The document provides information and analysis related to graphic design projects for a mobile game called "Snail Trail." It includes discussions of logo, icon, banner, and t-shirt designs. Concepts covered include using bold colors to grab attention, keeping designs simple, including the game title or characters, avoiding excessive text, and ensuring designs are consistent with the game. Feedback on initial designs is also discussed.
The document provides details about the marketing plan for the game "Snail Trail", which is targeted at children ages 4-8. The game follows the character Lucinda the snail on a journey to rescue her husband. It will be available for free on app stores with optional in-app purchases. The marketing plan discusses placing advertisements on websites like Disney and CBBC that target children, as well as on Facebook ads aimed at parents. It also analyzes the game's target audience and potential competition.
The document provides an analysis of existing game poster products that were researched. Some common features identified across the posters included the prominent use of the color red and a consistent layout with title placement at the bottom. Aspects the researcher intends to incorporate into their own work include the use of red to convey mystery, following the standard poster layout, and keeping some details ambiguous to intrigue audiences without overloading the design with text. The intended primary audience is identified as males aged 16-24 based on the questionnaire responses, though females and some older individuals may also be interested.
The document provides information about marketing campaigns for a fictional psychological thriller film called "Sleepless". It discusses target audiences, genre, rating, release date and ideas for pre-release marketing including a social media page, poster, and teaser trailer. The marketing ideas are to first create a social media page on Instagram, then release a poster showing the film's setting and credits, and finally debut a 10-second teaser trailer featuring a flashback scene of the main character running in a field at night. Primary research in the form of a student survey is also summarized, exploring how audiences learn about and are interested in films.
The document discusses how the media product conforms to and challenges conventions of real media.
It summarizes how the poster conforms to conventions like including institutional information at the bottom, the title being the largest text, and using horror color schemes. It challenges conventions by using white text instead of red for the title.
The magazine cover conforms to conventions like placing the masthead at the top and using a close-up main image. It challenges conventions by placing the price in the left margin instead of hidden.
The trailer conforms to slasher conventions like including reckless teens and a masked killer. It challenges conventions by using a brunette instead of blonde for the "sacrificial lamb" character
The document discusses the effectiveness of combining a main product with ancillary tasks to promote a fictional film called "Deadwood Grove." It summarizes the three promotional pieces created: a poster, magazine front cover, and trailer. The poster and front cover follow horror film conventions to look professional and promote the slasher subgenre. Features like the killer's mask and location title create consistency across pieces. While the trailer alone is most effective, the ancillary tasks enhance the overall promotional package by providing multiple exposure points for the film.
The document summarizes feedback from a focus group of 17-18 year olds on promotional materials for a film project. For the poster, participants preferred the mystery and darkness of the film poster over an existing one. They were interested in learning more about the mysterious imagery. For the magazine cover, opinions varied on design elements like font readability, but both the project's and an existing magazine cover motivated wanting to see the films. Feedback on the trailer praised it as unique but suggested tweaking the music during intense scenes. Participants said they would see the film based on the trailer.
The document discusses feedback from a focus group on a film trailer and ancillary products. Key findings include:
- 7/9 people felt the trailer appealed to both male and female audiences.
- Feedback confirmed the plot created mystery without revealing the villain.
- Suggestions were made to add establishing shots and more opening music.
- 100% of people said the posters and magazine complemented the trailer well.
The questionnaire results showed that the target audience for horror films is 17-24 year old males, most of whom are full-time students living in Chigwell or Barkingside on a low income. They prefer to watch psychological and supernatural horror films online or with friends. Common preferences included Valak as the scariest antagonist, possessions as the scariest supernatural element, and Patrick Wilson as the most iconic protagonist. Based on these findings, the proposal is to create a short film featuring male student friends in Chigwell dealing with possessions, incorporating elements audiences found scary, and distribute it online for under £10 around half term to reach the largest potential audience.
The document provides details about the marketing plan for the game "Snail Trail", which is targeted at children ages 4-8. The game follows the character Lucinda the snail on a journey to rescue her husband. It will be available for free on app stores with optional in-app purchases. The marketing plan discusses placing advertisements on websites like Disney and CBBC that target children, as well as on Facebook ads aimed at parents. It also analyzes the game's target audience and potential competition.
The document provides an analysis of existing game poster products that were researched. Some common features identified across the posters included the prominent use of the color red and a consistent layout with title placement at the bottom. Aspects the researcher intends to incorporate into their own work include the use of red to convey mystery, following the standard poster layout, and keeping some details ambiguous to intrigue audiences without overloading the design with text. The intended primary audience is identified as males aged 16-24 based on the questionnaire responses, though females and some older individuals may also be interested.
The document provides information about marketing campaigns for a fictional psychological thriller film called "Sleepless". It discusses target audiences, genre, rating, release date and ideas for pre-release marketing including a social media page, poster, and teaser trailer. The marketing ideas are to first create a social media page on Instagram, then release a poster showing the film's setting and credits, and finally debut a 10-second teaser trailer featuring a flashback scene of the main character running in a field at night. Primary research in the form of a student survey is also summarized, exploring how audiences learn about and are interested in films.
The document discusses how the media product conforms to and challenges conventions of real media.
It summarizes how the poster conforms to conventions like including institutional information at the bottom, the title being the largest text, and using horror color schemes. It challenges conventions by using white text instead of red for the title.
The magazine cover conforms to conventions like placing the masthead at the top and using a close-up main image. It challenges conventions by placing the price in the left margin instead of hidden.
The trailer conforms to slasher conventions like including reckless teens and a masked killer. It challenges conventions by using a brunette instead of blonde for the "sacrificial lamb" character
The document discusses the effectiveness of combining a main product with ancillary tasks to promote a fictional film called "Deadwood Grove." It summarizes the three promotional pieces created: a poster, magazine front cover, and trailer. The poster and front cover follow horror film conventions to look professional and promote the slasher subgenre. Features like the killer's mask and location title create consistency across pieces. While the trailer alone is most effective, the ancillary tasks enhance the overall promotional package by providing multiple exposure points for the film.
