This document provides research on production techniques for a Legend of Zelda-inspired set design project. It discusses the advantages of using 3D printing for mini models and props, including fast design and production, cost effectiveness, and ability to add fine details. Lighting techniques are also explored, such as using softboxes on both sides of the set for even illumination and adding colored gels for aesthetic effects. The bibliography cites sources on Zelda games, reviews, books, and technical information about 3D printing and lighting.
Here are 3 potential bibliographic citations in APA format for games you may include in your research:
1. Id Software (1993). Doom. Id Software.
2. Landfall Games. (2017, October 29). Stick Fight: The Game. Landfall Games.
3. Cobalt Play. (2015, June 14). Ninja Side 2D. Cobalt Play.
This document summarizes the research, planning, and production process for a video game project. It discusses researching similar games to serve as inspiration and learn from their similarities and differences. Audience interviews found a preference for games with storylines, so the author designed their game around a storyline. The planning process included a case study, initial game ideas, and a mood board. Production involved designing characters, terrain, houses, and trees for the game world. Feedback is provided on the game's aesthetics and how it meets the wants expressed in audience interviews.
Here are some key points about the technical qualities of your work:
- For the soundtrack, using Beepbox allowed you to easily create custom sounds and music without needing advanced audio editing skills. This was a good choice given the tools available. The theme song fits the style of an adventure game soundtrack.
- Photopea was effective for creating the magazine cover and film poster designs. While you noted some limitations in using the filters, the overall layouts and designs achieved your goals.
- The animation was an ambitious technical challenge as your first attempt. Creating unique scenes, characters, and a cutscene demonstrated skills in storytelling, planning sequences, and learning animation software. Some rough edges are expected for a first project.
Here are 3 potential citations in APA format for sources used in your research:
1. Wikipedia. (2017, Month Day). Fantasy life. https://en.wikipedia.org/wiki/Fantasy_Life
2. Wikipedia. (2018, Month Day). Pokémon HeartGold and SoulSilver. https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver#Plot_and_setting
3. Wikipedia. (2018, Month Day). Dinorun: Escape extinction!. https://en.wikipedia.org/wiki/Dino_Run
The magazine front cover features Leonardo DiCaprio from the film Inception. The masthead and main title are in red to stand out against the dark background. Cover lines advertise other films in black or white text depending on the background. Small blobs advertise additional content like a TV series on Alfred Hitchcock and the chance to attend a movie event. The prominent placement of DiCaprio and use of contrasting colors is intended to draw viewers' attention and promote the magazine content.
Here are my responses to your interview questions:
For level themes, a city/urban theme would be interesting as it's not overly common in platformers. This tells me including a city-inspired stage would appeal to this audience member.
They acknowledged story isn't essential if the core gameplay is fun, but that some story is preferable to avoid boredom. This suggests keeping any narrative simple while focusing on gameplay.
They agreed co-op could make the game more enjoyable like in Cuphead. This indicates multiplayer support would appeal to this interviewee and potentially others.
In summary, this person's preferences point to including a city-themed level, a lightweight story, and co-op gameplay features to engage and
This project involved creating a 12-page fanzine called "Press X To Play" focused on video games. Key aspects of the project included researching existing fanzines in different genres, developing ideas like reader letters and previews, conducting an interview with a gaming YouTuber, and refining pages like adding a Shadow the Hedgehog poster and retro game reviews. The completed fanzine consisted of consistent artistic style across pages, a review of Sonic Colors, and an exploration of whether the gaming industry is truly evolving. While more detail could have been added on some topics, the creator is pleased with the final product and application of fanzine conventions and design appealing to the target audience.
The document discusses the process of designing the cover and inside pages of a fanzine about Sonic the Hedgehog. For the front cover, the author experimented with different layouts and styles before settling on one inspired by retro video game box art. They added effects like metallic text and movement to make it engaging. The back cover and inside pages also feature Sonic characters and backgrounds with unique graphic effects to give each page its own style while maintaining cohesion. The author explored many tutorial techniques and adjusted elements through an iterative process to achieve their desired designs.
Here are 3 potential bibliographic citations in APA format for games you may include in your research:
1. Id Software (1993). Doom. Id Software.
2. Landfall Games. (2017, October 29). Stick Fight: The Game. Landfall Games.
3. Cobalt Play. (2015, June 14). Ninja Side 2D. Cobalt Play.
This document summarizes the research, planning, and production process for a video game project. It discusses researching similar games to serve as inspiration and learn from their similarities and differences. Audience interviews found a preference for games with storylines, so the author designed their game around a storyline. The planning process included a case study, initial game ideas, and a mood board. Production involved designing characters, terrain, houses, and trees for the game world. Feedback is provided on the game's aesthetics and how it meets the wants expressed in audience interviews.
Here are some key points about the technical qualities of your work:
- For the soundtrack, using Beepbox allowed you to easily create custom sounds and music without needing advanced audio editing skills. This was a good choice given the tools available. The theme song fits the style of an adventure game soundtrack.
- Photopea was effective for creating the magazine cover and film poster designs. While you noted some limitations in using the filters, the overall layouts and designs achieved your goals.
- The animation was an ambitious technical challenge as your first attempt. Creating unique scenes, characters, and a cutscene demonstrated skills in storytelling, planning sequences, and learning animation software. Some rough edges are expected for a first project.
Here are 3 potential citations in APA format for sources used in your research:
1. Wikipedia. (2017, Month Day). Fantasy life. https://en.wikipedia.org/wiki/Fantasy_Life
2. Wikipedia. (2018, Month Day). Pokémon HeartGold and SoulSilver. https://en.wikipedia.org/wiki/Pok%C3%A9mon_HeartGold_and_SoulSilver#Plot_and_setting
3. Wikipedia. (2018, Month Day). Dinorun: Escape extinction!. https://en.wikipedia.org/wiki/Dino_Run
The magazine front cover features Leonardo DiCaprio from the film Inception. The masthead and main title are in red to stand out against the dark background. Cover lines advertise other films in black or white text depending on the background. Small blobs advertise additional content like a TV series on Alfred Hitchcock and the chance to attend a movie event. The prominent placement of DiCaprio and use of contrasting colors is intended to draw viewers' attention and promote the magazine content.
Here are my responses to your interview questions:
For level themes, a city/urban theme would be interesting as it's not overly common in platformers. This tells me including a city-inspired stage would appeal to this audience member.
They acknowledged story isn't essential if the core gameplay is fun, but that some story is preferable to avoid boredom. This suggests keeping any narrative simple while focusing on gameplay.
