This questionnaire aims to gather feedback from its target audience of 16-34 year olds on horror films to help plan and produce the film company's upcoming horror movie. It asks questions about what genres of horror films respondents prefer, their favorite horror movies, what scares or interests them about the genre, and their opinions on common horror film tropes like jump scares, three-act structure, settings and music. The goal is to understand audience preferences to make creative decisions for their new film.
The focus group will watch two trailers for the films "House at the End of the Street" and "The Grudge", then answer 3 questions about each trailer. They will then answer 4 additional questions comparing the two trailers and their horror elements. The purpose is to provide feedback to improve trailer effectiveness. Questions will address the protagonist, lighting, backstory, expressing horror, supernatural elements, how children affect scare factor, which trailer was scarier/more realistic, and scary conventions.
The document discusses stereotypes, defining them as oversimplified definitions that place people into narrow roles without room for change. It instructs groups to make a list of commonly stereotyped groups and whether the stereotype places them in a dominant or subordinate role. Participants are then asked to create a stereotypical character profile and have others guess which stereotype it represents before discussing where stereotypes come from and their uses.
The proposal is for a 2D side-scrolling role-playing game called "Is the World Still Beautiful?". The game will entertain players ages 13 and older with its story about orphan siblings battling monsters who killed their parents to defeat the final boss. It will have the fantasy genre and gameplay of Final Fantasy and World of Warcraft, including character classes, races, jobs, boss fights, and random encounters. The retro pixel graphics and affordable price aim to appeal to "belongers" across genders, races, and social statuses. The game will not contain offensive material and include warnings to prevent younger players from accessing it in order to avoid legal and ethical issues.
Homer Simpson is characterized as follows:
He is an overweight, balding white male who lives in Springfield and works, though he often avoids work. He has adventures. The document does not provide details on what he thinks, says, or what others think of him. It prompts the reader to characterize a cartoon character of their choice in a Keynote presentation.
This document discusses researching the target audience for a horror film. It notes that most horror films target 15-24 year olds and include themes like gore, swearing, entertainment, and thrills. The summarizer's film will target teenagers over 15 but also appeal to adults with its controversial theme. Horror films usually attract both male and female audiences, though reactions may differ, and are also popular for dating couples seeking thrills.
This document provides audience profiles for three different movies/properties: Iron Man 3, The Lego Movie, and Love Actually.
For Iron Man 3, the primary audience is described as teenagers (16-24), mostly male, from middle to lower social classes who enjoy superhero content. The secondary audience is adults (25-40) who may have grown up with the comics.
The primary audience for The Lego Movie is described as children (6-12) of both genders from middle to lower classes who enjoy playing with Lego. The secondary audience is teenagers and adults (13-40) who likely grew up with Lego.
The audience profile provided for Love Actually describes the primary audience as girls (16
The document discusses different types of movies and movie genres such as westerns, war films, thrillers, science fiction, romantic comedies, family films, and foreign films. It also mentions movie ratings, restrictions on viewing movies based on age, and provides questions for a movie review homework assignment. Students are asked to nominate actors, directors, and films for awards and write a 100-150 word movie review using vocabulary about films.
This questionnaire aims to gather feedback from its target audience of 16-34 year olds on horror films to help plan and produce the film company's upcoming horror movie. It asks questions about what genres of horror films respondents prefer, their favorite horror movies, what scares or interests them about the genre, and their opinions on common horror film tropes like jump scares, three-act structure, settings and music. The goal is to understand audience preferences to make creative decisions for their new film.
The focus group will watch two trailers for the films "House at the End of the Street" and "The Grudge", then answer 3 questions about each trailer. They will then answer 4 additional questions comparing the two trailers and their horror elements. The purpose is to provide feedback to improve trailer effectiveness. Questions will address the protagonist, lighting, backstory, expressing horror, supernatural elements, how children affect scare factor, which trailer was scarier/more realistic, and scary conventions.
The document discusses stereotypes, defining them as oversimplified definitions that place people into narrow roles without room for change. It instructs groups to make a list of commonly stereotyped groups and whether the stereotype places them in a dominant or subordinate role. Participants are then asked to create a stereotypical character profile and have others guess which stereotype it represents before discussing where stereotypes come from and their uses.
The proposal is for a 2D side-scrolling role-playing game called "Is the World Still Beautiful?". The game will entertain players ages 13 and older with its story about orphan siblings battling monsters who killed their parents to defeat the final boss. It will have the fantasy genre and gameplay of Final Fantasy and World of Warcraft, including character classes, races, jobs, boss fights, and random encounters. The retro pixel graphics and affordable price aim to appeal to "belongers" across genders, races, and social statuses. The game will not contain offensive material and include warnings to prevent younger players from accessing it in order to avoid legal and ethical issues.
Homer Simpson is characterized as follows:
He is an overweight, balding white male who lives in Springfield and works, though he often avoids work. He has adventures. The document does not provide details on what he thinks, says, or what others think of him. It prompts the reader to characterize a cartoon character of their choice in a Keynote presentation.
