The document analyzes existing games to inform the development of a new police chase game. It summarizes 4 games: Super Mario Bros Wii, Need for Speed Most Wanted, Hill Climb Racing, and Sonic Dash. It observes that the games involve action, have bright backgrounds, and include harming others. It notes aspects it will include, like sound effects that match gameplay. Interviews find audiences like time challenges and power-ups that increase speed. This information will be used to design a game that challenges players through obstacles while driving fast.
The document analyzes several existing video game screenshots and discusses their common features such as multiplayer options, reward systems, character customization, and retro audio styles. It then observes how research into these games can inform the design of a new game by including popular elements like competitive multiplayer, unlockable rewards for progression, and options for customizing playable characters. Interviews with potential players found that they prefer games with these types of features that allow for both competition and personalization.
The document provides details about the existing racing game "Midnight Club: LA". It takes place in Los Angeles and features effects like green smoke during races. It displays a map and speedometer on screen. Sound effects include car engines. Music plays in cars and reflects popular LA music at the time, allowing custom playlists.
The document summarizes key elements and gameplay features of several classic video games including Super Mario Bros., Sonic the Hedgehog, VVVVVV, and SuperTux. It discusses elements like the option to play single or multiplayer in Mario, scoring systems, character abilities gained by collecting power-ups, background music, level design, and more. The document considers applying different gameplay and design aspects from these games to a new game being developed.
The document provides details about the existing mobile game Subway Surfers, including its setting within various subway station locations around the world. It uses a third-person camera angle behind the character being chased by a train driver. Effects include power-ups like a jetpack that allows flying and releases rainbow smoke. Players can choose from many characters with default streetwear-style costumes including baseball caps and sneakers.
The document discusses existing video games that are similar to the author's idea for a new game, including Terraria, Temple Run, Super Mario Bros., and Sonic the Hedgehog. Common features across these games are their use of bright colors, side-scrolling gameplay, pixel art style, sound effects, and background music. The author analyzes what aspects of these existing games they will include in their own work, such as colors, props, gameplay, and audio elements.
The document provides an analysis of the cover art and gameplay elements of the Grand Theft Auto V video game. It summarizes that the graffiti-style font on the cover is intended to appeal to the target audience. It also notes that the cover uses vibrant colors to represent different moods and times of day in the game. Additionally, it observes that the props, costumes, locations, sounds, and realistic elements shown in the game help create audience appeal by mirroring real-life experiences.
This game takes place on a train track where the player controls a character running away from an inspector and dog. The player must jump over and duck under barriers and swipe across moving trains. Coins are collected to buy characters, boards, and power ups. A high score and friends' scores are displayed to encourage replayability and competition. The 3D visuals, sound effects, and colorful art style work to attract and engage young audiences.
The document analyzes several existing video game screenshots and discusses their common features such as multiplayer options, reward systems, character customization, and retro audio styles. It then observes how research into these games can inform the design of a new game by including popular elements like competitive multiplayer, unlockable rewards for progression, and options for customizing playable characters. Interviews with potential players found that they prefer games with these types of features that allow for both competition and personalization.
The document provides details about the existing racing game "Midnight Club: LA". It takes place in Los Angeles and features effects like green smoke during races. It displays a map and speedometer on screen. Sound effects include car engines. Music plays in cars and reflects popular LA music at the time, allowing custom playlists.
The document summarizes key elements and gameplay features of several classic video games including Super Mario Bros., Sonic the Hedgehog, VVVVVV, and SuperTux. It discusses elements like the option to play single or multiplayer in Mario, scoring systems, character abilities gained by collecting power-ups, background music, level design, and more. The document considers applying different gameplay and design aspects from these games to a new game being developed.
The document provides details about the existing mobile game Subway Surfers, including its setting within various subway station locations around the world. It uses a third-person camera angle behind the character being chased by a train driver. Effects include power-ups like a jetpack that allows flying and releases rainbow smoke. Players can choose from many characters with default streetwear-style costumes including baseball caps and sneakers.
The document discusses existing video games that are similar to the author's idea for a new game, including Terraria, Temple Run, Super Mario Bros., and Sonic the Hedgehog. Common features across these games are their use of bright colors, side-scrolling gameplay, pixel art style, sound effects, and background music. The author analyzes what aspects of these existing games they will include in their own work, such as colors, props, gameplay, and audio elements.
