Here are some suggestions for improving the visibility of Jennifer Tilly's name on the movie poster:
- Use a thicker or bolder font weight to make the text stand out more from the background image.
- Add a stroke or outline around the text in a contrasting color like white to make it pop.
- Place the text on a transparent overlay shape like a rectangle so it's not competing directly with the image details underneath.
- Increase the size of the text slightly so it takes up more visual space and catches the eye easier.
- Experiment with different text colors - a lighter or brighter hue may stand out more than the dark red currently used.
- Add a subtle drop shadow behind the text
The document describes various character types that could appear in a story, including the hero Alan who gets help from friends after a series of events, the villain Leslie Chow who breaks out of prison, and helpers like Phil, Stu, and Doug who agree to help Alan. It also provides some initial ideas for stories, including one about doctors trying to find a cure for a deadly virus in New York City and another about two brothers seeking to prove their father's innocence after their mother's murder.
Here are some key takeaways from the existing products you've researched that could inform your own project:
- Neutral color schemes with browns, greens and faded tones can set a moody, realistic tone.
- Pseudo-3D perspectives that look down on the character provide an immersive viewpoint.
- Survival gameplay mechanics like resource gathering, crafting, and farming systems allow for challenge and progression.
- Bright, graphic magazine covers stand out on shelves and attract target audiences interested in design/media.
- Larger fonts make magazine content easier to read quickly.
- Movies based on true stories can bring gritty realism and drama. Focusing on a few dominant
Here are the color palettes I selected for my short film:
Color Palette 1:
- Black (#000000): To represent the black color of the PlayStation 5 console.
- White (#FFFFFF): To represent the white color of the PlayStation 5 console.
- Light Blue (#87CEEB): One of the shades of blue to tie into the PlayStation brand color.
- Sky Blue (#87CEFA): Another shade of blue to tie into the PlayStation brand color.
- Dodger Blue (#1E90FF): A brighter blue shade to tie into the PlayStation brand color.
Color Palette 2:
- Midnight Blue (#2C3E50): The darkest blue shade used.
Here is a magazine front cover promoting the film:
[MAGAZINE COVER]
The cover features a dramatic image of the protagonist in his black armor, sword drawn, standing amidst a burning city backdrop. Flames and smoke billow around him as he gazes determinedly forward.
In large font across the top is the title of the film "The Last Noble". Below is the tagline "One man's quest for redemption in a world divided".
Smaller text lists the director and main cast. At the bottom in a banner it promotes the film as "The must-see event of the year!" and includes the release date.
Overall the cover conveys a sense of epic action
The game begins with an explosion speech bubble introducing the title "YIKES". It then fades to reveal "Level 1", setting up the first level of the game. Sound effects will play when the character collects coins, including a celebration sound to encourage the player. The script focuses on engaging audio-visual elements to grab the player's attention and motivate continued gameplay.
1) The author surveyed 50 people about their horror movie preferences, with most respondents being 16-20 years old, which was the target demographic.
2) Nearly all respondents said they enjoyed horror movies. The majority preferred supernatural subgenres and named Paranormal Activity as their favorite film.
3) Most respondents preferred a female lead character and wanted the villain to survive rather than die at the end of the movie.
4) Common horror conventions like darkness, isolation, teenagers, and large houses were incorporated into the trailer based on audience feedback.
The document discusses character archetypes from existing products like Star Wars and applies them to story theory. It analyzes the main characters from Star Wars based on common character types like the hero, villain, helper, etc. It then applies the story circle model to the plot of Star Wars, identifying points of equilibrium, disruption, repair, and new equilibrium. Research on film noir posters, Saul Bass posters, and magazine covers is presented to inform the design of marketing materials for the story idea. Key elements like mood, limited color palettes, and exclusive content are discussed.
Here are some key aspects of Super Meat Boy's game design that could inform your own video game idea:
- Side-scrolling platformer format where the player progresses from left to right through levels
- Fast-paced, challenging gameplay that requires quick reflexes and precision jumping/maneuvering
- Minimalist, retro-inspired pixel art graphics with a limited color palette for a clean, focused visual style
- Distinct character design with Meat Boy's red color popping against backgrounds for visibility
- Levels get increasingly difficult through new obstacles and enemy placements to extend replayability
- Clear goals of navigating each stage from start to finish maintain straightforward objective
- Lives/continues system adds
The document describes various character types that could appear in a story, including the hero Alan who gets help from friends after a series of events, the villain Leslie Chow who breaks out of prison, and helpers like Phil, Stu, and Doug who agree to help Alan. It also provides some initial ideas for stories, including one about doctors trying to find a cure for a deadly virus in New York City and another about two brothers seeking to prove their father's innocence after their mother's murder.
Here are some key takeaways from the existing products you've researched that could inform your own project:
- Neutral color schemes with browns, greens and faded tones can set a moody, realistic tone.
- Pseudo-3D perspectives that look down on the character provide an immersive viewpoint.
- Survival gameplay mechanics like resource gathering, crafting, and farming systems allow for challenge and progression.
- Bright, graphic magazine covers stand out on shelves and attract target audiences interested in design/media.
- Larger fonts make magazine content easier to read quickly.
- Movies based on true stories can bring gritty realism and drama. Focusing on a few dominant
Here are the color palettes I selected for my short film:
Color Palette 1:
- Black (#000000): To represent the black color of the PlayStation 5 console.
- White (#FFFFFF): To represent the white color of the PlayStation 5 console.
- Light Blue (#87CEEB): One of the shades of blue to tie into the PlayStation brand color.
- Sky Blue (#87CEFA): Another shade of blue to tie into the PlayStation brand color.
- Dodger Blue (#1E90FF): A brighter blue shade to tie into the PlayStation brand color.
Color Palette 2:
- Midnight Blue (#2C3E50): The darkest blue shade used.
Here is a magazine front cover promoting the film:
[MAGAZINE COVER]
The cover features a dramatic image of the protagonist in his black armor, sword drawn, standing amidst a burning city backdrop. Flames and smoke billow around him as he gazes determinedly forward.
In large font across the top is the title of the film "The Last Noble". Below is the tagline "One man's quest for redemption in a world divided".
Smaller text lists the director and main cast. At the bottom in a banner it promotes the film as "The must-see event of the year!" and includes the release date.
Overall the cover conveys a sense of epic action
The game begins with an explosion speech bubble introducing the title "YIKES". It then fades to reveal "Level 1", setting up the first level of the game. Sound effects will play when the character collects coins, including a celebration sound to encourage the player. The script focuses on engaging audio-visual elements to grab the player's attention and motivate continued gameplay.
1) The author surveyed 50 people about their horror movie preferences, with most respondents being 16-20 years old, which was the target demographic.
2) Nearly all respondents said they enjoyed horror movies. The majority preferred supernatural subgenres and named Paranormal Activity as their favorite film.
3) Most respondents preferred a female lead character and wanted the villain to survive rather than die at the end of the movie.
4) Common horror conventions like darkness, isolation, teenagers, and large houses were incorporated into the trailer based on audience feedback.
