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Adventure
Part I
Initial Ideas
Idea 1
Who A man Travellers to the future
What Realises the world is ended
Why He wanted to see what life was like in the future. Doesn’t know how it ended
When 4019
Where London, all seasons.
How He wanted to invent time travel and when he did he wanted to see what the future was like.
Idea 2
Who A mercenary in the Viking time period. Viking/Saxons . Group of highly trained people who are hidden to the normal
world.
What He would accept contracts for money. He would go out and help fight battles for people all over the country
but then hears about a new threat that isn’t good for anyone.
Why He did it for money however he start to realise he could be doing something better. He starts to think he
should change his life
When 920 AD.
Where Simulation
How He was trained by his farther who was a Viking. He used these skills to become a mercenary.
Idea 3
Who A main character, who goes against everyone. The guy behind the simulation.
What A number of people go into a simulation where they test there survival skills. The guy behind the simulation
is doing this for fun. Whoever wins gets a certain amount of money.
Why To see who is the best and what people will do for money.
When 2420
Where Simulation
How The person behind the simulation thought people deserved a chance to make there lives better by doing a
test.
Mood board:
Research
Research
Existing Product
The Poster for the series is shot in a building
that is used a lot in the show. They used bright
colours to make the it eye catching which
would help get more attention to the show.
They have the main characters at the front of
it with some people on the left and right hand
side. At the top of the poster it has a pig full of
money which attracts attention as everyone
has a interest in money. The font they used is
unique which also gets people attention as its
not the simple bold title.
Existing Product
Hunger Games
The background has a giant fire bird which
catches the eye and has the main character
Infront of it. Has small text at the top to
maybe giving a teaser about the movie. Has
the main character holding a bow which
clearly indicates it could appeal to someone
who likes archery. This makes it appealing to
certain age ranges and creates a interest to
whoever looks at the poster.
Existing Product
They used 4 characters in their poster with some
glitchy lines behind them showing a simulation type
thing that relates to the matrix. They have used the
colour blue as a theme in the poster on the left and
used green for the poster on the right. The poster
on the right looks more of a action type poster as it
has bullets and guns in it the poster on the right has
more a stance to it with 2 Suttle guns on the left
and right.
Existing Product
In the first poster they used a common theme that
most movies do where they have the text in the
middle and characters all around it. They have used
purple as the colour with white to make it more
eye catchy. Also with this poster it is more engaging
as there is a lot to look at this helps advertise a
movie. On the poster on the right its more simple
which makes it more mysterious when seeing it for
the first time so it might make people want to
know more about the movie.
Research Summary
• What have you learned from your research?
One thing I have learned from my research is that when it comes to advertising having a lot to look at makes it more appealing therefore
means I want to know more about it.
Another thing I have learned from my research is that having a colour theme really helps when it comes to making a poster as it makes it look
cleaner and more ideal to look at.
• What aspects of the research will you include within your on work?
In my work I will stick to a consistent colour theme and try and included a lot of images to make the poster more engaging. This helps as if you
get a lot of information from the poster you can tell if the movie appeals to you or not.
Bibliography
1. Developer. (Year of Release) Game’s Name
Bibliography
Pre-production and Planning
Style Sheet
Enclosure
These colours go well with
where the film is set as it’s
set in the wild. The blue
goes well to help it feel
more like a simulation.
Enclosure
These pictures are dark and fit the type of
style the movie is about. The blue fits in
with it being a simulation this kind of
makes it more suitable for the movie.
They also look unrealistic which helps to
give the movie a simulation feel.
Magazine and advert layouts
Contingency
What can go wrong? What can you do if it does?
If my pc broke/stop working I would go to a different computer
Might not get the equipment you need If I couldn’t get a camera I might have to use a phone
A camera could die Take back up batteries
If my computer has out of date photoshop I would find a different computer.
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?
Weather conditions / if its raining Check the weather app
Could be near water Make sure there is no water around to drop anything
in it
The road might be icy Check the roads before using the camera to see how
slippery they are.
The camera can get heavier the longer you hold it Have a camera strap around your neck to help the
weight of it
Production
Using your plans, produce:
• A synopsis for your film
• A magazine front cover, promoting the film
• Additional advertising to promote the film
Synopsis
Use this space for your synopsis. If you have produced different drafts or alternative ideas, then include those here too.
The more work the better. Show your working.
Reflection
The first thing I did when I started my production was making the synopsis to add more detail into what my story
was about. Then I finished by double page spread and now I have started to front poster. The synopsis went well up
until target audience as there was little to write about it. The double page spread was made with margins to make
everything equal and it came out quit well as everything made it fit perfectly. One improvement that could be made
to the synopsis is to add more detail to the story maybe talk about more of what he does in the movie. This might
of helped more in my production as I could of added more layers to the poster with key things that happen in the
movie. The next thing I need to do is finish my poster and start on my magazine and then look through my proforma
to see if I can add any extra detail and just touch up everything in general.
