This document outlines plans for a 12-page fanzine about the first-person shooter game Escape from Tarkov. It discusses potential topics to cover such as gameplay mechanics, graphics, sound design, and the hardcore survival elements. It also considers stylistic choices like fonts, colors, and edited screenshots from the game. Bullet points provide more specific sub-topics to expand upon for each section. The goal is to incorporate the apocalyptic style of the game while giving the fanzine its own distinct visual brand.
The document provides details on various topics from the video game Skyrim, including the races and creatures found in the game world, magic and combat systems, factions, religions and lore. It describes the main quest involving defeating Alduin the World Eater, as well as the ongoing civil war between Stormcloaks and the Empire. Summaries are provided for topics such as vampires, the Thieves Guild, Forsworn rebels, and the prophesied Dragonborn character who can learn dragon shouts.
Here are some guidelines for taking breaks when doing VDU (visual display unit) work such as computer work:
- Take a 5-10 minute break after 50-60 minutes of continuous screen work.
- During breaks, look into the distance to relax your eyes. Blink your eyes a few times.
- Stretch your arms, back, neck and legs during breaks to avoid muscle fatigue.
- Break up long periods of sitting with short periods of standing up or gentle exercises.
- Make sure to take your main lunch/meal break away from your screen if possible.
- Adjust your workstation ergonomics to avoid awkward postures that can cause strain.
Taking regular, short
The document discusses several existing video game products that could provide inspiration for the student's upcoming FMP video game project. It analyzes Skyrim's open world design, leveling up mechanics, and soundtrack. It also examines Baldur's Gate's medieval fantasy setting, party size, and visual aspects. Final Fantasy VI's retro graphics, dark color palette, and use of multiple playable characters are discussed. Concept art from Feng Zhu is highlighted for its fantastical landscapes and structures. Hearthstone's use of the Warcraft universe and cross-platform multiplayer are noted. The student expresses interest in Skyrim's creation aspects, Baldur's Gate's backgrounds, Final Fantasy VI's interface, and Feng Zhu's concept art style
The document discusses the cover designs of several video games and magazines. It analyzes design elements like fonts, color schemes, images and layouts. Key points include:
1) Game covers like Portal 2 effectively portray the game through simple visuals like characters and portals. Magazine covers stand out with bold background images and use of color schemes associated with their console brand.
2) Designs are inspired by retro games like Pac-Man and Space Invaders for their recognizable fonts and use of bold borders. Game covers also portray the tone and themes of the game through characters and environments.
3) Magazine layouts emphasize detailed background images and utilize different fonts and text styles for visual interest. They advertise upcoming
This document discusses several video game covers and magazine pages, analyzing their design elements. Key points discussed include:
1) Game covers use bold screenshots, recognizable fonts and logos, and age ratings to attract buyers. Covers represent genres through character images.
2) Magazine covers stand out with large background images and use consistent fonts and color schemes. Articles summarize important game details.
3) Adverts attract interest through suggestive images related to the game's genre and screenshots showing gameplay highlights. They include developer logos.
The document examines design elements across different games and publications to identify effective techniques for an original cover and magazine pages. Representation of genres, stereotypes, and demographics are also considered
The document discusses plans for creating a magazine cover design project. It covers choosing image and font styles, developing a color scheme, and outlining two potential layout designs. Contingency planning and health and safety considerations for working on the project are also discussed. Resources needed include PowerPoint, Word, Photoshop, computers, a USB drive, student email, and locations for working include the college learning center and home.
Make any necessary changes and improvements.
Day 9 ∙ Export Trailer and do final touches ∙ After Effects
∙ Movie Plus
Day 10 ∙ Export all promotional products ∙ After Effects
∙ Photoshop
Day 11 ∙ Get Feedback and make any final changes ∙ After Effects
∙ Photoshop
Day 12 ∙ Final Export and Upload Trailer and Promotional Products ∙ Youtube
∙ Artstation
Ryan Worcester created various marketing assets for the mobile game "Snake Escape" over the course of several months. This included designing an app icon, t-shirt, stickers, poster, and Twitter page. Worcester researched existing designs and gained feedback on initial drafts. Based on feedback, adjustments were made such as adding color, unifying elements, and including gameplay screenshots. The final assets were evaluated against similar existing products and for fitness of purpose. Worcester also created box art and additional graphic designs.
The document provides details on various topics from the video game Skyrim, including the races and creatures found in the game world, magic and combat systems, factions, religions and lore. It describes the main quest involving defeating Alduin the World Eater, as well as the ongoing civil war between Stormcloaks and the Empire. Summaries are provided for topics such as vampires, the Thieves Guild, Forsworn rebels, and the prophesied Dragonborn character who can learn dragon shouts.
Here are some guidelines for taking breaks when doing VDU (visual display unit) work such as computer work:
- Take a 5-10 minute break after 50-60 minutes of continuous screen work.
- During breaks, look into the distance to relax your eyes. Blink your eyes a few times.
- Stretch your arms, back, neck and legs during breaks to avoid muscle fatigue.
- Break up long periods of sitting with short periods of standing up or gentle exercises.
- Make sure to take your main lunch/meal break away from your screen if possible.
- Adjust your workstation ergonomics to avoid awkward postures that can cause strain.
Taking regular, short
The document discusses several existing video game products that could provide inspiration for the student's upcoming FMP video game project. It analyzes Skyrim's open world design, leveling up mechanics, and soundtrack. It also examines Baldur's Gate's medieval fantasy setting, party size, and visual aspects. Final Fantasy VI's retro graphics, dark color palette, and use of multiple playable characters are discussed. Concept art from Feng Zhu is highlighted for its fantastical landscapes and structures. Hearthstone's use of the Warcraft universe and cross-platform multiplayer are noted. The student expresses interest in Skyrim's creation aspects, Baldur's Gate's backgrounds, Final Fantasy VI's interface, and Feng Zhu's concept art style
The document discusses the cover designs of several video games and magazines. It analyzes design elements like fonts, color schemes, images and layouts. Key points include:
1) Game covers like Portal 2 effectively portray the game through simple visuals like characters and portals. Magazine covers stand out with bold background images and use of color schemes associated with their console brand.
2) Designs are inspired by retro games like Pac-Man and Space Invaders for their recognizable fonts and use of bold borders. Game covers also portray the tone and themes of the game through characters and environments.
3) Magazine layouts emphasize detailed background images and utilize different fonts and text styles for visual interest. They advertise upcoming
This document discusses several video game covers and magazine pages, analyzing their design elements. Key points discussed include:
1) Game covers use bold screenshots, recognizable fonts and logos, and age ratings to attract buyers. Covers represent genres through character images.
