The document discusses print production research for a gaming magazine. Key points include:
- Researching other gaming magazine covers and websites to inform planning, focusing on fonts, images, color schemes, and layouts.
- Creating flat plans for the magazine cover, inside spread, and website to draft designs before production.
- Producing a magazine cover, inside double page spread, and website, making adjustments from the plans based on creative choices.
- Evaluating similarities and differences between initial plans and final products, such as sticking closely to plans or experimenting more. Consistency of branding elements like color and font was emphasized.
The document provides details about the student's research and planning for producing their own gaming magazine. They analyzed existing magazines and websites to gather inspiration. They created flat plans for the magazine cover, inside pages, and website. The plans follow color schemes and fonts from popular gaming brands. The student produced a double-page spread, website using the plans, keeping consistency in style.
The document discusses print production research for magazines and websites. It includes research on magazine covers, layouts, fonts, and color schemes. It also shows planning documents for a magazine cover, double page spread, and website layout. Draft versions and final products are displayed to demonstrate the planning and production process.
The document discusses print production research for a gaming magazine. Key points include using eye-catching fonts and images on magazine covers to attract audiences, including a letter from the editor and contents page to engage readers, and maintaining consistent branding through a shared color scheme and font across multiple products like the magazine and website. Research of other publications informed choices around layout, design elements, and building relationships with readers.
The document provides research and planning for a gaming magazine final product. It analyzes existing gaming magazines and websites to gather inspiration. It examines font, layout, use of images, and common sections. Flat plans are created for a magazine cover and inside double page spread, and for a website promoting the magazine. The plans aim to incorporate consistency of theme, color scheme, and fonts based on the research.
The document provides research and analysis from gaming magazines to help in producing their own gaming magazine. Key points analyzed include:
- Using eye-catching fonts, large images, and logos on magazine covers to attract audiences.
- Including a letter from the editor and questions to build connections with readers.
- Organizing magazine contents on the first page to help navigation.
- Maintaining consistent branding through color schemes, fonts, and friendly formatting across magazines and websites.
- Leveraging pictures alongside text to keep audiences engaged without boring them.
This document analyzes and summarizes several existing product designs that are relevant to the creator's magazine project. It discusses the common features found across the researched products, such as strong color schemes, layering for depth, and use of bold fonts. The creator notes they will take inspiration from the minimalist yet colorful website design and will include text wrapping in their own double page spread design. The research will help inform the creator's production work, particularly the magazine cover and website design aspects.
Here are 3 potential citations for research conducted for this project:
1. Thompson, Daniel. (2019, Month Day) Target Audience Research Survey. Survey Monkey.
2. Interviewee 1, Name. (2019, Month Day) Personal Interview.
3. Interviewee 2, Name. (2019, Month Day) Personal Interview.
These citations provide the necessary information about the source according to APA style guidelines: author/interviewer name, year, title, and for online sources the platform. This bibliography captures the primary research conducted with survey and interviews to inform the magazine design project.
The document discusses research on existing magazine and website designs that could provide inspiration for the creator's own magazine cover design. Common successful elements identified include strong color schemes, layering to create depth and emphasis, and use of bold fonts to highlight important features. The creator plans to incorporate text wrapping around images in their double page spread design, as well as a minimalist, information-focused style inspired by the analyzed website.
The document provides details about the student's research and planning for producing their own gaming magazine. They analyzed existing magazines and websites to gather inspiration. They created flat plans for the magazine cover, inside pages, and website. The plans follow color schemes and fonts from popular gaming brands. The student produced a double-page spread, website using the plans, keeping consistency in style.
The document discusses print production research for magazines and websites. It includes research on magazine covers, layouts, fonts, and color schemes. It also shows planning documents for a magazine cover, double page spread, and website layout. Draft versions and final products are displayed to demonstrate the planning and production process.
The document discusses print production research for a gaming magazine. Key points include using eye-catching fonts and images on magazine covers to attract audiences, including a letter from the editor and contents page to engage readers, and maintaining consistent branding through a shared color scheme and font across multiple products like the magazine and website. Research of other publications informed choices around layout, design elements, and building relationships with readers.
The document provides research and planning for a gaming magazine final product. It analyzes existing gaming magazines and websites to gather inspiration. It examines font, layout, use of images, and common sections. Flat plans are created for a magazine cover and inside double page spread, and for a website promoting the magazine. The plans aim to incorporate consistency of theme, color scheme, and fonts based on the research.
The document provides research and analysis from gaming magazines to help in producing their own gaming magazine. Key points analyzed include:
- Using eye-catching fonts, large images, and logos on magazine covers to attract audiences.
- Including a letter from the editor and questions to build connections with readers.
- Organizing magazine contents on the first page to help navigation.
- Maintaining consistent branding through color schemes, fonts, and friendly formatting across magazines and websites.
- Leveraging pictures alongside text to keep audiences engaged without boring them.
This document analyzes and summarizes several existing product designs that are relevant to the creator's magazine project. It discusses the common features found across the researched products, such as strong color schemes, layering for depth, and use of bold fonts. The creator notes they will take inspiration from the minimalist yet colorful website design and will include text wrapping in their own double page spread design. The research will help inform the creator's production work, particularly the magazine cover and website design aspects.
Here are 3 potential citations for research conducted for this project:
1. Thompson, Daniel. (2019, Month Day) Target Audience Research Survey. Survey Monkey.
2. Interviewee 1, Name. (2019, Month Day) Personal Interview.
3. Interviewee 2, Name. (2019, Month Day) Personal Interview.
These citations provide the necessary information about the source according to APA style guidelines: author/interviewer name, year, title, and for online sources the platform. This bibliography captures the primary research conducted with survey and interviews to inform the magazine design project.
The document discusses research on existing magazine and website designs that could provide inspiration for the creator's own magazine cover design. Common successful elements identified include strong color schemes, layering to create depth and emphasis, and use of bold fonts to highlight important features. The creator plans to incorporate text wrapping around images in their double page spread design, as well as a minimalist, information-focused style inspired by the analyzed website.
Here are some key aspects of your target audience profile that will help guide your magazine cover design:
- Primary age range of 25-44 means focusing on games/content that will appeal to nostalgia for older franchises while still being current
- Including strategy/simulation games will attract your male-focused primary gender audience while using bright colors can broaden the appeal
- Highlighting that the magazine is UK-made plays to the sense of belonging important to your Belonger psychographic
- Competition mentions and buzzwords will tap into the impulsive nature of Needs-Driven readers
- An affordable price point alongside quality production values makes the magazine accessible to your working-class focus while still appealing to middle
- The target audience is predominantly male, aged 16-18 years old.
- Most do not regularly read magazines and find information online for free instead of paying for magazines.
- The audience is interested in a magazine focused on TV, film and anime rather than games or music.
