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Proposal
1
Student Name and Number:
Daniel Morland – Student No. 349084
Project proposal title and date:
Project title: Escape from Tarkov
Date will be the date of publishing
My magazine on Escape from Tarkov will aim to achieve 2 objectives. The first is to appeal to
current players. Referencing visuals, styles and gameplay from within the game to maintain a
core audience who already plays the game, I could also spin this objective to improve the
‘skill’ of these said players in the magazine. The next objective is to appeal to people who
don’t already play the game. To inspire them to invest their time into finding the love that I
have to the game.
Main area of activity
Fanzine with possible video/.gif elements.
Target Audience
Age: 16 – 22
Gender: primarily males
Social grade: ABC1 because the audience will have to own a PC to play the luxury product
I'm talking about. More specifically I would aim my fanzine at the C1 and B social grades.
Being a large part of the English speaking first world population.
Psychographic: I will be aiming at Achievers and Emulators for my psychographic groups.
Geodemographic: mainly my fanzine is targeting an English-speaking population. Being
written in English. However, I can also reference Russian because it's found in the game I'm
talking about. This can broaden my target audience.
Uses and gratifications:
I would think my fanzine would be used to not only provide information for the reader, but also
be entertaining to read. Firstly, my magazine will include information about the game which I
deem necessary about the game. Providing my opinion and perspective on said subjects.
Also touching up on questions people have asked me. People who are potential readers. And
last it will hopefully teach players about aspects of the game which they don’t already know.
Next, I want the fanzine to be entertaining. To do this I will create new techniques to include in
my fanzine to draw an audience to my fanzine. Hopefully, what I write about will be enjoyable
to read but easy to understand.
The age range I want to aim my fanzine at English speaking males who play video games
from 16 – 22 primarily. This is because the game I'm talking about has a similar target
audience.
One other significant audience is the secondary audience. And the only difference between
the primary and secondary audience will be if they have or haven't played the game I'm
talking about. This is because I will include a lot of contextual information, so it might be hard
for people haven't played the game to follow the topics I’m talking about.
Proposal
2
Bibliography:
1. “Antser” (2020) Target Audience Interviews (conducted on 11/10/2020)
2. “Tommie” (2020) Target Audience Interviews (conducted on 11/10/2020)
3. Daniel, Morland (2020) Article on Product research (
https://www.bbc.co.uk/news/newsbeat-43240886 ) (conducted on 26/09/2020)
4. Daniel, Morland (2020) potential scene review (
https://www.youtube.com/watch?v=B-WaZQcxFY4 ) (conducted on 12/10/2020)
5. Daniel, Morland (2020) potential scene review (
https://www.youtube.com/watch?v=uxQFv7QAYB4 ) (conducted on 12/10/2020)
6. Daniel, Morland (2020) Product Research (
Rationale:
My project will be a fanzine. Last year I created a magazine about rock climbing,
and after that project I continued my thoughts outside of college about the writing,
structuring and new ideas I can bring to a static product.
The main challenge I need to overcome, is to create a product which I initially
envision. I had a bad habit in my last magazine project of deviating from my plans
and not 100% creating something I was happy with. To combat this, I will have to
plan effectively and come back to it often to remind myself of the thought process I
had when initially designing.
Project Concept:
I will mainly be working with Adobe Photoshop and InDesign. These are the
generic programs used to create a fanzine. To gather content for my fanzine I will
need to not only play the game, but record footage which I might use on my
pages.
I wanted a digital animated magazine, and to do this I have to experiment with
creating clips which can be played while viewing the page. I need to find the right
programs to not only record footage, but also the right programs to edit and export
them. The criteria I'm giving myself for the clips on the fanzine must first: be
played immediately on viewing the page, or at least within a few seconds. Second:
to be more than a few seconds long, so to provide an extra insight to the
reader/viewer but also not to loop too frequently. However, I will have different
lengths of clips on different pages. And last: to not obscure the text which will be
on top of the clip. This will be the most challenging if it becomes an issue early on.