This document discusses researching the target audience for a horror film. It notes that most horror films target 15-24 year olds and include themes like gore, swearing, entertainment, and thrills. The summarizer's film will target teenagers over 15 but also appeal to adults with its controversial theme. Horror films usually attract both male and female audiences, though reactions may differ, and are also popular for dating couples seeking thrills.
This document provides audience profiles for three different movies/properties: Iron Man 3, The Lego Movie, and Love Actually.
For Iron Man 3, the primary audience is described as teenagers (16-24), mostly male, from middle to lower social classes who enjoy superhero content. The secondary audience is adults (25-40) who may have grown up with the comics.
The primary audience for The Lego Movie is described as children (6-12) of both genders from middle to lower classes who enjoy playing with Lego. The secondary audience is teenagers and adults (13-40) who likely grew up with Lego.
The audience profile provided for Love Actually describes the primary audience as girls (16
The document discusses different types of movies and movie genres such as westerns, war films, thrillers, science fiction, romantic comedies, family films, and foreign films. It also mentions movie ratings, restrictions on viewing movies based on age, and provides questions for a movie review homework assignment. Students are asked to nominate actors, directors, and films for awards and write a 100-150 word movie review using vocabulary about films.
This document contains initial plans for creating audio content such as game reviews, quizzes, and interviews. It lists ideas for quizzing a friend on pop culture or competitive gaming rules, interviewing a friend about a life experience or their top 10 favorite games, and reviewing a game the author has played possibly with someone else. It also includes mind mapping potential questions for quizzes or interviews on topics like games, competitive gaming rules, pop culture, and a person's favorite games.
This proposal is for a small game cut scene set in a medieval fantasy world. The cut scene will tell the story of a hero battling a villain who has attacked a village. It will appeal to an audience aged 12-18 of both genders. Some consideration must be given to the inclusion of violence, as certain religious or social groups may find it offensive. The cut scene will need to be restricted from younger viewers and ensure it does not infringe on any existing intellectual properties.
Wilhelmina Rochester - 7 Elements Of A Great Audition MonologueWilhelmina Rochester
This document outlines 7 elements to look for when selecting a monologue piece:
1. It should be within your age range, gender, and use colloquial language.
2. The monologue should be directed at a specific individual.
3. There should be conflict between the speaker and the person they are addressing.
4. The topic and objective of the monologue should be clear.
5. There should be opportunities for the speaker to respond to imagined reactions from the other person.
6. The monologue should have a sense of finality and resolution at the end.
7. The speaker should stand while delivering the monologue
Stereotyping involves organizing beliefs about groups and applying them to individuals, such as assuming all Indian people like curry. Stereotypes often prevent knowing people as individuals and can lead to discrimination. Common stereotypes include "bad boy", "nerd", and those based on sexual orientation. The consequences of stereotyping include lowered self-esteem, hostile behavior between groups, and people being wrongly labeled by a stereotype.
The proposed pixelated arcade game aims to entertain players of all ages and genders. Players will progress through levels collecting stars of increasing difficulty. To ensure broad appeal and avoid offense, the game will not include aggressive or offensive content, language, or references that could target social groups. Legal and ethical considerations were made to create a fun and inoffensive gaming experience suitable for general audiences.
This document provides an overview of Module 1 of an English course, which focuses on talking about personal interests, activities, and daily routines. It outlines key vocabulary like hobbies, frequency words, and adjectives, as well as grammar points like using "-ing" verbs and question forms. The goals are to enable students to discuss topics like what they like doing, how often they engage in various activities, and describe a typical day. Camping is given as an example context for integrating these language points.
This document provides guidance for librarians on providing reader's advisory services to gamers. It recommends asking open-ended and clarifying questions in a reference interview to understand the gamer's interests. It then suggests finding commonalities between games in terms of plot, setting, characters, genres, themes, and styles to make targeted recommendations that match what the gamer enjoys.
This document is a 10 question questionnaire about horror film preferences. It asks respondents about their gender, age, how often they watch films and horror films specifically. It also asks about favorite horror genres, if trailers and posters are enjoyed before watching films, what makes a horror film effective, and to name a favorite horror film and why. The questionnaire is intended to gather information about audience preferences for horror films.
The document discusses the negative effects of stereotyping in schools and society. It notes that stereotypes are often used to portray the poor and minorities in demeaning ways. Accountability policies in schools that focus only on test scores can lead teachers to view migratory or new students as problems that will lower scores. Stereotypes are also used to depict urban communities and their residents in a negatively. The document argues that teachers and students must be educated about stereotyping and taught to consider issues like misrepresentations of neighborhoods from a broad and thoughtful perspective in order to combat stereotyping.
Stereotyping refers to oversimplified or fixed ideas about types of people or things. The document discusses how stereotyping is a learned behavior that can negatively impact those who are stereotyped by making them feel bad about themselves. While some stereotyping may seem instinctual for protection, negative stereotyping often poses a false representation. To help address this, the document suggests teaching children to be mindful of others and how they want to be perceived in order to reduce levels of bad stereotyping over time.
