2. Existing Product
Player health bars. Health bars are colour coded to indicate
how much damage has been dealt. Green for full health,
yellow for low health. Red chunks of health indicates how
much damage an opponent’s attack dealt and after a short
interval it will deduct from the healthbar.
Bars in the
bottom corner
indicate each
player’s special
move meters
Icons in each corner
indicate which player’s
healthbar belongs to
who. A name is also
used but the icon makes
it much easier and faster
to see which healthbar
belongs to who.
Counter in the
middle indicates
match time
Street fighter V
3. Existing Product
Match end is signalled by K.O (Knockout)
appearing on the screen in large letters
Alternatively, if you win a
match without taking any
damage you receive a
‘PERFECT! K.O’ instead of
regular K.O.
Street fighter V
4. Existing Product
Street fighter V
Character select screen features a roster of all
playable characters, with a random option in the
center.
Menu at the bottom to
change character’s costume,
colours, and V-comment
5. Existing Product
Street fighter V
The game features multiple match
stages, all taking place in different
locations around the world.
6. Existing Product
Street fighter V
The stage select screen’s layout
relates to the different stage
locations, as the background is
an image of the world.
7. Existing Product
Hit combo counter. The counter
being on the left side indicates the
combo is the player on the left’s
combo.
Tag team match with 3 healthbars
showing all 6 players health.
Characters that aren’t in the field are
represented by smaller icons beside
their health
Gauge
underneath
player icon
indicates special
move meter, the
number next to it
indicates the
level of charge
the character’s
special moves
have
Art style is 2D and hand-drawn
instead of 3D models.
Match time counter in the top
centre of the screen
Skullgirls
8. Existing Product
Skullgirls
The character select screen of skullgirls keeps a consistent
design to the rest of the game. It keeps a very vintage look with
a vintage art deco style.
9. Existing Product
Dynamic arena map with platforms and a
bottomless pit beneath the platforms.
Multiple players at once.
Super Smash Brothers 4
Instead of traditional health bars, super smash bros opts for a damage meter
instead. The more damage your character takes, the higher the percentage
gets and the easier it gets for enemies to knock you off the map.
10. Research Analysis
• What common features do the researched products have?
– The products usually have a match timer, and a health bar of
some sort and a fixed camera view. The matches are usually 1v1
but the products usually have the option for team matches too.
The products also have large rosters of playable characters with
multiple colour palettes and costumes to choose from.
• What aspects of the research will you include within your
on work?
In my work I will incorporate a match timer, a health bar for
both players, and a fixed camera view. I will also include the
options for players to choose colour palettes, as this can help
differentiate characters when two players play the same one.
12. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
12-30 • Children under 12 shouldn’t be playing this
product as it is not suited for them. The
themes of the product are more suited to
young adult and teenager audiences.
Gender
Male Fighting, Violence, Competitive,
Psychographic
Emulator competitive fighting games for success
Social Status
Middle class,
Upper class
• Lower class people cant afford video games
Editor's Notes
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Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?