I will have to experiment with different ways of overlaying text on a clip without the
text becoming unreadable.
How will the project be evaluated and reviewed:
I will want to evaluate my work in 2 ways; first as a personal review of my product. Looking at
what I’m happy with and what I would improve. Then next, a customer review, asking the
same questions about what they find attractive about the product and what they would
improve.
Proposal
3
https://www.youtube.com/watch?v=XksuuEgqubo&t=10s ) (conducted on
25/09/2020)
7. Daniel, Morland (2020) Product Research
(https://www.reddit.com/r/Infinitewarfare/comments/7zjk1t/the_movement_sys
tem_on_this_game_isnt_that_good/ ) (conducted on 25/09/2020)
8. Daniel, Morland. (2019) Product visuals Research Survey (conducted on 10/10/2020)
9. Daniel, Morland. (2020) Product Subject Research Survey (conducted on 10/10/2020)
Week Specific Tasks
1 Production [in/out]  In college I will begin the creation of pages 1-3.
This means adding the visuals like effects, text
and other static objects which don’t include
moving clips.
 Outside of college I will gather clips for my
fanzine, which I will edit at home and export as
a gif to bring back to college and apply to my
current pages.
 I will also gather Product research as a
questionnaire on the subjects I will cover. As
well as a visual research, to see what clips my
target audience prefers to read from. This will
be done outside of college.
9/10 hours
2 Production [in/out]  In college I will complete pages 4-6. Doing the
same as week one, not including moving clips.
Doing everything else on the page.
 Outside of college I will get the clips applicable for
pages 4-6
8/9 hours
3 Production [in/out]  In college I will finish pages 7-9 like week 1 and 2.
 And outside of college I will again gather the
footage needed to said pages. I will also begin to
gather extra footage for pages 10-12.
8/9 hours
4 Production [in/out]  And the last week of college will involve me
finishing my last pages (10-12) as well as coming
back to any needed changes.
 Outside of college I will show the finished products
to some of my target audience and ask for their
visual, and contextual opinion of my magazine. And
ask for any changes.
8/9hours

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Factual Proposal

  • 1. Proposal 1 Student Name and Number: Daniel Morland – Student No. 349084 Project proposal title and date: Project title: Escape from Tarkov Date will be the date of publishing My magazine on Escape from Tarkov will aim to achieve 2 objectives. The first is to appeal to current players. Referencing visuals, styles and gameplay from within the game to maintain a core audience who already plays the game, I could also spin this objective to improve the ‘skill’ of these said players in the magazine. The next objective is to appeal to people who don’t already play the game. To inspire them to invest their time into finding the love that I have to the game. Main area of activity Fanzine with possible video/.gif elements. Target Audience Age: 16 – 22 Gender: primarily males Social grade: ABC1 because the audience will have to own a PC to play the luxury product I'm talking about. More specifically I would aim my fanzine at the C1 and B social grades. Being a large part of the English speaking first world population. Psychographic: I will be aiming at Achievers and Emulators for my psychographic groups. Geodemographic: mainly my fanzine is targeting an English-speaking population. Being written in English. However, I can also reference Russian because it's found in the game I'm talking about. This can broaden my target audience. Uses and gratifications: I would think my fanzine would be used to not only provide information for the reader, but also be entertaining to read. Firstly, my magazine will include information about the game which I deem necessary about the game. Providing my opinion and perspective on said subjects. Also touching up on questions people have asked me. People who are potential readers. And last it will hopefully teach players about aspects of the game which they don’t already know. Next, I want the fanzine to be entertaining. To do this I will create new techniques to include in my fanzine to draw an audience to my fanzine. Hopefully, what I write about will be enjoyable to read but easy to understand. The age range I want to aim my fanzine at English speaking males who play video games from 16 – 22 primarily. This is because the game I'm talking about has a similar target audience. One other significant audience is the secondary audience. And the only difference between the primary and secondary audience will be if they have or haven't played the game I'm talking about. This is because I will include a lot of contextual information, so it might be hard for people haven't played the game to follow the topics I’m talking about.
