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.
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2. ResearchStrengths:
• Researching allowed me to
understand what was required and
what would help make my magazine
more appealing to my audience
• My research was based around
games and anime which helped me
understand what parts of a magazine
would be useful like bright attractive
colours
Weaknesses:
• I could not find any magazines during
my research that was similar to my
magazine so I had to make my own
version up instead of creating a different
version of another magazine as if it is a
parody.
• During my research, I couldn't find the
user profiles in any of the magazines I
had a look atImprovements:
• I would try other websites to hopefully find magazines that are similar to my
magazine so then I can get more inspiration for my print project
• I would look carefully through more magazines so I can further understand what
is required for my project
3. Planning
Strengths:
• The planning allowed me to know
what I want to do
• The planning helped me
understand what I want for my
project
• I was able to plan what I wanted to
do for my print project
Weaknesses:
• During planning, I ended up forgetting what
I had planned which caused me to slow
down and try to remember what I had
planned
• Not everything I had planned came into
fruition due to not having access to
InDesign and Photoshop while I am at
home on my computer
Improvements:
• I would plan more of my work in advance so I can work on my project more
efficiently
• I would try to plan possible problems so I know what to do if something goes
wrong, doing this would allow me to get past any problems that could happen
during production without having to stop
4. Time Management
Strength:
• I was able to make most of my
magazine in the time I had
• I took my time to make sure
everything in my magazine
worked perfectly
• There was enough time to
finish my work
Weaknesses:
• Due to time restraints, I wasn't able to
complete the magazine the exact way I wanted
it
• I occasionally got distracted during production
but not too much that it badly affected my
work
• I didn't work from home because I do not have
InDesign and Photoshop on my computer
• Due to time restraints, I could not put most of
what I had planned into fruition
Improvements
• I would try my best to not get distracted during production so then I can get
more work done faster and more efficiently
• I will try to work from home if I can so then I can get more work done
5. Technical Qualities-Front CoverSimilarities: Differences:
This issue of EGM uses a
mixture of blue and
white whereas my issue
of Ultimate Dragon Brawlers
uses a mixture of yellowand
orange, while these are
different expressions, the idea
that they are portraying is the
same, to be attractiveto the
audience while sticking to the
each game's art style.
EGM uses a shattered art style
of the front cover which makes
the consumer think that the
game is "shattering" whereas
Ultimate Dragon Brawlers uses
an aura style which makes the
audience think that Goku in the
centre of the front cover is
powerful due to his strange
orange aura.
Both magazines have
the main character in
the centre of the front
cover.
The masthead is at the
top of the front cover
and is bright and bold.
Both covers tell the
consumer that there is
information that they
could be interested in.
Both covers has links to
other websites but the
way they are shown is
different.
Both magazines have
bright and attractive
colours that help catch
the attention of their
consumers.
EGM has multiple cover lines whereas my magazinedoes
not have many, only 4 compared to EGM's 8.
My magazinehas a QR code hidden on the front cover
to give a sense of mysterywhereas EGM doesn't.
6. Technical Qualities-DoublePage Spread
Differences:Similarities:
Both double page
spread's contain
information on at
least one of the
games with
screenshotsof the
game that they are
explaining to the
consumers.
Both Double Page
Spread's are bright,
colourful and
attractive towards
their
target consumers.
My DPS uses a mix of different shades of
oranges as the background whereas
EGM's DPS uses a bland white
background.
EGM has multiple screenshots of multiple
different games whereas my magazine
only has one "screenshot" of one game.
My magazinecontains a lot of information
on the main gamebut EGM's DPS has
small information on different games.
EGM's DPS has smaller titles for each of
the games but my magazinedoes not have
any extra titles for myinformation.
The titles of my magazines double page
spread is longer and bolder than EGM's
title.
The EGM double page spread has more
colourful clip art whereas my print project
does not have any clip art.
7. Technical Qualities-
Contents Page
Similarities: Differences:
Both contents pages
tell the consumers
what contentis
on what page.
Both pages have
images of some of the
characters from some
of the games being
promoted by the
magazines.
Both magazines have
a bold and attractive
title to grab their
consumers attention.
My page has a
colourful background
whereas the EGM magazine
has a white background.
EGM has the text on the
right hand side of the page
whereas my magazinehas
the text on the left hand
side.
The way the page number is
shown is different; EGM uses
actual numbers whereas my
magazineuses the dragon
balls to show the page
number.
EGM's contents page uses
images of different games
with the page number for
that gamewhereas my
contents page does not.