2) Magazine covers stand out with large background images and use consistent fonts and color schemes. Articles summarize important game details.
3) Adverts attract interest through suggestive images related to the game's genre and screenshots showing gameplay highlights. They include developer logos.
The document examines design elements across different games and publications to identify effective techniques for an original cover and magazine pages. Representation of genres, stereotypes, and demographics are also considered
The document discusses plans for creating a magazine cover design project. It covers choosing image and font styles, developing a color scheme, and outlining two potential layout designs. Contingency planning and health and safety considerations for working on the project are also discussed. Resources needed include PowerPoint, Word, Photoshop, computers, a USB drive, student email, and locations for working include the college learning center and home.
Make any necessary changes and improvements.
Day 9 ∙ Export Trailer and do final touches ∙ After Effects
∙ Movie Plus
Day 10 ∙ Export all promotional products ∙ After Effects
∙ Photoshop
Day 11 ∙ Get Feedback and make any final changes ∙ After Effects
∙ Photoshop
Day 12 ∙ Final Export and Upload Trailer and Promotional Products ∙ Youtube
∙ Artstation
Ryan Worcester created various marketing assets for the mobile game "Snake Escape" over the course of several months. This included designing an app icon, t-shirt, stickers, poster, and Twitter page. Worcester researched existing designs and gained feedback on initial drafts. Based on feedback, adjustments were made such as adding color, unifying elements, and including gameplay screenshots. The final assets were evaluated against similar existing products and for fitness of purpose. Worcester also created box art and additional graphic designs.
This document analyzes how the media product "Time Assassin" effectively uses conventions of real video games to introduce its science fiction narrative. It discusses how the opening level introduces characters and hooks audiences, similarly to films and books. It also explores how the game challenges conventions by having objectives displayed through short on-screen instructions rather than markers, requiring exploration. Collectible items provide backstory information to explain elements to players, mimicking techniques used in other games and media. The document examines how aspects of the game's design, such as its user interface, magazine advertisement, and cover art emulate real video games to attract audiences and integrate it into the science fiction genre.
The document discusses pre-production planning for a gaming magazine, including:
- Researching color schemes and choosing red, green, and blue as they are associated with gaming companies and consoles.
- Exploring fonts and layout designs for the magazine masthead, headings, and body text.
- Developing potential front cover and article layout designs.
- Identifying software and equipment needs like a camera, tripod, computer and locations to obtain photos and interviews.
- Outlining contingency plans if certain photos or interviews cannot be acquired.
The document discusses pre-production planning for a print magazine promoting a Dragon Ball video game. It describes potential cover images including Goku and the dragon balls. Font styles and a fighting pose main image are proposed for the cover. A double page spread is planned showing characters performing a fusion pose with a description of the game's new fusion mode. Contingency plans are discussed for issues like equipment failure, lost files, or not having costumes for photos. Health and safety precautions are also outlined.
The student proposes creating an animated fighting game called "Cartoon Clash: Around the World" set in the 1930s cartoon style. The main focus will be on creating an introductory cut scene through 2D animation and pixel art to set the story and immerse players. Additional elements will include a tutorial and the core gameplay of 1v1 fighting across different global locations. Evaluation of the project will involve comparing the final product to other works, conducting a self-assessment to identify strengths and weaknesses, and analyzing how audiences may respond. The proposal outlines a schedule for initial research, pre-production planning, and production/development work across 8 weeks.
The document discusses pre-production plans for a gaming magazine, including:
- Researching color schemes and choosing red, green, and blue as primary colors associated with gaming brands.
- Selecting fonts like "Robo" for the masthead and "Accidental Presidency" for headings to relate to gaming.
- Developing layout concepts with elements like a free poster offer, side stories, headlines, and images.
- Outlining a shooting schedule at a gaming center to photograph a league of legends event.
- Preparing interview questions about the history and future of gaming for players at the center.
- Noting the camera and locations needed for photos to illustrate stories.
The document discusses the style sheet choices for a magazine cover being designed by Daniel Thompson. It includes details on font choices for different elements of the cover and magazine based on the retro gaming style and featured game Spyro. It also includes two potential color palette options that resemble Spyro and the nostalgic colors of retro gaming magazines. The last part discusses layout options for the cover and inside pages.
Rainbow 6 Siege is a tactical FPS released in 2015 that focuses on close quarter combat between attackers and defenders. It uses destructible environments to change sight lines and strategies during matches. Operators have unique abilities to aid their team on attack or defense. The game emphasizes audio cues and communication between players. Graphics were improved in 2017 to enhance character models and lighting. It requires a mid-range gaming PC or current gen consoles to run well.
This document provides instructions for researching three games with similar graphical styles and genres to the concept being developed. The student is asked to complete a table with game details, write an evaluation of how the graphical style complements the genre, create an annotated image collage showcasing the style, and explain how the research can be applied to their own work. Three games are then analyzed - Final Fantasy XIII, Dragon Age 2, and Gears of War. Details about each game's publisher, system, genre, release date and exaggerated graphical style are provided. Evaluations analyze how the style fits the genre and tone. Image collages with annotations demonstrate style elements that could influence the student's sketches. Reviews explain how the research will be
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the player assumes the role of an extra-terrestrial who has come to Earth seeking a new home after being forced to leave his home planet, which was destroyed by warfare. As an undercover cop, the player will complete missions to remove criminals from Earth and prevent the forces of Earth from descending into war. The game draws inspiration from Crysis for its graphics and gameplay styles, allowing for stealth, combat, and other approaches. The target audience is those aged 16+ due to the mature content. Research has focused on character designs inspired by Hellboy and anime in order to create unique characters for the main story and mini-games.
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the player assumes the role of an extra-terrestrial who has come to Earth seeking a new home after being forced to leave his home planet, which was destroyed by warfare. As an undercover cop, the player will complete missions to help law enforcement and the government while customizing their character, weapons, and vehicles. Inspired by the gameplay of Crysis, the game will feature stealth, combat, co-op multiplayer, and mini-games. The target audience is those aged 16 and up due to the mature content.
Allan Godin proposes creating an animated turn-based RPG game and accompanying manga about a squad that eliminates dangerous people. He will create character designs, maps, screens, and animations showing character abilities and movement to demonstrate aspects of the game. A side manga project will depict an action scene and each character's emotions. Research is needed on game screen and map creation, character movement, and proper manga page layout. The project will be evaluated through self-assessment, peer review, and audience feedback.
The document discusses the style sheet choices for a magazine cover being designed by Daniel Thompson featuring the video game character Spyro the Dragon. It includes details on the font choices for different elements of the cover including the header, feature stories, and emphasized text. It also discusses potential color palette options that resemble Spyro or retro gaming magazine color schemes. Layout designs are presented along with resources, contingency planning, and health and safety considerations for the project.