Magazine Front Cover / Poster
Use this space for your front cover. If you have produced different drafts or alternative ideas, then include those here too.
The more work the better. Show your working.
Advertising:
Use this space for your advertising. If you have produced different drafts or alternative ideas, then include those here too.
The more work the better. Show your working.
Adventure
Part II
Bibliography
Pre-production and Planning
Idea 1
• Start of the game there is a cut scene where you are being put into a simulation.
In this simulation your main aim is to survive and try and escape this simulation
and find who put him there. It will be a top down view of the person you are
playing where when you craft items and fight more people your skills will improve
and you can get skill points to do more moves and craft better items. There
people who are in the simulation with scale with your skills so the more people
you eliminate the more skilled the other players become. On each night different
events happen that try to eliminate you and on each night the threat increases
depending on how much progress you have made. The way to exit the simulation
is to eliminate all players and threats there.
Idea 2
• At the start of the game is you starting to enter a simulation. but instead of the
game ending after eliminating everyone you have to try and keep surviving and
there Is no exit this means it goes into a more of a open world type game where
you have to try and survive all threats for as long as possible. It will be in a first
person perspective and the more you progress and level up the more difficult the
enemy's will be and when you start to progress you can do a series of quests
which leads to eliminating bosses and getting even more powerful.
Zelda The
minish cap
• This game is a adventure game where your task is
to the kingdom of hyrule to save the princess, Zelda.
The graphics are low resolution and are in pixel art.
The game is 2d and the colour scheme is different
types of green. There Hud of the game is quite small
and they clearly want the main focus of the game to
be him moving around. You move the characters with
a D-pad to go up and down. You run around killing
things with a sword to try and find princess Zelda. It
appeals to a younger audience because of how the
storyline is trying to save a princess which appeals to
younger people and how the graphics are simple and
not that complex.
The gameplay that is used in this game will help me
with my main idea because it has sown me how I can
make a game like this still be fun in 2d.
Super Mario
Bros
• Super Mario bros is a 2d game where is play as
the main character Mario. You jump around
collecting coins, avoiding traps and killing some
enemy's to try save a mushroom kingdom. Mario's
graphics are very simple and made in pixel art
which means there not very complex there isn’t
really a Hud its just him and the objectives in the
game. Its target towards younger people but can
also be played by any age range as although the
game looks for simple it’s a game you can just play
that doesn’t take much concentration or effort.
There colour scheme is quite light and vibrant
which helps keep younger people engaged.
This research has shown me that a game can still
be entertain even though there isn’t a lot of detail
in the graphics.
Pilots path
• This game is a action-adventure game with
also a bit of strategy into it. The graphics are
2d with a top-down view. The colour scheme
of the game is more towards the wilderness
and how its in a forest. The Hud of the game
is very in your face its quite simple and easy
to use. The storyline is where you play as a
disgraced USAF helicopter pilot upon being
discharged you take up risky jobs for criminal
kingpins. You control the helicopter with a
pad in the bottom left of the screen and you
do certain task for people to work your way
up in the criminal business. This appeals to
teenagers because it’s a shooter game with
some basic graphics where you play as a
helicopter pilot.
Star bound
• Star bound is a action adventure and has a
sci-fi theme to it. The overall graphics of the
game are very basic however the Hud is quite
complex as you have a lot of option to go
through. They have tried to move the Hud out
the way of the screen so then when you're
playing it doesn’t get in your way but is easily
usable. The storyline is about how earth has
been destroyed by some people called the ruin
and you are a few that survived earth. At the
start of the game, you awaken on a ship where
your engine is damage, and you land on an
unknown planet. In this game you must try and
survive on this unknown planet. The audience
appeals to teenagers as it is like similar games
like terraria which takes a bit more
concentration and is more complex so younger
people might not understand it. There colour
scheme is quite bright and vibrant although in
some places it can be quite dark and scary.
Style Sheet SIMULATION
Enclosure
Experiments
For the experiments I made a Idea of what my main character (the character you play as) would look like.
I also made something that you perhaps might fight in the game to. I think it went well now I have a understanding of
what I would like to do and how I would like the game to look. I think away it could be improved is maybe having a
matching colour scheme between the background and the main character. I think this would help with how the game
will look and I think I would make a massive impact if I had a clean colour scheme for the game. When I make my game
demonstration I think having a clear plan in my head of how I want the start menu to look etc will really help with the
way it looks and how it will be presented to others.
Game layouts
• The main game will be set as a 2d side on view. It will be moving along from right to left and at the end a door into a next
level
• Each level will have a certain time of time therefore making the background lighter or darker depending on the level
• The main game is set in a wooded type environment therefore the background will have a lot of trees and other aspects so
when you are playing the game the story makes sense and you feel like you're in this massive forest.
• When you jump the screen will move from down to up creating that feel that you can see more and some levels will
require you to move up to complete specific side quests.
Game Summary
A quick summary of the game.