They agreed co-op could make the game more enjoyable like in Cuphead. This indicates multiplayer support would appeal to this interviewee and potentially others.
In summary, this person's preferences point to including a city-themed level, a lightweight story, and co-op gameplay features to engage and
This project involved creating a 12-page fanzine called "Press X To Play" focused on video games. Key aspects of the project included researching existing fanzines in different genres, developing ideas like reader letters and previews, conducting an interview with a gaming YouTuber, and refining pages like adding a Shadow the Hedgehog poster and retro game reviews. The completed fanzine consisted of consistent artistic style across pages, a review of Sonic Colors, and an exploration of whether the gaming industry is truly evolving. While more detail could have been added on some topics, the creator is pleased with the final product and application of fanzine conventions and design appealing to the target audience.
The document discusses the process of designing the cover and inside pages of a fanzine about Sonic the Hedgehog. For the front cover, the author experimented with different layouts and styles before settling on one inspired by retro video game box art. They added effects like metallic text and movement to make it engaging. The back cover and inside pages also feature Sonic characters and backgrounds with unique graphic effects to give each page its own style while maintaining cohesion. The author explored many tutorial techniques and adjusted elements through an iterative process to achieve their desired designs.
The document analyzes the classic 1980s arcade game Asteroids. It describes key elements of the game such as its black and white space-themed location, top-down bird's eye view angle, simple laser and asteroid effects, and lack of lighting effects. It notes that these elements help draw in audiences by making them feel like they are flying in space and destroying asteroids. The document also examines the game's box art, fonts, and colors and how they appeal to audiences and convey the sci-fi action theme of destroying asteroids in outer space.
The document discusses research the author conducted on existing tower games and platformer games to inform the design of their own game. Several games are analyzed for their visual style, character design, backgrounds, and gameplay mechanics. The author intends to take inspiration from the aesthetics and simplicity of the second game analyzed while keeping their own game design more minimalistic and relaxing without complex challenges or scoring systems.
The document summarizes Louis Dodds-Rodgers' process in developing an interactive arcade fighting game. Some key points:
- Research on similar successful games helped inform game design but also uncovered copyright issues that required careful navigation.
- Planning included mind mapping ideas and molding the game around the target demographic, though weaknesses included difficulty creating a wholly original concept and improperly using reference characters.
- Time management was initially efficient but struggled with character/sprite creation due to limited planning and ran into copyright issues with audio samples.
- Peer feedback suggested improving animation quality and movement, adding character details like names/powers, and including more aesthetic elements.
The document discusses fonts, colors, props, locations, lighting/sound, and audience appeal for several popular video games including Skyrim, Final Fantasy VII, and Borderlands. It analyzes how these design elements relate to each game's fantasy themes and time periods. The document finds that these games effectively use visuals and audio to immerse players in their unique worlds and appeal to target audiences.
The document discusses fonts, colors, and props used in the video games Skyrim, Final Fantasy VII, and Borderlands: The Pre-Sequel. For Skyrim, it notes the use of fonts and colors to create a medieval fantasy feel. For Final Fantasy VII, it describes the use of bright colors and fancy fonts fitting for a fantasy genre. For Borderlands, it explains how fonts and colors take on a steam punk, comic style in keeping with the game's visuals and setting across different planets.
The document provides initial ideas and plans for creating a sci-fi bedroom set for the opening of a film. The set will be built in one room using materials like foil, cardboard, spray paint, and LED lights to transform the space into the bedroom aboard a fictional spaceship. Props like old computer parts, a travel bed dressed up to look futuristic, and everyday items like cereal boxes and comic books will be included to make the set feel lived in.
The document provides details about Gemma Nicholls' pre-production process for creating an animated videogame and accompanying poster. She will design original characters and backgrounds for the videogame, which aims to entertain audiences ages 15-24. The videogame will be playable on PC and potentially PlayStation. Her poster will advertise the videogame digitally and on paper. She has chosen a black, white, and dark blue color scheme and forest setting for her initial videogame level and poster layout to match the isolation theme of escaping unwanted thoughts.
The researcher conducted product research by analyzing existing video game posters to understand how they conveyed story and appeal through visual elements like color and silhouettes. Questionnaires and interviews provided insights into gamers' preferences, though low survey response was a limitation. Overall the research illuminated key aspects to include in an appealing poster.
LUXE - J ANDREW DEVELOPMENT - Winter 2010-2011smJoel Johnson
This document provides details about a luxury home in Paradise Valley, Arizona. It was originally designed by architect Mark Candelaria as a spec home meant to resemble a Bel Air dream house. The home was later purchased by Shawn Goodman, who worked with home builder Joel Johnson and interior designer Barb Greenwell to complete the design based on Candelaria's plans. The 13,000 square foot home features 5 bedrooms and 5 bathrooms along with luxurious details and amenities throughout, including a shoe closet designed as an exercise room that now houses Goodman's extensive shoe and handbag collection.
This document proposes a retro football animation game aimed at entertaining male children aged 5-15. The game would feature one-player gameplay where the player shoots goals against a goalkeeper on a bright green pitch. High key lighting would be used to improve visibility and create a friendly atmosphere. No offensive material, religious symbols, or depictions that could stereotype ethnic groups are planned. While some game elements may be similar to other football games, the overall design is intended to be unique enough to avoid copyright issues. Age restrictions would only be used if offensive content was later added. The target audience and art style are described to appeal to younger male players, while legal and ethical considerations are discussed to avoid issues surrounding inclusion, offense, and intellectual
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.
The document discusses existing mobile games including Doodle Jump, Candy Crush, and Temple Run. It analyzes common features such as being simple, addictive games that appeal to both female and male audiences. It notes these games are typically played on smartphones. The document discusses including aspects of Candy Crush like colorful graphics and Doodle Jump's side-to-side gameplay. Research interviews found the target audience would like customizable fashion-focused games and prefer consistent high score gameplay to levels. Both female and male interviewees found the game concept appealing.
This proposal suggests developing a game for Ben and Jerry's Facebook page that allows fans to build a personal list of their favorite flavors by playing a game that "pits" two flavors against each other. By playing, fans would create a list of flavors they haven't tried before. Ben and Jerry's could then use this unique, personal list to offer fans discounts to try those undiscovered flavors. The game would be developed as a Facebook Canvas Application. It would take players between 2-10 minutes to complete their personal list by making flavor comparisons. The goal is to encourage fan engagement while providing targeted marketing offers.