- The price point should be £2-3 to appeal to those willing to pay varying amounts.
This research shows that the magazine needs to be informal in tone, focus on popular TV/film/anime topics, and price competitively to attract the young, internet-savvy male audience who does not regularly read magazines. Including up-to-
The document provides research on existing magazine products, including their cover designs, layouts, target audiences, and purposes. It analyzes magazines for anime/manga (NEO), video games (PlayStation), and merchandise stores (Bandai Namco, Blizzard). Common features identified are mastheads, headlines, images to attract audiences, menus, and barcodes. Audience research found the target was mostly male, aged 24, into FPS games, and willing to spend £3.40. Interviews suggested audiences want gaming news and prefer monthly digital magazines. Research will inform the production of a new gaming magazine.
The key observations from the audience research were:
- The audience was majority male
- They primarily game on PC and PS4
- The average age was 24
- Their favorite genres were FPS, RPG, and action games
- They would spend an average of £3.40 on a magazine
This informs that the target audience is male, young adults who enjoy gaming on PC and consoles. The product should focus on genres like FPS, RPG, and action games at an affordable price point of around £3.40 to appeal to this audience.
The PC Gamer magazine cover effectively appeals to its target audience through its design elements. The selling line boldly proclaims the magazine as the "world's number one PC games magazine." The masthead is prominently displayed in red and black to stand out. The aggressive feature image challenges readers and depicts a formidable enemy from the cover story game. The main coverline and anchorage succinctly summarize the key details to intrigue readers. Overall, the design grabs attention and conveys the thrilling challenge of the cover story to appeal to its male gaming audience.
- The document describes the development of an advertisement for a new football-themed energy drink.
- The initial advertisement design included a crest representing a football team, fonts of varying boldness, and colors related to the team.
- Further development added gradients, changed fonts and positioning, and tweaked design elements like the lions and crest.
- The final advertisement and can design incorporate elements like trophies, crowds, and bold colors to effectively represent the football theme.
This document analyzes the front and contents pages of two magazines - Kerrang and PC Gamer. For both magazines, the front cover uses a recognizable figure or image to attract attention, with cover lines hinting at articles. On the contents page, the main articles are listed with page numbers and images or previews. Both magazines organize information clearly with images, headings and fonts for easy navigation. While the layout is similar, PC Gamer uses smaller images and more text previews to suit its target audience.
1. The research analyzed existing magazine and merchandise websites to identify common design elements. These included things like prominent images, mastheads, menus, and color schemes related to their brands.
2. Questionnaires and interviews with the target audience provided insights into their preferences and buying behaviors. For example, many said they would only spend $2-3 on a magazine and prefer digital formats over print.
3. The research will help inform the design and content of the new magazine product to effectively target the audience of gaming and anime fans. Elements like relevant images, pricing, and digital accessibility will be considered.
This document summarizes Jack Morton's evaluation of his research and production process for creating a magazine. It discusses his research strengths like understanding magazine features and layouts. It also discusses weaknesses like not providing enough detail on the magazines. For his production, Jack reflects on changing elements like logos and fonts on his magazine cover to make it look more professional. He also created a website mockup to write about upcoming games. Overall, the document evaluates Jack's process and reflections on creating a magazine and website for games.
The document provides details for an upcoming photo shoot, including those involved in the shoot and the equipment needed. It lists the models and crew members, including their contact information. It then outlines the props required and equipment to be used. Finally, it lists the two locations where the shoot will take place and provides brief descriptions of the planned shots for the front cover, inside content page, and double-page article spread. The shoot is for a gaming magazine to feature typical gamers and gaming scenes.
The document provides information about research done on different magazine formats, including PC Gamer, Empire, and Car Magazine. Key details analyzed include color schemes, fonts, layouts, target audiences, and writing styles. The research found that the magazines use bold fonts and bright colors to draw attention, clear layouts for readability, and engaging writing to interest readers. Imagery of relevant games and vehicles is also used. This research will help inform the design of the author's own gaming magazine to make it appealing to its target audience.
The document provides an analysis of existing fanzine products. It finds that fanzines typically use more images than text as readers do not want large blocks of text in their spare time. Bold fonts are important for any text to catch readers' attention. Front covers need to be aesthetically pleasing to attract readers. Color schemes and themes should match the topic. Images are key to showing content about subjects like street art. Both informal and formal writing styles can be effective depending on the intended audience.
The document contains multiple draft layout designs for the front cover, content page, and article pages of a magazine.
For the front cover design, the author experiments with different masthead styles, fonts, image placements, and additional elements. They receive feedback to simplify the design and improve readability.
For the content page, the author tests different masthead designs, background styles, image selections, and font choices. Feedback notes the designs could be more visually appealing and professionally formatted.
In later drafts, the author makes adjustments like modifying backgrounds, image framing, masthead placement, and contact information to create a more cohesive, reader-focused magazine layout.
The student conducted research on existing gaming magazines to inform the design of their own magazine. They analyzed covers, layouts, and content of magazines like PC Gamer, PlayStation Magazine, and Xbox Magazine. They found the magazines had similar styles, using bold fonts, game images, and sections to advertise content. The student also researched magazine website designs. For their own work, the student created practice versions of a magazine cover, double-page spread, and website to test out designs. The cover was criticized for lacking text and images. The double-page spread was called plain. The website was praised for its professional look but filler text was used. Overall, the research and tests helped the student learn best practices for magazine and website
PC Gamer, PlayStation Magazine, and Xbox Magazine all aim to provide gaming news and reviews to audiences of their respective platforms. PC Gamer focuses mainly on PC gaming and uses bold fonts and imagery of popular games on its covers to draw readers in. It provides a mix of formal and informal writing styles within. PlayStation Magazine covers PlayStation news and comes with a playable Blu-ray disc. Its covers typically feature blues and information on what's inside. Xbox Magazine includes a demo disc and focuses on Xbox games and products with a color scheme matching the green Xbox brand. All magazines utilize layouts, sections, and varying text sizes to keep pages well organized without appearing cluttered.
The document discusses research conducted for a magazine focused on video games, including analyzing the front covers, content pages, and articles of existing gaming magazines. The research covered topics like color schemes, layouts, images, and typography used on covers. The goal of the research was to help design an effective magazine cover that would appeal to the target gaming audience.
This document summarizes the planning, production, content, and style of a 12-page fanzine about the 2018 FIFA World Cup created by Sjon Barnes. Key aspects included a timeline of how Russia was selected as the host, a guide to 9 teams to watch, graphics of past winners, and a fan prediction survey. While the original intentions included more sections, time constraints required scaling back content. The style utilized typography and colors inspired by Russia. Planning and Photoshop skills improved, particularly with sticking to a consistent theme and style throughout.
The document discusses pre-production plans for a gaming magazine, including:
- Researching color schemes and choosing red, green, and blue as primary colors associated with gaming brands.