● Some Bullet Points with Unique Features
● And A Few More
. The game is a 2d side on view.
. It has 25 levels and with each level it has a theme of a element for example fire, water.
. Its based in a forest where each level has a story behind it.
. Each level you can craft different items then help you progress through levels. When you craft more items and use
different weapons you get a skill point where you can become more skilled in each weapon.
. Each level has a hidden quests to it where you can unlock secret weapons and skins upon completion this would be
like completing the level in a certain period of time.
.
• Game Overview
• Theme / Setting / Genre
• Show some example images or similar games /
movies / books / TV shows with similar themes.
• Core Gameplay Mechanics
• I would say my game is similar to Mario Bros
and Zelda as in Mario you move on a 2d screen
and have certain levels that you need to
complete. I also think its similar to Zelda as you
have the type of combat to it where in order to
get past you have to fight something. After to
level 10 you can progress to the next level if you
haven’t completed some of the quests/missions
that have been set for each level. With the items
you get from these missions you be able to
complete levels 11-25 much easier.
Story and Gameplay
Story
In each level there is a cut scene that tells you about what the level is about and the story behind it. At level 10 there will be a big cut
scene explaining how you need to prepare for the levels ahead by going back and doing side missions to become stronger for the next
levels to come. In the first few levels the story will be about who you are and why you are there. When you progress further you start
to learn about how to get out of wherever you are.
Core Gameplay
The main gameplay for this game is trying to progress through levels and to make your character stronger and how you are trying to
get to level 25 where you complete the game. However there is a bit of a side story to it where along the way where you can do side
quests which end up creating another story for you character about how you are helping others along your path or remember
something about your life before you ended up in this simulation.
Upgrad
e
Charac
ter
Core
Loop
-
$
Enter
Arena
Battle
Payout
To
Winner
-
$
+
$ Unlock
New
Arena
-
$
Levels
Details about how many levels
There will be 25 levels with each of its own different missions/task you will need to complete to progress further into the game and
doing these missions will allow you to become stronger therefore making it easier to complete some of the harder levels.
How levels will vary.
The first 3 levels will be very easier with a option of adding in some tool tips to show you how the game mechanics work and how
to progress onto the next level. After 3 to next big milestone is to get to level 10 where you will need to go back and do a certain
about of side missions for progress further as the levels get considerably harder.
An example of a beginner level.
Would be the first level as you will just go through the controls and how you will know when your at the end of the level and a
example of a side quest.
An example of a complex level.
Would be past level 10 some difference is just the PVE monsters that you fight will get more health and deal more damage there
will be puzzles in these levels for example you will have to figure out a certain combination for a door to progress through to the
next level. This means you will have to obtain certain gear and skill points to be able to complete this level effectively.
Games usually start easy as the player learns the game, getting a bit more difficult until the player faces off against a nerve-wracking
“boss fight” or “challenge gate”, then down to a bit easier again to let players relax.
Assets
● Use this space to show the assets that you have made.
● If they are animated, then embed those animations on to your blog. They won’t work if you embed them here.
● 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.
I want the assets to look a bit like my experiments meaning I want the character to look quite
similar in terms of size I think having the character quite small will help tell the story better as
you can see more of the background and get the feel like your in a forest when playing the
game.
The enemies you fight in the game will be like animals so for example a wolf
or something similar and then for the bosses it might be a character similar
to you as the story is your in a simulation with other people and monsters.
I think it is important to follow a colour scheme to keep everything look
nice and when your playing the game you will start to reliese this colour
means this and the total gameplay will feel better if everything is a colour
for a reason.
Evaluation
Research
• The research I have looked at helped me get ideas for what I wanted my product to look like. For example it helped me
know what colour work well with poster and what doesn’t It also showed me that the colour should really does help show
what type of movie it is. For example if it was a action movie with a lot of fighting darker colours might help bring that feel
when looking at the poster. Overall this helped my product by showing me that a simple poster can work well with the
right colour and background. The research I looked at for the animation really helped me get ideas of what works well in a
game and what doesn’t. This made it easy when planning as I already knew what I liked about 2d games and how I could
make one of my own. This also helped me when I came to animate as the research showed me what type of animation
works best in terms of games similar to the one I was making.
• On my research something I could of done better was instead of looking so much on what they have done I should of
looked more on why they have done it. This would of given me a better understanding for my own poster and what I could
of done to make it look more appealing and also help give it more detail. Something I could of done for my game research
was look at a specific game in more detail this would of helped me more when It came to animating as I would have more
of a understanding what animation works and what doesn’t. If I knew more about this I could of done more animation as I
wouldn’t of wasted time with animation that don’t work as well.
Planning
• For my planning I found that it helped as it gives u a structure of what you want to make and in what order. This means
when it comes to production its a lot easier to get started as you know what you want to do and how you want to do it.