Concept art is created early in the design process to visualize ideas before finalizing assets. Examples shown include weapon and background concepts later turned into finished digital designs. Multiple stages of refinement are often needed before a concept is complete. Other graphics discussed include pixel art like in Minecraft, textures to add surface variety, backgrounds for menus and levels, and promotional cover art to attract audiences. Collectors editions and pre-orders offer extra merchandise to dedicated fans. A variety of advertising methods are also used to promote games.
The student proposes creating a turn-based RPG game and manga about an extermination squad. For the game, they will animate character abilities, maps, screens and movement. The manga will show the squad's story and action scenes. They will research game design elements, manga layout, and complete character designs. The project will be evaluated through self-assessment, peer review, and audience feedback to ensure it meets industry standards.
The document provides research on the layout and design of three magazines - PC Gamer, Total Film, and Cinefex. Key findings include: the magazines prioritize a single focal image on the cover; interior layouts vary but commonly include a mix of large images and text; websites have simpler designs than print magazines; and consistency in color scheme and style across print and digital products is important. The research will inform the design of the student's own magazine and website focusing on the Marvel Cinematic Universe.
The document provides details on the pre-production for a mobile game and promotional materials. The game will have the player exploring an apartment and interacting with benign monster tenants. Customizable outfits and items can raise friendship levels. Currency can be earned through gameplay or purchased. The target audience is females aged 10-17. The game and poster will be distributed through mobile app stores and websites. Sound effects, music and screenshots are presented to illustrate the planned design.
The document contains multiple draft layout designs for the front cover, content page, and article pages of a magazine.
For the front cover design, the author experiments with different masthead styles, fonts, image placements, and additional elements. They receive feedback to simplify the design and improve readability.
For the content page, the author tests different masthead designs, background styles, image selections, and font choices. Feedback notes the designs could be more visually appealing and professionally formatted.
In later drafts, the author makes adjustments like modifying backgrounds, image framing, masthead placement, and contact information to create a more cohesive, reader-focused magazine layout.
Daniel Morland evaluated his work on creating a magazine about the game Escape from Tarkov. While his research on the game and similar magazines was effective, he did not plan or follow a consistent theme between pages. This led to a lack of connection between articles. He was mostly pleased with his time management and number of completed pages. Technically, he took styles from researched magazines but wishes he incorporated more gameplay screenshots. Aesthetically, his skills in Photoshop improved over the course of the project. He focused on appealing to new, experienced, and non-players of the game in his articles.
The document discusses conventions in games and how the media product uses conventions. It begins by outlining common conventions in games like protagonists, antagonists, and damsels in distress. It then examines conventions specifically for sci-fi and first-person shooter games, such as alien villains, futuristic weapons and settings like spaceships. The document notes how the media product incorporates conventions like an alien antagonist and spaceship setting while developing conventions further with elements like different alien enemies and unique level designs. The use of conventions is meant to appeal to the target audience of teenage and young adult sci-fi and shooting game fans.
This document provides an evaluation of the author's process for creating a game magazine cover and double page spread (DPS). It summarizes the research, planning, time management, and technical and aesthetic qualities of the project. For research, the author looked at existing game magazine covers and analyzed different sections. For planning, mind maps and mood boards were created to generate cover ideas. However, weaknesses included a lack of fonts and images researched. The time management plan was unrealistic given time constraints. Technically, similarities and differences between the author's work and professional magazines are described. Aesthetically, layout and design elements of the DPS that make it appealing are highlighted, though some areas could be improved.
The document summarizes interviews conducted to evaluate a video project. There were three interviews:
1. Rafal, a racing fan, enjoyed the music video sections but felt the main content lacked explanations and was not very engaging. He suggested adding more visual cues and focusing on emotional parts.
2. Jim also liked the music sections. He found the main content monotonous and suggested breaking it up more. Both felt terminology should be better explained.
3. Darius, who doesn't watch racing videos, preferred the music sections and felt the main content was too long and uninteresting.
Overall, the music sections were well-received but the main commentary needed improvement. Interviewees suggested shortening it,
- The book "Journalism: Theory and Practice" discusses journalism. It references comments from Jason R. Detrani, an associate professor of communications, about reactive versus proactive approaches to news.
- Detrani notes the grey area news organizations can find themselves in between being credible or seeking clicks. Lying for narratives has increased with organizations prioritizing readership over credibility.
- The book emphasizes deciding what is most important to say and focusing on the intended audience in terms they understand. Once published, the message cannot be taken back, so it is important to stand firm in reporting.
This document analyzes how the media product "Time Assassin" effectively uses conventions of real video games to introduce its science fiction narrative. It discusses how the opening level introduces characters and hooks audiences, similarly to films and books. It also explores how the game challenges conventions by having objectives displayed through short on-screen instructions rather than markers, requiring exploration. Collectible items provide backstory information to explain elements to players, mimicking techniques used in other games and media. The document examines how aspects of the game's design, such as its user interface, magazine advertisement, and cover art emulate real video games to attract audiences and integrate it into the science fiction genre.
The document discusses pre-production planning for a gaming magazine, including:
- Researching color schemes and choosing red, green, and blue as they are associated with gaming companies and consoles.
- Exploring fonts and layout designs for the magazine masthead, headings, and body text.
- Developing potential front cover and article layout designs.
- Identifying software and equipment needs like a camera, tripod, computer and locations to obtain photos and interviews.
- Outlining contingency plans if certain photos or interviews cannot be acquired.
The document discusses pre-production planning for a print magazine promoting a Dragon Ball video game. It describes potential cover images including Goku and the dragon balls. Font styles and a fighting pose main image are proposed for the cover. A double page spread is planned showing characters performing a fusion pose with a description of the game's new fusion mode. Contingency plans are discussed for issues like equipment failure, lost files, or not having costumes for photos. Health and safety precautions are also outlined.
The student proposes creating an animated fighting game called "Cartoon Clash: Around the World" set in the 1930s cartoon style. The main focus will be on creating an introductory cut scene through 2D animation and pixel art to set the story and immerse players. Additional elements will include a tutorial and the core gameplay of 1v1 fighting across different global locations. Evaluation of the project will involve comparing the final product to other works, conducting a self-assessment to identify strengths and weaknesses, and analyzing how audiences may respond. The proposal outlines a schedule for initial research, pre-production planning, and production/development work across 8 weeks.
The document discusses pre-production plans for a gaming magazine, including:
- Researching color schemes and choosing red, green, and blue as primary colors associated with gaming brands.