- Selecting fonts like "Robo" for the masthead and "Accidental Presidency" for headings to relate to gaming.
- Developing layout concepts with elements like a free poster offer, side stories, headlines, and images.
- Outlining a shooting schedule at a gaming center to photograph a league of legends event.
- Preparing interview questions about the history and future of gaming for players at the center.
- Noting the camera and locations needed for photos to illustrate stories.
1. The document discusses how the author's magazine product uses and develops conventions of real magazines.
2. Key conventions used include placing a barcode and issue number on the cover to look professional, using cover lines and selling points to attract buyers, and employing a grid system on the cover with important information at the top.
3. Internally, conventions like quotes, photos, and headers are used on the content page, while the feature article employs pull quotes, headlines, and a photo to match styles seen in example magazines like NME.
The document discusses pre-production paperwork that may be required for print and moving image productions. For print, it lists risk assessments, flat plans, style sheets, equipment lists, contingency plans, copy, production schedules, location recces, budgets, and model call sheets. For moving image, it lists risk assessments, storyboards, shotlists, equipment lists and bookings, contingency plans, scripts, production schedules, call sheets, location recces, and budgets. It then provides more details on what a style sheet and layout plans entail for a print production. The reflection discusses planning to create a magazine covering rock music, including photo shoots, article topics on mental health, tattoos, and artists' interests. The purpose
The student created three pieces for a media-focused magazine project - a front cover, double-page spread, and accompanying website. For the cover, they used Photoshop and included references to different media alongside a gradient background for professionalism. The double-page spread featured an article in InDesign with a main image and gradient background. Finally, the website created in Wix had original articles but lacked sufficient content due to time constraints. Overall, the project demonstrated the student's growing skills with design software while highlighting opportunities for improving visual elements and adding more materials.
The document discusses the codes and conventions the author will use for their contents page for a Reggae music magazine. They will use dividers and numbering to organize sections and link images to corresponding text. They will also highlight important words in red to draw attention. Images will be rotated at a 45 degree angle with a black cannabis leaf behind for emphasis. Stories featured will relate to Reggae and Caribbean culture, and prominently feature the main cover story about an up-and-coming Reggae artist. The same color scheme of red, gold, and green used on the cover will be used to connect the contents page visually to the genre of Reggae music.
Here are some key aspects of your target audience profile that will help guide your magazine cover design:
- Primary age range of 25-44 means focusing on games/content that will appeal to nostalgia for older franchises while still being current
- Including strategy/simulation games will attract your male-focused primary gender audience while using bright colors can broaden the appeal
- Highlighting that the magazine is UK-made plays to the sense of belonging important to your Belonger psychographic
- Competition mentions and buzzwords will tap into the impulsive nature of Needs-Driven readers
- An affordable price point alongside quality production values makes the magazine accessible to your working-class focus while still appealing to middle
- The target audience is predominantly male, aged 16-18 years old.
- Most do not regularly read magazines and find information online for free instead of paying for magazines.
- The audience is interested in a magazine focused on TV, film and anime rather than games or music.
- The price point should be £2-3 to appeal to those willing to pay varying amounts.
This research shows that the magazine needs to be informal in tone, focus on popular TV/film/anime topics, and price competitively to attract the young, internet-savvy male audience who does not regularly read magazines. Including up-to-
The document provides research on existing magazine products, including their cover designs, layouts, target audiences, and purposes. It analyzes magazines for anime/manga (NEO), video games (PlayStation), and merchandise stores (Bandai Namco, Blizzard). Common features identified are mastheads, headlines, images to attract audiences, menus, and barcodes. Audience research found the target was mostly male, aged 24, into FPS games, and willing to spend £3.40. Interviews suggested audiences want gaming news and prefer monthly digital magazines. Research will inform the production of a new gaming magazine.
The key observations from the audience research were:
- The audience was majority male
- They primarily game on PC and PS4
- The average age was 24
- Their favorite genres were FPS, RPG, and action games
- They would spend an average of £3.40 on a magazine
This informs that the target audience is male, young adults who enjoy gaming on PC and consoles. The product should focus on genres like FPS, RPG, and action games at an affordable price point of around £3.40 to appeal to this audience.
The PC Gamer magazine cover effectively appeals to its target audience through its design elements. The selling line boldly proclaims the magazine as the "world's number one PC games magazine." The masthead is prominently displayed in red and black to stand out. The aggressive feature image challenges readers and depicts a formidable enemy from the cover story game. The main coverline and anchorage succinctly summarize the key details to intrigue readers. Overall, the design grabs attention and conveys the thrilling challenge of the cover story to appeal to its male gaming audience.
- The document describes the development of an advertisement for a new football-themed energy drink.
- The initial advertisement design included a crest representing a football team, fonts of varying boldness, and colors related to the team.
- Further development added gradients, changed fonts and positioning, and tweaked design elements like the lions and crest.
- The final advertisement and can design incorporate elements like trophies, crowds, and bold colors to effectively represent the football theme.
This document analyzes the front and contents pages of two magazines - Kerrang and PC Gamer. For both magazines, the front cover uses a recognizable figure or image to attract attention, with cover lines hinting at articles. On the contents page, the main articles are listed with page numbers and images or previews. Both magazines organize information clearly with images, headings and fonts for easy navigation. While the layout is similar, PC Gamer uses smaller images and more text previews to suit its target audience.
1. The research analyzed existing magazine and merchandise websites to identify common design elements. These included things like prominent images, mastheads, menus, and color schemes related to their brands.
2. Questionnaires and interviews with the target audience provided insights into their preferences and buying behaviors. For example, many said they would only spend $2-3 on a magazine and prefer digital formats over print.
3. The research will help inform the design and content of the new magazine product to effectively target the audience of gaming and anime fans. Elements like relevant images, pricing, and digital accessibility will be considered.
This document summarizes Jack Morton's evaluation of his research and production process for creating a magazine. It discusses his research strengths like understanding magazine features and layouts. It also discusses weaknesses like not providing enough detail on the magazines. For his production, Jack reflects on changing elements like logos and fonts on his magazine cover to make it look more professional. He also created a website mockup to write about upcoming games. Overall, the document evaluates Jack's process and reflections on creating a magazine and website for games.
The document provides details for an upcoming photo shoot, including those involved in the shoot and the equipment needed. It lists the models and crew members, including their contact information. It then outlines the props required and equipment to be used. Finally, it lists the two locations where the shoot will take place and provides brief descriptions of the planned shots for the front cover, inside content page, and double-page article spread. The shoot is for a gaming magazine to feature typical gamers and gaming scenes.