The document discusses stereotyping and ways to reduce it. It provides examples of how stereotyping occurs based on race, appearance, and misunderstanding. Stereotyping can offend people and damage their self-image. It encourages judging people before knowing them. The media encourages stereotyping through prejudiced reporting. While stereotyping may never fully stop, society can reduce it by promoting respect, equality, and getting to know people as individuals rather than judging them.
The document provides instructions for analyzing reviews of the same product from two different sources. It includes a template to record whether each reviewer liked or disliked the product being reviewed, include a quote reflecting their opinion, note the words used to describe their feelings, and see if examples are given to support their opinions. The reviews being analyzed are of the movie Step Up 3D, with one reviewer liking the film but having some doubts, and the other admitting it is "dumb" but enjoying it nonetheless.
The document is a questionnaire that asks respondents about their age, gender, how often they watch films, their preferred horror film genres and why, what they like about horror films, their favorite horror film and why, the most effective way to promote a film, what makes a good film poster, and their favorite horror film trailer and why. It collects demographic information and opinions about horror films from potential viewers.
The document is a horror film questionnaire that asks respondents to provide feedback on effective horror film promotional methods and elements. It asks the respondent to rank promotional methods in order of effectiveness, identify appealing poster elements, preference for victim or villain imagery, preferred magazine content, font preferences, what creates fear in trailers, an example of an effective trailer, and what made that trailer effective. The questionnaire aims to gather data on how to best promote upcoming horror films.
The document provides an evaluation of an FMP project. It summarizes the student's research, planning, time management, technical and aesthetic qualities of their advergame product. For research, the student analyzed 3 existing games in their genre. For planning, they explored 3 game types before choosing a battle royale style. They received feedback that their animation could be longer and include a self-designed background. The student agrees more levels could improve their game.
The document summarizes the results of audience research questions asked to people over 15 about their preferences for thriller films. Psychological thrillers and stories set in woods were most popular. Audiences also enjoyed varied character ages and openings that introduce characters. Most felt the opening sets the impression for the rest of the film. The conclusions were to consider making a psychological thriller with a range of characters, set in woods, and having an opening that introduces characters.
This document discusses high-concept movies. It explains that high-concept movies have an easily recognizable premise, iconic imagery, broad themes that most audiences can relate to (like love, honor, fear), and big name stars and directors. Examples given include Jaws, Top Gun, and movies by directors like Spielberg, Cameron, and Bay. Students are then assigned a task to research a high-concept movie, present on it, and write a documentation defining high-concept films and listing the top directors and movies in the genre.
This document provides an activity for students to identify and discuss celebrities. It includes questions for students to answer about a celebrity's name, origin, nationality, profession, and why they like that celebrity. An example is provided about the celebrity Ronaldinho, noting his name, home country of Portugal, Portuguese nationality, profession as a soccer player, and that the student likes him because he plays soccer well.
This proposal is for a maze game called "Maze to Victory" aimed at entertaining younger audiences aged 6-12. The game involves guiding a character through a maze to collect loot of varying rarity from chests. Once strong enough, the character will fight a ghost boss to escape. Research shows mazes and collectibles appeal to this age group. The game will not include offensive content and aims to be unique enough to avoid copyright issues. Legal considerations were made to ensure no groups are offended.
This proposal outlines a turn-based strategy roleplaying game called "Ghosts In Space" where players command a team to exterminate ghosts trapped aboard spaceships. The game aims to entertain players aged 14-25 who enjoy roleplaying and strategic gameplay. Elements from Mass Effect and XCOM such as turn-based combat, character customization, and well-written story were used for inspiration during research and planning. Mild language and swearing may be included but restricted from younger audiences, and original characters will avoid copyright issues.
This proposal outlines a turn-based strategy roleplaying game called "Ghosts In Space" where players command a team to exterminate ghosts trapped aboard spaceships. The game aims to entertain players aged 14-25 who enjoy roleplaying and strategic gameplay. Elements from Mass Effect and XCOM such as turn-based combat, character customization, and well-written story were researched to inform the game's development. Mild language and swearing may be included but access will be restricted for younger audiences, and original characters and storylines will avoid copyright issues or offending social groups.
This document contains initial plans for creating audio content such as game reviews, quizzes, and interviews. It lists ideas for quizzing a friend on pop culture or competitive gaming rules, interviewing a friend about a life experience or their top 10 favorite games, and reviewing a game the author has played possibly with someone else. It also includes mind mapping potential questions for quizzes or interviews on topics like games, competitive gaming rules, pop culture, and a person's favorite games.
This proposal is for a small game cut scene set in a medieval fantasy world. The cut scene will tell the story of a hero battling a villain who has attacked a village. It will appeal to an audience aged 12-18 of both genders. Some consideration must be given to the inclusion of violence, as certain religious or social groups may find it offensive. The cut scene will need to be restricted from younger viewers and ensure it does not infringe on any existing intellectual properties.