The document discusses character archetypes from existing products like Star Wars and applies them to story theory. It analyzes the main characters from Star Wars based on common character types like the hero, villain, helper, etc. It then applies the story circle model to the plot of Star Wars, identifying points of equilibrium, disruption, repair, and new equilibrium. Research on film noir posters, Saul Bass posters, and magazine covers is presented to inform the design of marketing materials for the story idea. Key elements like mood, limited color palettes, and exclusive content are discussed.
Here are some key aspects of Super Meat Boy's game design that could inform your own video game idea:
- Side-scrolling platformer format where the player progresses from left to right through levels
- Fast-paced, challenging gameplay that requires quick reflexes and precision jumping/maneuvering
- Minimalist, retro-inspired pixel art graphics with a limited color palette for a clean, focused visual style
- Distinct character design with Meat Boy's red color popping against backgrounds for visibility
- Levels get increasingly difficult through new obstacles and enemy placements to extend replayability
- Clear goals of navigating each stage from start to finish maintain straightforward objective
- Lives/continues system adds
The document provides background information and initial ideas for developing a story and game. It includes potential character types and plot points for an existing product (Star Wars). It then presents three initial story ideas for games, including character descriptions and basic plots. Research on relevant existing products is also presented, such as film noir posters, Saul Bass posters, magazine covers, and the point-and-click adventure game genre.
The interviewee, Adele Chambers, enjoys horror films, especially those in the paranormal subgenre. She recommends including tense music and ordinary characters to create tension and relatability in a horror trailer. For the magazine, she suggests including behind-the-scenes photos and interviews, and pricing the magazine at no more than £3. The focus group also prefers the paranormal subgenre and ordinary settings. They expect tense music, hints of threats, and an intriguing plot in a trailer without giving too much away. For the magazine, they want information on upcoming films and behind-the-scenes details. The survey found paranormal and psychological subgenres most popular. Respondents expect to see dark colors, music, and hints
This document discusses the writer's interest in the fantasy genre for films. It explains that fantasy films allow imagination and the creation of worlds and stories not found in reality. The writer finds the special effects and imagining how aspects were conceived to be interesting. Fantasy films can overlap with genres like horror and science fiction. They often feature ordinary people in extraordinary settings, which makes the fantasy more relatable. The story, effects, and introducing new actors all attract the writer to fantasy films.
This document discusses the author's interest in and attraction to fantasy films. The author enjoys fantasy films because they can create imaginary worlds and stories about things that are not real. Many fantasy films are based on novels, which the author finds appealing. The author is drawn to the special effects, unique stories, and ability of fantasy films to feature things that have never been seen before. The document also discusses some of the common elements of fantasy films, such as incorporating magic, supernatural events, or fantasy worlds. Overall, the author finds the genre of fantasy intriguing because it can blend with other genres and transport the viewer to extraordinary places through ordinary main characters.
The document describes elements of story structure and existing products that could be applied to a murder mystery story and game. It discusses the hero, villain, and other character archetypes that would populate the story. It then analyzes how the hero's journey story circle applies to the existing Star Wars trilogy. Next, it provides initial ideas for stories and characters, including a detective with a dark past and a vigilante seeking revenge. Research on film noir posters, Saul Bass poster design, magazine covers, and point-and-click adventure games is presented to inspire the creative work.
Here are some suggestions for your video game, magazine, and advertisement layouts based on your research:
Video Game Layout:
- Simple side-scrolling gameplay from left to right
- Long background that scrolls to give illusion of character movement
- Layered backgrounds with foreground/background color differentiation
- Main character stands out against backgrounds (e.g. red character)
- Clear UI elements like health bar, inventory, etc. at top of screen
- Varied sound effects and music to add engagement
- Cutscenes for story/boss battles
Magazine Layout:
- Bold masthead in prominent color that matches game
- Large cover image/character(s) in center to draw
The document summarizes and compares tropes in the horror movies Halloween (1978) and Scream (1996) and the teen comedy movies Mean Girls (2004) and The Duff (2015). It discusses common tropes like the final girl character, mysterious killers, cliques and love interests. Specific scenes and shots are analyzed to showcase how they employ typical genre conventions and tropes.
The document describes a horror movie pitch that was developed based on audience research. A questionnaire was used to determine that the target audience was younger people who prefer psychological horror films. Based on the responses, the plot involves a group of students who move into a house where a serial killer used to live. When they find out the killer has escaped prison, strange things begin happening in the house and people start getting killed one by one. The trailer is planned to subvert common horror film conventions by having a strong female protagonist and including an LGBTQ couple.
This document provides an overview of key concepts in story structure and elements. It discusses that a story needs to have a message or idea, and the author needs to believe in what they are communicating. A good story will also have a premise that guides the exploration of ideas. It outlines the typical three-act structure of stories with Act 1 setting up characters and events, Act 2 comprising challenges and a midpoint turn, and Act 3 resolving the climax. It also discusses important concepts like character, conflict, plot points, foreshadowing, and suspense to engage audiences. The document serves as a primer on fundamental principles of crafting narratives.
The document discusses research done on three games - Far Cry 3, State of Decay, and Mass Effect 3 - to help inform the design of the author's own zombie survival game. The games demonstrated how using photorealistic graphics can make the environment feel real and intense. This research helped the author decide on design elements for their game like having a photorealistic art style, realistic weapons like shotguns, and focusing concept art on detailed environments. The author created a mind map and mood board to further develop their game ideas around these insights from existing titles.
- The document is a questionnaire conducted by Emma Collins to understand her target audience for a horror film.
- The responses show that her demographic watches horror films occasionally around Halloween and expect to see supernatural elements, jump scares, blood, and tension in a horror film and trailer.
- Colors like black, white, red, and grey are expected on horror film posters according to the audience.
- The document provides guidance for Emma on creating a horror film trailer and promotional materials that will appeal to her target demographic based on their preferences.
Thank you for sharing your perspectives. It seems you prefer games that allow for more personal experiences without stress from competition. Your preferences provide useful insights into designing rewarding and engaging gameplay.
This magazine cover features Jason from Friday the 13th prominently. It uses a dull color scheme and images of Jason's mask and blade to appeal to fans of the horror franchise. Smaller articles and images of other iconic horror villains like zombies advertise a variety of horror content. The tagline "blood, guts, gore" promises explicit horror content for fans of the genre.
Reception theory refers to how a person connects with and relates to a film on an emotional level based on their own life experiences and personality. Certain genres appeal more to some people depending on what they enjoy. A film is more likely to be liked if it communicates in a way that emotionally resonates with the viewer's life in some way. For example, romance films try to relate to peoples' romantic experiences to make them connect more. Comedies also do this by depicting funny real-life situations people may have experienced. The film "Meet the Parents" is an example that uses reception theory by depicting a relatable scenario of meeting a partner
Here are some potential risks I see and ways to mitigate them:
- Working with equipment like cameras, microphones, etc. could pose risks of electric shock or injury if not handled properly. Make sure all equipment is in good working order and safely stored when not in use.
- Recording sound effects outdoors could expose you to weather risks like sun, wind, rain, etc. Plan indoor backup activities and dress appropriately for the weather.
- Using props like sticks or bottles for sound effects could pose risks if swung around carelessly. Ensure any props are used safely and away from others.