For example when I was making my poster I knew what I wanted it to look like what colours I wanted to use this helped
me when I came to production as I had a solid idea of what I wanted. This also helped for my game as if I didn’t do the
planning I wouldn’t know if I wanted it to be a 2d side on game or a birds eye view game. Overall I think getting a general
idea of what you want to make before production really helps when you start making it as you don’t have to think of what
colours you want to use etc.
• Something I could change when doing the planning would be to give more detail in what I want do. For example for my
game if I had more specific detail on how I want the game to look I would of found the production easier and had more
time to make more animation. I think I would also of made a better animation if I had more detail in my planning as then I
would have been able to get the main menu done quicker and move onto how I wanted level one to look. Something that I
could of done when making my poster and magazine cover would have been to plan not just the background but the detail
within the poster I think if I did this it would have turn out a lot better instead I focused on the background therefore it
had a impact on the poster overall.
Time Management
• I think my time management was fairly good in the production stage. However in the research
and the planning I think I could of manage my time more efficiently. I think this because it wasn’t
that detail or had a range of different magazines or games. I didn’t cover a range of different
movie posters and I also never covered any game series. I think if I managed my time better in the
research stage I would have been able to get more of a understanding on movies posters and
magazine front covers which would of helped me a lot more in my production and planning stage.
I think if I had more time for the research stage I could of looked at bigger movie companies like
marvel for example and see how they advertise and why they make things a certain way. I also
think If I had more time for the game research I could have been able to look at more games for
example a series of them instead of individual games to see how they develop through the years.
Technical Qualities
In both my animation and advertising I think I could of put more detail into my production. The reason for this
is because I think my production was lacking a good structure of what I wanted to do. The idea was there it
just wasn’t enough detail in the planning to be able to make my production better. For the poster I think some
effects were there and I tried to add more layers to it however they were not planned and I just thought of it
when we were on production. I think with more of a detail structure my production for both production would
have turn out better. For my animation I think the techniques are quite basic and simple which can work well
as then when your watching it looks simple and clean. However there was no complex animations or
transitions which I think would of made the animation as a whole a lot better and it would have been more
entertaining to watch. I think the animation I did make did look quite good and gave the game feel which
meant it was watchable and did look like a game.
A game similar to my animation is super Mario bros as it is also a 2d side on game with a weird type of
combat system and how you jump around to collect coins. Some similarities is the background my animation
is quite simple and basic and the same goes for Super Mario Bros. There ui system is very basic with no
outline is just on the screen and it doesn’t really stand out. With my animation your health for example is at
the bottom of your screen outline in black and nice and bright so when you play the game its really easy to
see everything as it stands out from the rest of the game.
Aesthetic Qualities
My magazine cover was quite a ordinary look with a few differences I made it this way for a few reasons one of them
is that when people look at a magazine you expect a basic structure. For example you would expect the title to either
be at the top or the bottom of the magazine especially for a movie magazine. However Instead of loads of text
everywhere there is a small paragraph below the title this gives it a bit on a unique look however keeping the basic
structure. However this isn’t always a good thing as making a magazine the same as everyone else's isn’t going to
make it unique and stand out from others. For my game art I would say its basic its not go to many colours or a lot of
animation however I think some games work well being simple and easy to see what's going on as it gives more a
friendly feel when playing the game therefore it can be played by anyone. For my magazine cover and my movie
poster the colour aren’t really the same this means is a negative because its good to have a colour scheme
throughout the whole advertisement as it looks more pleasing to look at. For my game art I change my colours which
made it look like to different projects that had nothing in common when the game was made from the movie. I think
a way to improve this is to have a strict colour scheme that you follow for each thing you make so when you look at
them as a whole it makes sense
Aural Qualities
For my game art I think I could of added sound effects to add more engagement to the game. I think this would of
improved the whole animation as I would of felt a lot more like a trailer. I think the next time I make a animation I
would focus more time on planning and adding sound effects and then also making my own background music. I
would say the background music works but not as well as it could of if I made something that fit the theme of the
game. I would say the overall audio of the game is no where near what it could have been if I put more time into
the planning as then I could of planned what sounds effects I needed and where they would go.
Audience Appeal
I the target audience for my movie poster and front cover was 15 plus I would that I definitely could of made
this more appealing to younger people for example a 12 as in the poster that wasn’t really anything scary or
complicated enough so younger people can still understand it. I would say for my game art it appeals to all
ages as it looks quite a easy game to play and nothing to violent is in the game. I would say the combat in the
game might not appeal to younger people a might be a 12 plus as anything younger might get scared or
alarmed by the game. The reason I tried to aim the game at younger people rather then adults is because
games in pixel art might appeal more to younger people then older people as its quite child friendly and not
that detailed and it also doesn’t look realistic which appeals more to a younger audience.
Overall strengths and weaknesses of the final
package.