Wilhelmina Rochester - 7 Elements Of A Great Audition MonologueWilhelmina Rochester
This document outlines 7 elements to look for when selecting a monologue piece:
1. It should be within your age range, gender, and use colloquial language.
2. The monologue should be directed at a specific individual.
3. There should be conflict between the speaker and the person they are addressing.
4. The topic and objective of the monologue should be clear.
5. There should be opportunities for the speaker to respond to imagined reactions from the other person.
6. The monologue should have a sense of finality and resolution at the end.
7. The speaker should stand while delivering the monologue
Stereotyping involves organizing beliefs about groups and applying them to individuals, such as assuming all Indian people like curry. Stereotypes often prevent knowing people as individuals and can lead to discrimination. Common stereotypes include "bad boy", "nerd", and those based on sexual orientation. The consequences of stereotyping include lowered self-esteem, hostile behavior between groups, and people being wrongly labeled by a stereotype.
The proposed pixelated arcade game aims to entertain players of all ages and genders. Players will progress through levels collecting stars of increasing difficulty. To ensure broad appeal and avoid offense, the game will not include aggressive or offensive content, language, or references that could target social groups. Legal and ethical considerations were made to create a fun and inoffensive gaming experience suitable for general audiences.
This document provides an overview of Module 1 of an English course, which focuses on talking about personal interests, activities, and daily routines. It outlines key vocabulary like hobbies, frequency words, and adjectives, as well as grammar points like using "-ing" verbs and question forms. The goals are to enable students to discuss topics like what they like doing, how often they engage in various activities, and describe a typical day. Camping is given as an example context for integrating these language points.
This document provides guidance for librarians on providing reader's advisory services to gamers. It recommends asking open-ended and clarifying questions in a reference interview to understand the gamer's interests. It then suggests finding commonalities between games in terms of plot, setting, characters, genres, themes, and styles to make targeted recommendations that match what the gamer enjoys.
This document is a 10 question questionnaire about horror film preferences. It asks respondents about their gender, age, how often they watch films and horror films specifically. It also asks about favorite horror genres, if trailers and posters are enjoyed before watching films, what makes a horror film effective, and to name a favorite horror film and why. The questionnaire is intended to gather information about audience preferences for horror films.
The document discusses the negative effects of stereotyping in schools and society. It notes that stereotypes are often used to portray the poor and minorities in demeaning ways. Accountability policies in schools that focus only on test scores can lead teachers to view migratory or new students as problems that will lower scores. Stereotypes are also used to depict urban communities and their residents in a negatively. The document argues that teachers and students must be educated about stereotyping and taught to consider issues like misrepresentations of neighborhoods from a broad and thoughtful perspective in order to combat stereotyping.
Stereotyping refers to oversimplified or fixed ideas about types of people or things. The document discusses how stereotyping is a learned behavior that can negatively impact those who are stereotyped by making them feel bad about themselves. While some stereotyping may seem instinctual for protection, negative stereotyping often poses a false representation. To help address this, the document suggests teaching children to be mindful of others and how they want to be perceived in order to reduce levels of bad stereotyping over time.
The document discusses stereotyping and ways to reduce it. It provides examples of how stereotyping occurs based on race, appearance, and misunderstanding. Stereotyping can offend people and damage their self-image. It encourages judging people before knowing them. The media encourages stereotyping through prejudiced reporting. While stereotyping may never fully stop, society can reduce it by promoting respect, equality, and getting to know people as individuals rather than judging them.
The document provides instructions for analyzing reviews of the same product from two different sources. It includes a template to record whether each reviewer liked or disliked the product being reviewed, include a quote reflecting their opinion, note the words used to describe their feelings, and see if examples are given to support their opinions. The reviews being analyzed are of the movie Step Up 3D, with one reviewer liking the film but having some doubts, and the other admitting it is "dumb" but enjoying it nonetheless.
The document is a questionnaire that asks respondents about their age, gender, how often they watch films, their preferred horror film genres and why, what they like about horror films, their favorite horror film and why, the most effective way to promote a film, what makes a good film poster, and their favorite horror film trailer and why. It collects demographic information and opinions about horror films from potential viewers.
The document is a horror film questionnaire that asks respondents to provide feedback on effective horror film promotional methods and elements. It asks the respondent to rank promotional methods in order of effectiveness, identify appealing poster elements, preference for victim or villain imagery, preferred magazine content, font preferences, what creates fear in trailers, an example of an effective trailer, and what made that trailer effective. The questionnaire aims to gather data on how to best promote upcoming horror films.
The document provides an evaluation of an FMP project. It summarizes the student's research, planning, time management, technical and aesthetic qualities of their advergame product. For research, the student analyzed 3 existing games in their genre. For planning, they explored 3 game types before choosing a battle royale style. They received feedback that their animation could be longer and include a self-designed background. The student agrees more levels could improve their game.
The document summarizes the results of audience research questions asked to people over 15 about their preferences for thriller films. Psychological thrillers and stories set in woods were most popular. Audiences also enjoyed varied character ages and openings that introduce characters. Most felt the opening sets the impression for the rest of the film. The conclusions were to consider making a psychological thriller with a range of characters, set in woods, and having an opening that introduces characters.