- Having others help with the project increases risk of injury or accidents. Clearly communicate safety procedures and get permission slips from parents if
The document describes Thomas waking up in a maze with no memory of how he got there. He talks to the other kids there and volunteers to be a "runner" to help find a way out of the maze. They eventually escape the maze but discover that the people watching them had been killed, and a government group claims they want to keep the kids safe.
LIND, Camilla Nimue- Defenceless characters in survivalhorror gamesCamilla Nimue Lind
This document discusses the psychology behind survival/horror games where the player is defenseless. It analyzes how games like Silent Hill and Amnesia created a sense of fear and anxiety in players by limiting their ability to fight back. The document examines how level design, puzzles, and mysterious antagonists like Pyramid Head heightened tension without reliance on combat. It considers how this genre differs from action/horror games and whether defenseless gameplay will increase in popularity or be compatible with new technologies like virtual reality.
The document discusses the reasons why people lie and different types of lies. It explains that the main reasons for lying are fear of harm, conflict, punishment, rejection, and loss. It also notes that sometimes lies are told for altruistic reasons to help others. The document then describes different types of lies, including pseudologia fantastica (compulsive lying), white lies, lies of omission, and indirect lies. It provides examples and advice on how to detect lies, such as looking for inconsistencies, insincere emotions, microexpressions, and too many unnecessary details. The document concludes by advising people to not believe everything they hear and for liars to be sincere rather than faking sincerity.
The heavy's sandvich is stolen while he eats at a table. He enrages and searches for the thief with help from the scout and pyro. The heavy battles and defeats the thief, reuniting with his sandvich. New weapons and abilities from an expansion will be demonstrated in the story to entice purchases. The story will have comedy and appeal to Team Fortress 2 fans.
The story begins by introducing the poacher hunting an unusual creature in the jungle, who is observed by knights from a city. The knights report the poacher's illegal hunting to their leaders and are sent to capture him, eventually finding the poacher's cave and engaging him in a fight that results in his capture.
Adventure pro formal copy new - copy finalClaudiaRose5
Here are some suggestions for improving your game design project:
- For planning, spend more time researching different game genres and mechanics to find the best fit for your skills and vision. Narrowing your focus earlier could save time.
- Leave more buffer time for unexpected issues. Testing your work thoroughly before deadlines catches problems.
- Consider learning a game engine like Unity or Godot for more robust gameplay over pixel art alone. Engines provide tools to focus on design.
- Expand your scope through iteration - start simple and build complexity over multiple prototypes based on testing and feedback.
- Promote playtesting to get objective feedback on fun, challenge, and where improvements are needed. User experience is key.
A deadly virus is released in New York, threatening millions. Doctors Bryce Jones and Jessica Palmer race to develop a cure before the virus spreads globally. They must travel to locations around the world to find key ingredients within 8 days. Along the way, they face challenges from the virus' creator, Dr. Malcom Butler. If Jones and Palmer cannot create the cure in time, the virus could kill millions and ruin Christmas.
The document provides background information and initial ideas for developing a story and game. It includes potential character types and plot points for an existing product (Star Wars). It then presents three initial story ideas for games, including character descriptions and basic plots. Research on relevant existing products is also presented, such as film noir posters, Saul Bass posters, magazine covers, and the point-and-click adventure game genre.
The interviewee, Adele Chambers, enjoys horror films, especially those in the paranormal subgenre. She recommends including tense music and ordinary characters to create tension and relatability in a horror trailer. For the magazine, she suggests including behind-the-scenes photos and interviews, and pricing the magazine at no more than £3. The focus group also prefers the paranormal subgenre and ordinary settings. They expect tense music, hints of threats, and an intriguing plot in a trailer without giving too much away. For the magazine, they want information on upcoming films and behind-the-scenes details. The survey found paranormal and psychological subgenres most popular. Respondents expect to see dark colors, music, and hints
This document discusses the writer's interest in the fantasy genre for films. It explains that fantasy films allow imagination and the creation of worlds and stories not found in reality. The writer finds the special effects and imagining how aspects were conceived to be interesting. Fantasy films can overlap with genres like horror and science fiction. They often feature ordinary people in extraordinary settings, which makes the fantasy more relatable. The story, effects, and introducing new actors all attract the writer to fantasy films.
This document discusses the author's interest in and attraction to fantasy films. The author enjoys fantasy films because they can create imaginary worlds and stories about things that are not real. Many fantasy films are based on novels, which the author finds appealing. The author is drawn to the special effects, unique stories, and ability of fantasy films to feature things that have never been seen before. The document also discusses some of the common elements of fantasy films, such as incorporating magic, supernatural events, or fantasy worlds. Overall, the author finds the genre of fantasy intriguing because it can blend with other genres and transport the viewer to extraordinary places through ordinary main characters.
The document describes elements of story structure and existing products that could be applied to a murder mystery story and game. It discusses the hero, villain, and other character archetypes that would populate the story. It then analyzes how the hero's journey story circle applies to the existing Star Wars trilogy. Next, it provides initial ideas for stories and characters, including a detective with a dark past and a vigilante seeking revenge. Research on film noir posters, Saul Bass poster design, magazine covers, and point-and-click adventure games is presented to inspire the creative work.
Here are some suggestions for your video game, magazine, and advertisement layouts based on your research:
Video Game Layout:
- Simple side-scrolling gameplay from left to right
- Long background that scrolls to give illusion of character movement
- Layered backgrounds with foreground/background color differentiation
- Main character stands out against backgrounds (e.g. red character)
- Clear UI elements like health bar, inventory, etc. at top of screen
- Varied sound effects and music to add engagement
- Cutscenes for story/boss battles
Magazine Layout:
- Bold masthead in prominent color that matches game
- Large cover image/character(s) in center to draw
The document summarizes and compares tropes in the horror movies Halloween (1978) and Scream (1996) and the teen comedy movies Mean Girls (2004) and The Duff (2015). It discusses common tropes like the final girl character, mysterious killers, cliques and love interests. Specific scenes and shots are analyzed to showcase how they employ typical genre conventions and tropes.
The document describes a horror movie pitch that was developed based on audience research. A questionnaire was used to determine that the target audience was younger people who prefer psychological horror films. Based on the responses, the plot involves a group of students who move into a house where a serial killer used to live. When they find out the killer has escaped prison, strange things begin happening in the house and people start getting killed one by one. The trailer is planned to subvert common horror film conventions by having a strong female protagonist and including an LGBTQ couple.
This document provides an overview of key concepts in story structure and elements. It discusses that a story needs to have a message or idea, and the author needs to believe in what they are communicating. A good story will also have a premise that guides the exploration of ideas. It outlines the typical three-act structure of stories with Act 1 setting up characters and events, Act 2 comprising challenges and a midpoint turn, and Act 3 resolving the climax. It also discusses important concepts like character, conflict, plot points, foreshadowing, and suspense to engage audiences. The document serves as a primer on fundamental principles of crafting narratives.
The document discusses research done on three games - Far Cry 3, State of Decay, and Mass Effect 3 - to help inform the design of the author's own zombie survival game. The games demonstrated how using photorealistic graphics can make the environment feel real and intense. This research helped the author decide on design elements for their game like having a photorealistic art style, realistic weapons like shotguns, and focusing concept art on detailed environments. The author created a mind map and mood board to further develop their game ideas around these insights from existing titles.
