher ups that “there is a poacher
out in the jungle and we witnessed him hunting a creature not eligible for being hunted”. The higher ups give the knights orders to find and capture the
poacher, then take him back to the city where his reminder or punishment will be decided.
The knights prep up, take any equipment they need and then head back in the direction of the poacher, finding the place where to poacher killed the creature
and tracking him down from there. Eventually they find the poachers home, a cave with a glow of fire inside, the knights approach the cave and enter the
cave, there poacher is above them as they enter the cave and is about to ambush them, the poacher jumps down and fights the knights, the poacher is
outnumbered and the knights overpower him, they don’t want to kill the poacher and are not trying to harm him but the poacher believes otherwise and uses
as much force as possible. One of the knights has enough and punches the poacher to knock him out, he then wakes up in a jail cell.
Synopsis middle
The poacher is now in the city and locked up in a jail cell, one of the knights walks up to the other side of the bars and talks to the poacher,
he asks “do you know why you're here?”, the poacher ignores the knight and faces away, being as anti social as possible, the knight tries
getting the poachers attention but fails, so he enters the jail cell with the poacher to try talk to him, the poacher acting aggressive and ready
for a fight, but the knight doesn't want to fight and just wants to talk.
The knight says “I don’t want a fight, just wann’a talk”, with the poacher still tense, the knight says “can I at least get your name? I'm Isaac”,
the poacher slowly lowers his guard and tells Isaac, “I don’t know my name, its been a long time since I interacted with another person”
they both slowly sit down but far apart from each other. Isaac goes on to explain that he and the city's people are not the poachers enemy
and that he was taken here because he was committing a crime within the city's land that he was unaware of, the poacher questions what is
wrong with the way he lives and what he does that offends the city people. Isaac explains that he and the people of the city see him as a
poacher that hunts only for himself, disrupting the ecosystem and causing issues that range from small to large. The poacher doesn’t care
what people think of him and so demands to be let out of prison to live his life again, Isaac tells him that he cannot go back until he changes
his ways, he goes on to explain the “way of life” the people of the city live, how its works, how it co-exists with all life and why it must be
done instead of poaching. The poacher very slowly begins to understand but its there yet and still want his old life back, Isaac decides to
leave for now but not before asking “what should we call you then if you have no name, I don’t think poacher is a great name, don’t y’a
think?” “how about Mayden?” The poacher now called Mayden cracks a small smile as he feels quite happy to finally be interacting with
people again, as he exits the cell ,Isaac say “why don’t we work on a fresh start eh? The sooner you change you’re mind the faster you can
leave this place, if that is what you want of course” Mayden looks up at Isaac with interest. Before leaving Mayden in the cell Isaac finally
says “we are all more then happy to take you in once you come clean, as I said, fresh start”.
Mayden now feels a lot more welcome, happy and trusts Isaac but still hasn’t changed his mind completely, Isaac knows this and so every
day he talks to Mayden to gain is trust more and become his friend slowly introducing him to the “way of life” and everything else within
the city including the people who also begin to like Mayden as he begins to change.
One day Mayden is asked to help on a quest with a group of knights including Isaac, they are tasked to take down a monster threatening the
live stock of the city and Mayden is asked to help as part of him learning what to and what not to hunt and because of his history at being
good at hunting these creatures.
Synopsis end
As Mayden, Isaac and the group of hunters (that captured him in the beginning) become closer friends, the city's people are all panicked.
Mayden and the knights are not sure what is going on as they were out of the city as of the time this panic began, Isaac asks the higher ups
what the issue is and they respond by saying “there have been sighting of a black dragon”.
The knights are startled by this news but Mayden not as much, Isaac explains to Mayden what a black dragon signifies, “they bring untold
weathers with them, people can feel their presents from miles away and they can cause the destruction of this city in a matter of minutes!”
Mayden now understanding the magnitude of the situation is panicking, he doesn’t want to lose his friends and likes the city he now calls
home so says to the room “We’ll fight it!” everyone is quiet and looks at Mayden, they say to him “we cannot defeat such a beast! After all, it
is in the creatures nature to be at the top of the food chain and so we should just prepare to leave for as long as it takes”.
Mayden knows that such an amount of people will not survive in the wild for however long the beast decides to stay, Mayden is determined
and says “we don’t have to kill it just repel it, make it know that its not wanted here”. Everyone begins to bicker and discuss what to do.
Mayden wants the best for his friends and the people of the city as they are all good people and helped him out so much to the point of
changing his life style for the better, so Mayden says “even if I have to fight the beast by myself, I'm not letting it kill so many good people,
whether it be directly or not, people will die if we don’t stand our ground! Besides, I finally found something worth dying for…” with
everyone inspired by Mayden, one by one they cheer for him and the possibility that they might win, beginning preparation for the final
fight.
The beast is spotted, roosting upon a tall mountain close to the city. Mayden, Isaac and the other knights climb the mountain and find
themselves face to face with the black dragon, Mayden being the most experience, has to help everyone as they fight, shouting orders,
picking people up from being hit and drawing the beasts attention, the plan is established while they fight as Mayden suspects a possibly
weakness, that being to attack the wings so it cant fly and so could be tricked to falling off the mountain, they are successful in breaking the
beasts wings but Mayden is left to make the sacrifice of leading it off the mountain, Mayden and the black dragon both fall together, as they
fall Mayden sees a small lake near to where they might land, in a attempt to save himself he pushes of the falling beast to fall closer to the
lake.
Isaac and the other knights immediately go searching for Mayden, they find the crash site with no dragon and no Mayden, but he Is spotted
unconscious floating in the lake near the crash and is taken back to be taken care of, later informed when he is conscious that they
successfully repelled the black dragon. The day is saved, all is now good and Mayden has found a new home and family. END
Character profile
Henry Cavill as Isaac the knight Johnny Depp as the poacher/ Mayden
The poacher/ Mayden is a character who at the start if
the film is selfish and only tends to themselves, he
doesn’t speak until he has to interact with the knights
and so uses his actions for the audience to understand
what's happening. I think that johnny Depp would fit this
role quite well.
Henry Cavill played Geralt of Rivia in The
Witcher which resembles what the character
Isaac would look like, Isaac is more of a nice
person as he is the one who talks to and gains
the trust of the poacher, he want to help
people and is loyal to the “higher ups”,
becoming good friends with the poacher.
Reflection
Half way through being complete.
I have completed the double page spread
for the magazine cover and the poster, I
am currently making the magazine front
cover. I was unaware that I had to source
as many assets as possible that are my own
or created by me, because of this I had
some trouble with getting the assets I
needed and coming up with an idea that is
realistic with what I can work with. The
magazine double page I wasn’t happy with
until I finished it and used columns to
neaten all the text and images, then I was
satisfied with how it looked, however it
doesn’t really have the same themes as the
poster and magazine cover, the poster is
more nature with green and brown colours
where as the magazine double page spread
is medieval with red and dark blue colours.
I would improve my work by tying to make
the themes a bit closer and tweaking the
blood on the tree for the poster. I am going
to try fix the blood on the tree and create
the magazine front cover.
Fully completed.
I have finished the poster, magazine
front cover and double page spread
now but I didn’t go back to change
the blood on the tree for the poster
but did add in a date for the films
release, I am happy with how the
magazine cover came out but it looks
quite different to both the poster
and double page spread, I do think
they all look quite different to each
other, especially at first glance,
however there are some thing that
connect the products such as the
fonts and similar colours and when
you look at them more, you can
begin to see how they connect. I
would like to have made the blood
look better and maybe added more
to the magazine cover or just made
the shadow a bit more pronounced.
Magazine
Front
Cover
This is a mock up of the magazine cover and the
double page spread to give an idea of what it
would look like.
Magazine
double
page
spread
Advertising
This was made while I was trying to come up
with ideas for the magazine and poster.
This was made while I didn’t have the images
required to create the final poster.
The final image for the poster.
Advertising
A mock up of the final poster on a bus stop.
Adventure
Part II
Bibliography
Pre-production and Planning
Mind map
• The game could be a 2D ARPG which I think would be easier to make than a 3D one, but this
would be tough to make work as an ARPG.