- Selecting fonts like "Robo" for the masthead and "Accidental Presidency" for headings to relate to gaming.
- Developing layout concepts with elements like a free poster offer, side stories, headlines, and images.
- Outlining a shooting schedule at a gaming center to photograph a league of legends event.
- Preparing interview questions about the history and future of gaming for players at the center.
- Noting the camera and locations needed for photos to illustrate stories.
The document discusses the style sheet choices for a magazine cover being designed by Daniel Thompson. It includes details on font choices for different elements of the cover and magazine based on the retro gaming style and featured game Spyro. It also includes two potential color palette options that resemble Spyro and the nostalgic colors of retro gaming magazines. The last part discusses layout options for the cover and inside pages.
Rainbow 6 Siege is a tactical FPS released in 2015 that focuses on close quarter combat between attackers and defenders. It uses destructible environments to change sight lines and strategies during matches. Operators have unique abilities to aid their team on attack or defense. The game emphasizes audio cues and communication between players. Graphics were improved in 2017 to enhance character models and lighting. It requires a mid-range gaming PC or current gen consoles to run well.
This document provides instructions for researching three games with similar graphical styles and genres to the concept being developed. The student is asked to complete a table with game details, write an evaluation of how the graphical style complements the genre, create an annotated image collage showcasing the style, and explain how the research can be applied to their own work. Three games are then analyzed - Final Fantasy XIII, Dragon Age 2, and Gears of War. Details about each game's publisher, system, genre, release date and exaggerated graphical style are provided. Evaluations analyze how the style fits the genre and tone. Image collages with annotations demonstrate style elements that could influence the student's sketches. Reviews explain how the research will be
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the player assumes the role of an extra-terrestrial who has come to Earth seeking a new home after being forced to leave his home planet, which was destroyed by warfare. As an undercover cop, the player will complete missions to remove criminals from Earth and prevent the forces of Earth from descending into war. The game draws inspiration from Crysis for its graphics and gameplay styles, allowing for stealth, combat, and other approaches. The target audience is those aged 16+ due to the mature content. Research has focused on character designs inspired by Hellboy and anime in order to create unique characters for the main story and mini-games.
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the player assumes the role of an extra-terrestrial who has come to Earth seeking a new home after being forced to leave his home planet, which was destroyed by warfare. As an undercover cop, the player will complete missions to help law enforcement and the government while customizing their character, weapons, and vehicles. Inspired by the gameplay of Crysis, the game will feature stealth, combat, co-op multiplayer, and mini-games. The target audience is those aged 16 and up due to the mature content.
Allan Godin proposes creating an animated turn-based RPG game and accompanying manga about a squad that eliminates dangerous people. He will create character designs, maps, screens, and animations showing character abilities and movement to demonstrate aspects of the game. A side manga project will depict an action scene and each character's emotions. Research is needed on game screen and map creation, character movement, and proper manga page layout. The project will be evaluated through self-assessment, peer review, and audience feedback.
The document discusses the style sheet choices for a magazine cover being designed by Daniel Thompson featuring the video game character Spyro the Dragon. It includes details on the font choices for different elements of the cover including the header, feature stories, and emphasized text. It also discusses potential color palette options that resemble Spyro or retro gaming magazine color schemes. Layout designs are presented along with resources, contingency planning, and health and safety considerations for the project.
Concept art is created early in the design process to visualize ideas before finalizing assets. Examples shown include weapon and background concepts later turned into finished digital designs. Multiple stages of refinement are often needed before a concept is complete. Other graphics discussed include pixel art like in Minecraft, textures to add surface variety, backgrounds for menus and levels, and promotional cover art to attract audiences. Collectors editions and pre-orders offer extra merchandise to dedicated fans. A variety of advertising methods are also used to promote games.
The student proposes creating a turn-based RPG game and manga about an extermination squad. For the game, they will animate character abilities, maps, screens and movement. The manga will show the squad's story and action scenes. They will research game design elements, manga layout, and complete character designs. The project will be evaluated through self-assessment, peer review, and audience feedback to ensure it meets industry standards.
The document provides research on the layout and design of three magazines - PC Gamer, Total Film, and Cinefex. Key findings include: the magazines prioritize a single focal image on the cover; interior layouts vary but commonly include a mix of large images and text; websites have simpler designs than print magazines; and consistency in color scheme and style across print and digital products is important. The research will inform the design of the student's own magazine and website focusing on the Marvel Cinematic Universe.
The document provides details on the pre-production for a mobile game and promotional materials. The game will have the player exploring an apartment and interacting with benign monster tenants. Customizable outfits and items can raise friendship levels. Currency can be earned through gameplay or purchased. The target audience is females aged 10-17. The game and poster will be distributed through mobile app stores and websites. Sound effects, music and screenshots are presented to illustrate the planned design.
The document contains multiple draft layout designs for the front cover, content page, and article pages of a magazine.
For the front cover design, the author experiments with different masthead styles, fonts, image placements, and additional elements. They receive feedback to simplify the design and improve readability.
For the content page, the author tests different masthead designs, background styles, image selections, and font choices. Feedback notes the designs could be more visually appealing and professionally formatted.
In later drafts, the author makes adjustments like modifying backgrounds, image framing, masthead placement, and contact information to create a more cohesive, reader-focused magazine layout.
Daniel Morland evaluated his work on creating a magazine about the game Escape from Tarkov. While his research on the game and similar magazines was effective, he did not plan or follow a consistent theme between pages. This led to a lack of connection between articles. He was mostly pleased with his time management and number of completed pages. Technically, he took styles from researched magazines but wishes he incorporated more gameplay screenshots. Aesthetically, his skills in Photoshop improved over the course of the project. He focused on appealing to new, experienced, and non-players of the game in his articles.
The document discusses conventions in games and how the media product uses conventions. It begins by outlining common conventions in games like protagonists, antagonists, and damsels in distress. It then examines conventions specifically for sci-fi and first-person shooter games, such as alien villains, futuristic weapons and settings like spaceships. The document notes how the media product incorporates conventions like an alien antagonist and spaceship setting while developing conventions further with elements like different alien enemies and unique level designs. The use of conventions is meant to appeal to the target audience of teenage and young adult sci-fi and shooting game fans.
This document provides an evaluation of the author's process for creating a game magazine cover and double page spread (DPS). It summarizes the research, planning, time management, and technical and aesthetic qualities of the project. For research, the author looked at existing game magazine covers and analyzed different sections. For planning, mind maps and mood boards were created to generate cover ideas. However, weaknesses included a lack of fonts and images researched. The time management plan was unrealistic given time constraints. Technically, similarities and differences between the author's work and professional magazines are described. Aesthetically, layout and design elements of the DPS that make it appealing are highlighted, though some areas could be improved.