The document summarizes Ben Rodriguez's work as an interior and product designer. It includes summaries of projects like designing a candle line for Spruce Home and Garden, redesigning patio chairs as indoor furniture, creating a line of small kitchen appliances, and remodeling homes. Images show Rodriguez's design concepts, products, and renovation work. The document acts as a portfolio highlighting Rodriguez's diverse design skills.
The document provides an analysis of the target audience for a side-scroll adventure game set in a post-apocalyptic world. The target age range is 15-25 to attract teenagers. Both genders are targeted as the dark color scheme and brooding adventure theme appeal to both. Different personality types - Type A, Type B, balanced, and needs-driven - will find different aspects of completing objectives and learning the story compelling. The game aims to attract audiences across social classes by providing an intriguing yet simple storyline.
The document provides an evaluation of a final major project (FMP) for a game design product. Strengths of the research included exploring popular RPG franchises which provided high quality inspiration. Weaknesses included only looking at medieval fantasy games and not exploring other genres like sci-fi. Planning strengths were quick idea generation, but weaknesses included rushed and unclear plans/boards. Peer feedback suggested adding more animation frames to smooth movement, adding more background/enemy detail, and including more audio cues. The evaluator agreed more frames and detail were needed and would make those changes to improve the product.
This document analyzes set designs from the films Coraline and Lord of the Rings to understand techniques used to immerse audiences. For Coraline, the set of Mr. Bobinsky's house reflects his eccentric circus-obsessed character through props like a cannon and Ferris wheel. Dark colors and cracks suggest a neglected home. For Lord of the Rings, round shapes and warm colors in the Hobbiton set create a cozy, homely feeling. Both sets use color, props, lighting, and clutter effectively to establish different atmospheres that immerse audiences in the stories.
The document provides an analysis of existing game products. It notes that the researched products commonly had clear themes represented in their logos to draw in target audiences. They also featured distinct color schemes related to the game's theme. When developing their own work, the researcher plans to include visually matching the game's theme through colors and characters tailored to their intended audience. Pink and warm palettes will be used to appeal to girls for a more fashion-oriented game. Distinct themes and audiences will be represented through visual elements.
The document proposes a 2D arcade-style spaceship game called "Spaceship Invaders" to entertain customers. It will feature colorful designs, original sound effects, and gameplay elements like shields to defend against enemy fire. The purpose is to draw attention, bring nostalgia of 1980s games, and encourage competition to beat high scores. The target audience is ages 13+ of either gender who enjoy challenging games. Elements from research like ship design and colors will influence the final production, which will follow legal and ethical guidelines to avoid offensive content or copyright issues.
The document summarizes research from an audience questionnaire about preferences for video game genres, platforms, and features. Key observations include:
- The audience is primarily male teenagers who enjoy playing games for 1-2 hours at a time.
- They showed interest in adventure, fantasy, and action genres and mainly play on PlayStation consoles and phones.
- There was a mix of preferences for character abilities, with having a weapon and open-ended suggestions being popular.
The creator will aim to appeal to this audience by including genres, controls, and character options mentioned as interests in their game design. They will target phones and consoles and aim for a playtime that doesn't encourage excessive use.
The document discusses research conducted on the target audience for an indie horror game. It analyzes surveys that found the target audience is mostly ages 16-19 who enjoy psychological horror games. Inspiration will be drawn from games like Doki Doki Literature Club that start wholesome but get dark. Interviews found a preference for both fast-paced and slow-build up games, with a focus on story over design. Research shows the game should include subtle foreshadowing, darkness, and avoid repetitive jumps or plots.
The document discusses research conducted on the target audience for an indie horror game. It analyzes surveys that found the target audience is mostly ages 16-19 who enjoy psychological horror games. Inspiration will be drawn from games like Doki Doki Literature Club that start wholesome but become dark with subtle foreshadowing. Interviews revealed a preference for both fast-paced and slow-build up games, with equal importance on design and story. The game will focus on atmosphere, characters, and plot over repetitive jumps scares or repeating elements based on the audience research.
The document analyzes the classic 1980s arcade game Asteroids. It describes key elements of the game such as its black and white space-themed location, top-down bird's eye view angle, simple laser and asteroid effects, and lack of lighting effects. It notes that these elements help draw in audiences by making them feel like they are flying in space and destroying asteroids. The document also examines the game's box art, fonts, and colors and how they appeal to audiences and convey the sci-fi action theme of destroying asteroids in outer space.
The document discusses research the author conducted on existing tower games and platformer games to inform the design of their own game. Several games are analyzed for their visual style, character design, backgrounds, and gameplay mechanics. The author intends to take inspiration from the aesthetics and simplicity of the second game analyzed while keeping their own game design more minimalistic and relaxing without complex challenges or scoring systems.
The document summarizes Louis Dodds-Rodgers' process in developing an interactive arcade fighting game. Some key points:
- Research on similar successful games helped inform game design but also uncovered copyright issues that required careful navigation.
- Planning included mind mapping ideas and molding the game around the target demographic, though weaknesses included difficulty creating a wholly original concept and improperly using reference characters.
- Time management was initially efficient but struggled with character/sprite creation due to limited planning and ran into copyright issues with audio samples.
- Peer feedback suggested improving animation quality and movement, adding character details like names/powers, and including more aesthetic elements.
The document discusses fonts, colors, props, locations, lighting/sound, and audience appeal for several popular video games including Skyrim, Final Fantasy VII, and Borderlands. It analyzes how these design elements relate to each game's fantasy themes and time periods. The document finds that these games effectively use visuals and audio to immerse players in their unique worlds and appeal to target audiences.
The document discusses fonts, colors, and props used in the video games Skyrim, Final Fantasy VII, and Borderlands: The Pre-Sequel. For Skyrim, it notes the use of fonts and colors to create a medieval fantasy feel. For Final Fantasy VII, it describes the use of bright colors and fancy fonts fitting for a fantasy genre. For Borderlands, it explains how fonts and colors take on a steam punk, comic style in keeping with the game's visuals and setting across different planets.
The document provides initial ideas and plans for creating a sci-fi bedroom set for the opening of a film. The set will be built in one room using materials like foil, cardboard, spray paint, and LED lights to transform the space into the bedroom aboard a fictional spaceship. Props like old computer parts, a travel bed dressed up to look futuristic, and everyday items like cereal boxes and comic books will be included to make the set feel lived in.
The document provides details about Gemma Nicholls' pre-production process for creating an animated videogame and accompanying poster. She will design original characters and backgrounds for the videogame, which aims to entertain audiences ages 15-24. The videogame will be playable on PC and potentially PlayStation. Her poster will advertise the videogame digitally and on paper. She has chosen a black, white, and dark blue color scheme and forest setting for her initial videogame level and poster layout to match the isolation theme of escaping unwanted thoughts.