This document discusses high-concept movies. It explains that high-concept movies have an easily recognizable premise, iconic imagery, broad themes that most audiences can relate to (like love, honor, fear), and big name stars and directors. Examples given include Jaws, Top Gun, and movies by directors like Spielberg, Cameron, and Bay. Students are then assigned a task to research a high-concept movie, present on it, and write a documentation defining high-concept films and listing the top directors and movies in the genre.
This document provides an activity for students to identify and discuss celebrities. It includes questions for students to answer about a celebrity's name, origin, nationality, profession, and why they like that celebrity. An example is provided about the celebrity Ronaldinho, noting his name, home country of Portugal, Portuguese nationality, profession as a soccer player, and that the student likes him because he plays soccer well.
This proposal is for a maze game called "Maze to Victory" aimed at entertaining younger audiences aged 6-12. The game involves guiding a character through a maze to collect loot of varying rarity from chests. Once strong enough, the character will fight a ghost boss to escape. Research shows mazes and collectibles appeal to this age group. The game will not include offensive content and aims to be unique enough to avoid copyright issues. Legal considerations were made to ensure no groups are offended.
This proposal outlines a turn-based strategy roleplaying game called "Ghosts In Space" where players command a team to exterminate ghosts trapped aboard spaceships. The game aims to entertain players aged 14-25 who enjoy roleplaying and strategic gameplay. Elements from Mass Effect and XCOM such as turn-based combat, character customization, and well-written story were used for inspiration during research and planning. Mild language and swearing may be included but restricted from younger audiences, and original characters will avoid copyright issues.
This proposal outlines a turn-based strategy roleplaying game called "Ghosts In Space" where players command a team to exterminate ghosts trapped aboard spaceships. The game aims to entertain players aged 14-25 who enjoy roleplaying and strategic gameplay. Elements from Mass Effect and XCOM such as turn-based combat, character customization, and well-written story were researched to inform the game's development. Mild language and swearing may be included but access will be restricted for younger audiences, and original characters and storylines will avoid copyright issues or offending social groups.
The product is an adventure hack-and-slash game called "Demon War" for entertainment purposes. The story follows the player fighting through multiple rooms of enemies to reach and defeat the boss. The target audience is males aged 18-25 of any social status or psychographic. Dark colors and weapons from research will be used to design the characters and weapons. To avoid legal issues, the game will not include offensive material and will restrict younger players. It will also be tested with different groups to avoid unintended offense, and an existing character will be adapted with changes to distinguish it from the original.
This proposal outlines a zombie sidescroller game where players control a character surviving a zombie apocalypse in an infected city. The goal is to kill zombies and run far to collect points without getting caught. The target audience is teenagers and young adults, especially male players who enjoy achievement. Key elements from research on existing sidescroller combat systems will be incorporated, like jumping on enemies while running to earn points. The game may feature violence and horror but aims to restrict young children while avoiding offensive content relating to social groups, religions or ethnicities to prevent causing offense.
The document proposes a retro-style side scrolling fantasy role-playing video game called "The Golden Child" that would aim to both entertain and educate teenagers aged 13-19 on mental health issues like depression and anxiety by telling a story about a boy who must defeat bosses representing his mental health problems to rescue a kidnapped girl. The game would feature art and gameplay in the style of The Legend of Zelda and include representations of overcoming mental health challenges without using any offensive, restricted, or copyrighted material.
The proposal outlines a strategy RPG video game called "world collision" where sci-fi super soldiers find themselves transported to a fantasy world. They must battle monsters while uncovering a plot that may destroy their new world, and find a way to return home. The game aims to entertain ages 15-39 with its unique design, fun and fast-paced combat, and well-written story. It will feature the protagonist's journey in a sci-fi/fantasy setting. Younger audiences between 6-9 will be restricted from playing due to mature content. Original characters and concepts will be used to avoid copyright issues.
This proposal is for a visual novel game called "Soul Resonance" based on the anime "Soul Eater." The game would allow players to take on the role of a new student at the DWMA academy and interact with characters from the anime on adventures and battles against the villain Medusa. Most of the research and planning would go toward the game's logo, user interface showing character dialog, and depictions of souls after battles. The target audience is 15-24 year old male anime fans. Some characters smoke and say minor profanity in the source material, so those elements would be included, but may offend some religions. The game would have a different title than the anime but include its characters.
The game proposal summarizes an adventure game where players control a knight on a quest to rescue a princess. It will entertain through its platforming and adventure elements while targeting all ages and both genders. The main character will be the knight and the day-night cycle will create a scary environment. No offensive content will be included to avoid restricting younger audiences or offending groups. The game will be different enough from existing titles to avoid copyright issues while using only the created knight character from online images.
This proposal is for a fighting game called "Unfinished Business." The game aims to entertain players through knock-out style combat within a time limit. It will feature two male characters in karate outfits battling in a dark background with some light and props. A game bar will display the time and players' health. The target audience is aggressive male teenagers aged 12-18. Research from street fighter-style games will influence the dark background, outfits, and character designs. The game will not include offensive content but will restrict players under 12 due to violence. Care will be taken to avoid offending social, religious, or ethnic groups.