The document summarizes feedback from a focus group of 17-18 year olds on promotional materials for a film project. For the poster, participants preferred the mystery and darkness of the film poster over an existing one. They were interested in learning more about the mysterious imagery. For the magazine cover, opinions varied on design elements like font readability, but both the project's and an existing magazine cover motivated wanting to see the films. Feedback on the trailer praised it as unique but suggested tweaking the music during intense scenes. Participants said they would see the film based on the trailer.
The document discusses feedback from a focus group on a film trailer and ancillary products. Key findings include:
- 7/9 people felt the trailer appealed to both male and female audiences.
- Feedback confirmed the plot created mystery without revealing the villain.
- Suggestions were made to add establishing shots and more opening music.
- 100% of people said the posters and magazine complemented the trailer well.
The questionnaire results showed that the target audience for horror films is 17-24 year old males, most of whom are full-time students living in Chigwell or Barkingside on a low income. They prefer to watch psychological and supernatural horror films online or with friends. Common preferences included Valak as the scariest antagonist, possessions as the scariest supernatural element, and Patrick Wilson as the most iconic protagonist. Based on these findings, the proposal is to create a short film featuring male student friends in Chigwell dealing with possessions, incorporating elements audiences found scary, and distribute it online for under £10 around half term to reach the largest potential audience.
The document provides initial plans and ideas for different visual productions including an advertisement, poster, and magazine. It discusses choosing vibrant color schemes and target audiences for each production. For the advertisement, the target audience would be males aged 40-60 to appeal to older television viewers. The poster target audience would be males aged 18-30 to match role-playing game audiences. The magazine target audience would be males aged 20-40 to match football and video game interests. Inspirations mentioned include parodying irritating infomercials for the advertisement and drawing from successful football magazine designs.
This document provides a marketing plan for the mobile game "Ninja Rush". It includes details about the product such as gameplay, the target audience which is both male and female aged 9-25 who enjoy endless runner and shooter games. The game will be available for free on the Apple App Store. Promotion will include direct advertising, blog posts, and promotional stickers. The marketing objectives are to raise awareness, build a community, attract new players and create promotional items. A marketing schedule is provided outlining social media posts, advertising placements, and the game release over 5 weeks.
The student effectively combined their trailer, film poster, and magazine cover to promote their film. The trailer targeted 16-25 year olds and used professional editing techniques. The dark-colored poster established the horror genre and included the title and rating. The magazine similarly targeted males with primary colors, included related films, and featured the masked figure and film title to draw attention. Overall, the promotional materials worked cohesively to generate interest in the film across different platforms.
The document discusses feedback received from audiences on a film project at various stages of development. Initial feedback on the storyline suggested it was confusing but interested audiences aged 15-25. Feedback on a rough cut confirmed it fit the thriller genre but suggested adding more music and fixing missing shots. Final feedback reassured the filmmakers that they successfully portrayed thriller conventions and entertained the target audience as intended. Getting audience feedback at multiple stages helped the filmmakers improve their work and ensure it met expectations.
The document discusses marketing strategies for the 2014 film Need for Speed. It describes identifying the target demographic as primarily males aged 12-30, who are fans of the original video game franchise. It outlines how Aaron Paul was chosen as the lead actor to appeal to his existing fan base from Breaking Bad and attract new audiences. Television promotions including trailers and Aaron Paul's appearances on shows like Top Gear and gaming conventions were effective at reaching the intended target demographic.
1) The document discusses codes and conventions used in film posters, such as using black space to draw in viewers, a large central image of the main character, and an unusual font for the title.
2) Two film posters are analyzed in detail: "The Woman in Black" uses a central image of the main character against a dark background with faint images, along with cast and crew information at the bottom. "The Girl With the Dragon Tattoo" uses a recognizable custom font and a monochrome primary image of the leading actor framed by a secondary actor.
3) Restrictions on film posters are also discussed, noting two posters that were banned for their inappropriate or disturbing content. The document establishes that
The document discusses how research impacted the idea for a horror movie trailer. It covers how research influenced the representation of characters to fit genres like the "final girl." It also describes how researching narratives in similar films helped structure the trailer's narrative and shots. Lastly, it discusses how the genre was identified as revenge horror and how audience research revealed techniques used in horror film marketing but were not applicable to a student trailer.
This document discusses marketing strategies for a crime thriller film targeting teenagers and young adults. It analyzes similar successful films that attracted this audience like The Blair Witch Project. The film aims to attract this demographic through viral marketing techniques like posting "missing" posters of characters on social media. Instagram and Snapchat were used to promote the film and engage fans by sharing behind-the-scenes content and teaser trailers. The teaser trailer aims to create intrigue and suspense through its music, editing, and ambiguous footage. The movie poster centers around an intense close-up of an eye to symbolize danger and mystery in line with thriller conventions.
Unit 14 digital and print magazine productionEmma Leslie
The cover of the September 2018 issue of Total Film magazine is analyzed. The digital cover features Tom Hardy advertising his role in the film Venom. Key elements of the cover include the skyline announcing comic book previews, sub-skylines advertising upcoming Marvel and DC films, the recognizable masthead identifying it as Total Film, and the dominant central image of Tom Hardy. The purpose is to attract the target audience of film fans through exciting images and headlines that will make them want to learn more about upcoming films by purchasing or downloading the issue.
This document provides information and examples about film posters and their conventions. It discusses how film posters are used to promote films and attract audiences. Key elements that are typically included on film posters are discussed, such as images relating to the film, the film title, names of actors and directors, ratings, and release dates/seasons. Psychological thriller film posters specifically are then analyzed, with examples highlighting common visual conventions like intense facial expressions and symbolic images that pique audience curiosity without revealing full plots.
The magazine cover focuses on the lens of a camera to create mystery and intrigue readers. It uses bright yellow text to draw the eye to questions like "MAKING A MUSIC VIDEO?" and "FILMING ON A BUDGET" to entice readers curious about filmmaking. The dominant blue color scheme and blurred background focus attention on the camera lens. Additional text like "PLUS" and discussions of becoming a director hint at the magazine's content. The target audience seems to be those interested in filmmaking as a career or hobby, both beginners and professionals.