The document provides an analysis of the cover art and gameplay elements of the Grand Theft Auto V video game. It summarizes that the graffiti-style font on the cover is intended to appeal to the target audience. It also notes that the cover uses vibrant colors to represent different moods and times of day in the game. Additionally, it observes that the props, costumes, locations, sounds, and realistic elements shown in the game help create audience appeal by mirroring real-life experiences.
This game takes place on a train track where the player controls a character running away from an inspector and dog. The player must jump over and duck under barriers and swipe across moving trains. Coins are collected to buy characters, boards, and power ups. A high score and friends' scores are displayed to encourage replayability and competition. The 3D visuals, sound effects, and colorful art style work to attract and engage young audiences.
The document discusses existing video game products including Cuphead, Ōkami, The Legend of Zelda, and Chrono Trigger. It provides overviews of each game's gameplay, story, art style, and music. Research analysis identifies common RPG elements across the games that could be included in the author's own work, such as monsters, weapons, magic, and compelling characters.
The document discusses and evaluates four different graphic styles - cel-shading, photorealism, exaggeration, and abstraction. For each style, it provides examples of games that use that style along with a description of how the style is implemented in each game. It also discusses the genres each style is commonly used in and the effects the styles have on players. Overall, the document analyzes how each graphic style creates different types of visual experiences for game players.
Research in the form of interviews provided insight into the target audience for a turn-based RPG. One interviewee enjoyed RPGs for their stories and leveling systems, indicating a preference for narrative and progression. Another preferred faster genres but still valued storytelling. Both expected engaging and strategic combat. Character customization was seen as an optional but imm
The document summarizes and analyzes several existing retro video game products: Monaco GP from 1979, Grand Theft Auto, and Mario Kart 64 from 1996. It describes key elements of each game like graphics, gameplay, menus, sound effects, and music. The author indicates they will take influence from these classic games by including colorful visuals and maps like Monaco GP, positive sound effects and mission completions like GTA, and selection menus/options and starting sequences like Mario Kart 64 to improve their own upcoming product.
Research power point (video game project)Ben Harris
The interviews provided feedback on the proposed horror video game idea. While most respondents do not typically enjoy horror games, elements like multiplayer, surprises, and collecting supplies for tools like flashlights were suggested to increase engagement. Making the game in black and white or gray tones was agreed to help set a mood of fear. However, one person noted occasional color could be effective for jump scares. Large character sizes for close-up pixel art was also recommended to add detail and scare factor. Overall, the interviews indicated that survival elements, tools requiring management, and an unsettling art style could help appeal to audiences despite typical aversions to the horror genre.
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The document discusses the student's initial ideas for their pixel game project, which included making games similar to Super Mario, Forza, or an infinity runner game. They expressed interest in the infinity runner idea because they enjoy playing similar games. The student planned to focus on animating characters, objects, and backgrounds to achieve the best grade possible within the time allotted.
- The document describes plans for a game called "My Game" that takes place in a dark, gloomy forest setting and features a main character named Jake with superpowers.
- Jake has super strength, speed, and mind control abilities and fights enemies with an instantly lethal curved sword.
- The document includes a mind map exploring the game's concepts and characters in more detail to help specify the content and a mood board to visualize the game's style and settings.
- A questionnaire was given to classmates to gather data on preferences for the game, such as a preference for swords over guns shown by 70% of respondents.
Here are the citations for the interviews in APA format:
Ross, L. (2018, DATE). Target audience interviews [Personal interview].
B, K. (2018, January 12). Target audience interviews [Personal interview].
Grand Theft Auto 4 interacts with consumers in four ways according to media theorist Dennis McQuail: information, entertainment, personal identity, and social integration. The game provides information about real-world themes, entertainment through immersing players in a virtual world where they can do things not allowed in real life, opportunities for personal identity as the main character works through different social classes, and social integration through multiplayer modes where players can work together or against each other online.
The document discusses fonts, colors, props, locations, lighting/sound, and audience appeal for several popular video games including Skyrim, Final Fantasy VII, and Borderlands. It analyzes how these design elements relate to each game's fantasy themes and time periods. The document finds that these games effectively use visuals and audio to immerse players in their unique worlds and appeal to target audiences.