• The game could be a candy crush type of game with elements of the film concept to make it seem
better than any of the other candy crush type games.
• The game could have turn based combat and could either be 3D or 2D but would probably have
to be 2D as that would be easier to make, I believe.
• The game could be a real time strategy and be from the view of the sky down on the
characters which could work but I think would be sort of boring, especially if I made it.
• The game could be a survival horror in where you are some defenseless person in the wild, this
could work very well but would be hard for me to create and actually make scary.
• The game could be a mix of turn based combat and a platform adventure which isn’t something I
personally have seen before (maybe because it’s a bad idea) but could be a unique idea.
Mood board
The character could look
like this if you play as the
knight or instead look like a
cave man as you play as
the poacher, there could
also be a home within the
castle and the cave.
The game could have lots of different
biomes and one of the be a forest, it would
be nice if it looked realistic, but pixel art
will probably be much easier. I want it to
be open world as well and not be small
levels (such as ori and the blind forest).
The enemies could look like this if
they were in combat and it was
turn based as they would be still
but posing, the sprites closer to the
bottom are simpler/ have less
detail and this would be what I aim
for my sprites to look like.
These character sprites are too
short and wide but gives an idea of
what they might look like if they had
the structure of the second Colombe
characters (taller and slimmer).
Final fantasy games
Most of the final fantasy games are a style of game called “turn
based combat” meaning you take a turn to do something like
attack the enemy or use an item and then the enemy takes a turn
to do something. With some newer games ,this concept has been
expanded upon to introduce more complexity and new twists to
make the players want to play the their game, such as with the
final fantasy 7 remake, the turn based combat has been moulded
into a hybrid of ARPG and turn based. The turn based combat is
what I plan to use in my game.
The graphics of the older final fantasy games is pixel art, a
more simple and usually 2D style that was used all the
time when video games where first made as the
technology used was not powerful enough to make
anything more complex but now in the present, is used as
a stylistic choice or because its easier to work with.
This is what kind of style I will be trying to employ on my
game.
Pokémon
The mechanics of Pokémon is that you roam around areas in
search of Pokémon to capture, once these Pokémon are
captured you use them to fight other Pokémon and level up
your Pokémon so the become stronger and you can fight
tougher opponents.
I plan to use Some of these mechanics in my game, it could be
closer to something like final fantasy were you create a team/
party of people that fight together and level up as they win
battles.
Ori and the blind forest
I think that there are many appealing factors for the
audience when they play ori and the blind forest but
one of the biggest for me is that the map is open world
so it is effectively one massive level, but parts of the
map are blocked due to story beats or not having the
required ability's to procced, as you play though the
story and unlock new powers, you can explore more of
the map and these new parts of the map, usually are
harder and test your skills and make you use your
newly acquired ability’s.
I would definitely plan on making my game similar to
this idea of an open world map that is progressively
unlocked by unlocking new powers and or playing
through the story.
Monster hunter
The main story line of most monster hunter games is that there is
something making all the creatures on edge and more aggressive
and you the hunter/ main character are tasked with finding out the
cause of the upset and dealing with anything that threatens
everyone's lives, until eventually the hunter finds the cause and
stops it making things better again.
I would probably use this kind of template for my storyline but try
make it different in some way like adding a new twist that the
audience might not expect.
One of the main mechanics of monster hunter is when you
defeat an enemy, you take materials from them to craft new
armour and weapons that have unique skills and stats.
I could use a similar system in my game where you can not only
level up your characters but give them equipment depending on
the creature and material.
Style Sheet
The colour scheme could be similar to the one on the right but I might want to change or add some
new colours especially to fit with what happens within the game.
The title of the game in the main menu could be the same one on the bottom of the screen (also
used in the magazine cover, front cover and poster) but have it be pixelated to fit the game.
The main characters that you would be able to play as would probably looks something similar to
the ones on screen, mostly the darker and slightly more detailed ones as this, I think would fit the
theme more.
The perspective of the game should be 3rd person on a 2D plain, this should stay the same
throughout the game, including during cut-scenes.
Game layout
The games HUD and layout could look something similar to what I made here, the current quest/ objective at
the top left corner of the screen, the in game time of day on the top right, and a mini map of the characters
location. The HUD I made could be a bit smaller though as it shouldn’t make things hard to see.
I imagine that more information can be kept on a settings/ pause menu so the HUD doesn’t clutter the screen
and can be easier to use, things such as the main map, characters status and inventory can be shown on this
screen.
Practice pixel art
Attempt at a self portrait
in pixel art.
Miniature self portrait
with an environment.
Practice of making an enemy
concept for the game.
Character “Poacher” being
portrayed in pixel art.
Example of the start screen
for the game (is a recreation
of the movie poster and so
ties in).
Game Summary
A quick summary of the game.
● On the surface, the game will be a 2D platformer similar to the Ori games (the one on this Power Point)
● Enemies can either chase after you, patrol, ambush you or be “disturbed” (if they are asleep or are unaware they are
going to be attacked).
● Combat will begin when your character touches the enemy, it would be turn based combat similar to a final fantasy
game (like the one on this Power Point). The “disturbed” mechanic could let the players first attack deal twice the
damage to the enemy
● Once enemies are defeated, you will get materials from them to create new equipment to become stronger and gain
new skills, the characters will also be able to level up on an XP system and gain more skills from that
● Some skills from levelling up or progressing the story will allow the player to progress to new areas that can offer new
challenges or continue the story
● Each area will have its own boss fight somewhere within the area (close to the end of the area)
● While you are outside, away from the kingdom, the time of day matters because the later and darker it gets the tougher
and more abundant the enemies get (e.g. more ambushing the player). Because of this, the player is given a risk and
reward scenario which can personalize the experience. New “safe places” will be introduced to the player as they
expand the map and progress the story
Game Overview
Theme / Setting / Genre
• The themes and setting of monster hunter and my game are similar,
there are dangerous monsters you have to fight in the wild.
• The Ori games are of a similar genre to my game, they are both
metroidvanias that are 2D.
• The older Pokémon games used pixel art and most of the games use
turn based combat which will be what my game uses.
Core Gameplay Mechanics
Child of Light is probably the most similar to my game as it uses turn based
combat, is 2D, lets you create a team and is a metroidvania, the only things
differentiating them is the setting of the game and the art style.
Part of the mechanics for monster hunter will be implemented into my
game (being able to create equipment from the things you defeat).
Story and Gameplay
Story
The story will be told from the knight's point of view and will eventually involve the poacher as the story progresses.
The characters will not talk and or explain to the player directly but will talk to other characters or themselves in a
way so when the player reads the text, will understand and follow along with the story.
The story of the game would follow the same path as the film, the poacher is taken in by the kingdom and knights, they
train and learn together and eventually, are confronted with a big challenge that they do overcome.
Core Gameplay
The “loop” of the game would be this.
This cycle would differentiate sometimes but would stay similar until the end of the game where the final boss would
finish the game.
Start out weak and
at level one
Fight, level up and
craft new gear
Progress the story
and find new
members to join
your team
Fight a boss
Receive new
abilities and
unlock new areas
Levels
Because the game is a metroidvania, there will only be one big map that acts as different levels because most of
the map will be blocked off until the player progresses through the story and unlocks new abilities. The starting
areas will be easier than the later areas and can all house a boss fight for the end of the area to basically prove
the player can continue to the harder area.
The levels will vary by implementing small but new mechanics and new enemies, the enemies will become
stronger and more complex as you get to later areas, later areas may also make it more difficult to get to a safe
space before night so there is more risk (as mentioned in an earlier slide, night is dangerous and prompts the
player to retreat to a safe space), however the earlier areas will be more simple to ease the player into the
experience but also expose them to enough mechanics so they get a feel for the game.
Some examples of possible gimmicks for later areas could be a character taken away from the players roster for
a while, environmental challenges and puzzles.
Assets
Assets could be character designs and animations, environments, power ups, enemies, game over screens. Make as much
as you can, to get across how your game will look and play.
Evaluation
Research
• I researched lots of different posters,
magazine covers and even other forms of
media such as game box arts. This helped
me get ideas for what works and what I
could do for my work.