The document provides information about research done on different magazine formats, including PC Gamer, Empire, and Car Magazine. Key details analyzed include color schemes, fonts, layouts, target audiences, and writing styles. The research found that the magazines use bold fonts and bright colors to draw attention, clear layouts for readability, and engaging writing to interest readers. Imagery of relevant games and vehicles is also used. This research will help inform the design of the author's own gaming magazine to make it appealing to its target audience.
The document provides an analysis of existing fanzine products. It finds that fanzines typically use more images than text as readers do not want large blocks of text in their spare time. Bold fonts are important for any text to catch readers' attention. Front covers need to be aesthetically pleasing to attract readers. Color schemes and themes should match the topic. Images are key to showing content about subjects like street art. Both informal and formal writing styles can be effective depending on the intended audience.
The document contains multiple draft layout designs for the front cover, content page, and article pages of a magazine.
For the front cover design, the author experiments with different masthead styles, fonts, image placements, and additional elements. They receive feedback to simplify the design and improve readability.
For the content page, the author tests different masthead designs, background styles, image selections, and font choices. Feedback notes the designs could be more visually appealing and professionally formatted.
In later drafts, the author makes adjustments like modifying backgrounds, image framing, masthead placement, and contact information to create a more cohesive, reader-focused magazine layout.
The student conducted research on existing gaming magazines to inform the design of their own magazine. They analyzed covers, layouts, and content of magazines like PC Gamer, PlayStation Magazine, and Xbox Magazine. They found the magazines had similar styles, using bold fonts, game images, and sections to advertise content. The student also researched magazine website designs. For their own work, the student created practice versions of a magazine cover, double-page spread, and website to test out designs. The cover was criticized for lacking text and images. The double-page spread was called plain. The website was praised for its professional look but filler text was used. Overall, the research and tests helped the student learn best practices for magazine and website
PC Gamer, PlayStation Magazine, and Xbox Magazine all aim to provide gaming news and reviews to audiences of their respective platforms. PC Gamer focuses mainly on PC gaming and uses bold fonts and imagery of popular games on its covers to draw readers in. It provides a mix of formal and informal writing styles within. PlayStation Magazine covers PlayStation news and comes with a playable Blu-ray disc. Its covers typically feature blues and information on what's inside. Xbox Magazine includes a demo disc and focuses on Xbox games and products with a color scheme matching the green Xbox brand. All magazines utilize layouts, sections, and varying text sizes to keep pages well organized without appearing cluttered.
The document discusses research conducted for a magazine focused on video games, including analyzing the front covers, content pages, and articles of existing gaming magazines. The research covered topics like color schemes, layouts, images, and typography used on covers. The goal of the research was to help design an effective magazine cover that would appeal to the target gaming audience.
This document summarizes the planning, production, content, and style of a 12-page fanzine about the 2018 FIFA World Cup created by Sjon Barnes. Key aspects included a timeline of how Russia was selected as the host, a guide to 9 teams to watch, graphics of past winners, and a fan prediction survey. While the original intentions included more sections, time constraints required scaling back content. The style utilized typography and colors inspired by Russia. Planning and Photoshop skills improved, particularly with sticking to a consistent theme and style throughout.
The document discusses pre-production plans for a gaming magazine, including:
- Researching color schemes and choosing red, green, and blue as primary colors associated with gaming brands.
- Selecting fonts like "Robo" for the masthead and "Accidental Presidency" for headings to relate to gaming.
- Developing layout concepts with elements like a free poster offer, side stories, headlines, and images.
- Outlining a shooting schedule at a gaming center to photograph a league of legends event.
- Preparing interview questions about the history and future of gaming for players at the center.
- Noting the camera and locations needed for photos to illustrate stories.
1. The document discusses how the author's magazine product uses and develops conventions of real magazines.
2. Key conventions used include placing a barcode and issue number on the cover to look professional, using cover lines and selling points to attract buyers, and employing a grid system on the cover with important information at the top.
3. Internally, conventions like quotes, photos, and headers are used on the content page, while the feature article employs pull quotes, headlines, and a photo to match styles seen in example magazines like NME.
The document discusses pre-production paperwork that may be required for print and moving image productions. For print, it lists risk assessments, flat plans, style sheets, equipment lists, contingency plans, copy, production schedules, location recces, budgets, and model call sheets. For moving image, it lists risk assessments, storyboards, shotlists, equipment lists and bookings, contingency plans, scripts, production schedules, call sheets, location recces, and budgets. It then provides more details on what a style sheet and layout plans entail for a print production. The reflection discusses planning to create a magazine covering rock music, including photo shoots, article topics on mental health, tattoos, and artists' interests. The purpose
The student created three pieces for a media-focused magazine project - a front cover, double-page spread, and accompanying website. For the cover, they used Photoshop and included references to different media alongside a gradient background for professionalism. The double-page spread featured an article in InDesign with a main image and gradient background. Finally, the website created in Wix had original articles but lacked sufficient content due to time constraints. Overall, the project demonstrated the student's growing skills with design software while highlighting opportunities for improving visual elements and adding more materials.
The document discusses the codes and conventions the author will use for their contents page for a Reggae music magazine. They will use dividers and numbering to organize sections and link images to corresponding text. They will also highlight important words in red to draw attention. Images will be rotated at a 45 degree angle with a black cannabis leaf behind for emphasis. Stories featured will relate to Reggae and Caribbean culture, and prominently feature the main cover story about an up-and-coming Reggae artist. The same color scheme of red, gold, and green used on the cover will be used to connect the contents page visually to the genre of Reggae music.
Michael Savoca created a magazine called "SuperCharged" about sports cars and higher-end vehicles. He developed his production skills in Photoshop and InDesign while designing the cover, table of contents, and double page spread for the magazine. The cover features a Ferrari with coverlines in different fonts and colors to attract readers. The table of contents is on page 5 and lists the magazine's articles. The double page spread compares two cars with a large headline, pull quote, and photo to engage audiences.
The document outlines Caleb Wilcox's plans and inspiration for a fanzine on the history of Sony PlayStation game consoles. It includes mood boards with images, color schemes, and font choices focused on PlayStation. Color schemes include blue to represent the brand. Font choices favor bolder styles for titles. The proposed pagination includes covers, an index, sections on each PlayStation generation discussing design changes, and a conclusion on the upcoming PS5. A production schedule allocates tasks across three weeks, starting with cover design and working through pages chronologically, with time for review and revisions.
Michael Savoca created a magazine called "SuperCharged" about sports cars and higher-end vehicles for his AICE Media Studies coursework. He developed his production skills in Photoshop and InDesign throughout the project. The final drafts of his magazine cover, table of contents, and double page spread effectively engaged audiences through attractive photography, colors, and layout while representing the car enthusiast social group. The magazine would be distributed monthly by the publishing company Time Inc. and found in high-end automotive dealerships to attract potential new buyers.
