Here are some potential issues that could arise and how I might address them:
- Technology issues: If my computer or software crashes and I lose work, I will back up files regularly to an external hard drive or cloud storage.
- Illness/injury: If I become sick or injured and cannot work for a period of time, I will communicate with my client and ask for an extension if needed. I will also delegate tasks to others on my team if possible.
- Budget issues: If costs end up being higher than anticipated, I will re-evaluate the project scope and priorities in consultation with my client to find areas where savings can be made without compromising quality.
- Client changes scope/direction:
The document discusses research on the intended audience and existing films in the genre of a dystopian sci-fi film trailer that the author is creating. It analyzes audience surveys that provided feedback on popular genres, what draws people to trailers, and suggestions for the author's trailer. It also summarizes existing film trailers like The Hunger Games, Divergent, and The Maze Runner to see how they effectively set up their worlds and hint at conflicts without revealing too much. Production techniques for titles, color grading, and scene composition are also considered.
The document summarizes the conventions used in real media products like horror film trailers, posters, and magazine covers. It then discusses how the student's own media products for a horror film called "Ripper" challenge some conventions but develop and use most conventions seen in real examples. Specifically, the trailer uses conventions like dark lighting and pacing of shots. The poster uses taglines and color schemes but challenges title placement. The magazine cover follows conventions like title size and placement but challenges genre representation through a close-up shot.
This document discusses how the media product, a teaser trailer for a thriller/horror film, utilizes and challenges conventions of the genre.
The trailer title "Deleterious" was chosen to fit the storyline and imply danger while potentially intriguing viewers to look up its meaning. Locations like an abandoned warehouse and hallway fit thriller tropes. Costumes and props included both typical (guns, rope) and atypical (white contact lenses, wax for rotting flesh) elements.
Editing conventions like close-ups and a three-part narrative structure were employed. Captions helped provide context between scenes. Character archetypes generally fit expectations except the female scientist. Special effects like fades and gore enhanced the horror
This document analyzes the key conventions of thriller films that are used in a media product. It discusses the conventional features including the protagonist as a detective investigating clues, the antagonist as a wanted murderer portrayed as menacing. The main themes of crime, revenge and panic are typical of thrillers. While the setting of a library challenges conventions, the empty space creates unease. Iconography like weapons and tense music also conform to thriller tropes. The enigma centers around identifying the killer and motive, aligning with crime thriller questions. In several ways, the media product adheres to typical thriller conventions while also challenging the stereotypical setting.
This document provides background information on Tim Burton's career and filmmaking style to inform a documentary. It includes a timeline of Burton's films, notes on his frequent collaborators, conventions of documentaries, analysis of example documentaries, and research on what appeals to Burton fans. Key points are Burton's gothic and outsider-focused characters, influence of German Expressionism, and animated films being more beloved than live action. The document aims to understand the audience and incorporate elements that reflect Burton's distinctive visuals and appeal to fans.
In what ways does your media product use, develop or challenge forms and conv...selinargyrou
The document discusses how the media product of a film trailer was influenced by and challenges conventions of real media. It was inspired by the films Psycho, The Shining, and Donnie Darko. The trailer uses the theme of mental illness portrayed through the main character Steve who has schizophrenia. This challenges stereotypes of those with mental illness typically being serial killers. The disjointed trailer does not reveal the full plot twist that Steve imagines and kills his fiancée due to his illness, reflecting the character's unstable mental state. Research into real trailers informed conventions included in the media product to make it seem authentic while developing the theme in a unique way.
The trailer summarizes the plot of the film Avatar. It shows the main protagonist Jake Sully, a paraplegic marine, taking on his deceased brother's mission on the moon Pandora. Scientists there use genetically matched human-Na'vi hybrid avatars to explore Pandora. The trailer depicts Sully being linked to his avatar and escaping into the forest, showing the conflict between humans and the native Na'vi people.
The document discusses research on the intended audience and existing films in the genre of a dystopian sci-fi film trailer that the author is creating. It analyzes audience surveys that provided feedback on popular genres, what draws people to trailers, and suggestions for the author's trailer. It also summarizes existing film trailers like The Hunger Games, Divergent, and The Maze Runner to see how they effectively set up their worlds and hint at conflicts without revealing too much. Production techniques for titles, color grading, and scene composition are also considered.
The document summarizes the conventions used in real media products like horror film trailers, posters, and magazine covers. It then discusses how the student's own media products for a horror film called "Ripper" challenge some conventions but develop and use most conventions seen in real examples. Specifically, the trailer uses conventions like dark lighting and pacing of shots. The poster uses taglines and color schemes but challenges title placement. The magazine cover follows conventions like title size and placement but challenges genre representation through a close-up shot.
This document discusses how the media product, a teaser trailer for a thriller/horror film, utilizes and challenges conventions of the genre.
The trailer title "Deleterious" was chosen to fit the storyline and imply danger while potentially intriguing viewers to look up its meaning. Locations like an abandoned warehouse and hallway fit thriller tropes. Costumes and props included both typical (guns, rope) and atypical (white contact lenses, wax for rotting flesh) elements.
Editing conventions like close-ups and a three-part narrative structure were employed. Captions helped provide context between scenes. Character archetypes generally fit expectations except the female scientist. Special effects like fades and gore enhanced the horror
This document analyzes the key conventions of thriller films that are used in a media product. It discusses the conventional features including the protagonist as a detective investigating clues, the antagonist as a wanted murderer portrayed as menacing. The main themes of crime, revenge and panic are typical of thrillers. While the setting of a library challenges conventions, the empty space creates unease. Iconography like weapons and tense music also conform to thriller tropes. The enigma centers around identifying the killer and motive, aligning with crime thriller questions. In several ways, the media product adheres to typical thriller conventions while also challenging the stereotypical setting.
This document provides background information on Tim Burton's career and filmmaking style to inform a documentary. It includes a timeline of Burton's films, notes on his frequent collaborators, conventions of documentaries, analysis of example documentaries, and research on what appeals to Burton fans. Key points are Burton's gothic and outsider-focused characters, influence of German Expressionism, and animated films being more beloved than live action. The document aims to understand the audience and incorporate elements that reflect Burton's distinctive visuals and appeal to fans.