• I don’t think there are any weaknesses
within my research, the only issue I had was
finding a virality of media products similar
to my idea to get inspiration.
• I looked at lots of different games, some I
looked at for the type of game they were,
their mechanics and game loop/ play style
and other games I took inspiration from the
art style so I looked at older games or ones
that used pixel art because my game would
be made using pixel art.
• With this research and already having ideas
in my head, it help my production a lot and
the inspirations can be seen in my work.
Planning
• I had not properly planned for these
products and was unaware I would have to
go out and take my own pictures so most of
my ideas were in my head or being created
as I was taking pictures for the products, I
took lots of pictures and would later chose
what I thought would work best.
• I could have created a better plan of what I
want to take pictures of, where, when, who
with and how I was going to do it.
• I also might have used a different idea for
the film to work with because if I knew that
I had to use as many of my own assets as
possible then I would have used an idea
that works well for me and lets me easily
create something based on the film.
• I already had lots of planning and ideas in
my head of what I wanted to do, especially
after doing my research on lots of different
games, so it was easy to know what I
wanted to do but it was creating what I
wanted that was the challenge, so I had to
plan what I could make with the limitations
I had.
• I did not create a plan for what I was going
to do and when I was going to do it but my
work still turned out okay.
• A strength of my planning could be that I
knew what kind of things I wanted to make
because of the type of game and theme I
was going for.
Time Management
• I didn’t create a time table but did get things
done well and on time, I worked on what I could
work on without the pictures (that being the
double page spread and the proforma), once I
had taken loads of pictures (which was half way
though production) I used the photos I thought
worked and created the other products and
finished the proforma work.
• If I had more time then I could have made more
merchandise with the theme of the film, such
as mugs and shirts.
• Again I did not make a time table of anything to
track what I do and when I do it but instead just
winged it and made the stuff that was required
to create within the time allocated, even
though I didn’t work to a time table/ in an
unorderly fashion, the work still turned out fine
but it is probably safer to create and stick too
(or loosely stick too) a timetable.
• If I had more time then I would have made extra
music and sound effects for the animations and
maybe created some more still images or even
animations.
Technical Qualities
I made it so that main parts of the poster are visible, near the centre and
in focus (this being the arm, tree and arrow). The text is also in red which
is the same colour as the blood and scars in the poster to match the
colour scheme. The title is also bigger and easier to see than the release
date as it is more important. Unfortunately, the blood on the tree doesn’t
look very realistic but the other images I used that I couldn’t get in real
life where either good quality images or I made them look good and as
though they fit with the image as a whole.
Using tools within photoshop I managed to make the image darker but
create highlights on the characters knuckle, signifying that he is heroic
and possibly the main character, I also centred the title and placed it
where nothing much is happening so the empty space is filled up.
The magazine cover has the main part (the silhouette) in the centre of the cover
and then other parts around the silhouette are dull and haven’t much to look at
(ignoring the text), pulling peoples eyes to the centre. The more important text
like the title are bigger and easier to see, the other text is visible but isn’t the main
focus and so is out of the way and either harder to see or in a different colour. To
catch peoples attention for important words, some words are being highlighted in
yellow as appose to the black text, this yellow also come from the small eye of the
silhouette so there is consistency in the colour scheme and makes a connection
between the yellow words and the silhouettes yellow eye, the yellow words are
more important like the yellow eye is important because it’s the only detail you
can see of the silhouette.
Using photoshop I made the words easier to see by creating black borders around
the letters or drop shadows behind them, I also made the text centred and fairly
tidy but making sure you can still see the main image.
Technical Qualities
The magazine double page spread has a clear medieval
and royal theme which does sort of clash with the poster
and cover but still works with the film, its just
unfortunate because the poster and cover are more gritty
and mature but the double page spread looks more
catered for a different target audience when compared. I
gave the images picture frame borders to continue the
themes, this does work in making it look knightly and
medieval but I feel it does clutter the pages a bit too
much and add to the catering for a different target
audience. I believe that there is too much in the double
page spread and it should be a bit more simple with more
text to make it look more like a magazine double page
spread.
I did use the ruler lines in photoshop to line up all the
text and images so they are tidy, making it a little less
cluttered. The background was made with the gradient
tool and a filter in the filter gallery to give the rocky, brick
look. I shaded the picture frames so they were a similar
shade to the rest of the image, I believe that one of the
reasons the double page spread isn’t as good is because
it breaks the colours scheme by having a few too many
different colours.
Technical Qualities
• I would ay that my work is quite similar to what you might see in older or pixel art style
games, the animation isn’t great especially for the walking because it isn’t really walking
but more of a hover or hop, so I would try to improve on that in the future and make it look
more like walking.
• There is a lot of detail in the environments (although a few places are lacking in detail and
others are too empty and in need of more assets) and I included mechanics and HUD
elements that would feature in the game so you can get a feel for the game and what it
would look and play like.
• I would say that the audio is very good and adds a lot to the feeling and experience of a
pixel art game, unfortunately I don’t have any sound effects but If I could make/ get good
sound effects then it would add even more and make some things more understandable,
such as the opening of the map which is quite random without sound effects.
• Some of the animation was very tough to make look normal or the way I want it to look, for
example the sea in the top right animation, I made it look like it moved like waves would
but every frame was a different speed so it wouldn’t consistently wave but instead would
stop and start depending on the length of the frame. This could be fixed by sticking to the
same length of time for each frame.
Aesthetic Qualities
• I think the yellow effect (to emphasise the important things) on the
magazine cover works very well with the darker and plainer parts around the
silhouette. I also think that because it’s a silhouette in the centre and not
something you can properly see, people will want to know about it and be
more interested. Not all but quite a few magazines and their front covers like
to use something to emphasize certain words of importance, which is what
I've done.
• The fonts work with the themes presented with all the products but are
sometimes difficult to read. Most movies don’t use hard to read fonts in
their titles but instead use a font that is kind of appropriate for the film but is
easy to read, the hardest text to read is on the magazine cover, while it is
readable I should have settled for the same font used for the poacher poster.
• The background for the double page spread fits the theme and looks very
nice with the contrast from red to blue. However I think there is a bit too
much clutter, I believe taking away the picture frame borders would make it
look tidier and more like mature magazine double page spread (possibly
fitting the themes of the poster and cover more) but it could also take away
from the knightly and medieval theme.
• I think in the poster, the blur around everything unimportant is good, in
many posters, the less or unimportant things are either blurred out, harder
to see (obstructed) or less detail than what the creator wants you to see.
Having the arm of the “hero” be brighter/ highlighted makes them seem
more heroic and important compared to everything else being against the
“hero”. This can also be seen in may posters and media, this easily shows the
good and evil and their conflict as would be seen in more detail in the movie.
• I think that there is enough detail in the
backgrounds that make them pleasing to
explore, I also like the background sky colours
that complement each other but are unnatural
and so the player may question them and want
to understand why they are the way they are.
• There is only one enemy asset in the final
piece but I think the enemy designs could also
be a lure for the player as they want to explore
to find these creatures to look at them and
find out how they can benefit the player when
defeating them.
• I think the animations are okay and do look like
gameplay but they need more work so they
look better and more like someone playing
parts of the game.
Aesthetic Qualities
Aural Qualities
• The Poacher movie posters and
magazine stuff has no audio.
• I did create some background music for
the animations, I think the music fits very
well with the pixel art them and the
themes of the game, adding a lot more to
the experience.
• Unfortunately I don’t have any sound
effects for things such as walking, opening
a map, fire crackling etc. If I had the tools
and the time then I would have found or
made these sound effects as this would
have added as much as the background
music does to the experience.
Audience Appeal
I think that the movie poster would
appeal to target audiences very well
because it looks like an action film with a
hero in it, this it what I was going for and
I think matches the film quite well,
personally if I saw the poster, I would at
least like it but would also be interested
in what it is and want to know more
about it. The only issue is that this poster
wouldn’t appeal to all audiences but that
doesn’t really matter, I think the
magazine cover and double page spread
are more focused towards a slightly
younger audience and are a bit more
gamey but still fit the theme and work
for the target audience.