- The document is a questionnaire conducted by Emma Collins to understand her target audience for a horror film.
- The responses show that her demographic watches horror films occasionally around Halloween and expect to see supernatural elements, jump scares, blood, and tension in a horror film and trailer.
- Colors like black, white, red, and grey are expected on horror film posters according to the audience.
- The document provides guidance for Emma on creating a horror film trailer and promotional materials that will appeal to her target demographic based on their preferences.
Thank you for sharing your perspectives. It seems you prefer games that allow for more personal experiences without stress from competition. Your preferences provide useful insights into designing rewarding and engaging gameplay.
This magazine cover features Jason from Friday the 13th prominently. It uses a dull color scheme and images of Jason's mask and blade to appeal to fans of the horror franchise. Smaller articles and images of other iconic horror villains like zombies advertise a variety of horror content. The tagline "blood, guts, gore" promises explicit horror content for fans of the genre.
Reception theory refers to how a person connects with and relates to a film on an emotional level based on their own life experiences and personality. Certain genres appeal more to some people depending on what they enjoy. A film is more likely to be liked if it communicates in a way that emotionally resonates with the viewer's life in some way. For example, romance films try to relate to peoples' romantic experiences to make them connect more. Comedies also do this by depicting funny real-life situations people may have experienced. The film "Meet the Parents" is an example that uses reception theory by depicting a relatable scenario of meeting a partner
Here are some potential risks I see and ways to mitigate them:
- Working with equipment like cameras, microphones, etc. could pose risks of electric shock or injury if not handled properly. Make sure all equipment is in good working order and safely stored when not in use.
- Recording sound effects outdoors could expose you to weather risks like sun, wind, rain, etc. Plan indoor backup activities and dress appropriately for the weather.
- Using props like sticks or bottles for sound effects could pose risks if swung around carelessly. Ensure any props are used safely and away from others.
- Having others help with the project increases risk of injury or accidents. Clearly communicate safety procedures and get permission slips from parents if
The document describes Thomas waking up in a maze with no memory of how he got there. He talks to the other kids there and volunteers to be a "runner" to help find a way out of the maze. They eventually escape the maze but discover that the people watching them had been killed, and a government group claims they want to keep the kids safe.
LIND, Camilla Nimue- Defenceless characters in survivalhorror gamesCamilla Nimue Lind
This document discusses the psychology behind survival/horror games where the player is defenseless. It analyzes how games like Silent Hill and Amnesia created a sense of fear and anxiety in players by limiting their ability to fight back. The document examines how level design, puzzles, and mysterious antagonists like Pyramid Head heightened tension without reliance on combat. It considers how this genre differs from action/horror games and whether defenseless gameplay will increase in popularity or be compatible with new technologies like virtual reality.
The document discusses the reasons why people lie and different types of lies. It explains that the main reasons for lying are fear of harm, conflict, punishment, rejection, and loss. It also notes that sometimes lies are told for altruistic reasons to help others. The document then describes different types of lies, including pseudologia fantastica (compulsive lying), white lies, lies of omission, and indirect lies. It provides examples and advice on how to detect lies, such as looking for inconsistencies, insincere emotions, microexpressions, and too many unnecessary details. The document concludes by advising people to not believe everything they hear and for liars to be sincere rather than faking sincerity.
The heavy's sandvich is stolen while he eats at a table. He enrages and searches for the thief with help from the scout and pyro. The heavy battles and defeats the thief, reuniting with his sandvich. New weapons and abilities from an expansion will be demonstrated in the story to entice purchases. The story will have comedy and appeal to Team Fortress 2 fans.
The story begins by introducing the poacher hunting an unusual creature in the jungle, who is observed by knights from a city. The knights report the poacher's illegal hunting to their leaders and are sent to capture him, eventually finding the poacher's cave and engaging him in a fight that results in his capture.
Adventure pro formal copy new - copy finalClaudiaRose5
Here are some suggestions for improving your game design project:
- For planning, spend more time researching different game genres and mechanics to find the best fit for your skills and vision. Narrowing your focus earlier could save time.
- Leave more buffer time for unexpected issues. Testing your work thoroughly before deadlines catches problems.
- Consider learning a game engine like Unity or Godot for more robust gameplay over pixel art alone. Engines provide tools to focus on design.
- Expand your scope through iteration - start simple and build complexity over multiple prototypes based on testing and feedback.
- Promote playtesting to get objective feedback on fun, challenge, and where improvements are needed. User experience is key.
A deadly virus is released in New York, threatening millions. Doctors Bryce Jones and Jessica Palmer race to develop a cure before the virus spreads globally. They must travel to locations around the world to find key ingredients within 8 days. Along the way, they face challenges from the virus' creator, Dr. Malcom Butler. If Jones and Palmer cannot create the cure in time, the virus could kill millions and ruin Christmas.
The document discusses the pre-production equipment and visual planning for an animated short. For equipment, the creator will use an iPad and Apple Pencil to create the animation in Procreate. A storyboard is presented over several slides outlining the key scenes and story elements that will be animated. Character designs and descriptions are also provided for the two main characters (Ari/Ira) and two types of enemy characters (Silver Mages and Gold Mages) that will appear. Music considerations are also discussed, focusing on 8-bit style music to match the pixel art aesthetic.
Here is an evaluation of the final package:
Research: Thorough research was conducted on existing games and films with similar concepts to inform design choices. This helped ensure the work was grounded.
Planning: Comprehensive pre-production planning including style guides, layout mockups, scripts and risk assessments were developed. This helped streamline production.
Time Management: Ambitious scope was managed well through detailed scheduling and delegation of tasks. Work was completed on deadline.
Technical Qualities: Gameplay, animations and interactivity functioned as intended with no bugs. Programming and coding skills were demonstrated.
Aesthetic Qualities: Visual design was polished with professional-level graphics, layouts and branding. Art
- The game concept involves a woman who discovers her reflection is a sentient being trapped in a shadow world within the mirror. The two players work together across dimensions to progress through levels, fight enemies, and find an oracle that can free the reflection.
- There will be collectibles, environmental interactions, boss battles between levels, and dialogue between the characters to develop their relationship and story.
- At the end, the characters must defeat the oracle in a 5 stage battle to free the trapped reflection, culminating in an emotional reunion scene.
- The game concept involves a woman who discovers her reflection is a sentient being trapped in a shadow world within the mirror. The two players work together across dimensions to progress through levels, fight enemies, and collect items to find an oracle that can free the reflection.
- There will be boss fights between levels to mark progression. Environmental interactions and dialogue between levels will add substance and help players connect with the characters.
- The final battle involves fighting the oracle over five levels. If defeated, it is freed and the reflection emerges from the mirror in a closing cutscene.
A man who is homeless accepts an offer to go on an adventure that transports him to another dimension to complete missions. He is greeted by an alien woman named Helda who explains he can earn money by completing missions. Though his friend doubts the opportunity, he decides to take the risk in hopes of getting enough money to improve his life. The target audience is males and females ages 15 and older, as the missions could be disturbing for younger viewers. It may appeal particularly to older males as it resembles Star Wars, but could also attract "achievers" who want to see the main character regain his wealth and independence.