In what ways does your media product use, develop or challenge forms and conv...selinargyrou
The document discusses how the media product of a film trailer was influenced by and challenges conventions of real media. It was inspired by the films Psycho, The Shining, and Donnie Darko. The trailer uses the theme of mental illness portrayed through the main character Steve who has schizophrenia. This challenges stereotypes of those with mental illness typically being serial killers. The disjointed trailer does not reveal the full plot twist that Steve imagines and kills his fiancée due to his illness, reflecting the character's unstable mental state. Research into real trailers informed conventions included in the media product to make it seem authentic while developing the theme in a unique way.
The trailer summarizes the plot of the film Avatar. It shows the main protagonist Jake Sully, a paraplegic marine, taking on his deceased brother's mission on the moon Pandora. Scientists there use genetically matched human-Na'vi hybrid avatars to explore Pandora. The trailer depicts Sully being linked to his avatar and escaping into the forest, showing the conflict between humans and the native Na'vi people.
The document discusses several narrative theories and how they relate to creating effective teaser trailers:
- Toderov's theory of narrative structure suggests films follow an equilibrium-disequilibrium-resolution structure. Teaser trailers should not show the entire structure to avoid spoilers and create intrigue.
- Strauss' theory of binary opposites holds that films feature opposing concepts or characters. Teasers highlight these opposites to intrigue audiences with the potential plotlines.
- Propp's theory of character archetypes suggests films feature consistent character types like heroes and villains. Teasers introduce these characters without revealing too much about their intentions.
- Barthes' enigma code theory
The poster analyzes the Friday the 13th film poster. It uses dark colors and lighting to create a scary atmosphere. The antagonist stands alone in the forest holding a knife. Following horror conventions, it focuses on the masked killer and uses their threatening image and stance to intrigue viewers. The title and taglines hint at the film's premise of danger and death at Crystal Lake on an unlucky day.
Beth Hakesley created a horror film trailer, poster, and magazine as part of a media coursework evaluation. She effectively combined her main and ancillary texts in several ways:
- Using the same "Franklin Gothic" font and color scheme (black, red, white) across all products for consistency.
- Including the film poster image on the magazine cover to link the two.
- Mentioning the film name/title on the magazine to promote the trailer.
- Targeting the same intended audience of students and older with all three media pieces through their similar horror-focused content and connections between products.
The Friday the 13th film poster effectively uses conventions of horror genre posters. It features a close-up image of the masked antagonist standing alone in a dark forest, establishing him as the dominant threatening force. Dark colors and low-key lighting create a gloomy, fearful atmosphere. The title and taglines hint at the film's premise of danger and death occurring at an isolated camp on the unlucky day of Friday the 13th. Overall the poster draws the viewer in while subtly conveying the key elements of plot and tone through its visual design and text.
1) The document analyzes the use of titles in trailers for the films Black Swan, Donnie Darko, and The Machinist.
2) It finds that the titles for Black Swan and The Machinist use white text on a black background, which is typical for psychological thrillers, while Donnie Darko uses blue text.
3) The analysis also discusses how the titles establish directors, actors, and other details and sometimes use quotes or taglines to intrigue audiences about the films' plots and themes.
This document discusses how the media product of a film trailer for "Retribution" challenges and uses conventions of real horror film trailers and movies. It analyzes trailers for films like The Purge and Annabelle to understand typical conventions like fast pacing, action shots, and revealing plot details. The Retribution trailer incorporates conventions like mysterious masked killers instead of a single murderer. It also shoots in conventional horror locations like woods and dark rooms. While following conventions like flashbacks and disturbing shots, the trailer challenges conventions by showing someone being taken and held at gunpoint. The film poster and magazine cover also emulate conventions of typical horror marketing materials.
The document analyzes the trailer and how it uses conventions of the horror genre. It discusses several shots from the trailer and how each one employs conventions, such as using nightmares to set the mood, characters being followed to create tension, screams to startle the audience, and blood to show danger without being graphic. While most of the trailer follows genre conventions, some shots like the antagonist's point of view challenge conventions by offering a different perspective. The analysis shows how the trailer builds tension and leaves viewers wanting to see how the film resolves the clash between good and evil.
In what ways does your media product use, develop or challenge forms and conv...shannoncotton
This document discusses the filmmaker's approach to creating a trailer, poster, and magazine cover for a horror film. For the trailer, they aimed to balance conventional and unconventional elements. They used found footage and jump cuts, but stuck to typical editing techniques. For the poster, they challenged conventions by using a long shot but included standard horror elements. The magazine cover followed conventions for layout but took inspiration from another cover by including a two-shot image. Overall, the filmmaker considered conventions from their research but also experimented with some unconventional elements.
The document summarizes how the media product of a trailer, magazine cover, and film poster for a horror/thriller genre film challenge and develop conventions of real media. For the trailer, conventions like camera shots, editing, sound, characters, and locations were followed, but some elements like character outcomes were challenged. The magazine cover followed conventions like layout, masthead, and image placement, but challenged elements like text placement. The poster followed conventions like a close-up image and capital title, but challenged conventions like title placement. Overall, the media product used research of real examples to both develop and challenge typical genre conventions.
The document provides an analysis of the title sequence of the film "The Conjuring". It discusses the various shots used including establishing shots of houses to set the scene and close-ups of newspaper headlines. It also analyzes the typography, colors, and order of the opening credits which introduce the main characters and filmmakers. The purpose of the effective opening is to instantly give viewers a sense of the film's haunting storyline and build a ghostly atmosphere through the use of black, white, and grey colors.
The document discusses several academic media theories including auteur theory, reception theory, the hypodermic needle model, and the male gaze. It then provides examples and analysis of how the male gaze is depicted in films and literature, discussing how it influences perception and the sexualization of women. The document concludes by listing bibliographic references related to these topics.
The document discusses how the filmmaker approached various elements of their horror film opening in conventional and unconventional ways based on research of real horror films. Conventions used included putting the title at the end with a horror font, including production company logos at the beginning, not showing credits until after, portraying the main character as a naive woman in distress, using common horror locations of forests and houses, having the antagonist wear all black, and using point-of-view shots and fast editing to build tension. Some elements like using credits earlier and filming during the day rather than night challenged conventions. The filmmaker analyzed their choices and discussed how they could improve future openings.
The document discusses the conventions used in zombie horror film openings that the filmmaker drew upon for their own student film titled "Devour". These included:
1) Using a one word title to foreshadow the zombie attacks and killings, displayed in red, white, and black typography inspired by "World War Z".
2) Maintaining the same typography for the credits to keep the atmosphere consistent.
3) Introducing the protagonist and antagonists to establish their roles, taking inspiration from "Dawn of the Dead".
4) Showing different locations to indicate the scale of the outbreak, as seen in "World War Z".