I think that this product would probably
be more suited for younger males (10 to
18) but it still definitely works for those
not in that category, if people liked the
film then they would probably like the
game as it expands the world created in
the film, because you can immerse
yourself more in the game with the
characters, enemies and environments, I
think all the types of people to enjoy the
film would like the game but some
people (especially those who haven’t
played a video game before) could be
detoured for it might be too hard for
them or they don’t like the games
mechanics or style e.g. turn based
combat, 2D or pixel art.
Overall strengths and weaknesses of the final package.
I believe that the project as a whole went well, there were issues such as not properly planning and not having dedicated times for doing
things but managed to create what I was asked to and the products turned out quite well, some better than others but not awful quality.
The Poacher movie poster turned out very well, it hit the theme of gritty and mature that I was aiming for while giving a mood that felt
dark, mysterious and sort of scary (maybe even horror) but also seeming heroic and adventurous. These moods and themes are made even
better as they would all be seen in the movie, meaning the poster accurately represents the film while looking good and enticing people,
with it being vague enough that people want to know more but know what kind of film it is and would be interested to look into it.
However I do think that there needs to be some work on the blood splatter on the tree as it looks quite unrealistic compared to everything
else. The text is the same colour as the blood which is good and keeps the mood but it quite hard to read and should probably be easier to
see with it being the title of the film.
The magazine cover and double page spread are a small step down but still good in my opinion, they still fit the themes of the film but
aren’t as gritty as the poster, the magazine cover gets away with this as it still looks ominous and mysterious but needs to have the features
that most magazine covers have, however the double page spread looks more like a gaming magazine, probably too bright and some parts
not looking similar enough to the cover and poster.
The main strengths of the front cover are the bright words with importance in contrast with the darker words that are not as important,
the shadow that creates curiosity and mystery but is exciting and interesting and the fact is looks like a magazine cover. I would say that the
main weaknesses are the abundance of dull colours, the shadow is a bit rough and needs some work (along with the eye) and the bottom
text and barcode could be a bit smaller. To fix these issues I would need to learn how to make the shadow look better and determine what
looks better by making multiple versions of the final product and then picking my favourite one.
The main strengths of the double page spread could be that it still fits the theme of medieval and fantasy but doesn’t have the gritty, darker
and more mature feeling like the other two products.
There were some issues with animation and learning how to use pixel art but in the end it didn’t turn out bad and the animation was okay,
the environments were quite detailed and lots of mechanics, characters, music and sprites were shown off to give a good idea of the
product and how it would play out.

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Adventure pro forma

  • 3. How do you write an adventure story? • The setting should be normal so nothing out of the ordinary is happening in the story's universe. • Soon there should be a reason/ call for adventure so the main character has reason for breaking the norm, however there should be some (maybe) annoying or small reason for not taking the opportunity for adventure. • Some other character that is significant to the main character in some way can give the main character the push they need to start the adventure. • As the main character progresses through the adventure they may encounter tests and obstacles or new characters whether they be friends, enemies or something else. • Coming towards the end of the adventure the main character approaches the ordeal to end the adventure with a supposed reward or to make things normal again • Things are either better or back to normal and usually everything is resolved in the end leaving the main character with a happy ending
  • 4. Use this page to breakdown an existing film, using the Hero’s Quest theory. How does your chosen film fit with this? The Ordinary World things are relatively back to normal and peter is happy The Call to Adventure His identity is found out to the entire world and he is framed for killing someone The Refusal He tries to accept what's happening and live this way now Mentor Help Goes to dr. strange to try fix things and get them back to normal Crossing the Threshold Peter makes things worse and creates more problems ad more enemies to turn up Test/Allies/Enemies Peter tries to sort the issue but in a way that Dr. strange isn’t okay with Approach Peter finds himself at a very low point as his way of fixing things ends up killing someone close to him and having the enemies around still Ordeal Peter is helped to get back on his feet and ends up finishing what he started so the enemies are defeated Reward Peter manages to fix things the way he wanted and Dr. strange is okay it Road Back However not everything is okay, peter is in a dilemma and has to sacrifice something very important to him to fix things for good Atonement He says goodbye to the people he knows and things end up being properly fixed Return no one knows who spider man is which is the sacrifice peter made as his friends don’t know him anymore, however things are now properly fixed Spider man no way home
  • 5. Equilibrium Living quite normally and happy with his friends and family knowing his true identity Disruption Everyone now knows who spider man is and now peter is not okay with this as people don’t like him because he was framed Recognition He realises he cant live like thins so tries to fix things with the help of someone Attempt to repair the damage Tries to fix everything (including the extra problems peter created) but in the end has to sacrifice something New Equilibrium Now no one knows who spider man is and peter has fixed things but at the cost of his friends and family not knowing who he is
  • 6. Character type How they appear in your story The Hero peter The Villain All the villain but mostly the one who causes peter to have to sacrifice something The Helper Dr. strange The Donor The other peters The Dispatcher Aunt may The Princess or prize MJ The Princess’s Father No one The False Hero No one Use this template to apply Propp’s character types to your chosen film. Write in the boxes to explain which character acts as each type in your film.
  • 7. WWWWWH Who Everyone knowing the identity of peter, the goal is for most people not to know What Everyone knows peters true identity and he is trying to fix it things get worse with enemies of his trying to fight him but he tries to make things right, even thought its not be authorised by Dr. strange who says its dangerous, peters close family and friends are put in danger and he and other spider men help each other and get things fixed but peter has to make a sacrifice and the film ands with a resolution with a sacrifice Why Peter doesn’t want everyone to know who he actually is but only want his close fiends and family to know so he must do something about everyone knowing When After he had fought one of his enemies that then framed peter to look like a bad person and also the one to reveal peters identity Where In new York How Because Dr. strange tried to help peter but peter made things worse with more enemies coming after him Use this template to apply Who, What, Where, When, Why and How to your chosen film. Write in the boxes to explain what is happening in your story at each point.
  • 9. Idea 1 Who towns and cities of people and some poachers one of which is the main character What The poacher is hunting on his own rather than with the permission from the towns and cites which all have a connected way of life that everyone agrees. The poacher is not allowed to be hunting without this permission and gets imprisoned in one of the cities, he is given a second chance and taught the way of life everyone else lives, he is tasked with hunting a powerful creature to save the towns and cities as he is a skilled hunter and this is his second chance to not be a prisoner so must except or stay in prison. He excepts and takes on the creature with his friends he has made on the way there saving the towns and cities and turning from a bad guy into a good guy. Why The poacher must help and change his ways or be imprisoned When Not a modern setting, more like knights, Vikings and samurais but some more advanced areas Where The wild, the city and the nest of the creature How The poacher is caught by the hunters of the cities and towns and taken to prison but is given a second chance
  • 10. Idea 2 Who generic and modern teenager, teenagers parents, teenagers siblings What Bored teenager finds himself living his life in different, random times (70s, 80s, 90s etc.) when he wakes up from sleeping in his bed, he starts to feel happy and enjoy himself but eventually want to live normally again after experiencing some traumatic events so he tries to find a way to stop the problem, eventually figuring out the issue and things go back to normal with the teenager being more grateful for what he has in the present. Why The teenager must get back to his normal time or he could be stuck in a different time and lose his family When Lots of different times such as 70s, 90s and maybe 2040 and medieval times Where The teenagers bedroom, house and then outside his house in the town How The teenager is ungrateful at the start and when he sleeps in his bed he starts living his days in different times with him staying the same age but everything else changing
  • 11. Idea 3 Who Camera man, his friends/ the rest of the crew What He is filming a scene for some random film with his (small) crew but they all get kidnapped with some noxious gas, they are then transported to a very strange place that appears to be like some kind of maze of random rooms with random items in them, obviously they want to escape but the stakes are raised when they find a strange human like creature (taller and stronger than the crew), it seems out of control, in pain and animalistic as it chases and tries to kill the crew, people from the crew start getting picked off one by one until there are only two members of the crew left, while this happens they uncover clues as to where they are and what is going on but most information about everything is kept a secret. Soon the crew grow tired and are sedated again, finding themselves in a jail cell for the murder of the rest of the crew (which they didn’t commit but that’s what everyone else thinks). Then it is revealed that the crew were being observed by the people that kidnapped them and that the kidnappers have the camcorder which the camera man was recoding everything on . Why The crew try to escape so they don’t die and also try finding out what is happening and where they are When 2000s Where A massive, secret testing facility that to the crew seems like a maze of odd rooms and objects How The film is mostly from the point of view of the camcorder that the camera man is using to film everything.