The researcher conducted product research by analyzing existing video game posters to understand how they conveyed story and appeal through visual elements like color and silhouettes. Questionnaires and interviews provided insights into gamers' preferences, though low survey response was a limitation. Overall the research illuminated key aspects to include in an appealing poster.
LUXE - J ANDREW DEVELOPMENT - Winter 2010-2011smJoel Johnson
This document provides details about a luxury home in Paradise Valley, Arizona. It was originally designed by architect Mark Candelaria as a spec home meant to resemble a Bel Air dream house. The home was later purchased by Shawn Goodman, who worked with home builder Joel Johnson and interior designer Barb Greenwell to complete the design based on Candelaria's plans. The 13,000 square foot home features 5 bedrooms and 5 bathrooms along with luxurious details and amenities throughout, including a shoe closet designed as an exercise room that now houses Goodman's extensive shoe and handbag collection.
This document proposes a retro football animation game aimed at entertaining male children aged 5-15. The game would feature one-player gameplay where the player shoots goals against a goalkeeper on a bright green pitch. High key lighting would be used to improve visibility and create a friendly atmosphere. No offensive material, religious symbols, or depictions that could stereotype ethnic groups are planned. While some game elements may be similar to other football games, the overall design is intended to be unique enough to avoid copyright issues. Age restrictions would only be used if offensive content was later added. The target audience and art style are described to appeal to younger male players, while legal and ethical considerations are discussed to avoid issues surrounding inclusion, offense, and intellectual
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.
The document discusses existing mobile games including Doodle Jump, Candy Crush, and Temple Run. It analyzes common features such as being simple, addictive games that appeal to both female and male audiences. It notes these games are typically played on smartphones. The document discusses including aspects of Candy Crush like colorful graphics and Doodle Jump's side-to-side gameplay. Research interviews found the target audience would like customizable fashion-focused games and prefer consistent high score gameplay to levels. Both female and male interviewees found the game concept appealing.
This proposal suggests developing a game for Ben and Jerry's Facebook page that allows fans to build a personal list of their favorite flavors by playing a game that "pits" two flavors against each other. By playing, fans would create a list of flavors they haven't tried before. Ben and Jerry's could then use this unique, personal list to offer fans discounts to try those undiscovered flavors. The game would be developed as a Facebook Canvas Application. It would take players between 2-10 minutes to complete their personal list by making flavor comparisons. The goal is to encourage fan engagement while providing targeted marketing offers.
The document summarizes Ben Rodriguez's work as an interior and product designer. It includes summaries of projects like designing a candle line for Spruce Home and Garden, redesigning patio chairs as indoor furniture, creating a line of small kitchen appliances, and remodeling homes. Images show Rodriguez's design concepts, products, and renovation work. The document acts as a portfolio highlighting Rodriguez's diverse design skills.
The document provides an analysis of the target audience for a side-scroll adventure game set in a post-apocalyptic world. The target age range is 15-25 to attract teenagers. Both genders are targeted as the dark color scheme and brooding adventure theme appeal to both. Different personality types - Type A, Type B, balanced, and needs-driven - will find different aspects of completing objectives and learning the story compelling. The game aims to attract audiences across social classes by providing an intriguing yet simple storyline.
The document provides an evaluation of a final major project (FMP) for a game design product. Strengths of the research included exploring popular RPG franchises which provided high quality inspiration. Weaknesses included only looking at medieval fantasy games and not exploring other genres like sci-fi. Planning strengths were quick idea generation, but weaknesses included rushed and unclear plans/boards. Peer feedback suggested adding more animation frames to smooth movement, adding more background/enemy detail, and including more audio cues. The evaluator agreed more frames and detail were needed and would make those changes to improve the product.
This document analyzes set designs from the films Coraline and Lord of the Rings to understand techniques used to immerse audiences. For Coraline, the set of Mr. Bobinsky's house reflects his eccentric circus-obsessed character through props like a cannon and Ferris wheel. Dark colors and cracks suggest a neglected home. For Lord of the Rings, round shapes and warm colors in the Hobbiton set create a cozy, homely feeling. Both sets use color, props, lighting, and clutter effectively to establish different atmospheres that immerse audiences in the stories.
The document provides an analysis of existing game products. It notes that the researched products commonly had clear themes represented in their logos to draw in target audiences. They also featured distinct color schemes related to the game's theme. When developing their own work, the researcher plans to include visually matching the game's theme through colors and characters tailored to their intended audience. Pink and warm palettes will be used to appeal to girls for a more fashion-oriented game. Distinct themes and audiences will be represented through visual elements.
The document proposes a 2D arcade-style spaceship game called "Spaceship Invaders" to entertain customers. It will feature colorful designs, original sound effects, and gameplay elements like shields to defend against enemy fire. The purpose is to draw attention, bring nostalgia of 1980s games, and encourage competition to beat high scores. The target audience is ages 13+ of either gender who enjoy challenging games. Elements from research like ship design and colors will influence the final production, which will follow legal and ethical guidelines to avoid offensive content or copyright issues.
The document summarizes research from an audience questionnaire about preferences for video game genres, platforms, and features. Key observations include:
- The audience is primarily male teenagers who enjoy playing games for 1-2 hours at a time.
- They showed interest in adventure, fantasy, and action genres and mainly play on PlayStation consoles and phones.
- There was a mix of preferences for character abilities, with having a weapon and open-ended suggestions being popular.
The creator will aim to appeal to this audience by including genres, controls, and character options mentioned as interests in their game design. They will target phones and consoles and aim for a playtime that doesn't encourage excessive use.
The document discusses research conducted on the target audience for an indie horror game. It analyzes surveys that found the target audience is mostly ages 16-19 who enjoy psychological horror games. Inspiration will be drawn from games like Doki Doki Literature Club that start wholesome but get dark. Interviews found a preference for both fast-paced and slow-build up games, with a focus on story over design. Research shows the game should include subtle foreshadowing, darkness, and avoid repetitive jumps or plots.
The document discusses research conducted on the target audience for an indie horror game. It analyzes surveys that found the target audience is mostly ages 16-19 who enjoy psychological horror games. Inspiration will be drawn from games like Doki Doki Literature Club that start wholesome but become dark with subtle foreshadowing. Interviews revealed a preference for both fast-paced and slow-build up games, with equal importance on design and story. The game will focus on atmosphere, characters, and plot over repetitive jumps scares or repeating elements based on the audience research.