Here is a synopsis for the film, magazine cover promoting the film, and additional advertising:
Synopsis:
It's 2020 and main character Lola is living her normal life with her family in London when all of a sudden, the color of the sky turns odd and a swarm of vampires come out of hiding to attack all of human society. 3 weeks since the apocalypse began and Lola finds herself alone, having lost her family in the initial attacks. She must now learn to survive in a world overrun by the undead, scavenging for supplies during the day and hiding from vampires at night. But Lola's survival skills are put to the ultimate test when she discovers the vampires are being
Here are some key points about the technical qualities of your work:
- For the soundtrack, using Beepbox allowed you to easily create custom sounds and music without needing advanced audio editing skills. This was a good choice given the tools available. The theme song fits the style of an adventure game soundtrack.
- Photopea was effective for creating the magazine cover and film poster designs. While you noted some limitations in using the filters, the overall layouts and designs achieved your goals.
- The animation was an ambitious technical challenge as your first attempt. Creating unique scenes, characters, and a cutscene demonstrated skills in storytelling, planning sequences, and learning animation software. Some rough edges are expected for a first project.
Two doctors, Jones and Palmer, race against time to create a cure for a deadly virus that was released in New York City. They have 8 days to find ingredients from around the world to develop the cure before the virus spreads globally. Meanwhile, the villain Dr. Butler plans to spread the virus worldwide on purpose. Jones and Palmer work tirelessly to create an antidote and stop Butler from unleashing the pandemic.
Tris lives in a futuristic society divided into factions. She is "divergent" and able to belong to multiple factions. Jeanine takes control of the Dauntless faction through brainwashing and seeks to take over the entire society. Tris works to reunite with her family from different factions and goes to war against the Erudite faction led by Jeanine. Through defeating Jeanine and turning off the brainwashing serum, Tris is able to save society, though she loses most of her family in the process.
The document provides an analysis of existing comic book and graphic novel covers. Key points analyzed include colors used, character poses, backgrounds, fonts, costumes, props, and target audiences. Bright colors, cartoony styles, humor, and action are common across the covers. The analysis suggests including these elements to appeal to target audiences, which tend to be teenage males interested in sci-fi, superheroes, and humor. Character and story development are also important to connect readers emotionally.
Based on the research and interviews, here is an audience profile for a horror game:
Age Range: 16-24
They prefer a story-driven psychological horror over jump scares and gore.
Gender: Majority male
Include challenging puzzles and combat/shooting elements to appeal to their competitive and achievement-seeking nature.
Psychographic: Balanced and open-minded
Focus on intriguing storytelling that explores philosophical or socially relevant themes. Psychological scares that make the player question their sense of reality would appeal most.
Technology: Familiar with video games
Utilize modern graphics and gameplay without being too complex for a mainstream audience.
Values: Individuality and social impact
Craft a unique
The document provides details about the pre-production and visual planning for an animation project. It describes the equipment being used, including an iPad and Procreate app for animating. It then discusses the storyboard, outlining scenes showing characters meeting and interacting, gameplay elements, bosses, and locations. Character and enemy designs are also presented, along with a production schedule spanning 6 weeks to complete the animation in 3 scene blocks per day.
The document is a pitch for a horror film titled "No Connection". It begins by defining common film genres and subgenres. The pitch then discusses why the author chose to focus on the horror genre. conventions of horror films are explored, with examples given of how to effectively use conventions like lighting, music, and gore. Inspiration is drawn from psychological horror and paranormal subgenres. A narrative overview is provided, focusing on a teenage girl who gets lost in a quarry while walking her dog. Character analyses describe the main character and her mother, with the dog also playing a key role in the story.
1. The document outlines the production of a short western film and accompanying 2D pixel shooter video game.
2. For the film, a synopsis is provided that follows a young man seeking revenge for his father's murder by hiring a US Marshal.
3. Assets created include a magazine cover advertising the film, a movie poster, and fake social media ads.
4. For the game, details are given on the story, levels, gameplay mechanics, and character and weapon designs.
Movie Analysis Essay Example. How to write a film analysis essay Film Daily ...Vanessa Martinez
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The document provides analysis of existing horror film posters and trailers. Key common features noted across the researched products include antagonists wearing masks to hide their identities and create intrigue, as well as use of the color red and other symbols to signify death and danger. Aspects the researcher intends to include in their own work are the use of masks to generate questions, and red symbolism to indicate the horror genre. Audience research found that the target demographic is 15-16 year olds, with a preference for psychological themes and the villain's perspective. Trailers should be 1-2 minutes to provide context without revealing too much.
Here are my evaluations of the technical, aesthetic, and aural qualities of your work:
Technical Qualities:
- The billboard advertisement is technically well-executed. The use of textures, overlays, and filters adds depth and visual interest. Positioning the text in the center draws the eye.
- The magazine cover layout is clear and organized. Including a brief synopsis engages the reader. The polaroid photos are a nice aesthetic touch.
Aesthetic Qualities:
- The color scheme of reds and oranges ties the projects together and evokes the prison theme.
- Both pieces use recognizable elements like Netflix to cue the viewer. Extra details like the lock on the billboard
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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 Everything is normal until a new dare game called Nerve becomes a big craze
The Call to Adventure
After being pressured the main girl agrees to be a player rather than a watcher.
The Refusal
When the dares become too much she refuses to carry on anymore.
Mentor Help
After realising people could die, she tries to go to the police for help.
Crossing the Threshold
After running to the police and reporting the game, none of them believe her.
Test/Allies/Enemies
The third rule of the game is ‘snitches get stitches’, all the money in all her family’s bank
accounts gets wiped and another player gets dared to knock her out.
Approach
The girl is now a ‘prisoner’ of the game and if she wants to regain her identity and her and her
families money back her only choice is to win the game.
Ordeal
The main girl meets back up with her 2 friends and they agree to try hack and take down the
game while she is being sent to the finals
Reward
The winner is whoever shoots each other first but after refusing to shoot another player
jumps in after getting the watchers to vote shoot or not, the player shoots her and all the
watchers get a notification saying they’re accessories to murder.
Road Back
After all the watchers log out of the game, the girls friends are able to fully take down Nerve.
Atonement
The girl sits up and says to the guy that she and the other player had staged her death in order
to get the watchers to log off.
Return
When the main girl and guy talk after Nerve has finally been destroyed, they’re now a couple
but months later someone is secretly recording them.
5. Equilibrium
Everything is normal and
everyone hears about this
new game called Nerve
Disruption
The game completely
controls your life, you can
decide to be a watcher or
player, players do dares for
money
Recognition
Realising that people can and
have died from this game, she
refuses to carry on
Attempt to repair the damage
She and her friends try to take
down the Nerve app to stop
people from playing
New Equilibrium
They are successful after staging
her death and showing watchers
they were accessories to murder
Use this template to apply Todorov’s theory of equilibrium to your chosen film. Write in the boxes to explain what is happening in
your story at each point.
6. Character type How they appear in your story
The Hero Vee, she appears as brave and sacrifices herself multiple times throughout and in order
to take down the game.
The Villain The watchers, they vote for death, they watch people die and are all anonymous and
hide behind masks and screens.
The Helper Ty, originally another top player of Nerve, he helps Vee stage her death by pretending
to shoot her in order to help them take down the game.