The magazine cover focuses on the lens of a camera to create mystery and intrigue readers. It uses bright yellow text to draw the eye to questions like "MAKING A MUSIC VIDEO?" and "FILMING ON A BUDGET" to entice readers curious about filmmaking. The dominant blue color scheme and blurred background focus attention on the camera lens. Additional text like "PLUS" and discussions of becoming a director hint at the magazine's contents. The target audience seems to be those interested in filmmaking as a career or hobby, both beginners and professionals.
The document discusses various elements of film marketing campaigns. Trailers are used to generate interest in a film and get audiences talking through word-of-mouth promotion. Websites hold competitions to further engage audiences. Posters on buses and in magazines aim to reach broad audiences. Research found that most students watch films online and are influenced by genres, directors, and sequels they expect to enjoy based on prior films. Effective marketing utilizes different elements like trailers, publicity, merchandise, and placements in mastheads, on buses, and internationally to build buzz and reach target audiences.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
This document summarizes the results of a questionnaire about audiences for horror films. It finds that most respondents were ages 15-20 and male, showing a typical horror audience. Most watch films 1-2 times a week and pay for movies. Respondents enjoy horror films for their scares, suspense and visuals. They want horror films to be scary with interesting plots, gore effects, well-developed enemies and non-garbage scripts. Most watch films at home a few times a week. The results will help the creators make an effective trailer by including key horror elements and marketing across DVDs, streaming and social media.
The document provides an evaluation of a student's media thriller project titled "Voices". It discusses how the project uses conventions of real thrillers through its story of a possessed girl attempting to kill her family. It also addresses how the project represents a working class family and why a target audience of teenagers would be appropriate. The student reflects on what they learned about technologies like cameras, editing software, and blogging through constructing their media product.
The document outlines a marketing plan for a new mobile game called Alien Blast. It describes the game, which is rated for ages 4+ and can be played on smartphones and tablets. The plan includes indirect advertising on Instagram, direct banner ads on UFO-related websites, and a photo competition on Twitter to promote the free game. Feedback is provided on refining the target audience, creating a dedicated Instagram account for the game, improving banner ad design, and making the competition more challenging. The marketing objectives are to build awareness, a loyal fan community, and positive reputation for the new game.
Tita Toys at Meet the makers, A-Lab Amsterdam. 31-01 2014Leonie van de Laar
1) Tita Toys is an internal venture at Sanoma that was created using a lean process. They started with 2 people and a prototyper, and scaled up to a team of 8 part-time members to develop the Tita Toys app over 3 months.
2) The Tita Toys app is a high-fidelity MVP that was created after validating customer needs through interviews with over 125 parents and testing with 200 children and parents. It focuses on fun, play, and learning for preschoolers.
3) The Tita Toys app launched on January 6th, 2014 and became the #1 education app in the App Store in several European countries. It features 6 unique characters
The document provides initial plans and ideas for different visual productions including an advertisement, poster, and magazine. It discusses choosing vibrant color schemes and target audiences for each production. For the advertisement, the target audience would be males aged 40-60 to appeal to older television viewers. The poster target audience would be males aged 18-30 to match role-playing game audiences. The magazine target audience would be males aged 20-40 to match football and video game interests. Inspirations mentioned include parodying irritating infomercials for the advertisement and drawing from successful football magazine designs.
This document provides a marketing plan for the mobile game "Ninja Rush". It includes details about the product such as gameplay, the target audience which is both male and female aged 9-25 who enjoy endless runner and shooter games. The game will be available for free on the Apple App Store. Promotion will include direct advertising, blog posts, and promotional stickers. The marketing objectives are to raise awareness, build a community, attract new players and create promotional items. A marketing schedule is provided outlining social media posts, advertising placements, and the game release over 5 weeks.
The student effectively combined their trailer, film poster, and magazine cover to promote their film. The trailer targeted 16-25 year olds and used professional editing techniques. The dark-colored poster established the horror genre and included the title and rating. The magazine similarly targeted males with primary colors, included related films, and featured the masked figure and film title to draw attention. Overall, the promotional materials worked cohesively to generate interest in the film across different platforms.
The document discusses feedback received from audiences on a film project at various stages of development. Initial feedback on the storyline suggested it was confusing but interested audiences aged 15-25. Feedback on a rough cut confirmed it fit the thriller genre but suggested adding more music and fixing missing shots. Final feedback reassured the filmmakers that they successfully portrayed thriller conventions and entertained the target audience as intended. Getting audience feedback at multiple stages helped the filmmakers improve their work and ensure it met expectations.
The document discusses marketing strategies for the 2014 film Need for Speed. It describes identifying the target demographic as primarily males aged 12-30, who are fans of the original video game franchise. It outlines how Aaron Paul was chosen as the lead actor to appeal to his existing fan base from Breaking Bad and attract new audiences. Television promotions including trailers and Aaron Paul's appearances on shows like Top Gear and gaming conventions were effective at reaching the intended target demographic.
1) The document discusses codes and conventions used in film posters, such as using black space to draw in viewers, a large central image of the main character, and an unusual font for the title.
2) Two film posters are analyzed in detail: "The Woman in Black" uses a central image of the main character against a dark background with faint images, along with cast and crew information at the bottom. "The Girl With the Dragon Tattoo" uses a recognizable custom font and a monochrome primary image of the leading actor framed by a secondary actor.
3) Restrictions on film posters are also discussed, noting two posters that were banned for their inappropriate or disturbing content. The document establishes that
The document discusses how research impacted the idea for a horror movie trailer. It covers how research influenced the representation of characters to fit genres like the "final girl." It also describes how researching narratives in similar films helped structure the trailer's narrative and shots. Lastly, it discusses how the genre was identified as revenge horror and how audience research revealed techniques used in horror film marketing but were not applicable to a student trailer.