The product is an action/adventure game meant for entertainment where the player finds themselves lost in the woods trying to find their way out. They can pick up guns and melee weapons to fight enemies as they explore with limited ammo. The target audience is teens ages 11-19, but the inclusion of harming animals may offend some religions or social groups. Research from the game Uncharted 4 informed elements of being set in a forest and the goal of survival. There are some ethical concerns around offensive or disturbing material, and ratings or restrictions would be needed to ensure younger or sensitive audiences are not exposed. While inspired by Uncharted 4, the game aims to have its own distinct setting and characters to avoid copyright
The product is an action/adventure game meant for entertainment where the player finds themselves lost in the woods trying to find their way out. They can pick up guns and melee weapons to fight enemies while ammunition is limited. The target audience is teens ages 11-19, but the inclusion of harming animals may offend some religions or social groups. Research from the game Uncharted 4 informed the forest setting and survival elements. There is potential for offensive material so an age rating and warning would be used, and while inspired by Uncharted 4, the game aims to have its own distinct setting and characters to avoid copyright issues.
The document proposes a mobile game called "Switch Force" that will be an action/rhythm game featuring different gameplay challenges to unlock character skins, with a target audience of ages 10 and up who enjoy fast-paced games, and plans to conduct research on side-scrolling platformer gameplay and designs while ensuring the game avoids offensive stereotypes or copying of existing intellectual properties.
The proposal is for a horror game called "Slaughter Run" that aims to entertain and frighten consumers. The game will use a dark color scheme and have the main character collect keys to unlock doors while avoiding threatening objects to increase difficulty. The target audience is mainly males aged 16-25 who enjoy thrills. Research informed elements like dark colors to set the scene. Some elements like shooting a cannon could potentially offend, so the game will restrict younger players. Care was taken to avoid offending social groups. All characters and designs are original to avoid copyright issues with other works.
My product is an advergame called "Survival Fight" that will entertain 16-18 and 18-25 year old gamers. It will be a 30 second battle royale style game where the player lands at a house to find a weapon, leaves to get in a shootout with another player, and then loses. I will use the bright color scheme and cartoon style from Fortnite in my final product. I will not include any offensive materials like blood and will restrict access to those under 16. The game will be different enough from existing battle royale games to avoid copyright issues while taking inspiration from the genre.
This proposal outlines a pixel game called "Prison Escape" where players control prisoners fighting ghost guards in a prison using swords and loot. The game aims to entertain 8-14 year olds with its action-adventure gameplay. Legal and ethical considerations were made to avoid offensive material by excluding inappropriate content and differentiating the game from existing intellectual properties through unique character designs and elements.
The proposed game is a horror-themed arcade game aimed at males aged 12-16. Players will avoid and run from ghost-like enemies through fast-paced gameplay with retro graphics. Research into similar horror games informed the dark color palette and font styles. Violence is the only potentially offensive element. The game will clearly display its age rating and not include discrimination or religious content. Original character designs and sufficiently different gameplay aim to avoid copyright issues, despite drawing from the genre's conventions.
The document proposes an interactive media product that is an animation showing gameplay from a video game. Specifically, it would tell a story about someone going to a different world and having to survive by killing various enemies and bosses. The target audience would be people over age 12 of any gender or social status, appealing especially to those interested in trendy or popular products. Research and planning would draw from similar Metroid-vania style platformer games and experimentation to incorporate into the final production's ideas and style. Legal and ethical considerations would aim to avoid offensive material and restrict younger audiences due to difficulty, while ensuring no offense to social groups through an original, non-infringing product.
This proposal outlines an interactive media product called "terra-fender" that aims to entertain users. The product is a video game where the player controls a terra-fender robot battling invading battle bots sent by the starship Avalon Prime to attack Earth. The target audience is males and females ages 14 and up, appealing to their interest in sci-fi themes. Research into sci-fi music and themes will influence the game's design and creation to achieve the entertainment purpose while avoiding offensive, unethical, or legally problematic content.
This proposal is for an adventure game where the player controls a man with pink hair trying to travel to a destination. Along the way, strange jelly creatures block his path and the player must avoid conflict to get past them. The target audience is ages 10-16 with no specific gender or social status in mind. Research and planning elements will be used in the final production to develop the story, characters, gameplay mechanics and level design. Legal and ethical considerations will ensure no offensive material is included and younger players are restricted to avoid issues with copyright, offense or inappropriate content.
The document provides an evaluation of Joshua Meredith's production process for a clothing line. It summarizes the strengths and weaknesses in his research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. Key points include that his research focused on simple, effective designs from successful brands but could have explored color options more. His planning went well but lacked exploring outside his box of ideas. Time management was poor with last minute work. Peer feedback noted a lack of variety in designs and colors. [END SUMMARY]
The document discusses armor design for a character. It notes that bulky armor was avoided and references of characters with mechanical armor were reviewed. This provided ideas on what to include and remove to find the right balance of armor for the character. Images of characters with different armor amounts showed how much is too much. The character design process also considered armor color schemes to avoid something too generic like black and white.