The Donor Tommy, he helps taking down the game by hacking it once Vee had enough of the
watchers log off of it.
The Dispatcher Vee’s mum, after Vee became a prisoner to the game all her family’s bank accounts got
swiped and after seeing the state of her mum she knew she had to go and win
The Princess or prize Ian, he helps her through the games and teams up with her, they become a couple
after they destroy the games.
The Princess’s Father
The False Hero Sydney, meant to be Vee’s best friend but purposely did dares that would hurt her in
exchange for money.
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 Vee
What A dare game where you can either be a watcher or player, players do dares for money and have to stick by the rules of the game
Why Vee agrees to become a player in Nerve
When Present time
Where Staten Island
How She plays the game and wins after becoming a prisoner of the game
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 One of the last remaining groups of humans remaining with a strong female protagonist.
What After scientists had created advanced robots in secret with the government, there is a malfunction where the robots
become blood thirsty, after killing all the scientists in the lab there is now no way they can be stopped. There is a lot of
rebelling against the government after the truth comes out and after a couple of years they evolve further and can now
procreate, living in an apocalyptic environment trying to survive together, one of the few last groups of humans left must
be able to figure out a way to kill them.
Why They have to figure out a way to overpower and kill the robots otherwise they will completely wipe out
humanity.
When Present time
Where America, New York, post apocalypse looking.
How The adventure of the story will be them figuring out a way to kill them whilst continuing to survive.
10. Idea 2
Who A detective
What A detective has been called into an ongoing investigation at a grand hotel, after witnessing traumatising scenes the case
takes over her life and he becomes obsessed with it and catching the person responsible, unknowingly, she is the person
she is trying to catch. The hotel is haunted and can drive you to do despicable things out of your conscious and aware
mind. The hotel being haunted lets you see anything it wants leaving you to feel insane.
Why She needs to find the person responsible before more things happen and go wrong.
When Present time
Where An old, grand art deco hotel in Los Angeles
How The story will be her figuring out the case
14. Research
Research
For the project I am going to go with Idea 2 as I think it could have a much more interesting
story and overall think the magazine cover and other advertisement will be much better
with this idea.
15. Existing Product
American Horror Story : Hotel
The overall theme of the
posters is dark and mainly use
of reds.
The posters are fairly simple
and give the vibe of the show, in
this case it’s clearly horror.
The advertising posters capture
the hotel theme of the season,
and is quite self explanatory of
what it is based on.
I will definitely take inspiration
for my project for the magazine
cover with the consistent fonts,
colour theme and overall
aesthetic of the posters.
The posters being hotel-
themed and giving an insight to
the series appeals the audience
as it isn’t giving anything away
but is definitely interesting
enough on the poster to want
16. Existing Product
Black Mirror
From looking at the advertisement
posters you can initially see how
creepy and twisted the show is,
Some of the posters have a retro
effect and look like an old comic
book which I really like.
I would like to experiment with
trying this style for the magazine
poster as I feel like the retro-
creepy style could work really
well with the hotel.
Often in the posters the character
is looking straight at you, and that
being with the creepy and twisted
style of the posters it can add an
extra sense of an ominous feeling.
17. Existing Product
The Shining
I think I might take some
inspiration fromThe Shining
for the synopsis, the idea of a
hotel being haunted / being
the reason for you losing your
sanity and driving you insane.
I think it would work really
well with my original ideas
and would work really well
going along with the other
research I’ve done, especially
American Horror Story Hotel
research.
18. Existing Product
Seven
In Seven, David Mills was a detective
investigating a set of murders inspired
by the Seven Deadly Sins, I could take
inspiration for this idea of the
detective solving a twisted case and
becoming really involved with it and
incorporate that with my adventure
story and ideas.
I think for my adventure story I will
definitely take inspiration from the series
of murders all having meaning and
references to add to the depth and
meaning to the series of murders. This
also works really well with the other
research I’ve done, for example in this
movie the murders are inspired by the
Seven Deadly Sins, and in American
Horror Story Hotel the murders are based
on theTen Commandments
19. Research Summary
• From my research I have definitely gained more ideas and inspiration
I can take to add to my adventure story to make it better.
• I will take inspiration for a few things, such as the magazine covers I
really like the style of the American Horror Story ones and would like
to incorporate the retro and creepy style of some of the Black Mirror
posters, to do this I will experiment with different styles until I have
found one that I like and think works well to go with my story.
23. Style Sheet
#AB1313
#590100
#DE8E33
#7A5609
#D7250A
ColourThemes
#9E160F
#7A2509
#D4AF54
#5C3A00
#000000
Idea 1 Idea 2
#C01C0F
#C4A34F
#42240E
#8F130D
#000000
Idea 3
#000000
#A1190E
#592D08
#BD9E49
#B71C0F
Idea 4
For my colour theme I am going to go
with idea 4 as I feel like the colours blend
better together in contrast to the first
idea the colours seem to clash a fair bit. I
also think idea 4 is the best choice for my
adventure story and for a creepy old kind
of art-deco style hotel.
I think that this colour scheme
works really well and I can use it
consistently over anything I’ll need
it for.
24. Style Sheet
Fonts
(I’ll come back and change this once I have a name for the film)
I like his typewriter style because I think it
fits the theme of the detective quite well.
I like the retro style because I think it
works really well with the art deco, old
style of the hotel.
Looking at it now next to the other styles of
text I’m not too sure about the horror style of
text, I’ll still experiment with it but I definitely
prefer the typewriter/retro style.
25. Magazine Layouts
Masthead
Lead
article
Price
Barcode
Supporting Coverlines
Main image
For my magazine I want
to keep the writing fairly
minimal as I think it will
look too much and too
cluttered so I’ll keep
things spaced out enough
so the main focus can be
on the image. I want to
make the picture subtle
enough for the title
especially and the lead
article look really bold. I’ll
make a few drafts of the
magazine cover and play
around to see what I like
with the main image
especially and maybe use
a few variations of some.
I’ll also make a few drafts
testing out different ways
to use the colour scheme
26. Style Sheet #1
#A1190E
#592D08
#BD9E49
#B71C0F
#000000
Masthead
Lead Article
Pric
e
Barcode
Main Image
Supporting
Coverlines
I have decided to go with the
typewriter style because I think it
would represent the detective really
well while I can focus on making the
main image to represent and portray
the hotel.
I think
that for
the
image
that I
want to
take and
use,
having
the
masthead
in the
middle of
the page
will work
a lot
better
and will
help it
stand out
more.
27. Contingency
What can go wrong? What can you do if it does?
Model could cancel Find backup or do it myself
Could lose my work Make sure to back up my work
28. 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?