I would say my overall strengths for this project was the production. For my game art I had no planning on how I
was going to lay my animation out, so I think I was quick to adjust and think of a way to make a menu and
develop that further into a full animation. This was also the case with my magazine I didn’t have a good plan on
how I was going to layout the magazine and I think I was quick to think of some ideas on how to add extra layers
to give the magazine's cover more detail and the other advertisements. I would say my biggest weakness on the
project would be the planning as I think I need to add more detail when it comes to having a good plan on how I
want the production process to go. I think this would make my production process a lot better as I would have
more time to make more content as I wouldn’t have to think on how I start the production process.

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Adventure pro forma

  • 3. Idea 1 Who A man Travellers to the future What Realises the world is ended Why He wanted to see what life was like in the future. Doesn’t know how it ended When 4019 Where London, all seasons. How He wanted to invent time travel and when he did he wanted to see what the future was like.
  • 4. Idea 2 Who A mercenary in the Viking time period. Viking/Saxons . Group of highly trained people who are hidden to the normal world. What He would accept contracts for money. He would go out and help fight battles for people all over the country but then hears about a new threat that isn’t good for anyone. Why He did it for money however he start to realise he could be doing something better. He starts to think he should change his life When 920 AD. Where Simulation How He was trained by his farther who was a Viking. He used these skills to become a mercenary.
  • 5. Idea 3 Who A main character, who goes against everyone. The guy behind the simulation. What A number of people go into a simulation where they test there survival skills. The guy behind the simulation is doing this for fun. Whoever wins gets a certain amount of money. Why To see who is the best and what people will do for money. When 2420 Where Simulation How The person behind the simulation thought people deserved a chance to make there lives better by doing a test.
  • 8. Existing Product The Poster for the series is shot in a building that is used a lot in the show. They used bright colours to make the it eye catching which would help get more attention to the show. They have the main characters at the front of it with some people on the left and right hand side. At the top of the poster it has a pig full of money which attracts attention as everyone has a interest in money. The font they used is unique which also gets people attention as its not the simple bold title.
  • 9. Existing Product Hunger Games The background has a giant fire bird which catches the eye and has the main character Infront of it. Has small text at the top to maybe giving a teaser about the movie. Has the main character holding a bow which clearly indicates it could appeal to someone who likes archery. This makes it appealing to certain age ranges and creates a interest to whoever looks at the poster.
  • 10. Existing Product They used 4 characters in their poster with some glitchy lines behind them showing a simulation type thing that relates to the matrix. They have used the colour blue as a theme in the poster on the left and used green for the poster on the right. The poster on the right looks more of a action type poster as it has bullets and guns in it the poster on the right has more a stance to it with 2 Suttle guns on the left and right.
  • 11. Existing Product In the first poster they used a common theme that most movies do where they have the text in the middle and characters all around it. They have used purple as the colour with white to make it more eye catchy. Also with this poster it is more engaging as there is a lot to look at this helps advertise a movie. On the poster on the right its more simple which makes it more mysterious when seeing it for the first time so it might make people want to know more about the movie.
  • 12. Research Summary • What have you learned from your research? One thing I have learned from my research is that when it comes to advertising having a lot to look at makes it more appealing therefore means I want to know more about it. Another thing I have learned from my research is that having a colour theme really helps when it comes to making a poster as it makes it look cleaner and more ideal to look at. • What aspects of the research will you include within your on work? In my work I will stick to a consistent colour theme and try and included a lot of images to make the poster more engaging. This helps as if you get a lot of information from the poster you can tell if the movie appeals to you or not.
  • 13. Bibliography 1. Developer. (Year of Release) Game’s Name
  • 15. Style Sheet Enclosure These colours go well with where the film is set as it’s set in the wild. The blue goes well to help it feel more like a simulation. Enclosure These pictures are dark and fit the type of style the movie is about. The blue fits in with it being a simulation this kind of makes it more suitable for the movie. They also look unrealistic which helps to give the movie a simulation feel.
  • 17. Contingency What can go wrong? What can you do if it does? If my pc broke/stop working I would go to a different computer Might not get the equipment you need If I couldn’t get a camera I might have to use a phone A camera could die Take back up batteries If my computer has out of date photoshop I would find a different computer.
  • 18. 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? Weather conditions / if its raining Check the weather app Could be near water Make sure there is no water around to drop anything in it The road might be icy Check the roads before using the camera to see how slippery they are. The camera can get heavier the longer you hold it Have a camera strap around your neck to help the weight of it
  • 20. Using your plans, produce: • A synopsis for your film • A magazine front cover, promoting the film • Additional advertising to promote the film
  • 21. Synopsis Use this space for your synopsis. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working.
  • 22. Reflection The first thing I did when I started my production was making the synopsis to add more detail into what my story was about. Then I finished by double page spread and now I have started to front poster. The synopsis went well up until target audience as there was little to write about it. The double page spread was made with margins to make everything equal and it came out quit well as everything made it fit perfectly. One improvement that could be made to the synopsis is to add more detail to the story maybe talk about more of what he does in the movie. This might of helped more in my production as I could of added more layers to the poster with key things that happen in the movie. The next thing I need to do is finish my poster and start on my magazine and then look through my proforma to see if I can add any extra detail and just touch up everything in general.