The document discusses three draft designs for a magazine cover created by the author in Photoshop CS5. For the first draft, the author aimed to follow professional magazine conventions and used bold colors and images to draw attention. The second draft removed conventions to stand out but looked bare. The third draft aimed to be presentable using pictures and shapes to engage the target audience.
The document provides research on existing gaming magazine covers and merchandise websites. Key findings include common design elements like mastheads, featured images/headlines, and menus. Colors are generally neutral. Target audiences are teenagers to adults interested in games. Websites aim to advertise and sell merchandise. Layouts are clean with minimal text. Research will inform the production of the new magazine, drawing on established conventions.
The document provides an evaluation of Tamzin Twose's production process for creating an FMP magazine. It discusses research conducted on existing magazine layouts and conventions, planning processes, time management, and technical and aesthetic qualities of the final magazine product. Research on other magazines helped establish conventions but limited original ideas. Planning established the theme and audience but multiple game ideas caused initial uncertainty. Time management and prep work at home allowed sufficient time for polishing. Technical qualities like alignment and consistent color schemes followed conventions. Aesthetic qualities like sizing, spacing and continuity of theme were considered but some elements could be improved.
Task7- Production Development (magazineadvert)chamahan
The document discusses the design process for an advertising campaign poster for Irn-Bru. It explores different design concepts including placing the Irn-Bru can on a catwalk scene, experimenting with colors and effects, and considering text placement. Key elements tested include font styles, imagery incorporation, and refinement of visual elements like shadows and glows. The goal is to create an eye-catching poster that appeals to younger audiences and reflects the brand's style through vibrant colors and humor.
The document describes features of a magazine cover, contents page, and double page spread that was created for an assignment. It compares elements used to real magazines like NME, noting similarities and differences. Key similarities included a logo, main image, shocker, page numbers, and band listings. Differences included an innovative shocker shape, lack of captions or headers, and unconventional layouts. The response explains design choices based on audience research to challenge conventions while meeting reader expectations.
I do not have any observations from interviews to analyze, as no interview transcripts were provided. To analyze audience research, it is necessary to have direct quotes, paraphrased observations, or summarized insights from interactions with potential customers such as interviews. Without any interview content, I cannot infer anything about the target audience or how the product might appeal to them based on interviews.
This document outlines the production process and equipment needed to produce a print-based media product. It describes the key stages in the production process from setting a publication date and budget, to deciding content, gathering articles, layout, printing, distribution and final publication. It then provides a list of the major equipment needed like office space, computers, printers, cameras, lighting equipment, paper, ink and office supplies. Costs are provided for each item and the total estimated cost to produce the print magazine is around £94,000.
The document discusses three draft designs for a magazine cover created by the author in Photoshop CS5. Draft 1 uses elements like color, images and layout to resemble a professional magazine. Draft 2 experiments with an unconventional design using slanted text and colored headings. Draft 3 places the title, images and headings in boxes to make information stand out, but could be improved by adding more content.
This document discusses how the author's media product uses and challenges conventions of real magazines. It summarizes how each section of the magazine - the front page, contents page, and double-page spread - both follows and challenges typical magazine conventions in terms of design, formatting, color schemes, fonts, and photography. For example, the front page masthead uses a purple color which challenges conventions by being feminine, while the fonts and color scheme otherwise follow conventions. The contents page challenges conventions by using many images rather than just text, and the double-page spread changes the color scheme to match the subject of the photography. Throughout, the author considers typical magazine designs but also makes intentional changes to challenge norms.
I created a front cover and content page for a music magazine using Microsoft Publisher and InDesign. For the front cover, I edited photos to have bright colors representing stage lights and added a sticker to imply fresh news. The band names are in different colors to avoid monotony. For the content page, I used the same fonts and colors as the masthead to link the pages and cropped a photo over a white font for visibility. Page references are in varying large colors to help readers navigate while boxes draw attention.
For the contents page of their Reggae magazine, the author will use:
1) Columns to structure the layout, with section headings highlighted.
2) Images and stories related to Reggae, Caribbean, and African culture.
3) Red, gold, and green colors to represent Reggae music and attract readers.
4) Different text colors to make major stories stand out.
5) A bold, street-style font to catch readers' attention.
The document discusses pre-production planning for a gaming magazine, including:
- Researching color schemes and choosing red, green, and blue as they are associated with gaming companies and consoles.
- Exploring fonts and layout designs for the magazine masthead, headings, and body text.
- Developing potential front cover and article layout designs.
- Identifying software and equipment needs like a camera, tripod, computer and locations to obtain photos and interviews.
- Outlining contingency plans if certain photos or interviews cannot be acquired.
The document provides an evaluation of Harry Adkins-Pennington's print magazine project. It discusses strengths and weaknesses in the areas of research, planning, time management, technical qualities of the front cover, double page spread, and contents page, as well as aesthetic qualities and audience appeal. Some key strengths included thorough research, effective planning, bright colors and references to catch the audience's interest. Weaknesses included lack of similar magazines to reference, forgetting parts of the plan, and time constraints limiting aspects. Suggested improvements centered around finding more sources of inspiration, more advance planning for problems, and working more efficiently to manage time better.
The document discusses a student's idea to create a promotional video for the band Herione as their client project. The student chose this idea because it aligns with their future media work focus and allows creative control. It's also accessible due to connections to the band. The video will help promote both the band and the student's work. Scenes and video effects are outlined. An assessment notes the idea is suitable for the audience and client, and production is manageable within the timescale.
The document is a project proposal for a music video. It outlines the student's rationale for the project, which is to apply skills and knowledge gained from previous filmmaking experiences. The concept is to create an entertaining and unique music video for the student's brother's music track. Research will be conducted on audiences, film techniques, and editing effects. The project will be evaluated by comparing it to other works, assessing what went well and could be improved, and reflecting on lessons learned.
Task four fmp planning and production primerLouis Robinson
The student plans to create a music video with quick cuts and abstract effects to keep the audience entertained. They will film at locations that are accessible without costs for crew or equipment. Post-production will involve adding color corrections, transitions, and visual effects in Adobe Premiere and After Effects. The student aims to visually represent the progression from day to night through shots.
Task four fmp planning and production primerLouis Robinson
The document outlines the filmmaker's plan to create a music video with quick cuts and abstract effects. It will open with shots of a TV displaying static that zooms into a sequence of rapid cuts. There will be a paper rip transition into the main footage. Effects like pixel sorting will be added in post-production. At the end, the screen will zoom out from the TV and end credits will roll. The filmmaker aims to edit a fast-paced video with many transitions to keep the audience engaged.
1. The document provides an evaluation of Louis Robinson's final major project (FMP) in film production.
2. Louis did extensive research to achieve his intended glitch/VHS look but felt limited by the short royalty-free track length and some crisp footage.
3. He was pleased with applying new editing techniques in Premiere and After Effects but had technical issues with rendering and crashing that wasted time.