5) Employing common techniques like voiceovers
The document discusses the filmmaker's process in developing a sci-fi horror film trailer. They started with the goal of creating a horror/thriller but expanded the genre to include elements of science experiment gone wrong and zombies. Visual elements like props, lighting, and filters were used to convey horror conventions. The teaser trailer structure has a beginning, middle, and leaves the audience guessing without a definitive end. The intended audience is male teenagers and young adults, as signaled by intertitles explaining the plot.
The document summarizes the media student's horror trailer project. Some key points:
1) The student created a horror trailer with elements of gore and comedy, drawing inspiration from films like Dawn of the Dead and Shaun of the Dead.
2) Conventionally, the trailer uses techniques like jump scares and montages to build suspense. It leaves some plot details ambiguous to generate interest.
3) Influences include the auteur styles of Alfred Hitchcock and George Romero. The student aimed to create a unique hybrid style drawing from multiple influences.
4) The student's contributions included camerawork, concept input, and design work, while other skills like editing are still being
The document discusses and analyzes several film posters for both short films and feature length films. It examines how the posters convey information about the genre, plot, and tone through visual elements like images, text, and color palette. For example, it notes that the poster for "Across the Hall" uses a still from the film while the poster for "George Lucas in Love" does not. It also analyzes how posters for genres like action, horror, science fiction, thriller and romance communicate aspects of the genre through characters, scenes and text shown on the poster.
Conventions and Codes of Horror Film Postersmootje2009
The document analyzes conventions used in horror film posters. It discusses several examples and notes common visual elements like protagonists/villains, dark color schemes, isolated settings, and taglines to generate intrigue. Key aspects summarized include introducing audiences to characters, using color and text to set a ominous tone, and including hashtags or release dates to promote discussion online.
The document discusses several film posters and how they represent the genre of the film. It analyzes posters for "Across the Hall", "George Lucas in Love", "I'm Here", and others. Key aspects discussed include use of images, text, color schemes, and visual cues that suggest the genre such as weapons for action films, mysterious facial expressions for horror, and aliens for science fiction. Overall the document examines how film posters effectively convey genre through visual design and teaser text to intrigue audiences.
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.
The document discusses different types of research techniques, including quantitative and qualitative research as well as primary and secondary research. It also discusses different types of audiences for films, including mainstream, alternative, and niche audiences. Finally, it discusses various methods for profiling audiences, such as by gender, age, ethnicity, demographics, and psychographics.
The document discusses several narrative theories and how they relate to creating effective teaser trailers:
- Toderov's theory of narrative structure suggests films follow an equilibrium-disequilibrium-resolution structure. Teaser trailers should not show the entire structure to avoid spoilers and create intrigue.
- Strauss' theory of binary opposites holds that films feature opposing concepts or characters. Teasers highlight these opposites to intrigue audiences with the potential plotlines.
- Propp's theory of character archetypes suggests films feature consistent character types like heroes and villains. Teasers introduce these characters without revealing too much about their intentions.
- Barthes' enigma code theory
The poster analyzes the Friday the 13th film poster. It uses dark colors and lighting to create a scary atmosphere. The antagonist stands alone in the forest holding a knife. Following horror conventions, it focuses on the masked killer and uses their threatening image and stance to intrigue viewers. The title and taglines hint at the film's premise of danger and death at Crystal Lake on an unlucky day.
Beth Hakesley created a horror film trailer, poster, and magazine as part of a media coursework evaluation. She effectively combined her main and ancillary texts in several ways:
- Using the same "Franklin Gothic" font and color scheme (black, red, white) across all products for consistency.
- Including the film poster image on the magazine cover to link the two.
- Mentioning the film name/title on the magazine to promote the trailer.
- Targeting the same intended audience of students and older with all three media pieces through their similar horror-focused content and connections between products.
The Friday the 13th film poster effectively uses conventions of horror genre posters. It features a close-up image of the masked antagonist standing alone in a dark forest, establishing him as the dominant threatening force. Dark colors and low-key lighting create a gloomy, fearful atmosphere. The title and taglines hint at the film's premise of danger and death occurring at an isolated camp on the unlucky day of Friday the 13th. Overall the poster draws the viewer in while subtly conveying the key elements of plot and tone through its visual design and text.
1) The document analyzes the use of titles in trailers for the films Black Swan, Donnie Darko, and The Machinist.
2) It finds that the titles for Black Swan and The Machinist use white text on a black background, which is typical for psychological thrillers, while Donnie Darko uses blue text.
3) The analysis also discusses how the titles establish directors, actors, and other details and sometimes use quotes or taglines to intrigue audiences about the films' plots and themes.
This document discusses how the media product of a film trailer for "Retribution" challenges and uses conventions of real horror film trailers and movies. It analyzes trailers for films like The Purge and Annabelle to understand typical conventions like fast pacing, action shots, and revealing plot details. The Retribution trailer incorporates conventions like mysterious masked killers instead of a single murderer. It also shoots in conventional horror locations like woods and dark rooms. While following conventions like flashbacks and disturbing shots, the trailer challenges conventions by showing someone being taken and held at gunpoint. The film poster and magazine cover also emulate conventions of typical horror marketing materials.
The document analyzes the trailer and how it uses conventions of the horror genre. It discusses several shots from the trailer and how each one employs conventions, such as using nightmares to set the mood, characters being followed to create tension, screams to startle the audience, and blood to show danger without being graphic. While most of the trailer follows genre conventions, some shots like the antagonist's point of view challenge conventions by offering a different perspective. The analysis shows how the trailer builds tension and leaves viewers wanting to see how the film resolves the clash between good and evil.
In what ways does your media product use, develop or challenge forms and conv...shannoncotton
This document discusses the filmmaker's approach to creating a trailer, poster, and magazine cover for a horror film. For the trailer, they aimed to balance conventional and unconventional elements. They used found footage and jump cuts, but stuck to typical editing techniques. For the poster, they challenged conventions by using a long shot but included standard horror elements. The magazine cover followed conventions for layout but took inspiration from another cover by including a two-shot image. Overall, the filmmaker considered conventions from their research but also experimented with some unconventional elements.
The document summarizes how the media product of a trailer, magazine cover, and film poster for a horror/thriller genre film challenge and develop conventions of real media. For the trailer, conventions like camera shots, editing, sound, characters, and locations were followed, but some elements like character outcomes were challenged. The magazine cover followed conventions like layout, masthead, and image placement, but challenged elements like text placement. The poster followed conventions like a close-up image and capital title, but challenged conventions like title placement. Overall, the media product used research of real examples to both develop and challenge typical genre conventions.