This document discusses marketing strategies for a crime thriller film targeting teenagers and young adults. It analyzes similar successful films that attracted this audience like The Blair Witch Project. The film aims to attract this demographic through viral marketing techniques like posting "missing" posters of characters on social media. Instagram and Snapchat were used to promote the film and engage fans by sharing behind-the-scenes content and teaser trailers. The teaser trailer aims to create intrigue and suspense through its music, editing, and ambiguous footage. The movie poster centers around an intense close-up of an eye to symbolize danger and mystery in line with thriller conventions.
Unit 14 digital and print magazine productionEmma Leslie
The cover of the September 2018 issue of Total Film magazine is analyzed. The digital cover features Tom Hardy advertising his role in the film Venom. Key elements of the cover include the skyline announcing comic book previews, sub-skylines advertising upcoming Marvel and DC films, the recognizable masthead identifying it as Total Film, and the dominant central image of Tom Hardy. The purpose is to attract the target audience of film fans through exciting images and headlines that will make them want to learn more about upcoming films by purchasing or downloading the issue.
This document provides information and examples about film posters and their conventions. It discusses how film posters are used to promote films and attract audiences. Key elements that are typically included on film posters are discussed, such as images relating to the film, the film title, names of actors and directors, ratings, and release dates/seasons. Psychological thriller film posters specifically are then analyzed, with examples highlighting common visual conventions like intense facial expressions and symbolic images that pique audience curiosity without revealing full plots.
The magazine cover focuses on the lens of a camera to create mystery and intrigue readers. It uses bright yellow text to draw the eye to questions like "MAKING A MUSIC VIDEO?" and "FILMING ON A BUDGET" to entice readers curious about filmmaking. The dominant blue color scheme and blurred background focus attention on the camera lens. Additional text like "PLUS" and discussions of becoming a director hint at the magazine's content. The target audience seems to be those interested in filmmaking as a career or hobby, both beginners and professionals.
The magazine cover focuses on the lens of a camera to create mystery and intrigue readers. It uses bright yellow text to draw the eye to questions like "MAKING A MUSIC VIDEO?" and "FILMING ON A BUDGET" to entice readers curious about filmmaking. The dominant blue color scheme and blurred background focus attention on the camera lens. Additional text like "PLUS" and discussions of becoming a director hint at the magazine's contents. The target audience seems to be those interested in filmmaking as a career or hobby, both beginners and professionals.
The document discusses various elements of film marketing campaigns. Trailers are used to generate interest in a film and get audiences talking through word-of-mouth promotion. Websites hold competitions to further engage audiences. Posters on buses and in magazines aim to reach broad audiences. Research found that most students watch films online and are influenced by genres, directors, and sequels they expect to enjoy based on prior films. Effective marketing utilizes different elements like trailers, publicity, merchandise, and placements in mastheads, on buses, and internationally to build buzz and reach target audiences.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
This document summarizes the results of a questionnaire about audiences for horror films. It finds that most respondents were ages 15-20 and male, showing a typical horror audience. Most watch films 1-2 times a week and pay for movies. Respondents enjoy horror films for their scares, suspense and visuals. They want horror films to be scary with interesting plots, gore effects, well-developed enemies and non-garbage scripts. Most watch films at home a few times a week. The results will help the creators make an effective trailer by including key horror elements and marketing across DVDs, streaming and social media.
The document provides an evaluation of a student's media thriller project titled "Voices". It discusses how the project uses conventions of real thrillers through its story of a possessed girl attempting to kill her family. It also addresses how the project represents a working class family and why a target audience of teenagers would be appropriate. The student reflects on what they learned about technologies like cameras, editing software, and blogging through constructing their media product.
The document outlines a marketing plan for a new mobile game called Alien Blast. It describes the game, which is rated for ages 4+ and can be played on smartphones and tablets. The plan includes indirect advertising on Instagram, direct banner ads on UFO-related websites, and a photo competition on Twitter to promote the free game. Feedback is provided on refining the target audience, creating a dedicated Instagram account for the game, improving banner ad design, and making the competition more challenging. The marketing objectives are to build awareness, a loyal fan community, and positive reputation for the new game.
Tita Toys at Meet the makers, A-Lab Amsterdam. 31-01 2014Leonie van de Laar
1) Tita Toys is an internal venture at Sanoma that was created using a lean process. They started with 2 people and a prototyper, and scaled up to a team of 8 part-time members to develop the Tita Toys app over 3 months.
2) The Tita Toys app is a high-fidelity MVP that was created after validating customer needs through interviews with over 125 parents and testing with 200 children and parents. It focuses on fun, play, and learning for preschoolers.
3) The Tita Toys app launched on January 6th, 2014 and became the #1 education app in the App Store in several European countries. It features 6 unique characters
A presentation from a little while ago about the kids app market, specifically in the iTunes App Store. It has some data, metrics and ideas. It's based off the ilearnii report from 2012.
MMSS 2015 - Mobile App Strategy and App Store Optimization (ASO)Dave Lloyd
Mobile App Strategy and App Store Optimization (ASO) – Dave Lloyd and Mark Simon, Adobe – MMSS June 2015
The next phase of your mobile app strategy requires strategic alignment, best practices, and better collaboration. Learn how to strategize, work together, and deliver app store optimization (ASO) results and beat your competitors.
Computer game animation has advanced significantly since early 2D games like Pong. Gamers now demand highly realistic and believable characters. Motion capture is a key technique used to create realistic animations, capturing the movements of actors and applying them to digital characters. While motion capture improves realism, animators still need to refine movements to convey different emotions. Achieving realistic facial expressions and crying remains challenging. Advanced techniques are also required to capture animal movements. Overall, motion capture has greatly improved character animation, but animators still play an important role in bringing digital characters to life.