The document summarizes interviews conducted to evaluate a video project. There were three interviews:
1. Rafal, a racing fan, enjoyed the music video sections but felt the main content lacked explanations and was not very engaging. He suggested adding more visual cues and focusing on emotional parts.
2. Jim also liked the music sections. He found the main content monotonous and suggested breaking it up more. Both felt terminology should be better explained.
3. Darius, who doesn't watch racing videos, preferred the music sections and felt the main content was too long and uninteresting.
Overall, the music sections were well-received but the main commentary needed improvement. Interviewees suggested shortening it,
- The book "Journalism: Theory and Practice" discusses journalism. It references comments from Jason R. Detrani, an associate professor of communications, about reactive versus proactive approaches to news.
- Detrani notes the grey area news organizations can find themselves in between being credible or seeking clicks. Lying for narratives has increased with organizations prioritizing readership over credibility.
- The book emphasizes deciding what is most important to say and focusing on the intended audience in terms they understand. Once published, the message cannot be taken back, so it is important to stand firm in reporting.
- The book "Journalism: Theory and Practice" discusses journalism. It references comments from Jason R. Detrani, an associate professor of communications, about reactive versus proactive approaches to news.
- Detrani notes the difficulty in distinguishing credible news organizations from click-hungry ones. News organizations sometimes lie to improve readership in a declining market, choosing readership over credibility.
- The book emphasizes deciding what is most important to say, focusing on the intended audience, and using terms that make sense to them. Once published, the message is public, so organizations must stand firm rather than backtrack.
This document summarizes information from multiple sources related to journalism, filmmaking, and photography. It discusses Steve Etherington, a Formula 1 photographer for Mercedes. It outlines his career path and techniques for capturing fast-moving racing cars. It also covers a VR filmmaker named Celine Tricart and her process for creating immersive VR films. Additionally, it summarizes sections from books on film theory, the perception of audiences, and journalism theory and practice. Key points include how viewers' eyes move around artworks and the development of film genres from older media.
Daniel Morland conducted peer evaluations and interviews to assess his Formula Motorsport Project (FMP). For the video portion, interviewees enjoyed the music video sections but found the main commentary sections lacking. They felt the commentary could have used more context for non-racing fans and suggested shorter commentary segments with more music. For the article, interviewees felt it lacked focus as an article and needed more text. The branding was generally recognized but not always clearly tied to the content. Daniel plans to focus more on visual/music elements and provide better context in future projects based on this feedback.
Daniel Morland reflects on the production of a video for his Point brand. He chose to focus on a 20-minute race replay between himself and another driver that had intense competition. For the video, he plans a structure with an introduction, segments showing parts of the race with music in between, and an outro. He discusses the equipment, software, and resources he needs. He also reflects on setting up social media accounts for the brand and creating consistent branding elements like logos for each platform.
This document provides an overview of Daniel Morland's branding and content plans for his FMP project. He discusses developing a consistent brand identity across multiple platforms using a logo based on intersecting lines. Morland also outlines his process for creating written articles and videos, taking inspiration from other motorsports channels. He plans to focus 30-40% of his efforts on written content hosted on a website. Morland provides a production schedule detailing his process for generating article ideas, scouting locations, and planning written content and photos.
The document contains an experimentation to-do list for Daniel Morland. It includes links to YouTube videos about setting up various content gathering devices and software, such as cameras, microphones, screen recording, and editing software. It also lists topics to experiment with such as different camera settings, lighting techniques, syncing audio/video, limitations of editing software, and reducing production time.
The document provides a reflection on the production process for a video and accompanying social media content. It outlines the planning and preparation steps, including choosing a race replay as the subject matter, designing branding for social media accounts, and coordinating music production. It then details the initial production, including recording footage, editing structure, and designing profile pictures and banners for YouTube, Facebook, Instagram, and Twitter based on the branding. The reflection evaluates the process and results at each stage.
The document discusses various ways that music videos impact the music industry. It explores how music videos are used by artists to promote their music and image. Music videos can generate hype for new songs by resurrecting audience interest. They allow artists to project creativity and message to viewers. Streaming platforms have expanded the audience for music videos and allowed independent artists to create videos. The impacts of music videos on audiences and perception of the artist are also examined.
The document discusses Autosport magazine, including its target demographic and branding. Some key points:
- Autosport was founded in 1950 and focuses primarily on Formula 1 racing coverage. It has established itself as a leading source for motorsports news.
- While it traditionally appealed to older, male audiences, Autosport is now focusing on expanding its digital offerings to attract younger readers.
- The magazine's branding utilizes a distinctive red color and logo featuring the letter "A" and checkered flag to represent racing. This consistent branding helps build brand recognition.
- Autosport's target demographic includes those interested in motorsports, particularly Formula 1, though it risks missing out on non-male and
Daniel Casey Perry Morland proposes a final media project called "Point" which will include a website hosting written articles, a YouTube channel, and social media presence focused on racing. The project will discuss the emotions, mindsets, and experiences of racers from both real and virtual racing. It will target both younger audiences preferring video content and older audiences preferring written articles. Morland will conduct research on similar websites/channels, survey audiences, and experiment with equipment and applications to prepare for production. Production will involve creating video and article content as well as branding and advertising across social media platforms. Morland will evaluate by comparing to similar outlets and reflecting on the production process and audience feedback.
- The document outlines a student's final media project (FMP) idea called "Point", which will be an all-in-one brand stretching across videos, articles, and social media focused on racing.
- The student has been interested in this idea for the last two years of their media course and sees it as a culmination of their past learning. They want to dip their toe into content creation while focusing on multiple areas of production.
- Research plans include questionnaires and interviews with the target audience of those under 20 who grew up with platforms like YouTube, as well as examining other racing-focused YouTube channels, websites, and magazines to understand what content and styles are popular. The goal is to understand the audience
This document discusses Daniel Morland's preparations for an FMP project involving problem solving. It outlines potential risks and solutions for various equipment, including computers, cameras, microphones, and software. Specific issues addressed include water damage, overheating, dust, power outages, and file corruption. Storage locations are also identified to prevent damage to equipment when not in use. The document demonstrates thorough planning around both technical and practical challenges.
Daniel Morland conducted research on potential ideas for a theoretical magazine. He explored various racing categories and publications like Autosport magazine. Morland analyzed Autosport's branding, including its distinctive logo using white text on a red background. He also examined Autosport's target demographics, such as its primarily male readership given racing's history of low female participation. Morland considered factors like a reader's age, gender, ethnicity, family size, and interest in racing that may influence their likelihood to read Autosport.