Using the fake blood Be sure to put down blue roll and be careful to
prevent it getting on the carpet
30. Synopsis
Mysterious and gruesome murders have been happening at the Downtown Hotel and Detective Wood is called in to
investigate.When Wood comes into the old hotel, she is immediately sucked in, and the investigation takes over her
life.The hotel itself is haunted and the victims of the murders often show up, in the state of the time they died, and
Wood sees traumatising scenes. Becoming addicted to the case, she decides to move into the hotel, believing it
could help understand the murders more. After getting no where with solving the investigation, the case completely
consumes her life and she forgets the outside world, slowly becoming insane alongside seeing the state of the hotel
and the traumatic scenes in there.Waking up to ghosts screaming and covered in blood, looking in the mirror and
being covered in blood the hotel has got inside her head and the spirits there taking full advantage of the
vulnerability for their sake of fun.When piecing the investigation together,Wood feels as though she is getting
there, often hearing opinionated comments from the barman almost as though he is trying to give hints. A ghost
screams at her, waking her up, blaming her for the murder and the reason she’ll never go home again.Wood going
into the bathroom and seeing that the blood she’s covered in is real this time. She’s always been the killer, since the
beginning, she never had conscious awareness of it so what does she do now?Turn herself in or cover it up?
(Draft 1)
31. Synopsis
After hearing about the murders in the Downtown Hotel, DetectiveWood feels gravitated towards the case and
requests to investigate. Having stayed there one time a year prior and having an interest in the hotel ever since she was
determined to solve this case.The hotel had its reputation for being “haunted” and strange things happening.Wood
decided to stay in the hotel for a while to really commit to the investigation, witnessing and experiencing abnormal
things for herself, like the first time she’d stayed.The sights got worse the more she saw them, people covered in blood,
she became unsure about what was real and what was what she thought was in her imagination.The entire
investigation consumed her, and she became obsessed with it, she lost touch of reality and didn’t leave the hotel
whatsoever for long periods of time. She was determined to get to the bottom of it and find the killer before more
murders would take place.The staff in the hotel all seemed odd to her, they were aware of the murders but seem
unfazed by it, she initially thought that they as a group could have been the killers but when further investigations took
place it showed to be that that wasn’t the case, although they all continued to act like they knew something that she
didn’t. One night she was woken up by a scream and looked down to see herself covered in blood. Confused, she ran to
the bathroom to wash herself and went to the bar afterwards to have a drink and continue trying to put the pieces
together.When the barman said some strange things like he’d known what just happened, he made her aware that it
was the hotel that was responsible. “Why do you think we’re all stuck here?” Laughing, thinking it was the strangest
thing she’d ever heard, Wood quickly realises it is the hotel that gets in your head as if it possesses you. She was the
(Draft 2)
32. Movie Poster
I am really happy with how the photos turned out, they are exactly what I was wanting and I think that these
photos will work really well for the movie poster. I took around 25+ photos and chose my favourites to
experiment with and I am going to go with the bottom right 2 photos to continue experimenting with for the
movie posters as I feel like they just generally look the best and will work the best for the movie poster.
33. Movie Poster
Draft 1 Draft 2
With the first draft, I definitely
knew that the poster needed
more but it gave me the idea of
what I wanted overall and was a
good place to start with. For the
second draft, I was a lot more
happy with it with the overlay on
giving it more of a creepy effect
and knew I just wanted to make a
final draft with all of the aspects
of a movie poster added to help
it all come together.
34. Movie Poster
Overall I am really happy
with how my movie poster
came out and I feel like it fits
the thriller/horror genre
quite well. For the aesthetic
of the poster I think that it
works really well with the
plot and overall vibe of the
film.To improve I could’ve
done something different
with the actors names at the
top as JenniferTilly’s name
blends in with the glove a lot
so it isn’t too obvious and
quite difficult to see but
against the black
background I think the
names look good so maybe
could’ve done something
different with the
positioning. From making
My original chosen photo
Final Draft
35. Reflection Diary
So far I have completed the synopsis and the movie poster. I wanted to
do the synopsis first so that I could work from a detailed idea of how I
wanted the story to go and have a better understanding myself. I think
the synopsis is okay, it works and it tells the story how I want it to but it
could definitely be improved so if I have time I will probably make
another draft and try to improve it. With my movie poster I did a couple
of drafts until I knew exactly what I wanted and I was happy with it. I am
really happy with the movie poster and think it works really well with the
movie plot and genre.To improve on the movie poster I could’ve done
something different with the actors names as the one on the top right
blends in with the glove and isn’t as obvious as I’d like it to be. Next I will
make the magazine cover and focus on that and the double page spread
keeping a consistent theme throughout all of them with the movie
36. MagazineFrontCover
For the first draft I thought it
was okay but could definitely
be done better. I stuck to the
colour scheme that’s in my
planning which I think looks
good.To improve I think the
positioning could definitely be
a lot better and will have to
change it from my original
planning. For my second draft
I think the positioning looks a
lot better. I kept the writing
and colours all the same as I
saw no problem with them. I
still think that it could be
improved with small details
which I will do for my final
First draft Second draft
37. Magazine Front Cover
Final Draft
I am a lot happier with the magazine cover, I
like the consistent colour scheme from my
planning and think the colours blend
together really well and nothing is clashing. I
added some extra grain to keep the old
creepy style of the film that is in the movie
poster, and also added a glossy overlay for
the magazine to give more of that effect
which I think it does. I kept the writing
because I think it was more the positioning /
how it looked as a whole that needed
changing and mainly the details like the
grain.
38. Magazine Double Page Spread
Draft 1
I think that the
magazine cover works
with the front cover
quite well and looks like
a film magazine. I think
there are definitely
improvements that
could be made and if I
have time I will make
more drafts and
hopefully improve on
them. I am happy with
the photos used
especially the ones for
the actors that look like
screengrabs from the
film and the behind the
scenes photo as I think
these are realistic
39. Magazine Double Page Spread
I am definitely a lot happier with this
magazine cover and think it looks a lot
less cluttered and messy everywhere. I
think the cut-out photos of the film’s
actors works a lot better and as a
whole it looks more like a film
magazine and in general looks more
organised.
Final Draft
40. Character Profile
Detective Lana Wood
• She has worked as a detective for
a few years and is one of the best
on her team
• Had already grown an interest
with the hotel and it’s history
prior to working on the case after
hearing the stories about it and
it’s history
• Lives alone
(Played byWinona Ryder)
43. Research
Subway Surfers
There are definitely some elements of Subway Surfers that I can take
inspiration from, for example the more coins you get you can upgrade
your characters with their styles and you can also get new characters. I
think for the overall concept I will use similar ideas that the character is
running and also trying to collect things on the way. In Subway Surfers
there are small bonuses you can collect that work for a limited time,
like boots that let you jump higher over the trains, I could take ideas
from this and use it to be fitting for the game of the film.
44. Research
Jetpack Joyride
Similarly to Subway Surfers, I like the concept of the
game of the character running and trying to collect
things so I think I will definitely go with that concept. In
Jetpack Joyride there are obstacles like the rockets and
the laser obstacles to make it more difficult as the
game goes on which I could definitely use the idea to fit
my game.Again with the coins you get during the
game you can buy new characters and new jetpacks
another accessories which I like the idea of, and there
are daily challenges to do to.The rainbow boxes give
him bonuses for a limited time such as the dragon Mr
Cuddles and the teleporter.
45. Research
Crossy Road
Crossy Road is another endless runner game, you
can collect coins and with them you can get new
characters and the map can change in order to fit
the character.Obstacles like the cars make the
game more difficult as well as running across the
logs in the water.A similar overall theme of being
an endless runner game like Subway Surfers and
Jetpack Joyride, I will definitely be using this idea.