  • 14. Existing Product This poster or advertisement uses some main “characters” of the film in it, this being one of the monsters (who is portrayed as a bad guy) and the hero/ protagonist. The layout of where the hero, villain and the title are is done in a way so they can all be seen and is appealing to the consumer, having the evil in the foggy background and the heroism close to the camera. Using main characters for something like this makes sense because this will make the poster/ advertisement more interesting than using side characters and might let consumers get a better understanding for the film.
  • 15. Existing Product This camera angle makes the main character look so small within the colossus shadow, only being able to see the main character because of a ray of light which could be acting as a ray of hope for the hero (the ray of light is probably mise en scene), possibly making the consumer wonder how they would take down such a threat and make them root for the hero, the size of the colossus taking up most of the box art also shows that they are a main part of the game letting consumers understand with more ease what the game is about. Being able to grab the consumers attention to then let them easily understand what the piece of media is about is what you want from something like a box art for a game or any kind of advertisement.
  • 16. Existing Product Again in this poster, the villain is in the background but obscured from the brighter hero's, the most important/ famous/ liked hero's being the biggest and easiest to see. All of these posters have a colour scheme, even thought this poster has some different colours against the black, purple and dark blue theme, they still mix and end up working with the darker colours rather than standing out too much, however these other colours are mainly used on the hero’s and do help make them stand out more.
  • 17. Research Summary What have you learned from your research? What aspects of the research will you include within your on work? I have learnt that using the main characters and making them most visible is a common theme within advertisement for media, I will probably try to use this along with centralising the title or having it above or below the action. Some of these existing products use lighting to show what is supposedly evil and who is the hero, this can be used by making the villain bigger but hard to see because of lighting or atmosphere (something like fog) and or making the hero lit up or just easier to see than the villain. Obviously the costumes, props and environments will reflect where the film is set, around what time period and who is in the film/ what the characters are like and what they do in the film.
  • 18. Bibliography 1. Paul W. S. Anderson (2020) monster hunter (movie) 2. Japan studios (2005) shadow of the colossus 3. Kevin Feige (2019) avengers endgame
  • 20. Style Sheet These colours where chosen from the mood board, some where from parts of armour and clothing, there’s also the mountainous environments, the castle/ place where the characters live and the colour of fire. Colour scheme 1 This is more of a jungle themed style of colours which was found on the mood board from the jungle picture, the poachers clothes and the river. Colour scheme 2 Font type 1 This font would be used in the title if the 2nd colour scheme was used because it fits the wild , jungle theme more. Font type 2 This font would be used with the 1st colour scheme as it fits the castle and knightly theme more.
  • 21. Style sheet This font would be used as a headline font for any other information on the poster/ magazine, this one being used instead of the fonts for the title because it still fit the theme but is a bit easier to read. Body text Copperplate Gothic Light This font can be used for the body text because again, this is a lot easier to read than the title and so will make consumers more inclined to read it but it still partially fit the knightly theme.
  • 22. Magazine and advert layouts Main image Second image Masthead Main cover lines barcode Secondary cover lines Price and date Magazine cover Main image Masthead Main tag lines Price and date Poster/ advert
  • 23. Contingency What can go wrong? What can you do if it does? Computer stops working Try to fix it, turn it on and off or just go to a different computer The software stops working or crashes Remember to save regularly so the work isn’t lots and try reopening the software or use a different computer Need more or better recourses Look for or create more recourses to use that are tailored towards what you're going for Become sick or cant come to college Try working from home or work overtime when you can come back Cant create what you wanted (too low of a budget, not enough skills and time) Try to aim for something a bit lower and more achievable but still something good and what you want
  • 24. 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? Tripping hazard Not leave anything on the floor for people to trip up on, if something needs to be there then it should be called out Lighting warning Make sure no one is affected by bright lights or flashing lights Objects above people Make sure these objects are secure and that people try to stay clear of them Using any long, sharp or harmful objects Need to use everything with care and make sure not to hurt anyone with any equipment or items when in use
  • 26. Synopsis beginning The film start with shots deep within a jungle, rays of light shining through the trees and making some parts of the jungle floor visible, plenty of typical rainforest noises can be heard but not that loudly. Different shots of the jungle floor are shown and with every new shot, more creatures appear on screen (for example the first shot is looking up from the jungle floor to the trees, then in a new shot there can be some butterflies flying past, and in the next one there can be a colony of ants, then a couple of foxes etc.) Then all the noises quieten down, suddenly there is a creature on screen that isn’t natural (possibly throwing some of the audience off that this was a normal jungle), it walks towards a small opening in the trees where it takes a drink from a river, the camera positioned in a way so when the creature bows its head down to take a drink, the main character (the poacher) is revealed in the trees, observing and hunting the creature. The poacher keeps following the creature as it moves through the jungle, eventually the creature notices a loud rustle noise from the poacher disturbing a bush. There is a small, tense, silence as the poacher slowly reaches into their pocket, taking a crafted mechanism out to then throw to distract the creature, as the creature turns for 1 second to listen to the thrown object, it then emits a bright flash of light that stuns the creature, leaving it open for attack from the poacher. The poacher attacks the flailing creature and injures it, creating a bleeding wound, leaving a blood trail. The creature tries to escape and the poacher follows after it, not rushing because he knows he doesn’t need to, he's already got his trail and it is weak, the poacher is very in touch with nature and knows exactly what he’s doing after having lots of experience on his own, but he is selfish and doesn’t care about nature, he only wants to survive and does whatever it takes, including knocking the ecosystem out of balance causing a lack of prey for apex predators making them unsettled and acting unnaturally. As the poacher walks off, the camera zooms out to reveal a group of knights that caught a glimpse of the poacher walking off, they go to the location they saw the poacher but he has already left, however there is the trail of blood that the knights decide to follow. The knights observe the poacher from afar as he finishes off the creature and takes its carcass with him, the knights agree to go back to their city and notify their higher ups about this situation, the cameras focus now on the knights and following them into the city, they tell the higher ups that “there is a poacher out in the jungle and we witnessed him hunting a creature not eligible for being hunted”. The higher ups give the knights orders to find and capture the poacher, then take him back to the city where his reminder or punishment will be decided. The knights prep up, take any equipment they need and then head back in the direction of the poacher, finding the place where to poacher killed the creature and tracking him down from there. Eventually they find the poachers home, a cave with a glow of fire inside, the knights approach the cave and enter the cave, there poacher is above them as they enter the cave and is about to ambush them, the poacher jumps down and fights the knights, the poacher is outnumbered and the knights overpower him, they don’t want to kill the poacher and are not trying to harm him but the poacher believes otherwise and uses as much force as possible. One of the knights has enough and punches the poacher to knock him out, he then wakes up in a jail cell.