Daniel received passes and merits on his previous project and wants to improve to achieve a distinction for his Final Major Project (FMP). He did well with audience research and reflection previously. To strengthen weaker areas for his FMP, he will focus on experiments, problem solving, and researching the actual subject matter rather than just content. His action plan includes improving proposal planning, audience research, pre-production branding style, generating original content, and conducting an evaluation survey. Reflection was an effective area previously and he will carry those techniques over to his FMP.
Daniel received passes and merits on his previous project and wants to improve to achieve a distinction for his final major project (FMP). Areas he did well in were audience research and reflection. He wants to develop the areas he received passes in like experiments. His action plan includes continuing daily reflection, improving research, audience research, problem solving, experimentation, pre-production planning, producing more original content, and conducting an audience survey for his evaluation. Referencing past work and keeping his proposal and audience on track are also priorities.
Daniel received passes and merits on his previous project and wants to improve to achieve a distinction for his Final Major Project (FMP). He did well with audience research and reflection previously. For his FMP, he plans to focus on improving experimental areas by expanding his skills. He will also give more attention to merit graded areas. His action plan includes researching the subject matter thoroughly, continuing strong reflection and audience research from before, improving problem solving and documentation, and conducting extensive experimentation in production areas. He wants to develop a more cohesive style and include more original content. Thorough evaluation will consider the effects of stylistic choices on readers.
Daniel Morland outlines his plans for branding and content production for his FMP project. He will take a cross-platform approach to branding, maintaining consistent branding across all platforms. He has developed some initial logo concepts that incorporate an "X" motif. Morland plans to produce written articles for a website in addition to video content on YouTube. He provides detailed schedules for developing written content, which will involve idea generation, location scouting, planning, writing, acquiring photos, and publishing articles. Video content will be the primary focus.
The document discusses potential problems and solutions related to equipment, hardware, software, and power for Daniel Morland's film production work. It provides a detailed list of the hardware, accessories, and software he will use and potential issues such as water damage, overheating, dust, and lack of storage space. It also outlines solutions like regularly checking equipment, storing items safely, updating software, and optimizing applications. The document aims to anticipate problems and have solutions prepared to minimize disruptions to workflows and equipment usage.
We recently hosted the much-anticipated Community Skill Builders Workshop during our June online meeting. This event was a culmination of six months of listening to your feedback and crafting solutions to better support your PMI journey. Here’s a look back at what happened and the exciting developments that emerged from our collaborative efforts.
A Gathering of Minds
We were thrilled to see a diverse group of attendees, including local certified PMI trainers and both new and experienced members eager to contribute their perspectives. The workshop was structured into three dynamic discussion sessions, each led by our dedicated membership advocates.
Key Takeaways and Future Directions
The insights and feedback gathered from these discussions were invaluable. Here are some of the key takeaways and the steps we are taking to address them:
• Enhanced Resource Accessibility: We are working on a new, user-friendly resource page that will make it easier for members to access training materials and real-world application guides.
• Structured Mentorship Program: Plans are underway to launch a mentorship program that will connect members with experienced professionals for guidance and support.
• Increased Networking Opportunities: Expect to see more frequent and varied networking events, both virtual and in-person, to help you build connections and foster a sense of community.
Moving Forward
We are committed to turning your feedback into actionable solutions that enhance your PMI journey. This workshop was just the beginning. By actively participating and sharing your experiences, you have helped shape the future of our Chapter’s offerings.
Thank you to everyone who attended and contributed to the success of the Community Skill Builders Workshop. Your engagement and enthusiasm are what make our Chapter strong and vibrant. Stay tuned for updates on the new initiatives and opportunities to get involved. Together, we are building a community that supports and empowers each other on our PMI journeys.
Stay connected, stay engaged, and let’s continue to grow together!
About PMI Silver Spring Chapter
We are a branch of the Project Management Institute. We offer a platform for project management professionals in Silver Spring, MD, and the DC/Baltimore metro area. Monthly meetings facilitate networking, knowledge sharing, and professional development. For more, visit pmissc.org.
Delta International is an ISO Certified top recruiting agency in Pakistan, recognized for its highly experienced recruiters. With a diverse range of international jobs for Pakistani workers, Delta International maintains extensive connections with overseas employers, making it one of the top 10 recruitment agencies in Pakistan. It stands out in the list of recruitment agencies in Pakistan for its exceptional services.
https://www.ditrc.com/
Known for its expertise in the Gulf region, Delta International is among the top 10 international recruitment agencies, specializing in expert headhunting and candidate sourcing. This prominence places it in the list of top 10 overseas recruitment agencies in Pakistan. As one of the best overseas recruitment agencies in Pakistan, Delta International is a trusted name for manpower recruitment, particularly from Pakistan.
The agency is not just a leading name in Karachi but also recognized as one of the best recruitment agencies in Islamabad. Delta International consistently ranks as the top recruitment agency in Pakistan, earning its reputation among the top recruiting agencies in Pakistan. It is also regarded as one of the top overseas employment agencies in Pakistan.
For those seeking foreign jobs, Delta International is listed among the top overseas employment companies in Pakistan. Their extensive network and expertise make them a go-to for anyone looking at the list of overseas employment agencies in Pakistan. As a leading foreign jobs recruitment agency in Pakistan, they offer opportunities across various sectors.
Delta International is consistently listed among the top recruitment companies in Pakistan, known for providing the best recruitment services. It’s considered one of the best recruitment agencies in Pakistan and a prominent recruitment agency in Pakistan. The company excels in international recruitment, making it a key player among international recruitment agencies in Pakistan.
Their inclusion in the list of international recruitment agencies further attests to their excellence. As a top manpower agency in Pakistan, Delta International specializes in recruiting skilled professionals and labor for various industries, including construction, healthcare, IT, engineering, and hospitality.
Delta International is a leader among recruitment agencies in Pakistan, with a particular focus on overseas employment. They are one of the foremost overseas employment agencies in Pakistan, catering to technical jobs and other employment opportunities. Their role as overseas employment promoters highlights their commitment to connecting Pakistani talent with global opportunities.
In summary, Delta International is not only one of the best recruitment agencies in Pakistan but also a distinguished name among overseas employment agencies. Their extensive network and experienced recruiters make them a top choice for anyone seeking employment both locally and internationally.
2. Content
Escape from Tarkov:
• Initial points
First person hyper realistic shooter
One of the first games of a new genre
• Battlestate games (developers)
Russian
Gender roles within the game
Why are there no female characters and how does that effect the game?