The document provides an analysis of the title sequence of the film "The Conjuring". It discusses the various shots used including establishing shots of houses to set the scene and close-ups of newspaper headlines. It also analyzes the typography, colors, and order of the opening credits which introduce the main characters and filmmakers. The purpose of the effective opening is to instantly give viewers a sense of the film's haunting storyline and build a ghostly atmosphere through the use of black, white, and grey colors.
The document discusses several academic media theories including auteur theory, reception theory, the hypodermic needle model, and the male gaze. It then provides examples and analysis of how the male gaze is depicted in films and literature, discussing how it influences perception and the sexualization of women. The document concludes by listing bibliographic references related to these topics.
The document discusses how the filmmaker approached various elements of their horror film opening in conventional and unconventional ways based on research of real horror films. Conventions used included putting the title at the end with a horror font, including production company logos at the beginning, not showing credits until after, portraying the main character as a naive woman in distress, using common horror locations of forests and houses, having the antagonist wear all black, and using point-of-view shots and fast editing to build tension. Some elements like using credits earlier and filming during the day rather than night challenged conventions. The filmmaker analyzed their choices and discussed how they could improve future openings.
The document discusses the conventions used in zombie horror film openings that the filmmaker drew upon for their own student film titled "Devour". These included:
1) Using a one word title to foreshadow the zombie attacks and killings, displayed in red, white, and black typography inspired by "World War Z".
2) Maintaining the same typography for the credits to keep the atmosphere consistent.
3) Introducing the protagonist and antagonists to establish their roles, taking inspiration from "Dawn of the Dead".
4) Showing different locations to indicate the scale of the outbreak, as seen in "World War Z".
5) Employing common techniques like voiceovers
The document discusses the filmmaker's process in developing a sci-fi horror film trailer. They started with the goal of creating a horror/thriller but expanded the genre to include elements of science experiment gone wrong and zombies. Visual elements like props, lighting, and filters were used to convey horror conventions. The teaser trailer structure has a beginning, middle, and leaves the audience guessing without a definitive end. The intended audience is male teenagers and young adults, as signaled by intertitles explaining the plot.
The document summarizes the media student's horror trailer project. Some key points:
1) The student created a horror trailer with elements of gore and comedy, drawing inspiration from films like Dawn of the Dead and Shaun of the Dead.
2) Conventionally, the trailer uses techniques like jump scares and montages to build suspense. It leaves some plot details ambiguous to generate interest.
3) Influences include the auteur styles of Alfred Hitchcock and George Romero. The student aimed to create a unique hybrid style drawing from multiple influences.
4) The student's contributions included camerawork, concept input, and design work, while other skills like editing are still being
The document discusses and analyzes several film posters for both short films and feature length films. It examines how the posters convey information about the genre, plot, and tone through visual elements like images, text, and color palette. For example, it notes that the poster for "Across the Hall" uses a still from the film while the poster for "George Lucas in Love" does not. It also analyzes how posters for genres like action, horror, science fiction, thriller and romance communicate aspects of the genre through characters, scenes and text shown on the poster.
Conventions and Codes of Horror Film Postersmootje2009
The document analyzes conventions used in horror film posters. It discusses several examples and notes common visual elements like protagonists/villains, dark color schemes, isolated settings, and taglines to generate intrigue. Key aspects summarized include introducing audiences to characters, using color and text to set a ominous tone, and including hashtags or release dates to promote discussion online.
The document discusses several film posters and how they represent the genre of the film. It analyzes posters for "Across the Hall", "George Lucas in Love", "I'm Here", and others. Key aspects discussed include use of images, text, color schemes, and visual cues that suggest the genre such as weapons for action films, mysterious facial expressions for horror, and aliens for science fiction. Overall the document examines how film posters effectively convey genre through visual design and teaser text to intrigue audiences.
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.
The document discusses different types of research techniques, including quantitative and qualitative research as well as primary and secondary research. It also discusses different types of audiences for films, including mainstream, alternative, and niche audiences. Finally, it discusses various methods for profiling audiences, such as by gender, age, ethnicity, demographics, and psychographics.
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.
The Amber Assassin, a renowned hitwoman, is hired by an underground crime syndicate to assassinate the mayor of Shanghai by sniping him from the top of a skyscraper, but upon arriving at the rooftop she discovers another assassin also attempting to complete the job, leading to a standoff between the two masked figures as they both try to claim the bounty.
The Amber Assassin, a renowned hitwoman, is hired by an underground crime syndicate to assassinate the mayor of Shanghai from the top of a skyscraper. However, upon arriving at her vantage point she discovers another assassin also there for the job. A fight ensues as the two assassins battle to claim the bounty, climbing across the skyscraper's exterior beams in a life-or-death confrontation.
The Amber Assassin, a renowned bounty hunter, is hired by an underground crime syndicate to assassinate the mayor of Shanghai by sniping him from the top of a tower in the city center. However, when she reaches her vantage point she discovers another assassin also has the same target. A confrontation ensues between the two assassins as they both aim guns at each other's heads, fighting over the lucrative bounty.
Here is an evaluation of the final package:
Strengths:
- Clear vision and theme for the video game that would appeal to a target audience
- Detailed story and gameplay overview that helps the reader understand how the game would work
- Concept art and animations that bring the game world and characters to life
- Cohesive style across all elements following the style guide
Weaknesses:
- Limited time spent on planning meant some elements like the magazine cover lacked refinement
- More research could have been done on game design and mechanics for inspiration
- Additional levels, enemies, weapons etc were not fully fleshed out
- No sound design or music incorporated which is important for immersion
Overall it was
The document discusses the target audience, purpose, and distribution of a horror film about teenagers getting into trouble with strangers. The target audience is teenagers aged 14-16 to raise awareness of associated dangers. It aims to show how strangers can negatively influence teenagers and will be distributed on social media and in schools.
This document provides information for an adventure lecture and pro forma work. It includes ideas for three adventure stories involving characters escaping dangerous situations such as a volcanic eruption in Indonesia, finding a new lion species in Peru, and escaping a snowstorm in the Himalayas. Details are given for each story's who, what, why, when, where, and how. Also included are a mind map, mood board, information on existing adventure film marketing like posters and games, and plans for a magazine cover, video game, and film script and assets. Risk assessments and contingencies are discussed to prepare for capturing audio, visuals and ensuring equipment safety.