4. While working independently, Louis struggled with motivation due to falling behind but was able to complete his project to meet his visual intentions.
1) The student did extensive research to achieve their intended visual style but faced challenges applying it during post-production due to falling behind schedule.
2) They implemented various editing techniques like cutting to the beat but missed opportunities to film their own footage or develop a storyline.
3) Their final concept translated well to the finished product though they had technical issues around file sizes and crashes during editing.
The document contains a student's evaluation and reflection of their final media project (FMP). It summarizes the key points of each section:
1. The student researched editing techniques and applied them in post-production, but was limited by the royalty-free footage available.
2. Planning was negatively impacted by injury and lack of time, hindering efficiency. Technical issues caused delays in rendering.
3. The student is pleased with their improved skills and experimental visuals, but wishes for a longer track length and better footage quality.
4. Motivation issues due to delays were overcome by starting production and support from their tutor.
5. Overall the student feels their intentions were achieved,
Cole Bennett is a music video director from Illinois who began his career by driving an hour into Chicago to film local rap shows. His breakout video for Famous Dex's "Hit Em Wit It" garnered over 14 million views. Bennett runs the blog Lyrical Lemonade and is known for his distinctive animated line effects in videos. He cites Austin Vesely and Zae Production as inspirations for his run-and-gun style. Bennett's video for Famous Dex led to opportunities with more established artists, though he prefers working with younger independent artists where he has full creative control. Shooting videos in Florida for artists like Smokepurpp and Lil Pump had a similar feel to documenting the Chicago scene. Bennett
This document contains a student's evaluation and reflection of their final media project (FMP). It summarizes the key stages of planning, production, and post-production. It identifies technical, management, and emotional challenges faced and how they were addressed. The student reflects that their research, concept, and visuals were effective but time management and planning could have been better. They were pleased with their skills progression and visual outcomes but faced issues with footage quality and rendering times. Overall, their product met most of their intentions.
Dexter Navy is a filmmaker and photographer known for his psychedelic, cinematic style. His career began when i-D Magazine discovered his photos on Tumblr and he began regularly contributing to them. One of his most notable works is the music video for A$AP Rocky's "L$D" which earned him a Grammy nomination. Navy cites the 1990 film La Haine as a key influence and aims to capture the youthful energy and curiosity he sees in it. While social media was integral to his early success, he continues to draw inspiration from the diverse cultures he encounters in his hometown of London. Navy's goal is to apply the skills he develops in photography and music videos to creating his own feature film.
The document provides an equipment audit checklist for using a Cannon 700D camera. It includes steps to check the camera is functioning properly and the basic setup of settings like resolution, audio, formatting cards, and switching the camera to manual mode. Exposure techniques are explained like using aperture to blur backgrounds, the grainy effect of high ISO, and setting shutter speed to double the frame rate. Good practice for using a tripod is also outlined like extending the legs and positioning two legs in back and one in front for stability. The checklist allows indicating a confidence level before and after the audit and discussion and provides space for additional information or examples.
The document outlines an FMP proposal for an experimental and abstract music video. The student wants to create a visual product using Adobe Premiere and After Effects to add to their portfolio and potentially pursue a career in music video production. Influences include Dexter Navy and Cole Bennett. The goal is to wow audiences through visuals and editing in an experimental tone that fluctuates between dark and light moods, exploring different techniques. The abstract style was chosen to create something unique and further the student's skills.
This document outlines various research methods and techniques that could be relevant for a creative media production project task. It discusses primary research methods like online surveys, interviews, and social listening. It also discusses secondary research techniques like reviewing market data, survey results, consumer trends, and online forums. The document emphasizes using a range of relevant sources for research, not just the internet. It stresses synthesizing research findings and critically engaging with research to support developing creative solutions and guiding a media production project.
The document outlines a student's idea for their final major project (FMP) which is an experimental and abstract music video. The student wants to produce the music video to develop their skills in Adobe Premiere and After Effects and to build a portfolio that could lead to future work opportunities. Some influences for the project include music video directors Dexter Navy and Cole Bennett. The student aims to wow and entertain audiences through visuals and editing, employing an experimental tone and style that fluctuates between dark and light moods. They chose this style to create something unique and further explore video editing techniques.
The student used various styles in their factual production project including voiceovers, an old film look, and interviews. They discussed strengths like creative editing techniques but also weaknesses such as poor audio quality. The student outlined an action plan to improve future projects through better time management, planning, and technical skills.
The student used various styles and techniques in their factual production video, including voiceovers, an "old super 8 film look", and conducting an interview. They discussed both the strengths and weaknesses of their production. For strengths, they noted the unique aesthetic and their learning experience. For weaknesses, they mentioned poor audio quality from the interview and lack of relevant footage. The student outlined an action plan for future projects focusing on organization, time management, and technical skills development.
The document outlines an evaluation process for a factual production project. It includes instructions to: identify the styles and characteristics used in the production; explain creative decisions; compare the production to 2-3 professional examples; discuss strengths and weaknesses from the creator's perspective; and create an action plan for future improvements. The response provides a detailed analysis of the production following the evaluation guidelines.
The document discusses breaking into the media industry and provides information about various career paths. It lists many employment opportunities, including in advertising, animation, film, games, journalism, radio, scriptwriting, television, and web design. Major graduate employers in the UK are listed for production and radio/television. The media industry is competitive to enter, with graduate vacancies more than halving between 2007-2017. Jobs often involve freelance or contract work with long hours. A degree plus practical work experience provides a good way to break into graduate entry roles in the industry.
This document contains 20 interview questions about working in the film industry. The questions ask about the number of films worked on, who was worked with, what led to working in the industry, how long in the industry, how promotions were earned, enjoyment and passion for the work, favorite productions, differences from expectations, prior experience, motivations, inspirations, travel, breaking in, first and last films, workloads, hours, duration per film, breaks between films, salaries, reasons for leaving, and number of productions per year.
My film is about my father's journey breaking into the film industry as an editor working on big budget sets, and my own aspirations to break into the industry. It will share tips and advice on how a person from a background similar to my father's was able to succeed, as well as give insight into what it's like to work in the industry. The film is personal to me because it's about my father and a career path I hope to follow. I want the film to motivate and empower viewers to pursue their passions, with a lighthearted tone achieved through a homemade style, interviews, and statistics.
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2. Print production
Research
Bold bright eye catching font
used for header to attract
audience especially ones who
enjoy Skyrim
Large eye-catching image on the front
cover to attract audience and to show the
main theme for that particular issue
Logo of magazine so buyers can
clearly identify the publisher
Contents of the magazine also displayed
on the outside with questions and titles
to bait in audiences
3. Print production
Research
Letter from editor to make the audience feel a
connection with the magazine/publisher and a
question of the month section to build a relationship
with the audience by interacting with them. This
makes the reader feel valued by the publishers
Departments/contents of the magazine shown
on first page to help readers navigate around
the magazine to find the contents that they
are looking for.