The document summarizes research on existing football games aimed at children. It finds that the games share common features like being animated football games targeted at younger audiences. Specifically, the first and last games featured brighter, more high-key lighting compared to the second game. Aspects the author will include in their own work are brighter colors and lighting to resemble a football pitch, and a higher camera angle to see more of the field, inspired by the third game.
The questionnaire responses showed that the target audience for the game project consists primarily of male teenagers aged 17-18 who have an interest in games. They indicated preferences for adventure and fantasy genres. Most play games on PlayStation consoles. To appeal to this audience, the product will include adventure elements, be suitable for ages 16+, and take inspiration from the audience's recommendations.
The document provides an evaluation of a game production project. It summarizes the strengths and weaknesses of the student's research, planning, time management, and peer feedback. Key strengths included establishing colors and layouts from existing games and completing the project on time. Weaknesses included a limited research scope and character movement issues within the small maze. Based on the feedback, the student would make improvements such as reducing the character size and expanding the maze.
The document provides an evaluation of the author's work on creating a video game. It summarizes the key stages of development including research on existing games, planning ideas for the new game, time management, technical and aesthetic qualities, and audience appeal. The research informed game mechanics, style, and target demographic. Planning helped choose a genre. Time management was the weakest area. The game drew inspiration from Final Fantasy but was simplified for a wider audience about bee conservation.
2. personal production project researchWill Stewart
Here is a summary of the key points from the interview:
- The interviewee's favorite character is from GTA 5 because of the level of customization and sound effects. They enjoy having options to change vehicles.
- Call of Duty Advanced Warfare impressed them the most in terms of design due to the futuristic weapons and customization options.
- Harry Potter is disliked due to old graphics and character limitations.
- Pokemon Go was found annoying because characters are not always easy to find in the real world locations.
- Some disappointments include graphics that don't match the system capabilities and characters that are not fully developed.
Overall, this interviewee seems to value open world games with in
The document discusses research on the target audience for an indie horror game. The target audience is identified as younger people aged 16-20 interested in indie and horror games, as well as those in the "alternative" community. Existing horror products are analyzed, including the music video for "Paranoid Android" by Radiohead, the games Doki Doki Literature Club and You, Me and Her, and the anime Magical Girl Site. These products use subtle foreshadowing and transition from wholesome to dark themes. Questionnaires and interviews of the target audience will be analyzed to understand how to appeal to them with heavy but subtle foreshadowing and dark psychological themes.
Here are a few key insights from your audience research:
- Strategy game audiences enjoy challenge and setbacks but want mechanics and systems to be well thought out and make logical sense. Things shouldn't be added just for show without proper consideration.
- Testing and polish are important. Audiences don't want to deal with bugs or unfinished/untested mechanics.
- A balance of challenge and reward keeps audiences engaged. Failing missions should cost the player but they should also feel properly rewarded for successes.
- Familiar locations or factions can provide a sense of safety or attachment that the game can then subvert for surprise or stakes later on. Audiences enjoy when games mess with their expectations in meaningful ways.
-
The document discusses research conducted on existing turn-based strategy games like XCOM and Total War: Warhammer 2 to understand features that appeal to target audiences. Interviews were also conducted with fans of the genre to learn about their preferences. Research findings will be applied to the development of the author's own turn-based strategy production to ensure it appeals to fans of the genre.
Here are the key points I would make in evaluating my research:
- Product research allowed me to analyze existing successful games and identify common elements to include in my own design, such as bright colors, 2D gameplay, etc. However, it did not provide insights directly from players.
- My questionnaire received a good number of responses but some questions could have been improved based on feedback. Distributing it online made it easy to reach people but limited my ability to probe responses.
- Only conducting two short interviews provided limited perspectives. Speaking directly with players provided valuable insights but a larger sample size would have been better.
- Overall, combining different methods helped overcome some individual limitations but future research could involve distributing surveys at events
Here are the key points from your research evaluation:
- Product research provided examples to draw inspiration from but also risked being too similar.
- Questionnaires received varied responses but many were not useful. Interviews received serious responses.
- Responses to the questionnaire were often random and not applicable. Other research methods like interviews and product analysis yielded more relevant information.
- The survey was distributed through college email and Blackboard, allowing wide reach but reliance on those channels limited external responses.
In summary, while the questionnaire design and distribution had weaknesses, the other research methods like interviews and examining existing products provided valuable insights into what would appeal to the target audience for this game project. A combination of qualitative and quantitative approaches
Based on the interview, it seems this person enjoys platformer games that have interesting environments to explore, like a forest setting. They also prefer characters like Mario that add humor and personality. Incorporating these elements into your game, such as a forest setting with fun characters, could help appeal to this part of your target audience. The pixel art style and inclusion of audio effects and a soundtrack would also align with what this interview subject expressed they find appealing in games.
Based on the interview, it seems this person enjoys platformer games that have interesting environments to explore, like a forest setting. They also prefer characters like Mario that add humor and personality. Incorporating these elements into your game, such as a forest setting with fun characters, could help appeal to this part of your target audience. The pixel art style and inclusion of audio effects and a soundtrack would also align with what this interview subject expressed they find appealing in games.
The document discusses several existing choice-based narrative games including Game of Thrones, The Final Station, and Pixel Piracy. It analyzes the common features such as impactful decision-making and resource management. The author intends to include these aspects in their own game by making the player carefully consider the consequences of their choices and use of resources to have a lasting effect on the gameplay experience.
The document analyzes existing game covers for Fallout 4, Cyberpunk 2077, and Destiny 2. It examines design elements like color palettes, imagery, and information included. Research also looked at older Fallout 2 packaging. Interviews and surveys provided feedback on pricing, graphics quality, and preferences for simplistic versus complex designs. This research informed development of a game cover targeted towards an 18+ audience interested in open world games from companies like Bethesda.
The document discusses different options for presenting a film and media production (FMP) work project online, including YouTube, Adobe Sparks, social media platforms, and online forums. It determines that Adobe Sparks would be the best way to clearly show the work and process through photos with explanations, and that spreading the link on social media and forums could help reach a larger audience than just a standalone website.
The document discusses different options for presenting course work, including creating a website, video, or using Adobe Spark. The author thinks a website showing photos of their prop making process along with explanations would be the best way to showcase their work, as people could view it at their own pace. A video is deemed less suitable as the work relies on pictures. Adobe Spark is also considered but may be difficult to make look presentable.