The document discusses experiments for designing simple graphic t-shirt and hoodie concepts. It shows early sketches of a minimalist character design that will include shading when completed. Screenshots demonstrate sizing the designs on shirt and hoodie templates in the Krita workspace. While two designs are shown, three will ultimately be included - with the top design adding white text next to the female character. The same overall design idea and process using Krita will carry over to the final products, though the hoodie color may change to be consistent with an all-white brand aesthetic.
Here are the key points I gathered from the interview:
- Designs should be simple on t-shirts but more complex across hoodies/long sleeves with designs in multiple areas.
- Price range should be affordable with t-shirts around £20 and hoodies/long sleeves up to £60 due to more design/effort.
- Colors for simple designs like t-shirts should be 1-2 colors like white/black. More complex designs could have 3-4 colors like red, black, white which go well together.
- Audience prefers clean, simple designs that aren't overly complicated. More design/effort justifies higher prices on hoodies/long sleeves.
This gives useful insight into what
This proposal outlines a clothing line project called "Whited" aimed at unisex teenagers. The student has skills in art and design from previous projects and wants to improve upon a clothing line they designed last year. The concept involves character designs that will be translated to t-shirts through detailed linework and shading. Research will include analyzing how other brands like Nike design and market clothing lines. Progress will be evaluated by comparing designs to last year's work and the designs of an actual clothing company. The 10-week schedule outlines tasks from initial research to final evaluations and development.
Joshua Meredith plans to improve upon a clothing line project from last year. This year's project will include upper body clothing like shirts and hoodies with unique front and back designs. The color scheme will focus on white shading. The target audience is teenagers, primarily males, as the streetwear style fits their interests. Posters will advertise popular movies and video games in black and white or color. A movie trailer will feature a female superhero protagonist and male villain. Scenes will be edited in post-production. Finally, a clothing store called "Whited" will sell white t-shirts, hoodies, and other items featuring designs made in Krita and finished in Photoshop.
The document provides initial plans and reactions for a level 2 project creating a clothing line. It includes a mind map outlining plans for a clothing line featuring unique shirt and hoodie designs primarily in white, as well as posters for movies and video games. A movie trailer is also planned featuring a female superhero protagonist. A mood board is presented with images of white clothing influencing the final clothing store brand called "Whited" featuring white t-shirts, hoodies and other garments.
Joshua Meredith evaluated his product, a pixelated video game inspired by Pokemon games. His research of Pokemon games helped him choose which game to base his design on and determine his pixel limits. His planning process involved structuring steps to complete the game, but he could have better organized animations. Time management was done well, leaving extra time to improve the product. The technical qualities of the game included detailed pixel art animations at a smooth frame rate compared to the inspiration game. Aesthetically, the grayscale colors captured the retro feel within pixel limits. The intended teenage boy audience would find appeal due to the game's similarity to popular Pokemon games.
The document describes Joshua Meredith's process for creating a pixel art animation. It discusses how he created character concepts using a 1px pencil for an original design. It also explains his animation layout using box slides and copying layers to make the process easier. Finally, it details the tools used, including the pencil, rubber, fill, and text tools to create the pixel art animation in a time efficient manner.
This document provides details for a pre-production plan for a Pokemon-style video game. The target audience is mainly teenage boys who enjoy video games. Sound effects will be created using objects to mimic hits and a ticking clock for health warnings. Contingency plans include using alternate computers if the main one breaks and keeping multiple backups to prevent data loss from file corruption or lost storage. Health and safety concerns of eye strain and hand cramps will be avoided through regular breaks.
This proposal outlines a pocket monster game called "Monsters: pocket edition" targeted towards teenage boys who enjoy video games like Pokemon. The game would feature retro-style gameplay involving turns-based battles between the player's monster "Dreegom" and an enemy monster "Floof". Over the course of a 3-4 minute animation, the player's monster would battle the enemy monster over 3 turns and gain experience. The proposal describes using skills learned in Photoshop class to design the characters and battle interface, and researching Pokemon games to replicate the style of animations and level of detail. The work will be evaluated by comparing it to existing Pokemon games to identify opportunities for improvement.
The document discusses existing video game products that are similar to the game the author is developing. It analyzes Pokemon Red, Sonic Chronicles: The Dark Brotherhood, Pokemon Diamond, and Pokemon Sword. These games all feature turn-based combat between the player's characters and enemies. While more recent games have improved graphics, animations, and gameplay features, replicating these would require more time than the author's deadline allows. The research was useful for determining what elements can feasibly be included within the time constraints.
Joshua Meredith plans to create a Pokémon-style pixel art battle game for his project. He considers a Pokémon, Street Fighter, or Duck Hunt style game and decides Pokémon would be easiest as he is familiar with the gameplay and style. His game will feature two original grayscale characters battling in 3 turns, showing moves, damage taken, and experience gained. He creates a mood board and schedule to guide the project, which will include designing characters, animating moves, and assembling the battle scene over 5 weeks. Research sources will include various Pokémon video games to reference the gameplay style and mechanics.