The magazine uses
the same colour
scheme of green
which is the iconic
colour that Xbox
uses, they also use
the same font
through the whole
magazine and they
use a very friendly
easy to read font.
4. Here I looked at the website for the Xbox official magazine, when looking at the website I noticed that the website tried to
follow a colour scheme of green which is the iconic traditional colour scheme that Xbox uses, they also continue to use
friendly easy to read fonts. The website also tries to promote other articles or gaming news that has been published or
covered by Xbox by having the articles on the first page. Xbox has also used a lot of pictures to help promote their articles
on the website, this makes the page seem more appealing to the audience. Another feature that Xbox has added to their
site is the “NEWS” that’s in the top left corner of the pictures, this helps audiences identify what type of posts they are.
5. Print production
Research
Here is another magazine I have used for research as you can see with this
article the header is up at the top in the largest font on the cover to clearly
show the audience the brand that published the article and so that audiences
can find it easily in the shops when looking for it. The font used for the header
is the iconic traditional font and colour used by PlayStation, this makes the
front page very eye catching for anyone who knows the brand. This magazine
cover also uses contrasting colours to help make the cover look more eye
catching so customers will notice it amongst other magazines. The cover also
features a character from a well known game that audiences had yet to be
released, this attracts an audience due to the hype and interest in the game by
customers. The cover also uses text to bait readers in by intriguing them, this
gives the reader some insight into what's inside the magazine but will only be
able to read it if they purchase it.
6. On this double spread page you
can see that the same colour
scheme and font has been used,
this shows consistency
throughout the magazine which
is appealing to the audience. As
you can see on these pages
there are a lot of pictures used
to keep the audience interested
and not bore them with all text.
On this double page you can
also notice that the text is
written to directly address the
audience which makes the
reader feel more connected and
involved with the text. The
magazines double spread also
takes up a full page to advertise
a new game and console,
however the main point of this
double spread is to connect
with the audience and to
communicate with the readers.
7. This is one of the websites which sells the PlayStation official magazine however this one is the official provider as there
isn't a website for the PlayStation official magazine, as you can see the same iconic blue is used for the background of the
header and the text is still directed at the reader along with the friendly fonts used. This site also uses the same
technique as the Xbox website by using a orange box and white text in the top left to categorise the articles for the
reader. The website has also used pictures to attract readers and to make the site look more appealing to an audience
rather than just covering it in text which would bore an audience.
8. Print production
Research
Here is another magazine cover I have looked at as you can see the main focus
of this cover is around the game “FARCRY 5”. This magazine uses the traditional
header style having it up at the top so customers can identify it easily when its
under or surrounded by other magazines. The magazine has also themed its
front cover around the game “FARCRY 5” to attract the fan base surrounding
this game, you can also see the that the magazine has text on the front to
attract customers who are interested in the advertised information on the
front.
9. On the first double spread page
you can see that these pages
are dedicated to the contents of
the magazine, this allows the
reader to be able to navigate
around the magazine and
shortcut to certain pages of
interest. You will also notice it
still follows the Farcry 5 theme
boldly showing a Farcry 5
related image in the middle and
having a red theme going
around both pages. This page
also uses pictures to attract
readers to specific pages of the
magazine as if it was to say
those pages are more important
as they are highlighted on the
cover.
10. As you can see from the website it includes links and front covers of their most recent magazines that they published, the
magazines also have an eye-catching background to get the audiences attention and to click onto the magazine. The website
also has a latest updates section where the most recent news in gaming and technology is published, all articles or magazines
are accompanied with pictures to entice the audience.
14. Planning
Here I have created a flat plan of my magazine front cover, this allows me
to make a draft layout and rough plans of what I will create my magazine
from cover to look like. I used inspiration from other magazine covers that I
have gained from my research to help me create this flat plan, when
creating my final product I will add more text/images onto the cover to
make it seem more appealing and less bland. I also plan on adding an
appealing colour scheme and use appealing font styles to make my
magazine seem more authentic and visually appealing.
Front cover
15. PlanningFront cover
Here is my flat plan for my double
spread inside the magazine that I'm
creating, this isn't my final plan for the
layout of my double spread but it’s a
draft of what it may look like. I have
made this flat plan using the research
that I have collected as inspiration, I
plan on keeping the video game theme
and having text talking about the video
game which my magazine is themed
around (game review). I also plan on
using the same font style for my text so
the magazine has consistency
throughout.
16. PlanningWebsite
Here is my flat plan for my website, I
used the research I gained as
inspiration. The website will include
the same theme and consistency from
the magazines by following the same
colour scheme and font style. The
website will be focused around the
headline but will also advertise other
articles published by the magazine,
this website will also have features to
find other issues published, contact
information and information about the
magazine company itself. 262
17. Home
Magazines About Contact
Latest Issue
Brief
description
Contact
form
Planning
This planning will hep me organise the pages that I want to make and how I will link my website together
Website planning
18. Planning
Planning Sheet
The style sheet is to help me keep a consistent style across my different products. By having specific colour information, such
as the hex code, I can ensure that I am using the same colours in all your work.
Masthead: Ode to idle gaming
Headlines: Ode to idle gaming
Body text: Minion Pro
19. Production
Front Cover
Here are my two front
covers that I produced, I
wanted to keep them
simple but also have the
page filled by adding a
“what's inside” box
along with a quote
that’s inside the
magazine from my
review. When doing this
I continued to follow the
same colour scheme
and font so that the
magazine would seem
consistent and fit in
with the rest of my
products.
20. Final DPS
Here is my final DPS I
made this using
Photoshop and in
design. I created the
graphics in Photoshop
like the star reviews, the
logo, the review quotes,
the magazine title and
the image boarders.
Production
21. https://louisrobinson62.wixsite.com/about-gaming-
mag
Production
WebsiteWebsite
Here is my website which I produced using wix, I made sure to keep to my
website map however my website looks a lot different from my flat plan as I
preferred the template I used, when doing this I made sure to keep my colour
scheme so it looked consistent along with the fonts I used.
22. Evaluation
My original plans and final product have many similarities and differences. The first example of this would be with my
front cover flat plan and my first front cover that I produced, these two have a very similar layout for the magazine brand,
the background, the quote boxes and content information. This is because when making my first front cover I wanted to
take inspiration from my flat plan and follow the design but modify it slightly with the “what's inside” bubble to make the
cover more noticeable and appealing. Although my first front cover was very similar to my flat plan my second front cover
was very different, for example the layout of the background, the title and the quote boxes. My second front cover is so
different from my flat plans because I wanted to experiment and be more creative to see what I could create on
Photoshop.