The document summarizes the student's final major project (FMP) process for creating props for a stop motion video based on The Legend of Zelda: Breath of the Wild game. Some key points:
- The student chose to make props due to COVID restrictions and their interest in prop making. They struggled with motivation during lockdown which caused delays.
- Contextual research focused on inspirational prop makers but lacked audience analysis. Production research was also added later.
- Audience research for stop motion films was difficult at first but improved when focused on the Zelda audience.
- Sculpting the props went well but painting was a challenge, though issues were addressed.
-
The document provides details on the props the creator plans to make for a stop motion animation project based on The Legend of Zelda: Breath of the Wild. Some of the key props that will be made include statues, offering trays, apples, and a Korok character. Clay and paint will be used as the main materials. Reference images from the game are included in a mood board for design guidance. Sketches of the statue and Korok props show construction techniques and important design details. A production schedule is also provided, prioritizing the statue, Korok, tray, and apple props in that order over the course of a week.
The document summarizes the process of making three sculptures - a statue, a korok, and a tray with an apple. For the statue, foil and clay were used to shape the base and details were added to the face. For the korok, clay was used to shape the rounded body and details were painted. The tray was made with clay, painted beige and grey for depth, and sealed. The sculptures were created using materials like foil, clay, acrylic paint, and glazing medium to achieve the desired textures and details.
The document summarizes the student's process for their final major project (FMP) creating props for a stop motion video based on The Legend of Zelda: Breath of the Wild game. They decided on this project due to COVID restrictions requiring a home-based project. They conducted research on prop makers, existing products, and their target audience. Production took a week and included sculpting and painting clay props. While happy with the overall quality, the student notes areas for improvement like paint mixing and adding more details. Comparing their props to the original game designs and other products showed successes in accuracy but also opportunities to enhance realism and movement.
The document provides planning details for a stop motion animation project based on The Legend of Zelda: Breath of the Wild. The creator will make props to tell the story of Link collecting Korok seeds. Props will include statues, offering trays, apples, and a Korok. Clay and paint will be used to make and detail the props. A studio will be used to photograph the completed miniature set against a plain background in order to showcase the details. Planning includes purchasing materials, creating a schedule with deadlines, and taking references from the game.
Through creating a faux cake prop, the author gained experience problem solving that will help with their final mini set design project. Issues addressed included proper storage of works in progress, backing up digital files, protecting work surfaces from mess, managing costs, and taking breaks to avoid injury. Trying different materials helped identify effective options. Getting feedback improved outcomes. Looking online provided tutorials for using new materials. This experiment supported developing checklists, gathering references, and finding solutions to potential production problems.
PJ Liguori is a British/Italian YouTube and film producer known for works like Tiny Planet Explorer (2012) and Oscars Hotel for Fantastical Creatures (2014-2015). He enjoys experimenting with different film roles and believes in trying new things. Es Devlin is renowned for imaginative set designs that complement performances. Her 2017 opera stage in Austria was complex and symbolized the story. Neil Gaiman is a prolific writer known for works like Coraline and Neverwhere. He encourages creatives to write for pride over money and see mistakes as a sign of progress.
This document contains a proposal for a film and photography project focused on set design. The student proposes to design a set based on analyzing the mood, environment, and tone of a scene from an existing book. Over 17 weeks, the student will research set designs, experiment with designing props and miniature furniture, develop a concept and mood board, and create the set. Progress will be tracked through a weekly diary and evaluations will incorporate feedback from peers. The final weeks will include a presentation and show of the completed set design project.
The student proposes to create a set design for a story or scene to better understand the process of designing and constructing a set. Some influences for the project include the filmmaker Kick the PJ and author Neil Gaiman. Research will also be done into the Netflix show A Series of Unfortunate Events for inspiration. The goal is for the audience to intuitively understand the tone and mood of the set design through use of colors and materials similar to how Foley sounds subconsciously set the atmosphere in film. The style will be fantasy adventure to inspire the student and experiment with a new genre they have not worked in before.
Aasiyah conducted research on her target audience which is young adults and teenagers interested in nature and cottagecore aesthetics. She interviewed 10 people and found that they prefer magazine covers with good color schemes and interactive elements like fold-out pages. Most respondents preferred physical copies over digital. Her secondary research on nature zine Instagram accounts found they have visually pleasing posts and engaged audiences. She also researched common fungi in the UK, noting their names, habitats, seasons, and features to include information in her zine.
1) The author created a handmade fanzine focused on herbs and nature to learn a new skill during COVID lockdown. Researching modern and historical fanzines helped inspire the idea to make it fully by hand.
2) Planning went well in developing ideas but lacked detail on page designs. Experimenting with page styles would have helped avoid mistakes. Production challenges included a page that strayed from the intended style and inability to fix errors by hand.
3) Time management was difficult due to mental health impacts of COVID, but taking the first steps helped progress. The fanzine appealed to its target audience of teens interested in nature through interactive elements but could have been improved with more photos.
The document provides details on the process of creating a factual fanzine. It describes steps taken to bind pages of the fanzine using embroidery thread. It also outlines the creation of various elements of the fanzine including a contents wheel with cutouts, illustrations on pages about drying herbs and herbal tea, recipes presented with watercolors, and a front cover design inspired by stamps. Updates are provided on designs and layouts, with notes on desired aesthetics and any changes or improvements needed.
This document provides the schedule and descriptions for films being shown at the Aesthetica Short Film Festival 2020. It includes 9 short films spanning genres like drama, thriller, dance, documentary and music video. Film topics explore mental health, gang violence, gender identity, prosthetics and more. The document also summarizes 2 masterclasses on stop motion cinematography and visual effects. Finally, it describes the University of the Arts London student showcase and a documentary program on modern Britain.
The document outlines plans for a fanzine with a cottage core aesthetic focusing on nature, gardening, herbalism, crafts, and tutorials. It includes analyses of mood boards exploring themes, page layouts, front cover designs, and content sections. The production schedule allocates 4 weeks to write articles, take photos, edit content, and finalize the fanzine.
This document analyzes several fanzines and discusses their contexts, styles, techniques, and contents. It compares two fanzines called "Now What" and "Changes" that were created during the COVID-19 pandemic to provide information and inspiration. It also analyzes fanzines focused on specific interests like anime ("Fly High" and "Film Garden"). The document finds that while fanzine styles have modernized, their purpose remains for communities to connect over shared passions and give voice to topics not represented by mainstream media, reflecting the issues relevant to their times of release.