Independent developer
Small production team
"in progress"
They have a clear vision for the game
Only so much they can achieve
Large influx of players since late 2019
Large increase in revenue
How has that effected production of Escape from Tarkov?
In conjunction with a large increase of 'hackers'
How has that changed the game?
What are the positive and negative effects to the large increase?
Escape from Tarkov has plenty of things to write about. But in the 12 pages that I want
to write, I want to go over the points I bring up within these next slides. These are only
brief bullet points which I will expand on in the magazine.
3. Content
§ Gameplay
Sound design
How was it recorded?
The impact on the gameplay
Ø Mechanics
§ Hardcore survival
§ A story driven multiplayer walkthrough
Ø Genre
§ Hyper realistic
§ Realistic bullet and medical systems
§ sensation of reality
§ excitement from winning
§ Fear of losing
§ "Gear fear"
§ Multiplayer
§ Player vs player vs environment
§ Who is friendly and who is not?
§ "Chads and Rats"
Ø Graphics
Hyper realistic
Part models are 3D scanned and implemented into the game
Actual industrial weapon parts
4. Content
Gameplay
Setting
§ The City of Tarkov
§ North Eastern Russia
§ Apocalyptic/War torn
Date
Current date (2019/2020)
Backstory
The different cultures
PMC's
USEC
BEAR
Scavs
Local natives
Raiders
Scav Bosses
Glukhar
Shturman
Reshala
Killa
Sanitar
Terra group
Marked circles
The Cultists
5. Visuals
I want to include edited in game images. This will be to
illustrate the points I want to make. This will include
screenshots of maps, guns, people ect. I won't just leave the
images bare as if they were ripped straight from the game. I
understand that I need to add an extra element to improve
the image for my magazine.
What I was thinking of adding to these images were edits like
adding a background which has a basic style but focusing in
on a certain object or person. This will focus the reader onto
said item, because it’s the primary object within the
image/page.
I want to incorporate the apocalyptic style that Escape from
Tarkov uses without moderation. But I'm not sure at this
time how effective it will look within my magazine.
6. Style
Tarkov has a very sophisticated style which I want to expand on.
By using images of the game along with an overlayed edit on top,
will separate my magazine from the game itself and give my
magazine its own brand look.
Deeper colors like dark reds, greens and blues will suit Tarkov as
a game, being quite dark itself.
Escape from Tarkov markets itself with Modern and futuristic
Blues, Grays and blacks on their website. It might be sensible to
follow a similar color scheme taking inspiration from their
different media outlets.
The Tarkov wiki includes its own fonts, images and color
schemes, giving its own feel compared to their website and
game. I want to include this styling of font within my magazine,
because it looks informative and detailed. And to the average
player who visits the wiki often, they will recognize the style and
acknowledge the usage.
Image of the
Escape from
Tarkov wiki.
Looking at the
style of font.
7. Font
Tarkov uses many different fonts for different reasons. The different font
groups are: The Official website, The Tarkov Wiki and the game itself. These 3
groups however have one connecting font and that the title: Escape from
Tarkov, which is always the same across each medium.
https://www.clipartkey.com/view/xbTRRb_escape-from-tarkov-font-png-
download-escape-from/
This link shows the Tarkov font, which I can download for my own magazine.
It’s the same style of font as the title of the game. On the official website, the
wiki and the game itself.
https://escape-from-tarkov.fandom.com/wiki/Style_Guide
For my magazine, I want to incorporate the different fonts used within Escape
from Tarkov. The fonts from the official website, wiki and the game itself are
all different but easy to read. I want to incorporate the different sizes and
styles found in the game and other sources. The main thing I want to take
away from all the fonts, is the styling of the text. With the text being an off-
white color. And highlighted information being a beige yellow, which stands
from the dark gray background. The primary reason why I want to use this
type of font is to reference to the wiki for Tarkov. By referencing this, my
magazine will appeal to the people who know about the wiki and will
understand the connection between an informative website and fan made
magazine. But the connection is still there.
A screen shot
from a mission
directive within
the game.
8. Fanzine layout planning
I want my fanzine to be 12 pages. This will include all the
topics I planned to talk about. But in more detail.
Because my fanzine is only talking about the game, I will have
to make sure that each subject is correctly broken up from
page to page.
Animated images
9. Front cover: Page 1
The first thing I want to decide is the title font, and I stuck between 3 different
fonts.
1 - https://www.dafont.com/gulag-decay.font
2 - https://www.dafont.com/chernobyl.font
3- https://www.clipartkey.com/view/xbTRRb_escape-from-tarkov-font-png-
download-escape-from/
The first font captures the apocolyptic style that Tarkov incoporates. The second
font carries a similar style of war torn apocolyictic style, but the font is more
ridged and firmer compared to the first font. And the last choice is the same
font from the title of the game, found on the offical websise, wiki and the game
itself.
The last part of the page is the backgrond, and im stuck between what I want to
do with it. My initial thoughts were to colour it a dark background colour and
leave the objects standing out. But another idea is to highlight the objects with
a border which extends from said objects on the page. Furthur highlighing them
to the reader.
"Excitement of winning, Fear from losing"
*I want the bottom of the image to
include an image of something
happening ingame. I would take out the
unnecessary parts of the image and
leave some significant objects for the
reader to look at.*
Topics:
- Development progess
- Understanding Battlestate games
- A hardcore survival shooter
- why is tarkov fun?
*These are only
examples of the
topics I want to
cover*
10. Pages 2 & 3
What is?
Escape From Tarkov
A summarized paragraph of
escape from Tarkov. To
give the reader a brief
understanding of the game.
So everyone can be on the
same page, and not
confused about what I'm
talking about.
What these shapes are illustrating
is the type of image I want to use
on page 2. I want to use a scope
with the recital either taken out or
faded so that you can read the
text.
I want to fade the bottom of the image so
that I can have extra space to write on.
On the last part of the page I will talk
about my experience with the game.
Where is?
Escape From Tarkov
What I understand already, is that if I don’t correctly layout the page
and use the right colours, the page might come out chaotic and hard
to read. So I will have to find a way to colour the images I'm using so
that I can incorporate them into my fanzine.
What I'm thinking of
including on page 3 is
a large building/ man
made structure within
Tarkov. But I will
remove the sides and
top so that I can fit
text beside, below
and above. The
reason I'm thinking of
using a building is
that is a static
location within
Tarkov, and
references to the title
of the page.
The city of Tarkov
The subheading I
want to use,
incorporates the
location in which
the game is set.
This section will
describe the
location of the
game.
The last section of the page will look at the amount of
variety that the locations have between maps. Only a
brief description because the different maps are all
different which is part of gameplay description.
What I want to continue
from page to page is the
styling of the background.