  • 2. Proposal 2 Bibliography: 1. “Antser” (2020) Target Audience Interviews (conducted on 11/10/2020) 2. “Tommie” (2020) Target Audience Interviews (conducted on 11/10/2020) 3. Daniel, Morland (2020) Article on Product research ( https://www.bbc.co.uk/news/newsbeat-43240886 ) (conducted on 26/09/2020) 4. Daniel, Morland (2020) potential scene review ( https://www.youtube.com/watch?v=B-WaZQcxFY4 ) (conducted on 12/10/2020) 5. Daniel, Morland (2020) potential scene review ( https://www.youtube.com/watch?v=uxQFv7QAYB4 ) (conducted on 12/10/2020) 6. Daniel, Morland (2020) Product Research ( Rationale: My project will be a fanzine. Last year I created a magazine about rock climbing, and after that project I continued my thoughts outside of college about the writing, structuring and new ideas I can bring to a static product. The main challenge I need to overcome, is to create a product which I initially envision. I had a bad habit in my last magazine project of deviating from my plans and not 100% creating something I was happy with. To combat this, I will have to plan effectively and come back to it often to remind myself of the thought process I had when initially designing. Project Concept: I will mainly be working with Adobe Photoshop and InDesign. These are the generic programs used to create a fanzine. To gather content for my fanzine I will need to not only play the game, but record footage which I might use on my pages. I wanted a digital animated magazine, and to do this I have to experiment with creating clips which can be played while viewing the page. I need to find the right programs to not only record footage, but also the right programs to edit and export them. The criteria I'm giving myself for the clips on the fanzine must first: be played immediately on viewing the page, or at least within a few seconds. Second: to be more than a few seconds long, so to provide an extra insight to the reader/viewer but also not to loop too frequently. However, I will have different lengths of clips on different pages. And last: to not obscure the text which will be on top of the clip. This will be the most challenging if it becomes an issue early on. I will have to experiment with different ways of overlaying text on a clip without the text becoming unreadable. How will the project be evaluated and reviewed: I will want to evaluate my work in 2 ways; first as a personal review of my product. Looking at what I’m happy with and what I would improve. Then next, a customer review, asking the same questions about what they find attractive about the product and what they would improve.
  • 3. Proposal 3 https://www.youtube.com/watch?v=XksuuEgqubo&t=10s ) (conducted on 25/09/2020) 7. Daniel, Morland (2020) Product Research (https://www.reddit.com/r/Infinitewarfare/comments/7zjk1t/the_movement_sys tem_on_this_game_isnt_that_good/ ) (conducted on 25/09/2020) 8. Daniel, Morland. (2019) Product visuals Research Survey (conducted on 10/10/2020) 9. Daniel, Morland. (2020) Product Subject Research Survey (conducted on 10/10/2020) Week Specific Tasks 1 Production [in/out]  In college I will begin the creation of pages 1-3. This means adding the visuals like effects, text and other static objects which don’t include moving clips.  Outside of college I will gather clips for my fanzine, which I will edit at home and export as a gif to bring back to college and apply to my current pages.  I will also gather Product research as a questionnaire on the subjects I will cover. As well as a visual research, to see what clips my target audience prefers to read from. This will be done outside of college. 9/10 hours 2 Production [in/out]  In college I will complete pages 4-6. Doing the same as week one, not including moving clips. Doing everything else on the page.  Outside of college I will get the clips applicable for pages 4-6 8/9 hours 3 Production [in/out]  In college I will finish pages 7-9 like week 1 and 2.  And outside of college I will again gather the footage needed to said pages. I will also begin to gather extra footage for pages 10-12. 8/9 hours 4 Production [in/out]  And the last week of college will involve me finishing my last pages (10-12) as well as coming back to any needed changes.  Outside of college I will show the finished products to some of my target audience and ask for their visual, and contextual opinion of my magazine. And ask for any changes. 8/9hours