The document discusses fonts, colors, and props used in the video games Skyrim, Final Fantasy VII, and Borderlands: The Pre-Sequel. For Skyrim, it notes the use of fonts and colors to create a medieval fantasy feel. For Final Fantasy VII, it describes the use of bright colors and fancy fonts fitting for a fantasy genre. For Borderlands, it explains how fonts and colors take on a steam punk, comic style in keeping with the game's visuals and setting across different planets.
The document provides an evaluation of a student's video game design project. It summarizes the student's strengths and weaknesses in various aspects of the project such as research, planning, time management, technical qualities, and audience appeal. Some of the strengths included creating rough layouts and style sheets during planning, and creating animations for the game. Weaknesses included difficulties with case study research, music planning, and animation background layers. The student provided self-critiques and suggestions for improvements.
This document discusses different elements of media texts used to promote and describe video games, including The Last of Us and Just Dance. It covers media texts, semiotics, genre, content, construction, codes and conventions, modes of address, and target demographics. For example, gloomy posters and implied violence were used to promote the survival horror elements of The Last of Us, while bright, vibrant posters portrayed the fun and excitement of Just Dance.
Undertale challenges RPG conventions by removing grinding, improving character dialog, and telling its story in 5 hours rather than 10. It uses basic yet detailed pixel art graphics and a colorful scheme to carry the story. The music changes based on areas to suit different moods. Undertale is praised for its originality and willingness to defy standard RPG elements.
Rimworld combines survival, construction, and management in scenarios where the player must keep colonists happy. Colonists behave realistically through complex mood systems. The dynamic soundtrack further immerses the player based on the situation.
Stardew Valley has the player inherit a run-down farm and participate in the local community or join a corporation. Basic graphics use
This document discusses different art styles used in video games, including photorealistic, abstract, cel-shaded, and exaggerated styles. Photorealistic games like Call of Duty and FIFA 15 aim for high visual realism. Abstract games like Eufloria and Geometry Wars use shapes and colors instead of realistic graphics. Cel-shaded games like The Legend of Zelda: The Wind Waker emulate the style of comics and cartoons. Exaggerated games like Final Fantasy and Super Mario feature proportions and graphics that are larger than real life. Each art style appeals to different target audiences.
This document provides a top 10 list and honorable mention of the best retro games from 2013 as selected by Fawzi Mesmar. Each game is briefly summarized, highlighting elements like compelling story, level of customization, mature themes explored through innovative gameplay, emphasis on player decisions and consequences, attention to detail, tight controls and level design, local multiplayer fun, and perfect mixture of old and new elements. The number one pick is The Legend of Zelda: A Link Between Worlds, praised for its character design, missions, levels, items, soundtrack, and blending of old and new.
This document discusses different art styles used in video games including photorealism, abstract, cel-shaded, and exaggerated styles. Photorealistic games like Call of Duty and FIFA 15 aim to look as realistic as possible. Abstract games like Eufloria and Geometry Wars use shapes and colors instead of realistic graphics. Cel-shaded games like The Legend of Zelda: The Wind Waker and Viewtiful Joe are designed to look flat like a comic book or cartoon. Exaggerated styles in games like Final Fantasy and Super Mario feature proportions that are enlarged beyond normal sizes to create a stylized look. The document provides examples of games that use each art style and what age groups they typically target.
This document lists the top 10 games of 2014 according to Retro Gamer magazine. It provides summaries for each game, praising their mechanics, presentation, and faithfulness to source material. The number one game is Shadow of Mordor for its nemesis system that creates emergent stories. Runner up is This War of Mine for providing a grounded look at the human cost of war. Third place goes to Shovel Knight for its throwback to classic games with modern design.
The document discusses several classic video games and their use of color schemes, graphics, fonts, and user interfaces. It analyzes games like Final Fantasy IV, Pokémon Pearl, Undertale, and Chrono Trigger. For each game, it describes elements like dark backgrounds contrasted with bright character sprites, pixelated graphics fitting the technology of the time, and simple fonts that stand out on colored backgrounds. Overall, the document examines visual design choices across multiple retro-style games and how they effectively conveyed information within technical limitations.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the character, collectable items, multiple levels or biomes, animated characters and effects, vibrant colors, and background music. The analysis provides inspiration for elements to include in the author's own endless runner game.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the player, collectable items, multiple levels or biomes, animated characters and effects, and upbeat background music. The analysis of each game provides details on its gameplay mechanics, visual design, and audio to help inform the development of the author's new endless runner.