Developing a Progressive Mobile Strategy (M3 Conf version)Dave Olsen
This document outlines a progressive mobile strategy for developing mobile solutions at WVU University. It discusses starting with basic mobile websites in 2009 and gradually expanding offerings over time to include native apps and responsive designs. The strategy focuses on understanding audience needs, prioritizing content for those audiences, and implementing appropriate platform solutions in an iterative process. Key aspects include taking an audience-first approach, focusing on tangible utility over just content delivery, breaking down silos, and emphasizing the mobile web through responsive designs and templates to maximize discovery and access to existing content.
As presented at SXSW Interactive on March 12, 2017.
How can understanding the brain inform your marketing and design strategies? The end goal of business is to create products and services that can satisfy our needs and prompt us to open our wallets. Understanding human behavior through neuroscience, marketing, and user experience can illuminate consumer needs across a variety of target markets and how businesses can align their products to meet those needs. PRPL strategists Tommy Hung and Caitlin Pequignot explore current marketing trends, insights from behavioral economics, UX, and neuroscience, leading to a scientific framework with insights from human behavior to make your business strategy more actionable and efficient.
Getting Your Share of the Mobile App MarketSyriousGames
So you want to join the mobile app craze? We’ve all heard the iPhone app rags-to-riches stories. With over 200,000 Android devices being activated every day, targeting your app to the Android Market may be a wise choice. But with almost 100,000 apps in the Android Market and 250,000 in the Apple App Store, how are you going to get your app noticed? Doing nothing and hoping people will find you is not enough. Building a web site is not enough. You need strategies and techniques - and you need to build your app to align with your strategy.
The “freemium” model is becoming quite popular, but how do you apply it to your app? What can you do to get noticed? Can you build multiple app “properties” and use them to your marketing advantage? How can you use social media to your advantage? How can you tell if your efforts are paying off?
These slides are from a talk I gave on Marketing and Monetizing your mobile app and Measuring the results.
This presentation presents a marketing plan of an app titled Notefy, a virtual platform exclusively for students to share notes, discuss ideas mentor juniors and spread knowledge.
This presentation is prepared by Pallabh Bhura of Jadavpur University during a marketing internship under Professor Sameer Mathur, IIM Lucknow.
The time for big brands to get strategic about marketing their apps is now. Mobile apps are no longer standalone entities for big brands. What we’re now seeing is brands integrating mobile apps into their business models and their overall marketing strategies -- to build closer customer relationships and drive business.
It’s no longer enough for brands to just have an app (or a suite of apps) and promote it through traditional channels. Now that brands recognize the impact mobile apps are having on business, their focus is shifting to employ a strategic marketing approach to their apps.
All this means that big brands are starting to treat their apps as more than just another channel – they’re treating them as a business. And they’re getting serious about marketing their apps, by putting the marketing resources behind them and incorporating apps as part of their ongoing strategy.
Top-tier brands like Coca Cola®, Sephora®, Wal-Mart®, and many more are all publically talking about the central role apps play in their marketing strategy. Here, we’ll describe what some of those brands are doing, how they’re doing it, and outline 10 strategic moves brands are employing to get more strategic about their mobile apps.
The student conducted market research on existing video game products to inform their concept design. They analyzed posters, magazines, pixel designs, maps, and animations, noting elements like use of color, spacing, and styles. A survey provided insight into preferences of the target audience. Secondary research on the gaming industry and best-selling games showed a lack of history-focused titles in top lists but diverse genres among best sellers. Overall, the research helped visualize and refine the concept but did not significantly alter the core idea.
The document provides an overview of existing products in different media that are relevant to the author's concept project. It summarizes several posters, magazines, pixel designs, and animations, noting elements like art style, use of color, positioning, and text-to-image ratios that could inform the author's work. Survey results are also presented, giving insights into the target audience's preferences around settings, narrative choices, and other aspects. Secondary research on the video game industry and best-selling titles provides context on market trends and successes.
This proposal outlines George Wetton's filmmaking media project (FMP) titled "The Target Zone: Blood Moon". The project will include promotional materials like trailers, posters, a magazine cover story, and DVD cover for an excerpt from George's horror detective book. The content will be aimed at a 16-24 male audience and explore themes of prejudice set in 1980s England. Over 7 weeks, George will complete contextual research, product research, a proposal, pre-production experiments, and pre-production planning to create the promotional materials for his FMP excerpt. He outlines the tasks he will complete each week to prepare for the project's production and promotion.
The document analyzes and evaluates two movie posters created by the author. For the teaser poster, the author notes that the title is understated but visible, the 5-star rating is prominently displayed, and the black-and-white background image does not provide much context about the film's genre. For the main poster, the analysis notes similar placement of title and rating, as well as a black-and-white background image showing two characters' backs that intrigues viewers but does not reveal the thriller genre. The author evaluates their success in establishing branding elements and conventions across the posters as well as addressing the intended audience.
The document provides an analysis of film poster conventions based on research of four horror movie posters. Key conventions discussed include:
- Using close-up images of characters that relate to the film's story or theme.
- Placing the film title prominently in a contrasting color to stand out.
- Including taglines or subtitles that provide additional context or intrigue audiences.
- Featuring the release date in red to draw attention.
The analyses of individual posters examines how they convey their horror genre and would appeal to the target teenage/young adult demographic through creative use of images and text following common conventions. The research informs the creation of the student's own teaser poster.
The document discusses the effectiveness of promotional materials created for a film project called "Deadwood Grove", including a poster, magazine cover, and trailer. It analyzes how the materials work together through consistent visual elements like the antagonist's mask, establishing a narrative and drawing in the target audience. Specifically, the mask creates recognition across pieces, while shot types, titles, and other details strengthen the connection between the promotional package and film. The trailer is highlighted as the most appealing piece as it provides the clearest understanding of the plot in a visual format. Overall, the document argues that consistency and narrative clues across the different promotional materials make the entire package more effective at attracting audiences.
The document summarizes research conducted for a video game concept project, including:
- Existing product research on posters, magazines, pixel designs, and animations to inspire aesthetic choices.
- An 11-person survey finding that most respondents were ages 17-20 and had mixed views on player choice narratives.
- The research helped visualize the concept and understand potential audiences, but some intended research on the game setting was not conducted due to time constraints.