  • 23. Magazine Front Cover / Poster Use this space for your front cover. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working.
  • 24. Advertising: Use this space for your advertising. If you have produced different drafts or alternative ideas, then include those here too. The more work the better. Show your working.
  • 27. Idea 1 • Start of the game there is a cut scene where you are being put into a simulation. In this simulation your main aim is to survive and try and escape this simulation and find who put him there. It will be a top down view of the person you are playing where when you craft items and fight more people your skills will improve and you can get skill points to do more moves and craft better items. There people who are in the simulation with scale with your skills so the more people you eliminate the more skilled the other players become. On each night different events happen that try to eliminate you and on each night the threat increases depending on how much progress you have made. The way to exit the simulation is to eliminate all players and threats there.
  • 28. Idea 2 • At the start of the game is you starting to enter a simulation. but instead of the game ending after eliminating everyone you have to try and keep surviving and there Is no exit this means it goes into a more of a open world type game where you have to try and survive all threats for as long as possible. It will be in a first person perspective and the more you progress and level up the more difficult the enemy's will be and when you start to progress you can do a series of quests which leads to eliminating bosses and getting even more powerful.
  • 29. Zelda The minish cap • This game is a adventure game where your task is to the kingdom of hyrule to save the princess, Zelda. The graphics are low resolution and are in pixel art. The game is 2d and the colour scheme is different types of green. There Hud of the game is quite small and they clearly want the main focus of the game to be him moving around. You move the characters with a D-pad to go up and down. You run around killing things with a sword to try and find princess Zelda. It appeals to a younger audience because of how the storyline is trying to save a princess which appeals to younger people and how the graphics are simple and not that complex. The gameplay that is used in this game will help me with my main idea because it has sown me how I can make a game like this still be fun in 2d.
  • 30. Super Mario Bros • Super Mario bros is a 2d game where is play as the main character Mario. You jump around collecting coins, avoiding traps and killing some enemy's to try save a mushroom kingdom. Mario's graphics are very simple and made in pixel art which means there not very complex there isn’t really a Hud its just him and the objectives in the game. Its target towards younger people but can also be played by any age range as although the game looks for simple it’s a game you can just play that doesn’t take much concentration or effort. There colour scheme is quite light and vibrant which helps keep younger people engaged. This research has shown me that a game can still be entertain even though there isn’t a lot of detail in the graphics.
  • 31. Pilots path • This game is a action-adventure game with also a bit of strategy into it. The graphics are 2d with a top-down view. The colour scheme of the game is more towards the wilderness and how its in a forest. The Hud of the game is very in your face its quite simple and easy to use. The storyline is where you play as a disgraced USAF helicopter pilot upon being discharged you take up risky jobs for criminal kingpins. You control the helicopter with a pad in the bottom left of the screen and you do certain task for people to work your way up in the criminal business. This appeals to teenagers because it’s a shooter game with some basic graphics where you play as a helicopter pilot.
  • 32. Star bound • Star bound is a action adventure and has a sci-fi theme to it. The overall graphics of the game are very basic however the Hud is quite complex as you have a lot of option to go through. They have tried to move the Hud out the way of the screen so then when you're playing it doesn’t get in your way but is easily usable. The storyline is about how earth has been destroyed by some people called the ruin and you are a few that survived earth. At the start of the game, you awaken on a ship where your engine is damage, and you land on an unknown planet. In this game you must try and survive on this unknown planet. The audience appeals to teenagers as it is like similar games like terraria which takes a bit more concentration and is more complex so younger people might not understand it. There colour scheme is quite bright and vibrant although in some places it can be quite dark and scary.
  • 34. Experiments For the experiments I made a Idea of what my main character (the character you play as) would look like. I also made something that you perhaps might fight in the game to. I think it went well now I have a understanding of what I would like to do and how I would like the game to look. I think away it could be improved is maybe having a matching colour scheme between the background and the main character. I think this would help with how the game will look and I think I would make a massive impact if I had a clean colour scheme for the game. When I make my game demonstration I think having a clear plan in my head of how I want the start menu to look etc will really help with the way it looks and how it will be presented to others.
  • 35. Game layouts • The main game will be set as a 2d side on view. It will be moving along from right to left and at the end a door into a next level • Each level will have a certain time of time therefore making the background lighter or darker depending on the level • The main game is set in a wooded type environment therefore the background will have a lot of trees and other aspects so when you are playing the game the story makes sense and you feel like you're in this massive forest. • When you jump the screen will move from down to up creating that feel that you can see more and some levels will require you to move up to complete specific side quests.
  • 36. Game Summary A quick summary of the game. ● Some Bullet Points with Unique Features ● And A Few More . The game is a 2d side on view. . It has 25 levels and with each level it has a theme of a element for example fire, water. . Its based in a forest where each level has a story behind it. . Each level you can craft different items then help you progress through levels. When you craft more items and use different weapons you get a skill point where you can become more skilled in each weapon. . Each level has a hidden quests to it where you can unlock secret weapons and skins upon completion this would be like completing the level in a certain period of time. .