When making my double spread page (DPS) the final outcome was almost identical to my original intention, I tried to
stick to my flat plan as much as possible and the draft I made on InDesign as I was very pleased with the layout. I
researched many examples of double page spreads from gaming magazines to help me design my final product, I
analysed the layouts, the colours, fonts and images used. Once I had enough research I decided to implement all of the
qualities I gained inspiration from onto my DPS. When creating this product I ran into a few issues for example, I had a
problem with getting my text to fit into the allocated text boxes meaning I had to decrease the size of the text and the
spacing size in order for it to fit into the text boxes. Another problem I came across was getting the title to fit onto the
page, I ended up making a photoshopped copy which was the right size to fit at the top of the page even in the Witcher 3
style font. I think that my DPS was very successful as it looks appealing due to the large images used and authentic.
Although I am very pleased with my product I do also think that there could be possible improvements, for example I
could've added more text and gotten rid of some of the smaller images I used to balance the image to text ratio out a bit
more.
23. My website has many similarities and differences to my original intentions and plans, for example my flat plan is fairly
similar to my final product. However my final product is completely different to my draft website I created on Wix, this is
because when doing my draft website I was very unskilled when creating sites on Wix but when it came to the final
production I had gained enough experience and learned all the features while creating my website. I tried to follow my flat
plan as best as possible but added extra features into my final product as I thought they seemed suitable for a gaming
website and appealing to the audience, however before doing all of this I had to gain inspiration so I looked at multiple
gaming websites to see how they had designed their sites and attracted customers and implemented this inspiration into
my work. When making my website I had a few issues, for example the images I used weren't the right size when imported
into the image boxes, this meant I had to resize the images on Photoshop so they could fit into the boxes. Overall I'm
pleased with the outcome of my product and I think that it'll be very effective in attracting readers and serving its purpose.
Some possible improvements to my website could be more text and images on the pages as some pages are quite bland and
could look more appealing or more authentic to a official gaming magazine website.
When producing these two front covers I encountered a few issues such as, the background image wasn’t in focus entirely,
the size of the images on my second front cover were hard to fit into the frame of the background and the text was hard to
get into the quote boxes due to the size of the text and how many characters there were. I think my two products I made
were very effective in attracting customers attention and representing what a gaming magazine should look like. Although I
am very pleased with the outcome of my products I do think there is room for improvement, for example I think that maybe
I could've added more text into my double page spread to balance out the image to text ratio. I also think that I could've
taken a better image for my front cover as it is very bland and out of focus a little bit, I could have also improved my website
by adding more images and text onto the pages.
24. Images - I have used images in my productions for various reasons, I mainly used images to make the magazine seem more
appealing and eye catching as having too much text can make a page or cover seem boring. I did this by having a clear
balance of pictures where there was a large amount of text and tried to separate text with images so the reader doesn't
think the text is too long to read or boring. I have used inspiration from other gaming magazines to come to my creative
conclusion on how to use images as these magazines used a good image to text ratio to attract readers and make the pages
seem more appealing. I think my use of images was very effective as my magazine and website always had images to
accompany large amounts of text so the reader would fine the pages more appealing.
Words – When producing all of my products I made sure that I was using appropriate words that fit with each product, for
example I made sure to use direct address in all my products and try entice customers to buy the magazine on the front
cover. I did this because from my research I found that most magazines use direct address and try and entice customers to
buy the product on the front cover, however my magazine front cover doesn't use as much enticing text on the front as
other magazines I researched which would say quotes such as “you wont believe what's inside!”. I think that the words I
used in my products will be very effective as I think they are suitable for all my productions.
Colours- when using colours in my products it is very obvious that I have been consistent with the colour scheme as I have
made sure to use the same HEX code when implementing new colours into my products. I have done this so that my
magazine seems more authentic and so it looks more appealing to readers, using a colour scheme also gives the magazine
a theme which will make it noticeable to an audience so they can recognise who published the magazine. I gained
inspiration to do this form research which showed me lots of gaming magazines and websites have their own iconic colour
scheme to individualise their front covers and sites from competition. I think that using these colours will be very effective
as it gives my products individuality from other competition which may look similar, it also makes it easier for customers to
identify the magazine along with it also making the magazine aesthetically pleasing.
Content evaluation
25. Fonts – I used various fonts when producing my products for example I used Ode to idle gaming for a lot of my titles and
text, I used this font because it has an 8bit style to it which is usually associated with gaming which just made the
magazine seem more authentic using the appropriate font. I also used Minion Pro for the text inside my DPS as it fit
best inside the text boxes and it seemed appropriate for a game review. Most magazines I looked at were very consistent
when using fonts they only used 1-3 fonts on the page and made sure they were all appropriate for their text. I think that
my fonts will be very effective as they represent what a gaming magazine would have inside or on the front cover.
Content evaluation
26. Conventions
Colour scheme: The colour scheme I used for my magazines has many strengths for example, it makes the magazine seem
more professional, authentic, aesthetically pleasing, recognisable and unique compared to other magazines. However where
there are strengths there are also weaknesses for example, using a colour scheme makes the production time take longer and
makes production harder. Although there are some downsides using a colour scheme it is way more beneficial and the
majority of gaming magazines and regular magazines use an individual colour scheme to stand out from other magazines.
Photography: When using photos there were a few strengths and weaknesses that came with it. For example some strengths
were, using photos catches the audiences attention, make pages more appealing and looks less dull if they were to just have
large amounts of text. Whereas the weaknesses were that the photo I took myself was slightly out of focus and not very
creative, trying to rescale the size of the images proved to be a hard task for my website and front cover which also added
more time onto production. From my research I have found that all magazines use photography as a massive feature to
compliment the text.
Writing and language: This has many strengths and weaknesses, for example some strengths are that I could style the writing
and language to a similar to the way that my audience would use it so they can relate to the text more, it also allows me to
express my honest opinions especially when doing a game review and speak directly to my audience so they feel involved.
However the weaknesses are that some readers may not prefer the less formal direct approach. When researching this in
current magazines I found that nearly all of them have a less formal approach and directly address the audience, this is
mostly common in gaming magazines and gossip magazines which would appeal to a younger target audience unlike formal
magazines which would appeal to an older target audience.
27. Conventions
Text/Picture ratio: The text to picture ratio I used had some strengths such as it made my pages seem more exciting
and lively, it also made my magazine seem more appealing and eye catching. However there were some weaknesses for
example it makes the text on my DPS a lot shorter than what it could've been which makes he reading time short, some
readers may prefer this but in future id like to add more content as I think it reflects the quality of the magazine. When
doing my research I found that a lot of the gaming magazines have a large picture to text ratio as lots of their pages are
to show off games or technology and don’t include large amounts of text, this may also because these types of
magazines have a younger target audience.
Fonts: When using fonts the strengths I found were that it allowed me to make my magazine more unique and
personalised to how I would like it to be designed ….......... *Needs editing*