The document discusses research on the codes and conventions of thriller films, including camera techniques, editing, sound, lighting, and settings that create suspense and tension. It also analyzes several example thriller films like The Girl With The Dragon Tattoo, Inception, and The Bourne Ultimatum, examining how they employ conventions like narrative trajectory, timescape, and character ethos. Finally, it covers different subgenres of thrillers like comedy, drama, mystery, crime, horror, and action thrillers.
The document provides details on Toby Jackson's adventure lecture and pro forma work. It includes a lecture slide on the characters in Spider-Man: Homecoming and three story ideas for adventure films. It then covers mind maps, mood boards, existing adventure products, research summaries, bibliographies, style sheets, magazine/advert layouts, video game layouts, scripts, sound effects, actors/locations, music, and contingencies.
This document provides information for an adventure story lecture and pro forma work. It includes ideas for three adventure stories involving characters escaping dangerous situations through travel. Background information is given on existing adventure film marketing, including posters, video games and magazine covers. Sound effects, actors, music and locations are proposed. Risks and contingencies are considered for creating the story content and marketing materials.
The document provides information on pre-production for print, audio, and film productions. It lists important items to include in pre-production paperwork such as risk assessments, schedules, budgets, equipment lists, and contingency plans. It also discusses the key stages of planning a film production, including drafting a script and storyboard, preparing for filming with call sheets and equipment bookings, and conducting location recces. Reflection sections outline the purpose, audience, and distribution of promotional materials being created for a horror film project.
Samuel is making a fiction drama film that explores themes of human interaction and social media usage. The film follows a character who is overly focused on his phone and ignores those around him, making him unlikable to the audience. However, after being isolated, the audience starts to feel empathy for him as his mental state deteriorates and he hurts himself to stay sane. Samuel conducted research on isolation experiments and social media usage to inform his film and ensure it will resonate with its target younger audience.
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
This document provides exam questions and guidance for answering questions about the film Tsotsi. It discusses several important settings in the film, including Tsotsi's hut, Miriam's house, the Dube's house, and the township of Kliptown. The main themes of the film are described as adversity, struggle, poverty, and class. Answers are provided explaining how the settings relate to these themes through their depiction and the use of mise-en-scene. An important character, Tsotsi, is introduced along with how his first impression is created and how he changes over the course of the film.
This document discusses planning and production elements for a horror film targeted at teenagers. It addresses the target audience as 14-16 year olds and lower to middle class people. The purpose is to show teenagers the dangers of strangers and influence to do drugs or commit crimes. The film would be distributed on social media, in schools, and online to spread awareness to teenagers. It discusses camera techniques, mise-en-scene elements like costumes and settings, and sound elements like music and effects that are common in horror films.
This document summarizes the process and outcomes of a student film project. The project involved creating either a 2-minute trailer or 5-minute short film in the horror genre. Key steps included deciding on a genre, target audience, and story elements. Sample scenes, a script, and shot list are provided. The student created both a movie poster and magazine cover to promote their film. The poster and magazine cover utilize conventions like prominent cast/crew listings and compelling imagery to attract an audience. Overall, the document outlines the production process and supplementary marketing materials for a short horror film project.
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.
Jv evaluation presentation final media a2 2010 horror Projectnmbec
The document provides details about the production of a teaser trailer for a horror film called Redrum3X. It discusses the characters, themes, locations, techniques, and conventions used to craft the teaser trailer, film poster, and a magazine cover profile for the film's director. Research into existing horror media informed the creative choices for these promotional materials. Audience feedback was gathered through online platforms and focus groups.
This document provides guidance for creating a planning presentation for a practical project. It includes suggestions for sections to cover such as idea generation, pre-production assessment, visual planning, and storyboarding. Blank templates are provided for sections like concept boards, shot lists, and storyboards that can be customized for the specific project.
Brandon Lambert is seeking work experience and provides his contact details and personal statement. He states that he is hard working, motivated, and able to adapt to different situations. He can work independently but also cooperates well with others. He is dedicated and perseverant. He currently works as front of house staff at a diner, greeting customers and taking orders. Previously, he worked assembling PCB boards for welding machines, requiring patience and attention to detail. He lists his qualifications including GCSEs in various subjects and is currently studying a Creative Media Production Extended Diploma Level 3 at college.
This evaluation form provides guidance for evaluating student projects at L3 Creative Media. It outlines key areas of focus including using appropriate terminology, focusing on key points, evaluating statements, and focusing on work rather than process. The document details sections for outlining the project aim and activities, research, idea development, outcomes, and personal reflection. It emphasizes providing an honest evaluation of both strengths and weaknesses, including at least three of each, and judgments about effectiveness.
The writer attended the Aesthetica film festival and found it to be an insightful experience. They enjoyed the interviews with established filmmakers which provided valuable perspectives. An animation lecture also helped them better understand different animation genres and techniques. Overall, attending the festival improved the writer's creative outlook and confidence in their filmmaking abilities.
Most of the applicant's energy over the past 5 years has been focused on creative expression through various projects. They feel a sense of satisfaction from creating works that express their thoughts and feelings. This led them to apply for university study in Creative Media. Their interest stems from a GCSE session in 2018 that revealed the variety within the industry. At college, they gained experience exploring their creativity and developing a unique style. One particularly impactful music video project helped them realize their technical and creative potential through the freedom and skills required. They also created horror movie advertisements that tested their ability to adapt creatively. The applicant believes that university is the next step to further develop their skills within the creative production field.
Applying to university through UCAS involves submitting personal and educational details online. This includes information like qualifications, work experience, references, and personal statement. Screenshots provide a visual guide to help applicants navigate the online application form and understand what information is required at each step of the process.
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The document outlines several ideas for a client project to promote York to a target audience of 18-24 year olds interested in history, culture, and creativity.
The first idea is a mobile app that sends users to locations in York to take photos or videos as proof of completion to unlock further stages. Users could then create a collage or music video from their submissions to share on social media.
The second idea is a location-based scavenger hunt app providing clues to find sites, scan QR codes, and view historical facts about each location found.
Mockups and a production schedule are presented, with the video/collage app selected for development due to its strong appeal to the target audience's
Brandon Lambert is targeting 18-24 year olds in York, England for a new creative project. This age group is heavily involved in social media like Instagram and enjoys listening to music. They also prefer evenings over daytime. Lambert plans to incorporate these interests by making social media and music central parts of the project and holding activities at night. Two existing York attractions - a ghost walk and historic theater - provide examples of entertaining and educating audiences in ways that interest Lambert's target demographic.