Some sort of pattern, or
colour which is sort of
similar to the game.
11. Pages 4 & 5
When is?
Escape From Tarkov
Why is?
Escape From Tarkov
This part of the
image will be
taken up by the
ULTRA tower
found on the
map
interchange
Describing
when escape
from tarkov is
set.
The equipment,
buildings and
nature found in
and around the
city of Tarkov.
Going indepth into the
backstory of Tarkov. Why did
this happen? Text will be
wrapped around the "marked
circle"
in general, I want my magazine to
be dark and gloomy. This doesn’t
mean its will be hard to read, this is
because the text I might use could
be an off-white/off light brown. So
that the text is still readable on the
dark layers it is sat on. Image of "Marked cirlce"
Breifly touch on the different
groups formed prior and after
Tarkov was in ruin. Terra group,
PMC's, Scavs, Raiders, Scav Bosses.
12. Pages 6 & 7
How is?
Escape From Tarkov
Talk about the backstory and
the current lore of Escape From
Tarkov, and what we currently
know in 2020. Also touching on
that the lore is always evolving
as the game continues to
develop.
I was thinking of having
this page be lighter and
brighter, depending on
what image I use at the
bottom.
Image of some sort of team or art about
the game. But I would want to make sure
that the top of the image had 1 consitant
colour which I could then put across the
whole page.
Just bare in mind, these
are not the final ideas of
what I want the titles of
each page to be.
Locations to Explore
each blue box will be a different
screen shot of different locations,
talking about the style of maps
and the different situations you
can find yourself in.
text about map
text about map
text about map
text about map
Image of one of
the areas/maps in
Tarkov
Image of one of
the areas/maps
in Tarkov
Image of one of
the areas/maps
in Tarkov
Image of one of
the areas/maps
in Tarkov
Image of one of
the areas/maps in
Tarkov
13. Pages 8 & 9
I want this page to be the first double page
spread. After going through the basics of the
game, the fanzine can get more into the
theroy of why Escape From Tarkov is
different from other more casual FPS games.
The experience of Tarkov
This being the first
double page spread, I
want to include a
screenshot of some
gameplay, of my
character shooting
another person. This is
the experience you will
have within the game.
I will have to
find an area
where I can
easily apply text
to the image. Be
it a wall or some
sort of object
which has a
solid colour
across it. This is
so the text is
readable across
the serface I
apply it too.
The centre
of
these pages
will be
taken up by
the
gameplay
which I will
either have
static or
animated
scene.
Across both pages I
will talk about the
experiences you
might (will) have
when playing the
game. Referencing
the opening screen
you read when you
first play the game. It
mentions how you
WILL die. And to not
get mad about it.
Again, I will find an
area where I can
apply the text to. Like
a wall
14. Pages 10 & 11
The Different groups in Tarkov
The last pages I wanted to
talk about the different
people you will encounter
within the city of Tarkov
Images of the different traders
An
image/video
of Scavs, the
most
common
people you
encounter.
Image of
scav bosses
Image of
raiders
this page is
dedicated to
talking
about the
main
groups,
being PMC's
and Scavs.
image of
perspective when
playing a PMC
Section talking about the traders
you can buy and sell items to
Raiders and how
they are a
challenge to kill, as
well as backstory.
The last group of
people to encounter,
and how they are the
hardest people to kill.
Summerise the different groups, and how
they are only made up, and yet they have
so much personality.
15. Page 12
The last page I want to talk about the
game as a whole. Summarizing what
I've talked about, and how much there
is to know.
Speaking about how I've only briefly
described the tip of the iceberg when it
comes to Escape from Tarkov.
In Summery
Include an image either
symbolizing exiting or
conclusion.
being the last page, I must come to a conclusion when it
comes to talking about Tarkov. There are many things I didn’t
touch up on, and I can list the sheer amount of things I
didn’t include. But it's important to keep it brief as a
summery. I don’t want to flood the page with text.
I'm initially thinking of having the text centered on the page.
The page in of itself should symbolize conclusion, as if to
show that the fanzine is ending. Otherwise it might look
clumsy if I don’t finish on an image or text referencing
conclusion.
To keep consistency across all the pages I wanted to keep
the font of the titles the same, as well as the font for the
text. Other fonts like ones to complement images or
reference a source could be a different colour to highlight
them. But I haven't decided on what colours to use at this
stage.
16. Image planning for my fanzine
For this last slide I wanted to plan the types of images I could include
in my fanzine. What images I want to use as well as the placement on
the page.
17. Page 1
"Excitement of winning, Fear from losing"
*I want the bottom of the image to
include an image of something
happening ingame. I would take out the
unnessaserry parts of the image and
leave some significant objects for the
reader to look at.*
Topics:
- Development progess
- Understanding Battlestate games
- A hardcore survival shooter
- why is tarkov fun?
*These are only
examples of the
topics I want to
cover*
What I want to do, is
continue the colours
found at the top of the
screenshot. So for
example the top of the
image is skyblue. I
would take this colour
and copy it across the
top of the page. What I
have to do is make sure
that the top of the
screen is a mix of
similar colours. In this
example, most of the
top of the image is
1(ish) colour. I could
also texture this area
slightly, because the
top of images are not
always the same colour,
and currently this page
is hard to look at.
18. Page 2 What is?
Escape From Tarkov
A summarized paragraph of
escape from Tarkov. To
give the reader a brief
understanding of the game.
So everyone can be on the
same page, and not
confused about what I'm
talking about.
I want to fade the bottom of the image so
that I can have extra space to write on.
On the last part of the page I will talk
about my experience with the game.
The challenge of this page
is finding that balance
between, visual and
readable text. In the
example image on the
right, the scope is quite
cluttered, so it will be hard
to find an area which has
similar colours in the
scope. The best I could do
with this scene, is a short
clip of me shooting
someone. I could then
export the clip in .gif and
loop the clip. But like
always with this image, it
might be hard to read.
Instead of cropping the
image at the bottom, I will
want to fade it into the
dark pattern I want to
include across my fanzine.
What is?
Escape From Tarkov
19. Page 3
Where is?
Escape From Tarkov
What I'm thinking of
including on page 3 is a
large building/ man made
structure within Tarkov.
But I will remove the
sides and top so that I can
fit text beside, below and
above. The reason I'm
thinking of using a
building is that is a static
location within Tarkov,
and references to the title
of the page.
The city of Tarkov
The subheading I
want to use,
incorporates the
location in which
the game is set.
This section will
describe the
location of the
game.
The last section of the page will look at the amount of
variety that the locations have between maps. Only a
brief description because the different maps are all
different which is part of gameplay description.