  • 37. • Game Overview • Theme / Setting / Genre • Show some example images or similar games / movies / books / TV shows with similar themes. • Core Gameplay Mechanics • I would say my game is similar to Mario Bros and Zelda as in Mario you move on a 2d screen and have certain levels that you need to complete. I also think its similar to Zelda as you have the type of combat to it where in order to get past you have to fight something. After to level 10 you can progress to the next level if you haven’t completed some of the quests/missions that have been set for each level. With the items you get from these missions you be able to complete levels 11-25 much easier.
  • 38. Story and Gameplay Story In each level there is a cut scene that tells you about what the level is about and the story behind it. At level 10 there will be a big cut scene explaining how you need to prepare for the levels ahead by going back and doing side missions to become stronger for the next levels to come. In the first few levels the story will be about who you are and why you are there. When you progress further you start to learn about how to get out of wherever you are. Core Gameplay The main gameplay for this game is trying to progress through levels and to make your character stronger and how you are trying to get to level 25 where you complete the game. However there is a bit of a side story to it where along the way where you can do side quests which end up creating another story for you character about how you are helping others along your path or remember something about your life before you ended up in this simulation. Upgrad e Charac ter Core Loop - $ Enter Arena Battle Payout To Winner - $ + $ Unlock New Arena - $
  • 39. Levels Details about how many levels There will be 25 levels with each of its own different missions/task you will need to complete to progress further into the game and doing these missions will allow you to become stronger therefore making it easier to complete some of the harder levels. How levels will vary. The first 3 levels will be very easier with a option of adding in some tool tips to show you how the game mechanics work and how to progress onto the next level. After 3 to next big milestone is to get to level 10 where you will need to go back and do a certain about of side missions for progress further as the levels get considerably harder. An example of a beginner level. Would be the first level as you will just go through the controls and how you will know when your at the end of the level and a example of a side quest. An example of a complex level. Would be past level 10 some difference is just the PVE monsters that you fight will get more health and deal more damage there will be puzzles in these levels for example you will have to figure out a certain combination for a door to progress through to the next level. This means you will have to obtain certain gear and skill points to be able to complete this level effectively. Games usually start easy as the player learns the game, getting a bit more difficult until the player faces off against a nerve-wracking “boss fight” or “challenge gate”, then down to a bit easier again to let players relax.
  • 40. Assets ● Use this space to show the assets that you have made. ● If they are animated, then embed those animations on to your blog. They won’t work if you embed them here. ● 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. I want the assets to look a bit like my experiments meaning I want the character to look quite similar in terms of size I think having the character quite small will help tell the story better as you can see more of the background and get the feel like your in a forest when playing the game. The enemies you fight in the game will be like animals so for example a wolf or something similar and then for the bosses it might be a character similar to you as the story is your in a simulation with other people and monsters. I think it is important to follow a colour scheme to keep everything look nice and when your playing the game you will start to reliese this colour means this and the total gameplay will feel better if everything is a colour for a reason.
  • 42. Research • The research I have looked at helped me get ideas for what I wanted my product to look like. For example it helped me know what colour work well with poster and what doesn’t It also showed me that the colour should really does help show what type of movie it is. For example if it was a action movie with a lot of fighting darker colours might help bring that feel when looking at the poster. Overall this helped my product by showing me that a simple poster can work well with the right colour and background. The research I looked at for the animation really helped me get ideas of what works well in a game and what doesn’t. This made it easy when planning as I already knew what I liked about 2d games and how I could make one of my own. This also helped me when I came to animate as the research showed me what type of animation works best in terms of games similar to the one I was making. • On my research something I could of done better was instead of looking so much on what they have done I should of looked more on why they have done it. This would of given me a better understanding for my own poster and what I could of done to make it look more appealing and also help give it more detail. Something I could of done for my game research was look at a specific game in more detail this would of helped me more when It came to animating as I would have more of a understanding what animation works and what doesn’t. If I knew more about this I could of done more animation as I wouldn’t of wasted time with animation that don’t work as well.
  • 43. Planning • For my planning I found that it helped as it gives u a structure of what you want to make and in what order. This means when it comes to production its a lot easier to get started as you know what you want to do and how you want to do it. For example when I was making my poster I knew what I wanted it to look like what colours I wanted to use this helped me when I came to production as I had a solid idea of what I wanted. This also helped for my game as if I didn’t do the planning I wouldn’t know if I wanted it to be a 2d side on game or a birds eye view game. Overall I think getting a general idea of what you want to make before production really helps when you start making it as you don’t have to think of what colours you want to use etc. • Something I could change when doing the planning would be to give more detail in what I want do. For example for my game if I had more specific detail on how I want the game to look I would of found the production easier and had more time to make more animation. I think I would also of made a better animation if I had more detail in my planning as then I would have been able to get the main menu done quicker and move onto how I wanted level one to look. Something that I could of done when making my poster and magazine cover would have been to plan not just the background but the detail within the poster I think if I did this it would have turn out a lot better instead I focused on the background therefore it had a impact on the poster overall.