The document provides three potential ideas for an adventure story or game. Idea 1 involves a man who travels to the future and discovers the world has ended. Idea 2 is about a Viking mercenary in 920 AD who realizes he wants a better life than just fighting for money. Idea 3 centers around a simulation where people compete for money, with the person behind the simulation doing it for fun. Research on existing adventure games like The Legend of Zelda: The Minish Cap and Super Mario Bros is also presented, focusing on gameplay elements and graphics that could inform the ideas.
The document provides an analysis of four horror movie posters. It examines the target audiences, content, and use of genre conventions in each poster. Key conventions included frightening central images, dark coloring, titles in bold colors, taglines hinting at the plot, and references to violence or the supernatural. The analysis found that all four posters effectively used conventions like these to attract audiences and clearly communicate the films' horror genres. The document concludes the poster analysis will help inform the design of the author's own horror movie poster project.
The target audience for the horror film poster and magazine review is male, aged 15-25 from urban areas who enjoy horror films. The poster uses dark imagery and minimal text to subtly imply death and mystery. While minimal, it would work as a "teaser poster". The magazine review includes stills from the film to set the atmosphere, compares the film to others in the genre, and gives an overall positive review, aiming to attract the target audience to the independent short film. Feedback suggested the poster effectively captured horror conventions while the article could be improved with a clearer layout and more film information.
Evaluation question 2- How effective is the combination of your main product ...Maia Legg
The promotional package for the film 'Ivy' effectively conveyed the crime thriller genre through consistent branding across a magazine, poster, and teaser trailer. Key elements like a dark color scheme, the use of polaroids as clues, and featuring the missing protagonist Ivy tied the materials together and created a memorable identity. Researching other campaigns like Gone Girl helped inform design choices to link the products in conveying the film's mysterious plot while appealing to the target 18-24 demographic.
The document provides feedback on a student's media products created for a film called "Sweet Dreams". The products included a movie poster, magazine front cover, and film trailer. Audience feedback indicated the poster and magazine looked authentic but the poster background could be more attractive. Feedback also suggested adding narration and more dialogue to the trailer. Overall, the products were seen as consistent in theme and conveying the film's story of humor and emotions.
Horror poster analysis for ancillary taskrjordison
The document analyzes horror movie posters to inform the creation of a promotion poster and magazine cover for a project about a little girl. It discusses conventions of horror posters like using children as victims and dull color schemes. Specific posters analyzed include The Possession, Sinister, and Mama. They use techniques like worn fonts, blurred images, and taglines to draw in audiences while hinting at the plots without revealing too much.
The document analyzes magazine and movie poster designs. It discusses design elements like mastheads, images, fonts, and text placements that identify the brand and entice readers. Magazine covers showcase stars and film details to promote featured interviews. Posters use symbols, colors and cast listings that provide clues about the genre and plot without revealing too much. Both formats aim to attract audiences and convey just enough information to intrigue them.
1) The document discusses a promotional package created by the author's group for a thriller-horror film. A promotional package typically includes a trailer, poster, and magazine cover to promote the film.
2) The author's group created a trailer, poster, and magazine cover for their film. They drew inspiration from real media examples and audience feedback to design captivating promotional materials.
3) The author analyzes how their promotional materials used, developed, and challenged conventions of real media texts. They compare their trailer, poster, and magazine cover to typical examples and note differences in visual style, focus, and information provided.
In what ways does your media product use, develop or challenge forms and conv...brandonyoung77
1) The document discusses a promotional package created by the author's group for a thriller-horror film. A promotional package typically includes a trailer, poster, and magazine cover to promote the film.
2) The author's group created a trailer, poster, and magazine cover for their film. They drew inspiration from real media examples and audience feedback to design captivating promotional materials.
3) The author analyzes how their promotional materials used, developed, and challenged conventions of real media texts. They compare their trailer, poster, and magazine cover to typical examples to demonstrate how they fit or broke conventions.
The document analyzes the design elements of a film magazine advertisement for The Hunger Games. It discusses the masthead, color scheme, image, structure, plugs and puffs. The analysis concludes that these design choices effectively convey information about the film and intrigue audiences, and these techniques could be applied to a magazine advertisement being created for a new film.
The document summarizes the evaluation of a teaser trailer for a horror film called Playtime. Feedback was gathered from 30 members of the target audience through a series of questions. The results showed that the teaser trailer accomplished its goals of intriguing audiences and aligning with horror genre conventions, though some elements could have been clearer. Overall, the filmmaker was pleased with how the teaser trailer and ancillary materials worked together to create an effective brand.
The teaser trailer follows conventions of the horror genre but with some twists, showing characters in danger rather than revealing the killer. Audience feedback was positive, though some wanted more context. While technology helped with production and evaluation, some software had learning curves or limitations for the timeline. Overall the project achieved its goals of representing and challenging horror genre tropes.
Horror poster analysis for ancillary taskrjordison
The document analyzes horror movie posters to inform the creation of a promotion poster and magazine cover for a project about a little girl. It discusses conventions of horror posters like using children as victims and dull color schemes. Specific posters analyzed include The Possession, Sinister, and Mama. They use techniques like worn fonts, blurred images, and taglines to draw in audiences while hinting at the plots without revealing too much.
Everything You Need to Know About IPTV Ireland.pdfXtreame HDTV
The way we consume television has evolved dramatically over the past decade. Internet Protocol Television (IPTV) has emerged as a popular alternative to traditional cable and satellite TV, offering a wide range of channels and on-demand content via the internet. In Ireland, IPTV is rapidly gaining traction, with Xtreame HDTV being one of the prominent providers in the market. This comprehensive guide will delve into everything you need to know about IPTV Ireland, focusing on Xtreame HDTV, its features, benefits, and how it is revolutionizing TV viewing for Irish audiences.
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The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
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Christian Louboutin is celebrated for his innovative approach to footwear design, marked by his trademark red soles. This in-depth look at his life and career explores the origins of his creativity, the milestones in his journey, and the impact of his work on the fashion industry. Learn how Louboutin's bold vision and dedication to excellence have made his brand synonymous with luxury and style.