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This document contains Brandon Lambert's UAL progression proforma for 2022-23. It includes details of his GCSE grades, potential university courses and their suitability ratings. For year 1, it reviews which projects he enjoyed and disliked, his biggest successes and mistakes. It outlines his strongest developed skills as filming and his aim to specialize in filming and editing for year 2.
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Brandon evaluated his production process for a podcast. In his research, he took inspiration from popular podcasts but wished he had done more specific research related to his topic of fashion/music. His planning helped discussions flow smoothly, but he didn't plan for potential issues. He managed his time well overall. Peer feedback praised the visuals, lighting, and music, but suggested adding images when mentioning people or brands and using multiple camera angles. Brandon agreed images could help but disagreed that additional camera angles were needed.
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The document provides research on target audiences for a podcast about music and fashion. It analyzes existing podcasts, finding that most display all participants and clearly differentiate hosts from guests. Audience research found the target audience is mostly male, aged 16-19 who prefer entertainment over education and attention spans under 1 hour. Interviews supported these findings. The proposed podcast will appeal to this audience by using relevant themes, aesthetics, run times of 40-50 minutes, and ensuring all participants are visible.
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Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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3. 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
The Call to Adventure
The Refusal
Mentor Help
Crossing the Threshold
Test/Allies/Enemies
Approach
Ordeal
Reward
Road Back
Atonement
Return
Maze runner
There are flashback scenes throughout the movie that show the characters normal
life before everything happened and he ended up in the maze.
This happens as soon as the movie starts as the opening scene is Thomas (main character)
being transported to the maze so the ordinary world has already been disrupted.
Doesn’t happen the main character fully agrees the first time to go along with the
adventure.
When Thomas arrives in the maze one of the characters acts as a mentor and
comforts him and teaches him about the maze and answers any questions he has.
Thomas fully commits to the journey when he decides to travel through the maze as
a 'runner' to try and find any clues or a way out.
Thomas is informed of the ranking system as such when he arrives in the maze and
is soon made aware of his allies and enemies.
Thomas and another 'runner' go into the maze to try and look for clues to get out
but they are interrupted by one of the monsters in the maze and this puts a stop to
their plan for a short while.
Thomas is being pursued by one of the monsters and has to jump a far distance in
order to escape, it’s a life-or-death situation and he conquers his fear or jumping
and goes for it, he manages to survive.
The reward is being free from the maze and finally being able to go back to the
outside world once again after a long time being in the maze.
Thomas manages to overcome the threat of the monsters and continues through
the maze towards the final climax (the gateway out of the maze).
Thomas and the other people in the maze manage to find a way out of the maze
and return to the ordinary world.
Thomas has a near death encounter when the safe place in the maze is swarmed by
monsters, after this he tries to regain his way and continues with the plan of escaping and
isn't discouraged.
5. 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. Equilibrium
Disruption
New Equilibrium
Attempt to repair the damage
Recognition
The maze is portrayed to be inescapable
and we the viewers are shown a birds
eye view shot of the maze and its clear
to see the people in the maze aren't
meant to escape
At the start everything is in balance,
Thomas arrives in the maze.
All of the characters escape the maze
and are transported back to the ordinary
world via helicopter, everything is
balanced once again.
Thomas realises that he and
everyone else is stuck in the maze with
no way out, he also realises that
he doesn’t have any memory of who he
is or where he came from.
Thomas attempts to escape the maze
and resolve the issue that everyone in
there is stuck with no way out.
6. Character type How they appear in your story
The Hero Thomas
The Villian Gally
The Helper Newt, Minho
The Donor Teresa, Newt
The Dispatcher Gally
The Princess or prize Teresa
The Princess’s Father Doesn’t have one
The False Hero Gally
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 Thomas
What Stuck in a maze trying to find a way to escape
Why The outside world is infected by a virus so people have been transported to a maze in order to survive
When Year 232
Where Not sure
How He was drugged voluntarily and lost his memories, he was then transported to the maze through a futuristic lift.
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. Adventure film idea 1
A group of friends decides to take a trip to the woods, there is a modern outhouse owned by one of the friends
parents that they are going to stay in for a couple of nights. The son who's parents owns the house can sense
that the parents are hiding something about it, whenever he asks about the house his parents try to ignore him
or change the subject, on top off this he has slight and clouded memories of being there. He doesn’t know
what but can sense that something bad has happened there before. They arrive and everything is fine for a
couple of hours until they start to notice some odd happenings, the sons suspicions have been confirmed.
10. Adventure film idea 2
• Steve toaster has to make some toast, but there is no electricity, pete
sandwich comes to help out but they come across an evil plumb
called Giles, Giles tries to stop them from turning the electricity back
on. They all battle to the death, Steve and pete manage to kill plum
and turn the electric back on, Steve manages to make his buttery
smooth toast.
11. Adventure
film idea
3
• A group of students are attending
university on a normal day when there is
an announcement through the intercom, a
group of armed and dangerous masked
men dressed in all black have entered the
building and are locking down every
entrance and exit. Its clear that they are
planning an attack, Ayce, a dude attending
the university and his friends have to try
and survive when the masked man start
attacking classrooms full of people at
random.
14. Existing Product 1
Dark colors used, no bright colors at all which fits the theme of a
horror movie well as they are based on dark events. The title is bold
and stands out a lot. Knife prop and costume are also used in the
poster to familiarize and promote the killer in the film to the viewers.
15. Existing Product 2
The main subject off the spread is spiderman, there is a
large image taking up an entire half of the spread to bring
more attention to him, also the spider man 2 title is very
bold and large also, bringing even more attention to the
main subject. The spiderman costume is very bright and
vibrant, also the shot is professionally lit up making the
costume much more visible. Doc Ocks tentacles are
probably special effects also.
16. Existing Product 3
Very bright and vibrant colors, the subjects in the middle
of the page stand out a lot because of the vibrant colors
surrounding them, this works well with the white, plain
background as it adds some variation. The weapons the
characters are holding are all props. Some of the text is
highlighted to summaries what the text underneath is
talking about which makes the spread easier to digest and
read.
17. Existing Product 4
The text at the top symbolizes the internal struggle spiderman is going
through, this internal struggle is even displayed in the poster as it
shows spider man in the black suit and a reflection of the original red
and blue spiderman suit. The fact that the blue and red suit is the one
in the mirror and the black suit is the one hes wearing could mean
that the original suit (the good side) is the side he is rejecting as its
just a reflection and not real. Where as he is inviting the black suit (the
bad side). Obviously most of this poster is special effects like the fact
that they are so high up. The text is bold and fits the theme of the
spider man suit (silver).