  • 27. Synopsis middle The poacher is now in the city and locked up in a jail cell, one of the knights walks up to the other side of the bars and talks to the poacher, he asks “do you know why you're here?”, the poacher ignores the knight and faces away, being as anti social as possible, the knight tries getting the poachers attention but fails, so he enters the jail cell with the poacher to try talk to him, the poacher acting aggressive and ready for a fight, but the knight doesn't want to fight and just wants to talk. The knight says “I don’t want a fight, just wann’a talk”, with the poacher still tense, the knight says “can I at least get your name? I'm Isaac”, the poacher slowly lowers his guard and tells Isaac, “I don’t know my name, its been a long time since I interacted with another person” they both slowly sit down but far apart from each other. Isaac goes on to explain that he and the city's people are not the poachers enemy and that he was taken here because he was committing a crime within the city's land that he was unaware of, the poacher questions what is wrong with the way he lives and what he does that offends the city people. Isaac explains that he and the people of the city see him as a poacher that hunts only for himself, disrupting the ecosystem and causing issues that range from small to large. The poacher doesn’t care what people think of him and so demands to be let out of prison to live his life again, Isaac tells him that he cannot go back until he changes his ways, he goes on to explain the “way of life” the people of the city live, how its works, how it co-exists with all life and why it must be done instead of poaching. The poacher very slowly begins to understand but its there yet and still want his old life back, Isaac decides to leave for now but not before asking “what should we call you then if you have no name, I don’t think poacher is a great name, don’t y’a think?” “how about Mayden?” The poacher now called Mayden cracks a small smile as he feels quite happy to finally be interacting with people again, as he exits the cell ,Isaac say “why don’t we work on a fresh start eh? The sooner you change you’re mind the faster you can leave this place, if that is what you want of course” Mayden looks up at Isaac with interest. Before leaving Mayden in the cell Isaac finally says “we are all more then happy to take you in once you come clean, as I said, fresh start”. Mayden now feels a lot more welcome, happy and trusts Isaac but still hasn’t changed his mind completely, Isaac knows this and so every day he talks to Mayden to gain is trust more and become his friend slowly introducing him to the “way of life” and everything else within the city including the people who also begin to like Mayden as he begins to change. One day Mayden is asked to help on a quest with a group of knights including Isaac, they are tasked to take down a monster threatening the live stock of the city and Mayden is asked to help as part of him learning what to and what not to hunt and because of his history at being good at hunting these creatures.
  • 28. Synopsis end As Mayden, Isaac and the group of hunters (that captured him in the beginning) become closer friends, the city's people are all panicked. Mayden and the knights are not sure what is going on as they were out of the city as of the time this panic began, Isaac asks the higher ups what the issue is and they respond by saying “there have been sighting of a black dragon”. The knights are startled by this news but Mayden not as much, Isaac explains to Mayden what a black dragon signifies, “they bring untold weathers with them, people can feel their presents from miles away and they can cause the destruction of this city in a matter of minutes!” Mayden now understanding the magnitude of the situation is panicking, he doesn’t want to lose his friends and likes the city he now calls home so says to the room “We’ll fight it!” everyone is quiet and looks at Mayden, they say to him “we cannot defeat such a beast! After all, it is in the creatures nature to be at the top of the food chain and so we should just prepare to leave for as long as it takes”. Mayden knows that such an amount of people will not survive in the wild for however long the beast decides to stay, Mayden is determined and says “we don’t have to kill it just repel it, make it know that its not wanted here”. Everyone begins to bicker and discuss what to do. Mayden wants the best for his friends and the people of the city as they are all good people and helped him out so much to the point of changing his life style for the better, so Mayden says “even if I have to fight the beast by myself, I'm not letting it kill so many good people, whether it be directly or not, people will die if we don’t stand our ground! Besides, I finally found something worth dying for…” with everyone inspired by Mayden, one by one they cheer for him and the possibility that they might win, beginning preparation for the final fight. The beast is spotted, roosting upon a tall mountain close to the city. Mayden, Isaac and the other knights climb the mountain and find themselves face to face with the black dragon, Mayden being the most experience, has to help everyone as they fight, shouting orders, picking people up from being hit and drawing the beasts attention, the plan is established while they fight as Mayden suspects a possibly weakness, that being to attack the wings so it cant fly and so could be tricked to falling off the mountain, they are successful in breaking the beasts wings but Mayden is left to make the sacrifice of leading it off the mountain, Mayden and the black dragon both fall together, as they fall Mayden sees a small lake near to where they might land, in a attempt to save himself he pushes of the falling beast to fall closer to the lake. Isaac and the other knights immediately go searching for Mayden, they find the crash site with no dragon and no Mayden, but he Is spotted unconscious floating in the lake near the crash and is taken back to be taken care of, later informed when he is conscious that they successfully repelled the black dragon. The day is saved, all is now good and Mayden has found a new home and family. END
  • 29. Character profile Henry Cavill as Isaac the knight Johnny Depp as the poacher/ Mayden The poacher/ Mayden is a character who at the start if the film is selfish and only tends to themselves, he doesn’t speak until he has to interact with the knights and so uses his actions for the audience to understand what's happening. I think that johnny Depp would fit this role quite well. Henry Cavill played Geralt of Rivia in The Witcher which resembles what the character Isaac would look like, Isaac is more of a nice person as he is the one who talks to and gains the trust of the poacher, he want to help people and is loyal to the “higher ups”, becoming good friends with the poacher.
  • 30. Reflection Half way through being complete. I have completed the double page spread for the magazine cover and the poster, I am currently making the magazine front cover. I was unaware that I had to source as many assets as possible that are my own or created by me, because of this I had some trouble with getting the assets I needed and coming up with an idea that is realistic with what I can work with. The magazine double page I wasn’t happy with until I finished it and used columns to neaten all the text and images, then I was satisfied with how it looked, however it doesn’t really have the same themes as the poster and magazine cover, the poster is more nature with green and brown colours where as the magazine double page spread is medieval with red and dark blue colours. I would improve my work by tying to make the themes a bit closer and tweaking the blood on the tree for the poster. I am going to try fix the blood on the tree and create the magazine front cover. Fully completed. I have finished the poster, magazine front cover and double page spread now but I didn’t go back to change the blood on the tree for the poster but did add in a date for the films release, I am happy with how the magazine cover came out but it looks quite different to both the poster and double page spread, I do think they all look quite different to each other, especially at first glance, however there are some thing that connect the products such as the fonts and similar colours and when you look at them more, you can begin to see how they connect. I would like to have made the blood look better and maybe added more to the magazine cover or just made the shadow a bit more pronounced.
  • 31. Magazine Front Cover This is a mock up of the magazine cover and the double page spread to give an idea of what it would look like.
  • 33. Advertising This was made while I was trying to come up with ideas for the magazine and poster. This was made while I didn’t have the images required to create the final poster. The final image for the poster.
  • 34. Advertising A mock up of the final poster on a bus stop.
  • 37. Mind map • The game could be a 2D ARPG which I think would be easier to make than a 3D one, but this would be tough to make work as an ARPG. • The game could be a candy crush type of game with elements of the film concept to make it seem better than any of the other candy crush type games. • The game could have turn based combat and could either be 3D or 2D but would probably have to be 2D as that would be easier to make, I believe. • The game could be a real time strategy and be from the view of the sky down on the characters which could work but I think would be sort of boring, especially if I made it. • The game could be a survival horror in where you are some defenseless person in the wild, this could work very well but would be hard for me to create and actually make scary. • The game could be a mix of turn based combat and a platform adventure which isn’t something I personally have seen before (maybe because it’s a bad idea) but could be a unique idea.
  • 38. Mood board The character could look like this if you play as the knight or instead look like a cave man as you play as the poacher, there could also be a home within the castle and the cave. The game could have lots of different biomes and one of the be a forest, it would be nice if it looked realistic, but pixel art will probably be much easier. I want it to be open world as well and not be small levels (such as ori and the blind forest). The enemies could look like this if they were in combat and it was turn based as they would be still but posing, the sprites closer to the bottom are simpler/ have less detail and this would be what I aim for my sprites to look like. These character sprites are too short and wide but gives an idea of what they might look like if they had the structure of the second Colombe characters (taller and slimmer).
  • 39. Final fantasy games Most of the final fantasy games are a style of game called “turn based combat” meaning you take a turn to do something like attack the enemy or use an item and then the enemy takes a turn to do something. With some newer games ,this concept has been expanded upon to introduce more complexity and new twists to make the players want to play the their game, such as with the final fantasy 7 remake, the turn based combat has been moulded into a hybrid of ARPG and turn based. The turn based combat is what I plan to use in my game. The graphics of the older final fantasy games is pixel art, a more simple and usually 2D style that was used all the time when video games where first made as the technology used was not powerful enough to make anything more complex but now in the present, is used as a stylistic choice or because its easier to work with. This is what kind of style I will be trying to employ on my game.