The document summarizes key aspects of several video games' designs. It discusses how games like Inside, Little Nightmares, and Samorost 3 use simplistic and minimal designs with distinctive color palettes to make characters and objects stand out against backgrounds. It also notes how these games, as well as Jetpack Joyride, employ minimal HUDs and overlays to enhance immersion. Additional design elements discussed include use of lighting, sound, and context-sensitive perspectives to guide the player. The analysis indicates these elements will be incorporated into the researcher's own game design, including unique visuals, sound design, and context-sensitive puzzles.
The document discusses existing video game products including Cuphead, Ōkami, The Legend of Zelda, and Chrono Trigger. It provides overviews of each game's gameplay, story, art style, and music. Research analysis identifies common RPG elements across the games that could be included in the author's own work, such as monsters, weapons, magic, and compelling characters.
The document discusses and evaluates four different graphic styles - cel-shading, photorealism, exaggeration, and abstraction. For each style, it provides examples of games that use that style along with a description of how the style is implemented in each game. It also discusses the genres each style is commonly used in and the effects the styles have on players. Overall, the document analyzes how each graphic style creates different types of visual experiences for game players.
Research in the form of interviews provided insight into the target audience for a turn-based RPG. One interviewee enjoyed RPGs for their stories and leveling systems, indicating a preference for narrative and progression. Another preferred faster genres but still valued storytelling. Both expected engaging and strategic combat. Character customization was seen as an optional but imm
The document summarizes and analyzes several existing retro video game products: Monaco GP from 1979, Grand Theft Auto, and Mario Kart 64 from 1996. It describes key elements of each game like graphics, gameplay, menus, sound effects, and music. The author indicates they will take influence from these classic games by including colorful visuals and maps like Monaco GP, positive sound effects and mission completions like GTA, and selection menus/options and starting sequences like Mario Kart 64 to improve their own upcoming product.
Research power point (video game project)Ben Harris
The interviews provided feedback on the proposed horror video game idea. While most respondents do not typically enjoy horror games, elements like multiplayer, surprises, and collecting supplies for tools like flashlights were suggested to increase engagement. Making the game in black and white or gray tones was agreed to help set a mood of fear. However, one person noted occasional color could be effective for jump scares. Large character sizes for close-up pixel art was also recommended to add detail and scare factor. Overall, the interviews indicated that survival elements, tools requiring management, and an unsettling art style could help appeal to audiences despite typical aversions to the horror genre.
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The document discusses the student's initial ideas for their pixel game project, which included making games similar to Super Mario, Forza, or an infinity runner game. They expressed interest in the infinity runner idea because they enjoy playing similar games. The student planned to focus on animating characters, objects, and backgrounds to achieve the best grade possible within the time allotted.
- The document describes plans for a game called "My Game" that takes place in a dark, gloomy forest setting and features a main character named Jake with superpowers.
- Jake has super strength, speed, and mind control abilities and fights enemies with an instantly lethal curved sword.
- The document includes a mind map exploring the game's concepts and characters in more detail to help specify the content and a mood board to visualize the game's style and settings.
- A questionnaire was given to classmates to gather data on preferences for the game, such as a preference for swords over guns shown by 70% of respondents.
Here are the citations for the interviews in APA format:
Ross, L. (2018, DATE). Target audience interviews [Personal interview].
B, K. (2018, January 12). Target audience interviews [Personal interview].
Grand Theft Auto 4 interacts with consumers in four ways according to media theorist Dennis McQuail: information, entertainment, personal identity, and social integration. The game provides information about real-world themes, entertainment through immersing players in a virtual world where they can do things not allowed in real life, opportunities for personal identity as the main character works through different social classes, and social integration through multiplayer modes where players can work together or against each other online.
The document discusses fonts, colors, props, locations, lighting/sound, and audience appeal for several popular video games including Skyrim, Final Fantasy VII, and Borderlands. It analyzes how these design elements relate to each game's fantasy themes and time periods. The document finds that these games effectively use visuals and audio to immerse players in their unique worlds and appeal to target audiences.
The document discusses fonts, colors, and props used in the video games Skyrim, Final Fantasy VII, and Borderlands: The Pre-Sequel. For Skyrim, it notes the use of fonts and colors to create a medieval fantasy feel. For Final Fantasy VII, it describes the use of bright colors and fancy fonts fitting for a fantasy genre. For Borderlands, it explains how fonts and colors take on a steam punk, comic style in keeping with the game's visuals and setting across different planets.