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Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
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Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
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Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
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Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
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Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
3. Application Logo’s
1 Lots of bold and contrasting colours. This grabs the players attention, however it is also
best to keep the colour palette simple.
2 It can either feature the title of the game, or one of the main characters of the game. It can
also present a clear idea of what the game is about and what you have to do.
3 Lots of text makes the image cluttered so the best thing to do is avoid it. No text is best.
4 The icon should be simple and clear, and express what the game consists of. It has 57×57
pixels, so it shouldn’t be covered with unnecessary things.
5 The icon should be consistent with the actual application.
Friday, 4 July 14
7. Movie Poster Analysis 1
In this picture
the presentation
of the Mocking
jay is shown
behind our main
character. Even
though it isnʼt
very visible the
audience will
recognize it
from the first film
by a small pin which
she had attached to
her costume for the
arena.
This poster has the
girl on fire reference
with the fire pouring out
in the background by
the Mocking Jay. I think
the fire also relates to
her emotion in the
picture because she is
looking very fierce.
This tagline is very important as it suggests people who have helped
or have spoken to Katniss before have maybe turned behind her back.
Its in medium font but blends in the back with the fire and darkness.
I think her expression is really important in this
poster because it shows that sheʼs focused and
ready with arrow but also has a worried look on
her face. This could
again relate to the tag
line ʻRemember who
the enemy isʼ and sheʼs
about to kill someone
she didnʼt realize was a
bad person to her. This
draws the attention of
the audience in.
The title for this film stands out a lot more than the last
poster I looked at. Its based in the centre of the frame
just under Katniss, so its the second thing the audience
sees. I think this one is more out standing than the other
because there isnʼt a lot more in the frame to look at.
However, I would of thought that the audience would
have notice who she was due to the recognition about
her and her character in the film industry right now.
Her clothes arenʼt
in the shot as
much as they
were in the last
one to show that
its less important
and the attention
should be based
on her face.
The position of
Katniss in the
poster is just of
her chest up
which is significant
to just show how
she is indepdant
and strong,
therefore handling
the bow and
arrows.
The main hook is obviously
the tag line, although I think
her face is apart of this as
well. Its obviously a good
advertising way because
sheʼs the main character
and the first thing the
audience will look at when
they see the poster is her.
Friday, 4 July 14
8. Movie Poster Analysis 2
The Hunger Games: Catching Fire is the
second in a trilogy of books and the film is
being released on 22nd November. It is a
science fiction action-adventure film.
The film is about our main protagonist
Katniss Everdeen. She takes part in the Annual
Hunger Games, taking her sisters place.
From the poster in
the middle we see
that Katniss is the
only character
shown in shot. Its
also from a high
angle to show how
important her
character is and
sheʼs carrying a
weapon. This
gives the audience
an idea of the
genre if they didnʼt
know anything
about the film.
This straight
away shows that
we have a main
female character,
who is portrayed
as strong and
independent.
None of the other characters are on the poster, so
this could mean that the storyline is mostly based
around Katniss and her individuality.
The lighting and texture of the picture is surprisingly
bright with different greys, reds and oranges. I think its
supposed to fit in with the main characters mood because
sheʼs always very thoughtful. The tagline which the
creators put up the top is in very small font, however the
actual Title of the film is quite small as well as at the
bottom of the page, so all the focus is based around our
main character.
The significance in this poster is shown through the
wings displayed behind Katniss. We find out that after
she survives the Hunger Games in the first film, people
begin to call her the Mocking jay and this is shown on
the poster. If the audience had never seen the first film,
then they might not understand the relation, so I
found it good to be linked into clouds, so it looks
a lot more casual. This is definitely the main hook
and will grab the target audiences attention.
The Target audience for
this film are teenagers to
young adults and people
who are interested and
have read each of the
books.
In the poster we donʼt see Jennifer Lawrenceʼs name
shown at all, which means maybe the audience
recognizes her more for her role or character rather than
her name. Or, it could be suggesting that everyone
already knows who she is because she has been getting
very well known over the past year.
The poster is kind of
carrying on from the first
film, hence the bow and
arrows and the outside
scenery, showing that
sheʼs still fighting and
hasnʼt given up. If the
audience have seen the
first film, it could suggest
confusion to them,
because Peeta was a
main character in the first
film and is no where to be
seen in this poster
adaption. Giving a hint
that maybe something
has happened to him so
the audience should
watch the film to find out.
Her clothes suggest
that sheʼs prepared to
fight and survive in an
unnatural habitat.
Friday, 4 July 14
14. Client Brief
The main concept of my brief was to create and design three different products for my game. The game is
called ‘Snail Trail’ and is an adventure/ fantasy game for children aged 4+. The game is a touch screen
based game and is made playable on apple products and android phones. The main idea behind this is to
raise awareness of our game and to help promote it as a whole. As the game is aimed at children (and mostly
females), the main theme which I should remember to include in this is to make it very bright and colorful,
so that it is appealing to a younger audience. These will be the main things which children would look out
for. As the game I created wouldn’t be very well known, I would have to include the title of the game in some
of the products, although if I decide to create an indirect product than this would be okay to not include. I
think the image of the main character (Lucinda the princess snail) would be extremely important to include
as if the clients buy the game and randomly see her, they might be at first confused as she wasn’t used in the
marketing scheme and advertising products. Not only this, but it also helps get attention from the younger
female audiences as this could be something that they’re interested in.
Friday, 4 July 14
15. Freelance Rates
I did some researching into Freelance Rates and Freelance Rates for graphic designers and came
across a website called creativereview.co.uk. On this website I found a survey which asks the
question ‘Are you earning the right amount?’. The survey is based upon 2,000 completed online
responses where the participants were asked for their job title, what they were earning and also
their own opinions. Based on the data which was collected from the volunteers, the consultancy
put together some guidelines on current UK pay levels, some of which I have shown below. From
looking at the information below, I have found out that the day rate average for a junior designer
is £110, where as for a creative director it is £300.