This applicant is currently studying an Extended Diploma in Creative Media Production and Technology. They enjoy using creative software like Photoshop and Premiere Pro. Their favorite project so far was making a music video, which has sparked an interest in studying video production further. They want to specialize in a creative field at university to pursue a career they are passionate about. Outside of college, they work part-time and volunteer, helping to build independence and life skills. Their top choices for university study are filmmaking, prop making, and visual effects due to the versatile career opportunities in these fields.
This document outlines a 5-year plan for pursuing a career in media. The individual is currently studying creative media to gain practical skills and build a portfolio. They plan to continue their studies and achieve high grades. Potential university courses mentioned are prop making at Royal Central School of Speech & Drama, filmmaking at Leeds Art University, and film at Middlesex University. Work experience with prop makers or on film sets is suggested. Personal skills like motivation and confidence need improvement. The 5-year goal is to complete university and gain experience in the media industry.
This document summarizes the analysis of existing pop-up books and products. Key findings include:
1) Pop-up books analyzed had well-designed covers that fit the genre/story and clearly conveyed what the book was about.
2) Page layouts were visually pleasing and intentionally designed to enhance the storytelling and reader experience. Clever use of pop-ups, illustrations, and text placement immersed the reader.
3) Different styles and techniques were observed for varying audiences, from simple designs and bright colors for children, to limited color palettes and scary tones for horror genres aimed at older readers.
4) Common successful elements identified were iconic scene selection, detailed illustrations, and smooth-
Tanjore Painting: Rich Heritage and Intricate Craftsmanship | Cottage9Cottage9 Enterprises
Explore the exquisite art of Tanjore Painting, known for its vibrant colors, gold foil work, and traditional themes. Discover its cultural significance today!
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2. Product analysis coraline
This is a set was built for the stop motion film coraline. in this
scene they are visiting Mr Bobinsky house in the other world.
Mr Bobinsky is shown to be an eccentric character who is
obsessed with his passion for working in a circus.
His house reflects his character very well, for starters we have
the circus related items such as cannon and Ferris wheel that
both give carnival like foods(candy floss and popcorn). There is
also bunting and the circus tent.
The walls have details such as dampness and cracks. This could
suggest that Mr Bobinsky doesn't care much for maintaining
his home, and is more interested in things relating to his circus.
The colour of the background contrasts to the main attractions of the room which are bright and colourful, this bring the
audiences focus over to the attraction whilst also keeping a spooky environment. this could also be symbolism of how the
world that coraline is filled with distractions for coraline in order for her to not suspect anything.
3. Product analysis lord of the rings
This set design was made to suggest to the
audience a homely and comforting
environment, somewhere safe and warm.
One of the ways the designers achieved this is
by using round shapes thought the architecture,
which implies softness. They also use a beige
colour for the walls which looks natural and
warm, this fits very well with the theme of
hobbition as there is a lot of open areas of grass
tress and small rivers or lakes.
The rooms are cluttered and messy with lots of things scattered around and not put away. This suggests that the house is
full of life and busy. This also makes it more homely as most people can relate this to their family homes. the materials used
such as for the pates and cutlery and cloths don't look grand or fancy suggesting a simple live, this relates the the hobbition
atmosphere.
4. How do these set designs differ
the purpose for both these set design are completely different. In source A it is to give off a
mysterious and adventurous tone. However in source b its designed to create a homely inviting
feeling.
In both source A and B they use the color to create their desired atmosphere. In source a the
contrast between the bright colors of the circus related items and the dark colors of the walls and
floor connect to the tory as I mentioned before, but also visually tells the audience that something
isn't right. Where as in source b there are warm tones being used which tells the audience that this
is a safe place. In the picture you an see quite a lot of yellow/beige which could suggest happiness
to the audience
Source B
Source A
5. In source a the room seem fairly empty putting more focus on the items that are in the room. This doesn't’t
seem like a typical house as it doesn't have furniture such as chairs or a table, this makes the house seem less
familiar and mysterious.
This is the opposite in source B where the room is cluttered with familiar items that you would find in most
houses such as a dinner table and chairs, cutlery and food. by doing this it helps to bring the scene together and
make the set look more believable.
The lighting is also used differently, in source A its darker with a glowing light coming from the tent to
emphasize it. In source B warm light it coming in through the window outside, and there were probably camera
filming lights used at the front to make sure the set was lit properly. I think lighting is something easy to over
look when thinking about set design since you may be more focused on the props, but lighting can play a big
role in how your product looks.
7. Audience research- legend of Zelda
By looking at data collected by imdb.com the main
demographic for the legend of Zelda are males 18 and older.
there seems to be a large audience aged 30-44, this may be
from people who grew up playing Zelda games and still play
them. This means my target audience will consist mostly of
males 18 and above. Because I know that my audience isn't
very young I should add more detail and intricate parts to my
product.
However I think it should be taken into account that a
younger audience probably don’t use IMDb.com and this may
have effected the results, meaning it isn't a very reliable
source. So I will be conducting more research to get a more
accurate results and get a clearer view on who exactly my
audience is by looking at other platforms.
For my audience research I will be looking into the legend of Zelda games/franchise. This research will be very beneficial to
making my end product since I am planning to make something based of the games. I will be researching into the
demographic, the audiences views and what Nintendo foes to make their products appealing to the Zelda fandom
(similarities between successful products)
8. Platform’s that are used more by teens and young adults are YouTube, Instagram, TikTok and twitter. From YouTube I see a
large range of different Zelda based content, from fact videos to gameplays and reviews. There are also videos that are audio
based such as a video called ‘Zelda & chill’ by GameChops which currently has 19 million views. These types of videos people
usually play in the background while doing other things (for example work). Looking at the comment section of this video
there is a variety of different people watching, for instance someone who was listening whilst doing their homework
suggesting that they are a student/young adult, and another person who seemed to older that said the soundtracks help
them keep focus on working.
In the comment section there a lot of similar comments that
mentioned basically the same thing. One of these comments
were on the visuals the creator used in the video, this
suggest that Zelda fans enjoy the art style of the game and
like content that has good quality visuals. This means that to
make a product for this audience it need to be of a high
standard, good quality and lots of attention to detail
There were also lots of comments talking about what they
were doing whilst listening to the audio. This shows that the
Zelda fan base don’t just enjoy the games by themselves,
but content surrounding it, and even include some of that
content as part of their daily life (in work or when doing
homework). From this I can take away that they have a love
for the game
Source 1: Comments under ‘Zelda & Chill’ video from youtube.com
9. To understand my audience more I will look at the merchandise Nintendo
have sold as part of the legend of Zelda franchise.