18. Research Summary
• What have you learned from your research? I have learned how to properly isolate
the subject of a magazine cover and also how to make text stand out if the colour is clashing with the
background.
• What aspects of the research will you include within your on work? I
will include isolating the subject and also making the text stand out part of my research in my work since
they will come in handy and make the final piece look better.
19. Bibliography
1. Spider man 3 (2007), Director- Sam Raimi
2. Justice league (2021), Director- Zack Snyder
3. Scream (2022), Director- Matt Bettinelli-Olpin
4. The Maze Runner (2014), Director- Wes Ball
22. Movie poster Style sheet final
FONT 2
I have decided to choose red and black for my main colour scheme
and font 2 for my front cover text. I've picked these specific colours
and font because I feel as though it fits the theme of my poster the
best, My poster is horror based so I thought red to symbolise blood
and black to symbolise the darkness (2 horror movie genre
conventions) would work really well. I think the font also fits the
theme as it looks very much alike a horror font that’s used in well
known movies, for example, The howling (1981) and silent night
deadly night (1984).
24. Double page spread style sheet final
FONT
2
For my double page spread I have chosen the blue And black colour scheme
and font number 2. I chose this specific font because it looks sophisticated
and smart, a type of font you might see in a magazine aimed towards the
upper class, which is exactly what my magazine is going to be like. As for
the colour scheme, I chose blue and black because
26. Magazine cover style sheet final
FONT 3
I've chosen to use purple and grey as my colour scheme and font
number 3 for most of my text. I chose this specific font and colour
scheme because it looks professional, the 2 colours contrast each
other therefore leaving it pretty hard for anything on the cover to
clash. This will make it very easy to make out all of the different parts
of the poster and reading the text will be natural and easy. I chose
font number 3 simply because I think it looks the best out of the 3
options and works the best with the cover.
27. Magazine and advert layouts
Title
Price
barcode
Cover lines
Cover lines
Main picture
in middle
Cover lines
29. Contingency
What can go wrong? What can you do if it does?
I lose the photos I wanted to use. Try my best to locate them, if I can't find them
anywhere I can always retake the photos and if its
urgent and I don’t have time to retake them I can just
use exiting photos from my camera roll.
I'm stuck and don’t know what to add to my poster
next.
I can simply go back to refer to my planning and
magazine/advert layouts, I'm sure this will give me
a few good ideas as ill be able to visually analyse and
see what I think will look good on my final piece.
Don’t know what to write. Once again I can refer back to my plan to see what I
put, or I can use automated text just to fill the gaps
and make it look better.
30. 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?
Maybe we could injure ourselves while getting any
photos for the cover or double page spread.
Be weary off our surroundings and be careful of any
potential accidents.
Dropping the equipment and damaging it. Just be careful not to handle the equipment too
roughly as it could get damaged or fly out of our
hands, if it does get damaged I can try and fix it or get
help with fixing it.
Other people may accidentally end up in one of the
photos I take for my work.
To avoid this I can either go take photos where they
aren't any others and if someone ends up in one of
the photos and ii really like the photo I can ask the
person for there permission to use it.
31. Reflection
I think my double page spread looks ok, not the
best but I think it has some good things, for
example, I think the overall layout and positioning
of the titles and page number work well. The layout
makes the content and writing easy to digest as its
sectioned off. Maybe I could improve the right side
of the double page spread as the background is just
plain white which is kind of boring.
32. Reflection
I think my poster is basic, but it gets the message across and
portrays the genre and aesthetic of a horror film very well, the
tagline describes the events and scenes of a typical horror movie
very accurately also. I think it might be slightly too simple and
boring so that’s maybe something I could improve in. The font
stands out and its easy to read as it doesn’t clash with the
background, the copyright label at the bottom however does clash
a little bit and makes it a little hard to read.
33. Reflection
I think my magazine cover looks fine, the layout is a little
messy and the fonts are a bit basic but overall it looks ok. The
picture I used doesn’t really look horror related either but I
like the layout and overall design/idea I went with. Next I will
try and experiment with some new fonts and see if I can find
any that look better and fit the theme.
35. Using your plans, produce:
• A synopsis for your film
• A magazine front cover, promoting the film
• Additional advertising to promote the film
36. 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.
2 friends are bored one night and decide that they want to go explored an abandoned university campus,
they arrive and start to hear strange noises, out of the blue a man cloaked in black begins to chase them,
they are trapped and one of the friends sacrifices himself in order for the other friend to be able to make it
out alive. After this the surviving friend seeks revenge.
37. Magazine Front Cover
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.
38. Double page spread:
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.
41. Idea generation
• I already have a couple of ideas for my game, for one I'm thinking of doing a 2D first person
shooter like the old Doom games, the objective will to b kill a certain number of enemies within a
timeframe, the levels will get harder as you progress and there will be different monsters
introduced further through the game. You'll be able to change what weapons you use also to give
the game variety. A second idea I have is a Mario type game where you must progress through the
levels while being chased by monsters, obviously the same as most games things will get harder
as you get further into the game. I was also thinking of doing a character customization part of
the game where you can create your own character. A third idea I have is an action-packed street
fighter game where you face an enemy in a 1 on 1 battle and try to win.
42. research
Mario – I was researching for 2D level
progression games, I came across
Mario which gave me the idea to do a
linear progression level system, in
Mario to progress through the level
you must move forwards, this gave me
The idea to use the same concept in
my own game.
43. Research part 2
• Undertale – Undertale has some unique
pixel art character designs that I will be
taking inspiration from, my character
won't be as detailed, but the overall style
and look will be similar. I also like the fact
that there are different looks or forms of
each character, as you can see in the
pictures Sans a character from Undertale
he has different looks which will add
variety.
44. Research part 3
• My research helped me with a colour scheme for my game, I knew it had to
fit the theme and vibe of my movie, so I wanted something dark and sinister.
When researching I came across the game Limbo which also uses a very dark
colour scheme, it has inspired me to use a similar vibe in my work since I think
it will accurately and effectively portray the dark, horror type theme of my
movie. Limbo also helped inspire the type of game I want to make, a classic
evade the monster.
45. Research part 4
In terms of enemy character designs, I really like the looks
of the zombies from deadrising 3, ill be taking inspiration
from them and making the enemies in my game humanoid
just like in deadrising. I'm also going to implement the
zombie characteristic into my game. The game also has
different styles of enemies that have different abilities,
some are really big and do a lot of damage where as some
are small but extremely fast, ill be using this in my game
also as it will add more variety and excitement.