46. Research
Minion Rush
Very similar to the other games in my research Minion Rush is
an endless runner game. It’s essentially your minion character
running through the lab, collecting bananas which is the
game’s currency and avoiding obstacles. I think I will definitely
go for this style for my game as it could fit quite well with the
creepy hotel theme of the film and I can include a lot of
aspects of it into the game.
47. Animation Experiment
https://www.youtube.com/watch?v=mgp
vv5yRBls
For my animation experiment I made the movie poster into a pixel
animation and had the blood dripping for it. I think for a first ever
attempt of making these it went okay and I know what to do better
now for the project. It could definitely be improved by things like
having more of an idea of what I want to make into an animation and
getting it to run more smoothly.
I think that the pixel art was okay, this character being
my first ever attempt at anything like this it went
alright and with it being the first experience of it I feel
like a have a little bit more knowledge and
understanding of how to make pixel art and it will work
a lot better when it comes to making the real thing.
49. GameSummary
The game will be an endless runner game and the map will
be the corridor of the hotel, the character will be running to
collect coins and there’ll be obstacles in the way such as
maid’s cleaning trollies or ghosts. With the coins you can
upgrade your character and their outfits and accessories or
by new maps which could be different areas of the hotel.
Throughout the game it will get more difficult and they will
have to face getting chased by spirits.
50. Game Overview
Theme / Setting / Genre
Similar hotel setting to the Hotel Cortez from the Hotel season (season 5) of American Horror Story
Core Gameplay Mechanics
Similar mechanics to games like Subway Surfers in the idea that the character is constantly running
through the map and is trying to collect something like the in game currency aswell as avoiding
obstacles.
51. Story and Gameplay
Story
The hotel always had a mysterious and ominous reputation for being haunted and strange things happening there so
Detective Wood decided to book a room for a while whilst investigating a case involving the hotel.
The story would be told through a small cut scene showing Detective Wood looking through the file then turning up to
the hotel.
Core Gameplay
The main character is running through the map and collects the in-game currency which they can upgrade the
character and different maps (which would be different areas of the hotel)
Upgrade
Character
Core Loop
-$
Enter Arena Battle
Payout
To Winner
-$ +$
Unlock
New Arena
-$
52. Levels
With the game being an endless runner game, there wouldn’t so
much be specific levels for the player to complete but as the player
runs for a certain distance say every 1km or something the game
would gradually get slightly more difficult. For example, the running
goes faster so the player has to be quicker at moving or avoiding
obstacles, the obstacles become more frequent so the game
gradually gets more and more difficult as it is played.
54. Research
• Overall I think that my research went quite well for both the film idea and the
video game spin off and it definitely benefitted me and helped give me a more
clear idea as to what I wanted to do. For my film idea I looked at existing tv
shows and movies that had similar themes to my initial ideas for aspects of the
show/movie and the advertisement. This helped a lot seeing the similarities
through the genre conventions which helped me a lot when it came to writing
the synopsis for the film. For the game I already had ideas of the style I wanted
to do as an endless runner games so I researched existing games such as Subway
Surfers and Minion Rush which I took inspiration from. Overall the endless
runner games were all very similar the way the game worked and just had
different designs which helped a lot with the final product because I had a good
amount of research to work from.
55. Planning
For planning the actual story itself I took some inspiration from my research, for example aspects
of American Horror Story : Hotel, the hotel being rumoured to have twisted stories and to have
spirits and ghosts trapped inside. I also took inspiration fromThe Shining with the idea that the
hotel drives you to insanity. I think that the final product of the story worked well and the research
definitely helped a lot. I would’ve liked to take more inspiration from Seven in the idea of all the
murders having meaning and sending messages from the killer and it could’ve put a more complex
twist onto the story maybe could’ve been hinting that the detective is the killer but I wasn’t quite
sure how to fit it in.
For planning for the magazine cover and double page spread especially I think it went quite well. I
experimented by making a music magazine cover and double page spread which I was happy with
the end results. I feel like the double page spread layout was fairly realistic and experimenting
with that definitely gave me a better idea about how I could do my film magazine.Overall I was
quite happy with the planning and think coming up with a solid colour theme and having an idea
for the layout I wanted to do helped a lot when it came to making the final product. For the
planning for the video game I feel like it went alright despite animation definitely not being my
strongest suit.After experimenting with animation I definitely felt more confident with making
56. Time Management
• Generally I feel like the time management went a lot better compared to past
projects and has definitely improved. However with production for the video
game if I had more time I definitely could’ve done more and made more
animations which would be better as it would’ve explained the game itself a
lot better. But overall on the project I feel like I managed my time quite well
from planning to hiring out the studio to take my photos for the magazine.
57. Technical Qualities
The main inspiration I took was the American Horror Story poster
for my magazine cover, it fit my movie idea of a creepy hotel and I
feel happy with how the final product turned out. I thought it
represented the hotel well with the bell and the blood on it of course
gave it more of a horror/suspenseful twist without giving too much
away and overall I was very happy with how the final product turned
out after using the AHS poster for inspiration. For the movie poster I
used different overlays such as grain and cobweb ones to give the
creepy old effect which I think worked really well.
For the video game animations I think that overall they did what I
wanted them to do but they definitely could be improved and
more detailed as they are quite plain and don’t have as much
detail as I would’ve liked them to. I was happy with the menu
screen and the detail on the wallpaper with the wooden effect but
the gameplay 1 animation could definitely of done with more
detail and time on it.
58. Aesthetic Qualities
For the aesthetic qualities I was very happy with how the project turned out especially the
movie poster and magazine cover and feel like I kept a consistent style.The planning especially
helped me with knowing what style I wanted that would fit my film idea and the conventional
horror style that I could take inspiration from. Over the whole project I stuck with the same or
at least very similar colour theme which I had in my planning which definitely benefits the
aesthetic qualities and the consistency of it.
I definitely could’ve improved the aesthetic qualities on the video game part of the project, I
think I drifted away from the colour theme on the gameplay 1 animation which could’ve been
improved. As well as the animations themselves I think has a lot of room for improvement.
59. Audience Appeal
I think that as a whole it could definitely appeal to
my target audience, I think the movie poster looks
fairly realistic as a horror movie poster and is
intriguing enough without giving much away about
the film much like a lot of other horror movie posters
such asThe Shining and Scream. For the game I
think that would appeal to the target audience less
as a whole and could’ve done with better planning
for it to have been better to appeal to the target
audience.
60. Overall strengths and weaknesses of the final package.
Overall, I am happy with the final products of the adventure story project and
think as a whole it went very well. I am especially happy with the first half of the
project and really enjoyed making advertisement for a film idea. Generally I think
the video game part of the project went okay and could definitely be improved if I
had more time on it. Animation is definitely not my strong suit and I could have
put more into the planning which would’ve benefitted the final product but as a
whole I am happy with how the whole project turned out.
Editor's Notes
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?
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?
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?
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?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
Think about existing products as well as practical experiments
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Compare your work to similar existing products and discuss the similarities and differences
Is your work technically detailed/complicated enough? What effects and production techniques have you used? How technically proficient is your animation? How did you create your effects? How did you record your audio? Did you use any foley methods?
Compare your work to similar existing products and discuss the similarities and differences. 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?
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.