Friday, 4 July 14
16. One Week Plan
Monday Tuesday Wednesday Thursday Friday
Create my first ideas and
drafts. Sketch out some
idea’s, especially for the
app icon logo’s. Create
my first few t-shirt ideas.
Also create my first
banner idea. I should
research deeper into my
target audience and see
the type of things they
like and what would
interest them.
Have a production
meeting with other
people and show them
each of my different
designs. Ask for their
feedback and how I can
develop and change my
idea’s, as I want to get
them to the best that
they can be.
Edit my designs from
the feedback which I got
from the other day and
show the process. This
can be from colour
idea’s or just a big
change in the actual
product.
Complete my
adjustments from the
previous changes and go
back to the production
meeting. This time I
should just ask for the
positive and negative
and what I could have
done to change this on
my products.
This is when I should
begin to evaluate my 3
different products and
how the process was. I
should also compare
against professional
pieces of work just like
my own which I created.
Friday, 4 July 14
17. Plan for my Products
My products will consist of 3 different products which will all help promote our game. The first
thing which I’m going to create will be a t shirt. The t shirt will help for the promotion side of our
game, as it will help people who are unaware of the game, seeing others who will wear the t shirt and
then asking them what the game is. The main concept which I will definitely have to include on the t
shirt will be the title of the game and large font, however i’m not sure how to do this yet.
The second product will be an app icon logo. I feel like this should have at least the title or snail
presented on the front, so that the players will know exactly what icon is the snail trail one. The
reason why i’m creating the app icon is because we will be releasing our game on the app store.
The last product is a web banner which will be advertised in many different websites, some for
example, could be the Disney Channel website, CBBC and CITV website. This will allow for people
to recognize the product a lot better and fits in with the target audience as well, as this is the type of
website that they would browse. I think I would like to create the banner to be the most colourful,
attracting many different types of audiences.
Friday, 4 July 14
23. Main App Icon Idea
I’ve chosen to do this app icon because it is my favourite from all the others, and I’ll develop it further. I think
it’s a lot different compared to my other icons which I created. It presents the game, without actually stating
what the game is. It’s also a good way of promotion as if a person isn’t so sure on what the game is about
they’d click on the app and download it just to see what the game is and also that we’ve made the game free as
well. This is my main idea, and I still need develop it by adding different colours and making it look more
professional.
Friday, 4 July 14
24. App Logo Greyscale Variations
This is the two greyscale variations of my app logo. One of the colours has the grey filling in and the
other is just plain black. We made it into greyscale so it is easier to see what colours fit my image well
and to see if any clash. I also changed the shape of the antenna’s to get them symmetrical.
Friday, 4 July 14
27. T Shirt Designs
These are my three t shirt design ideas. My favourite
is the bottom left, the snail trail slime top. I think it
has more character compared to the others and is just
more interesting. Ways of developing this further
could be to actually add the same font we used in the
video game, onto the t-shirt so that it relates better to
the game. Other feedback which I got on the other
shirts was mostly about how I could change them to
be more interesting, because at the moment they’re
quite plain and boring. They’re also more occupied
to one gender, where as the other can be worn by
both.
Friday, 4 July 14
31. Banner Design
Above is my banner design which mostly consisted of positive feedback.
The ways which i’m going to change this is by making each snail a
different colour so then it doesn’t look as repetitive and makes it more
interesting to look at. I’m also going to change the colour of the
background more so that it will then not merge with the colours of the
snails. One last thing is to make the actual font a bigger size. I could also
position it in the middle of the banner and have snails either side to make
it look more symmetrical.
Friday, 4 July 14
39. Materials
The main material which I used was Adobe Photoshop. I used this for all three of my products, the banner,
the logo and the t-shirt. I find photoshop extremely easy to use, as I have used it many times before for lots
of other tasks which we have done. The main procedures which I do on photoshop include cropping, using
the paintbrush tool and other creation tools, which helped when I was making my final products. I also used
Pages which was very helpful when creating the products, but also completing different tasks and the
evaluation on this as well. Another material which definitely helped whilst using photoshop, was the
graphics tablet. I used this mostly when creating my app icon logo, as I had to draw it free hand as well paint
it in after. I used this for my banner and t shirt design as well.
To create everything on, I used a macbook and an imac which has all the software and applications already
installed onto them.
Friday, 4 July 14
40. Target AudienceTarget AudienceTarget Audience
I think that my T-shirt not only attracts
the initial target audience (younger
females) but also because of the low key
text and the colour of the T-shit I feel like
it can be worn by anyone who has an
interest in the game. As it is not a niche
design it will appeal to the majority of our
games consumers.
I think that my logo fits in well with my
target audience because it is simple but
bright and eye catching, and is more
suitable to what my target audience would
initially be interested in. This however,
would appeal to a niche market, as it hasn’t
got the main character or the title text
displayed anywhere on the front and
people who are regular with the game will
understand.
I feel like the banner is well suited to the target
audience as it is brightly coloured and relates
back to the game. This would be attracted to
the core market audiences as it states the title
of the game and the main character on the front
as well. I made each of the snails different
colours so it appeals to the younger audiences
by being more eye catching and interesting to
look at.
Fitness for PurposeFitness for PurposeFitness for Purpose
I think that my T-shirt is appropriate for the
target audience as well as a wider range of
audience and therefore is fit for purpose.
When the consumers wear the T-shirt
they’ll attract questions from people who
are unaware of the game and therefore will
help advertise the game.
For my app logo I feel like it is fit for
purpose because it resembles other app
icons on the app store, however is still very
different as i’ve used it in an indirect
advertising style. Despite the fact that edges
could be slightly rounder it still represents
our game and will attract different
consumers.
I think that my banner is fit for purpose
because it successfully shows the
information about the game, although if I
could change it I would add that what the
banner advertising is a game as I haven’t
stated this anywhere on it and the audiences
could get confused by this. I think it would
work as a good piece of advertising.
Friday, 4 July 14