The document describes several animation experiments Joshua Meredith conducted in Photoshop using a 120x80px canvas and a 1px pencil tool. The experiments included a damage animation that bobbed the character up and down, a blinking animation that opened and closed the character's eyes, and a running animation that alternated between legs in different frames. Meredith reflected that the experiments gave him ideas for possible gameplay styles and mechanics, showed how simple but effective animations can be, and provided a starting character design for a potential final product.
Joshua generated 5 ideas for music videos using different styles and techniques. The top two ideas were a fully animated music video in the style of Peter Pan or a video combining recorded dance footage with animated effects. After researching examples and considering the time commitment, Joshua selected the animated Peter Pan-style idea as it aligned best with the song's story and his animation skills.
This document outlines the author's five-year plan from 2020-2022. In 2020, they will focus on completing the first year of their creative media course. In 2021, they will have the option to continue the second year or drop out to explore other options, such as finding a job that provides a good income and fits their abilities. By 2022, the author aims to complete their college course and find a fulfilling career in an area like marketing design, using their strengths to start working towards that goal.
The document summarizes Joshua Meredith's evaluation of a magazine design project. It discusses the following areas:
Research - Research was easy to access through online magazines and libraries. The research helped with layout and understanding where to place ideas.
Planning - Planning was the easiest part with many options to choose from. The planning didn't change the initial idea but showed other potential options.
Time Management - Time was not managed well, leading to corners being cut as the deadline approached. More time would have allowed for improvements.
Technical/Aesthetic Qualities - Similarities and differences between the design and an actual magazine are noted. The design uses multiple game characters and screenshots. Bubble text was used throughout
Joshua Meredith reflected on the process of creating a magazine article about the Pokemon game Sword. He started with coming up with a concept and draft of the article. With a clear idea and reference from playing the game, he created the front cover and inside pages, taking screenshots from the game. While putting all the pieces together, some parts of the initial concept were cut or changed. Overall, the process of making the magazine was fun and didn't take as much time as expected.
This document outlines a proposal for a 2019 video game magazine. The primary audience is male teenagers as video games are mostly played by males, especially fighters and shooters popular in 2019. The rationale discusses how the creator's skills in Photoshop and knowledge of video games has improved over the last year from taking this course previously. The concept is a magazine reviewing popular 2019 releases like Minecraft and Fortnite, as well as games that were popular but didn't release that year. Research will identify the most popular games to feature. Evaluation will involve getting feedback to improve future work.
This document provides concepts for the front cover and double page spread of a magazine about popular 2019 video games.
The front cover concept shows characters from Marvel placed around the page in a not overcrowded manner. The black area is for text and the white edges will have a blurred glow effect.
The double page concept uses Tetris blocks in different colors and areas of black for articles about video games. Everything will be hand drawn except the text.
Most elements of the concepts will be included in the final product, with improvements like smoothing out and adding more detail to hand drawings, changing character positioning, and adding boxes around text for professionalism.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UP
Proposal (task 4)
1. Proposal
1
Working Title: the product I have made is called: Shadow Warrior
What is it called? This can change if you think of something better later
Product’s Purpose: the purpose of my product is to entertain people. I will achieve this by
making the game fun to play with tons of customisability
What is the product’s purpose (entertain/educate etc.) and how will you achieve this?
Genre: action
What sort of product is it
Content: my product is about a group of samurais turning evil with a male samurai
overcoming the odds and taking the group down. The male samurai swore to keep the
world a great, peaceful place and to defend his honour he has to take down the evil group
he used to be a part of. The boss is Electra the female samurai that has been training for
years on end and Is now known as the greatest samurai known to man.
What is your product about? Discuss what you would put in it (be specific). Does it have a story? If
so, discuss it here
Audience: my audience is directed towards everyone. It is a fighting game but shows no
blood or huge violence (like pokemon or dragon ball z) so is suitable towards kids.
Who is your audience? Be very detailed; age, gender, social status, psychographic etc
Why would your project appeal to this person?
Research and Planning: I used my research of samurais to find the right pose and detail
that the samurai needs. This helped make my product look the way I wanted it to look. I
used my idea of the group of samurai but tweaked my planning a little bit to make the group
evil instead of the Electra turning on the group. I have also lowered the rating from my
planning as the game is not that violent and suitable towards kids.
What elements of your research and planning will you use in your final production?
Where will you use your research and planning in your final production?
Legal & Ethical Considerations: my product will not disturb any legal & ethical
considerations and I will make sure that it doesn’t by not adding anything that could seem
offensive or stolen from other content
Think about any offensive material you will include?
Will you restrict younger people using/accessing it?
Will it offend any social groups/religions/ethnicities?
How will you ensure you do not offend anyone?
Are you using characters/names/logos of existing products/IPs?
Will you product be sufficiently different from existing products to not get sued for copyright
infringement?