This proposal outlines Gemma Nicholls' final major project for her video game design course. She will create a puzzle platformer video game and advertisement poster with the theme of a protagonist battling their dark emotions within their mind. Her target audience is ages 15-24, and she will focus on emotions like sadness and hopelessness portrayed through a black and white color palette. Over 9 weeks, Gemma will complete research, pre-production, asset creation, animation, and evaluation. She will gather feedback and reflect on her time management, technical and aesthetic qualities, and audience appeal. The proposal provides a schedule of specific tasks like character design, background artwork, sound effects, and poster layout to complete the project on time.
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Fmp proposal updated
1. Proposal
1
Centre Name and Number:
York College 48357
Student Name and Number:
Name: Gemma Nicholls
Number: 359809
Project proposal title and date:
Pandemonium, anarchy
Main area of activity:
Video Game
Audience:
Videogames may be a more male dominated industry; However, I want to make
my project suitable for both genders as well as non-binary (if people don’t want to
register under stereotypical genders). This is because I want to create a game
that can relate and diverse to many different people, people from different races,
genders and religions. That’s why I want to base my game on emotions, with a
colour pallet mainly consisting of blacks and whites because everyone
experiences some type of emotion in everyday life. The poster will use the same
tone and moods of the game and represent part of it in one image to interest
audiences.
I wanted to focus the age demographic for this videogame from ages of late teen
to adulthood (15-24+). This is because in my daily life I would be able to collect
the most primary research for that age range. With this age range I am also able
to collect the most feedback for evaluating. Making this age range perfect for
creating a video game around. Not to mention I also fit into this range so I also
know what type of things are look for and what are not. I am creating my
videogame with this age range because i want to include darker emotions fro the
darker colours. For example emotion generally felt with depression like despair,
sadness and hopelessness. The poster with have the same general age
demographic but will appear more family friendly as I would want this
advertisement shown in gaming magazines. As younger are able to look/purchase
the magazines with help so the imagery need to be friendly to be able to be
published.
The videogame would attract people from working to middle classes as people
from those classes are able to purchase more luxury items than lower classes and
tend to go for more off branded stuff as it is more affordable than higher classes
that go for more expensive and known brands. People of middle classes generally
work a 9-5 monody to Friday/ in education with more free time than people in
more desperate situation working two or more jobs possibly on top of education.
The purpose of videogames is a distraction from outside life. The social classes
my project is better suited/aimed for should have more free time for themselves
and gain more money from work that they are able to purchase luxury items like a
new game/ poster.
My videogame will attract three different psychographics.
– Needs driven-
2. Proposal
2
This group act upon impulse and instinct. This group does not plan and
will respond to messages relating to missing opportunities and impulse
buying.
– A mix of some socially conscious type A’s and B’s
People who are concerned about how their actions effect the world and
people who have given up on humanity. E.g. people who are concerned
how they affect others with their emotions and people who don’t want to
take part in society and would rather stay home online in virtual reality.
– Emulator/Wanna be
This group wants to be/appear like an Achiever to attract the opposite
sex or the approval of their peers. They respond to messages about
making them seem more successful and becoming Achievers. e.g.
People who want to show of after completing a hard computer level.
Rationale:
During the first year of my course I have grown more comfortable and become
more knowledgeable with different software’s I used to complete my pervious
projects and the written work that went along with it. My final project luckily is
projects I have created before during the course. They are the videogame project
and the print project. The previous skills I learned that can help me with my FMP
are uses of the software Photoshop, premiere-pro, InDesign and garage band. I
will, use these skills throughout my production to create a good quality sprits,
backgrounds and animation. Since I know how to use the software’s I can work at
a faster pace than when I was learning.
Project Concept:
My final major project consists of two components revolving around one concept.
I’m planning and creating a video game animation and a poster to advertise it. The
video game is going to be a puzzle platformer with a background story for the
audience to theorise and follow. The poster is going to present the game in a
cryptic tone so people become interested and want to play. The story I want to
portray to the audience is about a protagonist who is fighting with their deep and
dark emotions, until one day when they are alone in a quiet place the antagonist
of darker emotions breaks through and takes over leaving the protagonist trapped
within his mind of negative emotions having to solve the inner struggle to escape
and return to reality.
I need to research into existing video games and poster, primary and secondary
audience research. This will help me see what I liked about various different
products and what I didn’t so I can keep this in mind when creating my products. I
also need to create some experiments so I can play around with different style as
mechanics that I could also use in my products.