Nintendo has come out with 3 books to commemorate anniversaries for the
legend of Zelda games. These book are part of the ‘the goddess collection’. So
what is it about these books that makes it so successful with the Zelda
fandom? To find this out I will be looking at customer reviews on amazon.
Source 2: review from a buyer of the ‘The Legend of
Zelda: Hyrule Historia’.
In source 2 we can see a customers review of ‘The Legend of Zelda:
Hyrule Historia’. the buyer goes over what he enjoyed about the book,
this includes; new information given about the game, the art work, the
behind the scenes content and the design of the book.
He mentions that it is something that all fans of legend of Zelda ‘have
always wanted’ suggesting that Nintendo have a good idea on who their
audience is and how to appeal to them.
The reviews came from a mix of Zelda fans ranging from parent buying
them for their kids, collectors, new fans of the games as well as an even
mix of males and females.
Using this research I realize that to make a product more suited towards
my target audience I would need to make sure that my product is
accurate to the game/story. Fans of the game appreciate attention to
detail no matter what the content is, it makes the product better quality.
10. Compared to the last review, this review had a lot more to say/ criticize about the book. Above I have picked out some
paragraphs from his review that will be good to analyze and compare.
One of the issues mentioned was the look of the front cover, they personally felt that the design wasn't the best and that
more could have been done to make it look more true to the Zelda universe. he suggests that they could have used the
Hylian langue for the title (language used in the games)
Compared to the last review, this fan is a lot more particular about the detail. This shows that within the fandom some
prefer the artistic/visual side, whilst other are really into the lore of the game. There are also those who are equally
interested in both.
knowing this about my audience, means that when I make my product I need to conduct a good amount of research into
the. So if I create a set based of a character I will need to look up as much information about them as possible, analyzing the
character design may also be useful.
11. legend of Zelda breath of the wild reviews
Source 3: Review from gamespot.com
One of the recent game releases of legend of Zelda is breath of the wild (released in 2017) which has gotten a lot of
attention as it came out around the same time as the Nintendo switch was released. I believe it has gotten a large
amount of people interested in Zelda. Looking into reviews of this game will help me to understand the current fan base
and what they particularly liked about the game.
In source 3 we can see that the reviewer comments on how
they have gotten back into gaming because of the switch and
‘breath of the wild’. This confirms that there will have been a
lot of new people interested in Zelda and joining the fan base
when this game came out. This means that a large amount of
the fan base will be more familiar with this game rather than
previous ones. Therefore if I am to make a product for this
fanbase it may be better to base it off this game rather than
others
Looking at these reviews they seem to mention similar things to
what I have previously researched such as their like for detail
and the visuals of the game. This consistency in my research
helps to build up a solid audience profile.
13. 3D printing
3d printing would be very useful to use in my project since I can use it to make mini models and props I may need
on my set.
The advantages of using 3D printing are:
• Fast design and production
• Cost effective
• Detail- its a lot easier to add in details using 3d printing. It also tunes out more precise.
Disadvantages
• Dimensions- the size of the things I can make is limited to what the machine can handle
• After the product has been printed it may no t be finished there may be part that you need to get rid of, sand
down or paint over. This could add time to production.
What program could I use?
• Blender
• Autodesk 3ds Max
• Autodesk Maya
• K-3D
14. lighting
When my product is done I will need to take pictures. To help them come out better I want to use
good lighting that will help to make to my product look good on camera.
To get an even amount of light on the product I will use a softbot on either side facing toward the
product. This will give a more professional look to the image as it will look well-lit.
As well as using a soft box I think it could look good to use a color light as well. Since my set
design/prop will be based of the Zelda universe which is part of the fantasy/adventure genre I
believe it would fit in well. I could either use this to add color to the back or the front depending
on what looks good. It may also be goof to take a few shot with just the colored light. I can change
the color of the lights by using a gel filter. I could also edit the color in Photoshop if I needed.
Reference 10. in bibliography
15. bibliography
1. (2017). The Legend of Zelda: Breath of the Wild Review. Available: https://www.gamespot.com/games/the-legend-of-zelda-
breath-of-the-wild/reviews/. Last accessed April 2021.
2. 3D Printing The future in the film industry. Available: https://www.voxeljet.com/case-studies/art-and-design/3d-printing-the-
future-of-prop-manufacturing/ . Last accessed April 2021.
3. Customer Review. Available:
https://www.amazon.co.uk/review/RQVTTAPL1SCJE/ref=cm_cr_srp_d_rdp_perm?ie=UTF8&ASIN=1616550414 . Last accessed
April 2021.
4. https://www.youtube.com/watch?v=GdzrrWA8e7A -source Zelda YouTube audio. Last visited April 2021
5. Kelsey Simon. (2019). The Legend of Zelda: Breath of the Wild Review.Available: https://www.lifewire.com/the-legend-of-zelda-
breath-of-the-wild-review-4685759 . Last accessed April 2021.
6. Shigeru Miyamoto (2013). The Legend of Zelda: Hyrule Historia. -: Dark Horse. -.
7. THE LEGEND OF ZELDA: BREATH OF THE WILD. Available: https://www.metacritic.com/game/switch/the-legend-of-zelda-breath-
of-the-wild. Last accessed April 2021.
8. The Legend of Zelda: Hyrule Historia: 1. Available: https://www.amazon.co.uk/Legend-Zelda-Hyrule-
Historia/dp/1616550414/ref=sr_1_4?crid=5RNQ4O7V5KN&dchild=1&keywords=legend+of+zelda+book&qid=1619688063&spre
fix=legend+of+zelda+b%2Caps%2C151&sr=8-4 . Last accessed April 2021.
9. The Legend of Zelda: Majora's Mask (Video Game 2000) - User ratings Poster The Legend of Zelda: Majora's Mask User
Ratings.Available: https://www.imdb.com/title/tt0264790/ratings . Last accessed April 2021.
10. Understanding Softbox Lighting: Fluorescent vs. LED. Available: https://spectrum-brand.com/blogs/news/understanding-
softbox-lighting-fluorescent-vs-led . Last accessed April 2021.
11. WHAT ARE THE ADVANTAGES AND DISADVANTAGES OF 3D PRINTING?. Available: https://www.twi-global.com/technical-
knowledge/faqs/what-is-3d-printing/pros-and-cons. Last accessed April 2021.
Editor's Notes
Looking through reviews of one of the recent legend of Zelda games (breath of the wild) there are common things people enjoy about the game such as the art style, controls and the physics system
What types of 3D printing
What technology/software you need for it