  • 44. Time Management • I think my time management was fairly good in the production stage. However in the research and the planning I think I could of manage my time more efficiently. I think this because it wasn’t that detail or had a range of different magazines or games. I didn’t cover a range of different movie posters and I also never covered any game series. I think if I managed my time better in the research stage I would have been able to get more of a understanding on movies posters and magazine front covers which would of helped me a lot more in my production and planning stage. I think if I had more time for the research stage I could of looked at bigger movie companies like marvel for example and see how they advertise and why they make things a certain way. I also think If I had more time for the game research I could have been able to look at more games for example a series of them instead of individual games to see how they develop through the years.
  • 45. Technical Qualities In both my animation and advertising I think I could of put more detail into my production. The reason for this is because I think my production was lacking a good structure of what I wanted to do. The idea was there it just wasn’t enough detail in the planning to be able to make my production better. For the poster I think some effects were there and I tried to add more layers to it however they were not planned and I just thought of it when we were on production. I think with more of a detail structure my production for both production would have turn out better. For my animation I think the techniques are quite basic and simple which can work well as then when your watching it looks simple and clean. However there was no complex animations or transitions which I think would of made the animation as a whole a lot better and it would have been more entertaining to watch. I think the animation I did make did look quite good and gave the game feel which meant it was watchable and did look like a game. A game similar to my animation is super Mario bros as it is also a 2d side on game with a weird type of combat system and how you jump around to collect coins. Some similarities is the background my animation is quite simple and basic and the same goes for Super Mario Bros. There ui system is very basic with no outline is just on the screen and it doesn’t really stand out. With my animation your health for example is at the bottom of your screen outline in black and nice and bright so when you play the game its really easy to see everything as it stands out from the rest of the game.
  • 46. Aesthetic Qualities My magazine cover was quite a ordinary look with a few differences I made it this way for a few reasons one of them is that when people look at a magazine you expect a basic structure. For example you would expect the title to either be at the top or the bottom of the magazine especially for a movie magazine. However Instead of loads of text everywhere there is a small paragraph below the title this gives it a bit on a unique look however keeping the basic structure. However this isn’t always a good thing as making a magazine the same as everyone else's isn’t going to make it unique and stand out from others. For my game art I would say its basic its not go to many colours or a lot of animation however I think some games work well being simple and easy to see what's going on as it gives more a friendly feel when playing the game therefore it can be played by anyone. For my magazine cover and my movie poster the colour aren’t really the same this means is a negative because its good to have a colour scheme throughout the whole advertisement as it looks more pleasing to look at. For my game art I change my colours which made it look like to different projects that had nothing in common when the game was made from the movie. I think a way to improve this is to have a strict colour scheme that you follow for each thing you make so when you look at them as a whole it makes sense
  • 47. Aural Qualities For my game art I think I could of added sound effects to add more engagement to the game. I think this would of improved the whole animation as I would of felt a lot more like a trailer. I think the next time I make a animation I would focus more time on planning and adding sound effects and then also making my own background music. I would say the background music works but not as well as it could of if I made something that fit the theme of the game. I would say the overall audio of the game is no where near what it could have been if I put more time into the planning as then I could of planned what sounds effects I needed and where they would go.
  • 48. Audience Appeal I the target audience for my movie poster and front cover was 15 plus I would that I definitely could of made this more appealing to younger people for example a 12 as in the poster that wasn’t really anything scary or complicated enough so younger people can still understand it. I would say for my game art it appeals to all ages as it looks quite a easy game to play and nothing to violent is in the game. I would say the combat in the game might not appeal to younger people a might be a 12 plus as anything younger might get scared or alarmed by the game. The reason I tried to aim the game at younger people rather then adults is because games in pixel art might appeal more to younger people then older people as its quite child friendly and not that detailed and it also doesn’t look realistic which appeals more to a younger audience.
  • 49. Overall strengths and weaknesses of the final package. I would say my overall strengths for this project was the production. For my game art I had no planning on how I was going to lay my animation out, so I think I was quick to adjust and think of a way to make a menu and develop that further into a full animation. This was also the case with my magazine I didn’t have a good plan on how I was going to layout the magazine and I think I was quick to think of some ideas on how to add extra layers to give the magazine's cover more detail and the other advertisements. I would say my biggest weakness on the project would be the planning as I think I need to add more detail when it comes to having a good plan on how I want the production process to go. I think this would make my production process a lot better as I would have more time to make more content as I wouldn’t have to think on how I start the production process.

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. 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?
  5. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.
  6. 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
  7. 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?
  8. 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?
  9. 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?
  10. 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?
  11. 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
  12. How have you appealed to your target audience? What specific bits of content would appeal to your target audience.