  • 40. Pokémon The mechanics of Pokémon is that you roam around areas in search of Pokémon to capture, once these Pokémon are captured you use them to fight other Pokémon and level up your Pokémon so the become stronger and you can fight tougher opponents. I plan to use Some of these mechanics in my game, it could be closer to something like final fantasy were you create a team/ party of people that fight together and level up as they win battles.
  • 41. Ori and the blind forest I think that there are many appealing factors for the audience when they play ori and the blind forest but one of the biggest for me is that the map is open world so it is effectively one massive level, but parts of the map are blocked due to story beats or not having the required ability's to procced, as you play though the story and unlock new powers, you can explore more of the map and these new parts of the map, usually are harder and test your skills and make you use your newly acquired ability’s. I would definitely plan on making my game similar to this idea of an open world map that is progressively unlocked by unlocking new powers and or playing through the story.
  • 42. Monster hunter The main story line of most monster hunter games is that there is something making all the creatures on edge and more aggressive and you the hunter/ main character are tasked with finding out the cause of the upset and dealing with anything that threatens everyone's lives, until eventually the hunter finds the cause and stops it making things better again. I would probably use this kind of template for my storyline but try make it different in some way like adding a new twist that the audience might not expect. One of the main mechanics of monster hunter is when you defeat an enemy, you take materials from them to craft new armour and weapons that have unique skills and stats. I could use a similar system in my game where you can not only level up your characters but give them equipment depending on the creature and material.
  • 43. Style Sheet The colour scheme could be similar to the one on the right but I might want to change or add some new colours especially to fit with what happens within the game. The title of the game in the main menu could be the same one on the bottom of the screen (also used in the magazine cover, front cover and poster) but have it be pixelated to fit the game. The main characters that you would be able to play as would probably looks something similar to the ones on screen, mostly the darker and slightly more detailed ones as this, I think would fit the theme more. The perspective of the game should be 3rd person on a 2D plain, this should stay the same throughout the game, including during cut-scenes.
  • 44. Game layout The games HUD and layout could look something similar to what I made here, the current quest/ objective at the top left corner of the screen, the in game time of day on the top right, and a mini map of the characters location. The HUD I made could be a bit smaller though as it shouldn’t make things hard to see. I imagine that more information can be kept on a settings/ pause menu so the HUD doesn’t clutter the screen and can be easier to use, things such as the main map, characters status and inventory can be shown on this screen.
  • 45. Practice pixel art Attempt at a self portrait in pixel art. Miniature self portrait with an environment. Practice of making an enemy concept for the game. Character “Poacher” being portrayed in pixel art. Example of the start screen for the game (is a recreation of the movie poster and so ties in).
  • 46. Game Summary A quick summary of the game. ● On the surface, the game will be a 2D platformer similar to the Ori games (the one on this Power Point) ● Enemies can either chase after you, patrol, ambush you or be “disturbed” (if they are asleep or are unaware they are going to be attacked). ● Combat will begin when your character touches the enemy, it would be turn based combat similar to a final fantasy game (like the one on this Power Point). The “disturbed” mechanic could let the players first attack deal twice the damage to the enemy ● Once enemies are defeated, you will get materials from them to create new equipment to become stronger and gain new skills, the characters will also be able to level up on an XP system and gain more skills from that ● Some skills from levelling up or progressing the story will allow the player to progress to new areas that can offer new challenges or continue the story ● Each area will have its own boss fight somewhere within the area (close to the end of the area) ● While you are outside, away from the kingdom, the time of day matters because the later and darker it gets the tougher and more abundant the enemies get (e.g. more ambushing the player). Because of this, the player is given a risk and reward scenario which can personalize the experience. New “safe places” will be introduced to the player as they expand the map and progress the story
  • 47. Game Overview Theme / Setting / Genre • The themes and setting of monster hunter and my game are similar, there are dangerous monsters you have to fight in the wild. • The Ori games are of a similar genre to my game, they are both metroidvanias that are 2D. • The older Pokémon games used pixel art and most of the games use turn based combat which will be what my game uses. Core Gameplay Mechanics Child of Light is probably the most similar to my game as it uses turn based combat, is 2D, lets you create a team and is a metroidvania, the only things differentiating them is the setting of the game and the art style. Part of the mechanics for monster hunter will be implemented into my game (being able to create equipment from the things you defeat).
  • 48. Story and Gameplay Story The story will be told from the knight's point of view and will eventually involve the poacher as the story progresses. The characters will not talk and or explain to the player directly but will talk to other characters or themselves in a way so when the player reads the text, will understand and follow along with the story. The story of the game would follow the same path as the film, the poacher is taken in by the kingdom and knights, they train and learn together and eventually, are confronted with a big challenge that they do overcome. Core Gameplay The “loop” of the game would be this. This cycle would differentiate sometimes but would stay similar until the end of the game where the final boss would finish the game. Start out weak and at level one Fight, level up and craft new gear Progress the story and find new members to join your team Fight a boss Receive new abilities and unlock new areas
  • 49. Levels Because the game is a metroidvania, there will only be one big map that acts as different levels because most of the map will be blocked off until the player progresses through the story and unlocks new abilities. The starting areas will be easier than the later areas and can all house a boss fight for the end of the area to basically prove the player can continue to the harder area. The levels will vary by implementing small but new mechanics and new enemies, the enemies will become stronger and more complex as you get to later areas, later areas may also make it more difficult to get to a safe space before night so there is more risk (as mentioned in an earlier slide, night is dangerous and prompts the player to retreat to a safe space), however the earlier areas will be more simple to ease the player into the experience but also expose them to enough mechanics so they get a feel for the game. Some examples of possible gimmicks for later areas could be a character taken away from the players roster for a while, environmental challenges and puzzles.
  • 50. Assets Assets could be character designs and animations, environments, power ups, enemies, game over screens. Make as much as you can, to get across how your game will look and play.
  • 52. Research • I researched lots of different posters, magazine covers and even other forms of media such as game box arts. This helped me get ideas for what works and what I could do for my work. • I don’t think there are any weaknesses within my research, the only issue I had was finding a virality of media products similar to my idea to get inspiration. • I looked at lots of different games, some I looked at for the type of game they were, their mechanics and game loop/ play style and other games I took inspiration from the art style so I looked at older games or ones that used pixel art because my game would be made using pixel art. • With this research and already having ideas in my head, it help my production a lot and the inspirations can be seen in my work.
  • 53. Planning • I had not properly planned for these products and was unaware I would have to go out and take my own pictures so most of my ideas were in my head or being created as I was taking pictures for the products, I took lots of pictures and would later chose what I thought would work best. • I could have created a better plan of what I want to take pictures of, where, when, who with and how I was going to do it. • I also might have used a different idea for the film to work with because if I knew that I had to use as many of my own assets as possible then I would have used an idea that works well for me and lets me easily create something based on the film. • I already had lots of planning and ideas in my head of what I wanted to do, especially after doing my research on lots of different games, so it was easy to know what I wanted to do but it was creating what I wanted that was the challenge, so I had to plan what I could make with the limitations I had. • I did not create a plan for what I was going to do and when I was going to do it but my work still turned out okay. • A strength of my planning could be that I knew what kind of things I wanted to make because of the type of game and theme I was going for.
  • 54. Time Management • I didn’t create a time table but did get things done well and on time, I worked on what I could work on without the pictures (that being the double page spread and the proforma), once I had taken loads of pictures (which was half way though production) I used the photos I thought worked and created the other products and finished the proforma work. • If I had more time then I could have made more merchandise with the theme of the film, such as mugs and shirts. • Again I did not make a time table of anything to track what I do and when I do it but instead just winged it and made the stuff that was required to create within the time allocated, even though I didn’t work to a time table/ in an unorderly fashion, the work still turned out fine but it is probably safer to create and stick too (or loosely stick too) a timetable. • If I had more time then I would have made extra music and sound effects for the animations and maybe created some more still images or even animations.