8. Aesthetic Qualities-Front Cover
The magazine has a bright and vibrant colour scheme which helps
catch the attention of my consumers; the use of the drop shadow for
the main character Goku in the centre of the page gives him a 3D look,
making it seem like he is popping out of the magazine. The dragon
balls around the front cover gives a nostalgic feel for the audience
because the dragon balls surrounding the front cover is a reference to
how the characters in the dragon ball franchise search for the dragon
balls around the world. The bright mix of yellow and orange in a
circular style makes Goku look like he is emitting the orange light which
also references the franchise as most of the cast have the ability to
charge their Ki energy and create an aura around them.
To improve on this, I would add a drop shadow to the dragon balls so
that they have a similar effect as Goku. I would add more cover lines
around the page so that the consumer has more information about
what is available in this issue of the magazine. I would either have my
model's pose differently so that they look like they want to be here and
not like they were forced to be part of the magazine or just use
different models because the two that are on the front cover do not
look like they wish to be a part of the project. I would also hide the QR
code slightly better so then it helps give more of a mystery to the
magazineissues.
9. Aesthetic Qualities-Double Page Spread
The double page spread uses the same colour scheme as the
front cover which works well with both the audience and the
aesthetic quality of the print project because it keeps to the
colour scheme which makes the magazine look more
professional. The text, using dekiru as the font style, works well
because it is legible and fits with the style of Japanese anime,
which works well for attracting my target audience because my
target audience would be a group who enjoy references to both
the anime and the games as well as the anime and games
themselves.
If I had the option to have another go at my work, I would put
less information about the game the magazine is promoting
because the amount that is available not only spoils some of the
best parts of the game, but there is also too much to fit in the
text boxes which caused me to reduce the size of the text and
cause it to be less legible. For my models, I would change their
outfits to a more fighting style outfit like a fighting Gi so it looks
more like a fighting game. I would also move the title around so
that the middle of the double page spread is not clashing with
10. Aesthetic Qualities-Contents Page
The contents page, similar to the front cover and as part of my colour
scheme, uses bright and vibrant oranges and yellows to emphasise
the art style of the game that is promoted in the magazine. The style
of the colours works well because the use of the orange at the
bottom of the page is used to separate the two fighters and the text,
similar to how the green on the front cover is used to not just
separate Goku and everything around him and the two models but
also use the green as a ground for Goku to stand on; this works well
because it allows the consumer to see which part of the magazine
they should be reading without getting confused.
If I could do this project again I would use a more interesting title
than just "contents" to make the magazine a little bit more engaging;
I would add an outline to the page numbers so then they can be
more legible to the consumers. I would have more models for the
bottom of the contents page because the models in the contents
page are already used in the double page spread, having different
models would show the consumer that the magazine is more
professional and have access to more people willing to be part of the
project.
11. AudienceAppeal-Front Cover
The front cover is appealing to my target audience
because the background uses a mix of bright and
vibrant colours to attract them towards the
magazine. The dragon balls around the front cover
helps attract my audience because it is a good
reference to how most of the characters in the
dragon ball franchise collect the famous orbs which
are usually scattered around the world; the dragon
balls around the page show this reference because
each of them surround the page and Goku in the
centre of the page. My model posing for the game
awards trophy works well for my target audience
because there is information in the magazine about
the game awards in 2018 which they could be
interested in learning about the games that they are
interested in like the game being promoted by the
magazine.
12. AudienceAppeal- DoublePage Spread
My Double Page Spread is very appealing to my target audience due to the details that is given to
them for the game being promoted by the magazine. The loading screen image at the top of the
page references most fighting game loading screens, this also references the many fights that
happen during the dragon ball franchise. The font style also appeals to my target audience
because it is in a similar style to Japanese literature which could attract them towards the game
and the magazine because Japan is where the Dragon Ball franchise is created.
13. Audience Appeal- Contents Page
The Contents Page is appealing to my target
audience because of the bright and attractive
colours which helps my audience read the text so
that they know what page they wish to read about.
The dragon balls I used as the page number helps
appeal to my audience because it is a clever way of
using the number of stars on each dragon ball to tell
the consumer know what page is where. The two
models at the bottom of the contents page help
with attracting my target because it further shows
that the game being promoted by the magazine is a
fighting game. Although I should have replaced
these models with two different models because the
same two models are on the double page spread
which might appeal to my target audience because it
does not show them more of the characters in the
game being promoted by the magazine.