48. Levels
Details about how many levels.
- 10 levels
How levels will vary.
- Different levels will have different obstacles and enemies to evade and overcome, the
scenery will also be different and the difficulty of each level will change based on what
number level your on.
An example of a beginner level.
- Pretty straight forward, not to many enemies too avoid and the enemies that are in the
level wont be too fast or strong, pretty easy to avoid. Wont be too many obstacles to climb
over or jump over either.
An example of a complex level.
- Multiple enemies all chasing you at once who do a great deal of damage and who are also
pretty fast and good at keeping up with you, there will also be a lot of obstacles and
blockages that you need to overcome and get past to be able to survive.
49. Game Summary
A quick summary of the game.
● Some Bullet Points with Unique Features
● And A Few More
Will be a chase type of game, the playable character will have to avoid being killed by certain monsters by outrunning
them, there will be different types of monsters depending on what level your on. Player customization will also be a
thing so you can make your character look however you want. It will be a 2D game with a linear progression path
making things easy to understand. The levelling system will be very simple also, once you complete a certain level,
you’ll be granted a certain number of points which you can use to unlock power ups to make the game easier and
more fun.
50. Story and Gameplay
Story
Once upon a time, in a universe far away…
Explain how the story will be told -- cut-scenes? A ‘talking head’?
Core Gameplay
A description of the game ‘loop.’
A flowchart is nice:
The player will be thrown into a level and they will have to progress through the level, once they complete a level
they will unlock a new level and be rewarded 5 points that they can use to level up or buy things. Every 5 levels
complete they will have to do an ultra level which is way harder than the normal levels but they will get a bigger
reward for completing it.
51. 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.
52. Game Overview
Theme / Setting / Genre
Show some example images or similar games / movies / books / TV shows with similar themes.
Core Gameplay Mechanics
Point to other games that this is similar to.
The theme of my game will be very dark and sinister, it will be a horror game with horror themed enemies and
locations, the aim is to avoid being killed by certain monsters that spawn in the level, they will chase you until you get to
the end of the level. The colour scheme will be black, grey and light grey. I'm taking inspiration from multiple games, for
example, limbo has inspired my colour scheme, Mario has inspired the type of game (Linear level progression system
game) and Deadrising 3 has inspired the types of enemies ill be putting into the game. It is also quite like Mario as in
both games you progress forward through the level trying to avoid different types of enemies, there are also different
types of monsters depending on which level your on.
54. Research
• One strength of my research is that it gave me a lot of unique and cool ideas for level design,
before doing my research I did a couple of experiments and tried to make a level, it was pretty
boring, bland and nothing about it really stood out. However, after conducting my research I felt
much more confident in my ability to create a level and have noticed a big change, in my opinion
my finished level for the final project is much better and entertaining than the one I did in my
experiments. A weakness of my research is probably that I didn’t research every aspect of game
design, instead I chose to do heavy, detailed and in depth research into a couple parts of making a
game and didn’t do any into other important components. This error made it so I had great
knowledge and insight on how to create pixel art characters but completely lacked the ability to
even animate them at all, to resolve this I could have instead conducted a decent amount of
research across the board instead of going overboard on specific aspects of game design. I think if
I did this my game would have better animation as that’s what I did the least amount of research
on.
55. Planning
My planning really helped a lot as it gave me something to look back on, at one point in the
production process I was struggling to come up with ideas for an enemy, I had tried multiple
different ideas for an enemy at this point but nothing seemed to work, I then decided to look back
at my planning where I had added games for inspiration, one of the games I used was very similar to
my game in terms of visual aesthetic. I used my planning as a reference and managed to design an
enemy for my game that made sense and fit the theme. A weakness of my planning was
56. Time Management
• I think I did manage my time pretty well overall, in the first week of production I managed to
completely finish multiple important aspects of my game including level design, character design
and more animation experiments. Doing it this way I had the entirety of the second week of
production the finished animation and sound design. Doing it this way worked out very well as I
finished everything and still had improvement time left over. If I had more time to produce my
work I would have just added more detail to the design of my characters an level, also I would
have added a couple more frames to make the animation look smoother.
57. Technical Qualities
I think my work was detailed enough for what it is meant to be, although I would have liked too add more detail to
the background and some of the characters I think that might have taken away from the pixelated, low budget
aesthetic I was going for. I think everything but the animation showcased a decently high level of technical
proficiency, the character and enemy where drawn accurately and I think the things in the actual level were laid out
and organized well.
58. Aesthetic Qualities
I think my work was aesthetically pleasing enough, my game followed the dark and eerie aesthetic that I initially
decided on and I think it displayed the aesthetic pretty accurately, same with my poster and advertising work, they all
had the same aesthetic and showcased the theme consistently in every piece of work. I think this makes it a better
experience as it doesn’t change out of the blue, instead it maintains its theme.
59. Aural Qualities
I feel like my work sounds slightly underdeveloped but in a good way, it works well
with the low quality visual aesthetic of the game, it also has a sinister tone to it which
fits well with my level design and enemy design in the game. I don’t think it was too
creative, it was slightly generic but I don’t think that is necessarily a bad thing
especially in a game that isn’t trying to do anything new either. I like the fact that my
audio is very simple and easy to digest, this way its more suited as a background track
to a game. I would improve maybe just the overall sound, it sounds fine as it is but
maybe I could have added some effects to make it sound slightly more professional
and more like a fully finished product.
60. Audience Appeal
I appealed to my audience using dark themes, spooky enemy designs and an eerie level design, this will appeal to
my audience (middle aged horror fans) as the things I listed are very clearly horror themed and things that regularly
appear in scary pieces of media. The fact that the game is a pixel art game will also appeal to my audience as pixel
games were popular around the time that my target audience will have been growing up, meaning this game could
offer them a lot of nostalgia which some people actively seek.
61. Overall strengths and weaknesses of the final
package.
Overall, I think my final piece was ok, everything matched and fit the aesthetic I had planned to go for
perfectly, the level design and character designs didn’t look too bad either although I feel like the
background could have used a little bit more detail to make it look slightly more realistic. Id say the
concept was a little bland and the animation didn’t really showcase that much of the game though. The
animation looked kind of rushed as well, it wasn’t smooth either and some of the frame jumps where
noticeable.
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?
Does your work sound good? Was it creative? What aspects of your audio do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.