How will the project be evaluated and reviewed:
3. Proposal
3
Bibliography:
1. Conrad Roset. (). Conrad Roset. Available:
https://www.conradroset.com/1/about-me. Last accessed April 2 2019
2. Dafont (.). top fonts for every prodject. Available: https://www.dafont.com/.
Last accessed May 2019.
3. Gemma Nicholls. (2019) Target Audience Research Survey (conducted on
April-4-5)
4. Google. (July 12, 2001). Google images. Available:
https://images.google.com/. Last accessed 1 April 2019.
5. Graphic-di. (.). http://graphic-dl.com/. Available: http://graphic-
dl.com/fonts/tag/handlettering/page/2. Last accessed April 2019.
6. MildMania (formerly-BUGGUM). (November 27, 2013). MildMania. Available:
http://mildmania.com/home. Last accessed April 2 2019
7. Playdead studio. (2006). Playdead. Available: https://playdead.com/. Last
accessed April 2 2019.
8. Steam. (2002). Browsing Platformer. Available:
https://store.steampowered.com/tags/en/Platformer/. Last accessed April 2
2019.
9. Stephan Shakespeare CEO and Co-Founder. (2000). what the world thinks.
Available: https://yougov.co.uk/. Last accessed April 2 2019
Week Tasks to
be
Completed
:
Specific Tasks
1 Initial Ideas
and
Proposal
Complete mood boards, mind maps and analysis.
o Mind maps –
– Main ideas (videogame genre, type, colour, why I
chose), characters, final ideas, and background.
– -Side ideas –(poster-text and font, colour, view,
background)
o Mood boards- text and font, characters, backgrounds
o Analysis- Pros and cons, mood boards, mind maps
o Schedule
Key influences.
o Companies/people
Proposal
oTarget audience, concept, rational, schedule, evaluation,
bibliography
I am planning to conduct on-going evaluations of my progress through weekly
dairies/ a production reflection PowerPoint. I’m also going to have a final
evaluation at the end. This will evaluate everything from my initial ideas to product
qualities and appeal. This will help me develop better projects/products in the
future by knowing what I need to improve upon and how to improve.
4. Proposal
4
2 Research • Existing products and analysis
o Analyse 5-7 existing products
– 4-5 existing videogame
– 2 existing posters
Analyse –type of image, audience appeal, why I
chose.
Research analysis- compare to each other, reasons
why I chose, how it will help my production/
beneficial.
• Secondary and primary research
o Conduct secondary audience research
– Audience research
3 Research o Conduct primary audience research
– Survey monkey
• Subject research
o Sound effects, character movements, colour pallets,
prop, backgrounds, visual and angles
• Practical research experiments
o Practice lip sync animation
o Practice animation step by step
o Practice animating still image
• Bibliography
4 Pre-
production
& Planning
• Storyboard
o Cut scene -visual planning - why I chose to do this
Style sheet/visual planning
o Posters
o Fonts
o Videogame backgrounds
o Characters
o Animal movements
o Colour scheme
Layout plans
Sound effect/music list
Budget
Health and safety,
Contingency plan
Schedule
o Production schedule
5 Production Create all the characters, character text/ movements and monsters/
minions.
Character design
o Basic outlines
– Ruff sketches
o Detailed character designs
– Colour
5. Proposal
5
– Small details
– Eyes, heart, fur etc.
o Character movement
– Running
– Walking
– Jumping
– Pick up items
– Fighting
Product reflection
6 Production Left over work from week 1
Background
o Basic background
– Sketches
– What’s going to be their
– What it will look like
o Detailed background
– Coloured
– Light direction
– Shading
o Props
– Outlines
– Detail
– Prop movements
Production reflection
7 Production Create anything else needing/ fix anything
Start to animate to make a coherent videogame.
o Edit in premier pro
– Add music/ sound effects
Product reflection
8 Production Secondary product creation (poster)
Basic poster layoutdesign
o Outlines
o Light direction
o What appears on the poster
Detailed background
o Clearer structures and details
o Added colour(s)
o Shading
o Effects
o Blurs
o Lens flare
o Opacity increase/decrease
Text
o Font effects
o Spacing
o Bevel and emboss
o Stroke
6. Proposal
6
o Drop shadow
Production reflection
9 Evaluation Evaluation
o Research
o Planning
o Time management
o Technical Qualities
– Videogame and poster
o Aesthetic Qualities
– Videogame and poster
o Audience Appeal
– Videogame and poster
Peer Feedback, Peer Feedback Summary
o What could be improved upon?
o What did they like?