  • 55. Technical Qualities I made it so that main parts of the poster are visible, near the centre and in focus (this being the arm, tree and arrow). The text is also in red which is the same colour as the blood and scars in the poster to match the colour scheme. The title is also bigger and easier to see than the release date as it is more important. Unfortunately, the blood on the tree doesn’t look very realistic but the other images I used that I couldn’t get in real life where either good quality images or I made them look good and as though they fit with the image as a whole. Using tools within photoshop I managed to make the image darker but create highlights on the characters knuckle, signifying that he is heroic and possibly the main character, I also centred the title and placed it where nothing much is happening so the empty space is filled up. The magazine cover has the main part (the silhouette) in the centre of the cover and then other parts around the silhouette are dull and haven’t much to look at (ignoring the text), pulling peoples eyes to the centre. The more important text like the title are bigger and easier to see, the other text is visible but isn’t the main focus and so is out of the way and either harder to see or in a different colour. To catch peoples attention for important words, some words are being highlighted in yellow as appose to the black text, this yellow also come from the small eye of the silhouette so there is consistency in the colour scheme and makes a connection between the yellow words and the silhouettes yellow eye, the yellow words are more important like the yellow eye is important because it’s the only detail you can see of the silhouette. Using photoshop I made the words easier to see by creating black borders around the letters or drop shadows behind them, I also made the text centred and fairly tidy but making sure you can still see the main image.
  • 56. Technical Qualities The magazine double page spread has a clear medieval and royal theme which does sort of clash with the poster and cover but still works with the film, its just unfortunate because the poster and cover are more gritty and mature but the double page spread looks more catered for a different target audience when compared. I gave the images picture frame borders to continue the themes, this does work in making it look knightly and medieval but I feel it does clutter the pages a bit too much and add to the catering for a different target audience. I believe that there is too much in the double page spread and it should be a bit more simple with more text to make it look more like a magazine double page spread. I did use the ruler lines in photoshop to line up all the text and images so they are tidy, making it a little less cluttered. The background was made with the gradient tool and a filter in the filter gallery to give the rocky, brick look. I shaded the picture frames so they were a similar shade to the rest of the image, I believe that one of the reasons the double page spread isn’t as good is because it breaks the colours scheme by having a few too many different colours.
  • 57. Technical Qualities • I would ay that my work is quite similar to what you might see in older or pixel art style games, the animation isn’t great especially for the walking because it isn’t really walking but more of a hover or hop, so I would try to improve on that in the future and make it look more like walking. • There is a lot of detail in the environments (although a few places are lacking in detail and others are too empty and in need of more assets) and I included mechanics and HUD elements that would feature in the game so you can get a feel for the game and what it would look and play like. • I would say that the audio is very good and adds a lot to the feeling and experience of a pixel art game, unfortunately I don’t have any sound effects but If I could make/ get good sound effects then it would add even more and make some things more understandable, such as the opening of the map which is quite random without sound effects. • Some of the animation was very tough to make look normal or the way I want it to look, for example the sea in the top right animation, I made it look like it moved like waves would but every frame was a different speed so it wouldn’t consistently wave but instead would stop and start depending on the length of the frame. This could be fixed by sticking to the same length of time for each frame.
  • 58. Aesthetic Qualities • I think the yellow effect (to emphasise the important things) on the magazine cover works very well with the darker and plainer parts around the silhouette. I also think that because it’s a silhouette in the centre and not something you can properly see, people will want to know about it and be more interested. Not all but quite a few magazines and their front covers like to use something to emphasize certain words of importance, which is what I've done. • The fonts work with the themes presented with all the products but are sometimes difficult to read. Most movies don’t use hard to read fonts in their titles but instead use a font that is kind of appropriate for the film but is easy to read, the hardest text to read is on the magazine cover, while it is readable I should have settled for the same font used for the poacher poster. • The background for the double page spread fits the theme and looks very nice with the contrast from red to blue. However I think there is a bit too much clutter, I believe taking away the picture frame borders would make it look tidier and more like mature magazine double page spread (possibly fitting the themes of the poster and cover more) but it could also take away from the knightly and medieval theme. • I think in the poster, the blur around everything unimportant is good, in many posters, the less or unimportant things are either blurred out, harder to see (obstructed) or less detail than what the creator wants you to see. Having the arm of the “hero” be brighter/ highlighted makes them seem more heroic and important compared to everything else being against the “hero”. This can also be seen in may posters and media, this easily shows the good and evil and their conflict as would be seen in more detail in the movie.
  • 59. • I think that there is enough detail in the backgrounds that make them pleasing to explore, I also like the background sky colours that complement each other but are unnatural and so the player may question them and want to understand why they are the way they are. • There is only one enemy asset in the final piece but I think the enemy designs could also be a lure for the player as they want to explore to find these creatures to look at them and find out how they can benefit the player when defeating them. • I think the animations are okay and do look like gameplay but they need more work so they look better and more like someone playing parts of the game. Aesthetic Qualities
  • 60. Aural Qualities • The Poacher movie posters and magazine stuff has no audio. • I did create some background music for the animations, I think the music fits very well with the pixel art them and the themes of the game, adding a lot more to the experience. • Unfortunately I don’t have any sound effects for things such as walking, opening a map, fire crackling etc. If I had the tools and the time then I would have found or made these sound effects as this would have added as much as the background music does to the experience.
  • 61. Audience Appeal I think that the movie poster would appeal to target audiences very well because it looks like an action film with a hero in it, this it what I was going for and I think matches the film quite well, personally if I saw the poster, I would at least like it but would also be interested in what it is and want to know more about it. The only issue is that this poster wouldn’t appeal to all audiences but that doesn’t really matter, I think the magazine cover and double page spread are more focused towards a slightly younger audience and are a bit more gamey but still fit the theme and work for the target audience. I think that this product would probably be more suited for younger males (10 to 18) but it still definitely works for those not in that category, if people liked the film then they would probably like the game as it expands the world created in the film, because you can immerse yourself more in the game with the characters, enemies and environments, I think all the types of people to enjoy the film would like the game but some people (especially those who haven’t played a video game before) could be detoured for it might be too hard for them or they don’t like the games mechanics or style e.g. turn based combat, 2D or pixel art.
  • 62. Overall strengths and weaknesses of the final package. I believe that the project as a whole went well, there were issues such as not properly planning and not having dedicated times for doing things but managed to create what I was asked to and the products turned out quite well, some better than others but not awful quality. The Poacher movie poster turned out very well, it hit the theme of gritty and mature that I was aiming for while giving a mood that felt dark, mysterious and sort of scary (maybe even horror) but also seeming heroic and adventurous. These moods and themes are made even better as they would all be seen in the movie, meaning the poster accurately represents the film while looking good and enticing people, with it being vague enough that people want to know more but know what kind of film it is and would be interested to look into it. However I do think that there needs to be some work on the blood splatter on the tree as it looks quite unrealistic compared to everything else. The text is the same colour as the blood which is good and keeps the mood but it quite hard to read and should probably be easier to see with it being the title of the film. The magazine cover and double page spread are a small step down but still good in my opinion, they still fit the themes of the film but aren’t as gritty as the poster, the magazine cover gets away with this as it still looks ominous and mysterious but needs to have the features that most magazine covers have, however the double page spread looks more like a gaming magazine, probably too bright and some parts not looking similar enough to the cover and poster. The main strengths of the front cover are the bright words with importance in contrast with the darker words that are not as important, the shadow that creates curiosity and mystery but is exciting and interesting and the fact is looks like a magazine cover. I would say that the main weaknesses are the abundance of dull colours, the shadow is a bit rough and needs some work (along with the eye) and the bottom text and barcode could be a bit smaller. To fix these issues I would need to learn how to make the shadow look better and determine what looks better by making multiple versions of the final product and then picking my favourite one. The main strengths of the double page spread could be that it still fits the theme of medieval and fantasy but doesn’t have the gritty, darker and more mature feeling like the other two products. There were some issues with animation and learning how to use pixel art but in the end it didn’t turn out bad and the animation was okay, the environments were quite detailed and lots of mechanics, characters, music and sprites were shown off to give a good idea of the product and how it would play out.

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to watch it?
  2. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to watch it?
  3. Choose a recent product similar to your own and annotate it- magazine front cover and adverts. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to watch it?
  4. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.
  5. 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
  6. 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?
  7. 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?
  8. 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?
  9. 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?
  10. 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
  11. How have you appealed to your target audience? What specific bits of content would appeal to your target audience.