The document provides an evaluation of a student's video game design project. It summarizes the student's strengths and weaknesses in various aspects of the project such as research, planning, time management, technical qualities, and audience appeal. Some of the strengths included creating rough layouts and style sheets during planning, and creating animations for the game. Weaknesses included difficulties with case study research, music planning, and animation background layers. The student provided self-critiques and suggestions for improvements.
This document discusses different elements of media texts used to promote and describe video games, including The Last of Us and Just Dance. It covers media texts, semiotics, genre, content, construction, codes and conventions, modes of address, and target demographics. For example, gloomy posters and implied violence were used to promote the survival horror elements of The Last of Us, while bright, vibrant posters portrayed the fun and excitement of Just Dance.
Undertale challenges RPG conventions by removing grinding, improving character dialog, and telling its story in 5 hours rather than 10. It uses basic yet detailed pixel art graphics and a colorful scheme to carry the story. The music changes based on areas to suit different moods. Undertale is praised for its originality and willingness to defy standard RPG elements.
Rimworld combines survival, construction, and management in scenarios where the player must keep colonists happy. Colonists behave realistically through complex mood systems. The dynamic soundtrack further immerses the player based on the situation.
Stardew Valley has the player inherit a run-down farm and participate in the local community or join a corporation. Basic graphics use
This document discusses different art styles used in video games, including photorealistic, abstract, cel-shaded, and exaggerated styles. Photorealistic games like Call of Duty and FIFA 15 aim for high visual realism. Abstract games like Eufloria and Geometry Wars use shapes and colors instead of realistic graphics. Cel-shaded games like The Legend of Zelda: The Wind Waker emulate the style of comics and cartoons. Exaggerated games like Final Fantasy and Super Mario feature proportions and graphics that are larger than real life. Each art style appeals to different target audiences.
This document provides a top 10 list and honorable mention of the best retro games from 2013 as selected by Fawzi Mesmar. Each game is briefly summarized, highlighting elements like compelling story, level of customization, mature themes explored through innovative gameplay, emphasis on player decisions and consequences, attention to detail, tight controls and level design, local multiplayer fun, and perfect mixture of old and new elements. The number one pick is The Legend of Zelda: A Link Between Worlds, praised for its character design, missions, levels, items, soundtrack, and blending of old and new.
This document discusses different art styles used in video games including photorealism, abstract, cel-shaded, and exaggerated styles. Photorealistic games like Call of Duty and FIFA 15 aim to look as realistic as possible. Abstract games like Eufloria and Geometry Wars use shapes and colors instead of realistic graphics. Cel-shaded games like The Legend of Zelda: The Wind Waker and Viewtiful Joe are designed to look flat like a comic book or cartoon. Exaggerated styles in games like Final Fantasy and Super Mario feature proportions that are enlarged beyond normal sizes to create a stylized look. The document provides examples of games that use each art style and what age groups they typically target.
This document lists the top 10 games of 2014 according to Retro Gamer magazine. It provides summaries for each game, praising their mechanics, presentation, and faithfulness to source material. The number one game is Shadow of Mordor for its nemesis system that creates emergent stories. Runner up is This War of Mine for providing a grounded look at the human cost of war. Third place goes to Shovel Knight for its throwback to classic games with modern design.
The document discusses several classic video games and their use of color schemes, graphics, fonts, and user interfaces. It analyzes games like Final Fantasy IV, Pokémon Pearl, Undertale, and Chrono Trigger. For each game, it describes elements like dark backgrounds contrasted with bright character sprites, pixelated graphics fitting the technology of the time, and simple fonts that stand out on colored backgrounds. Overall, the document examines visual design choices across multiple retro-style games and how they effectively conveyed information within technical limitations.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the character, collectable items, multiple levels or biomes, animated characters and effects, vibrant colors, and background music. The analysis provides inspiration for elements to include in the author's own endless runner game.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the player, collectable items, multiple levels or biomes, animated characters and effects, and upbeat background music. The analysis of each game provides details on its gameplay mechanics, visual design, and audio to help inform the development of the author's new endless runner.
The document summarizes key aspects of several video games' designs. It discusses how games like Inside, Little Nightmares, and Samorost 3 use simplistic and minimal designs with distinctive color palettes to make characters and objects stand out against backgrounds. It also notes how these games, as well as Jetpack Joyride, employ minimal HUDs and overlays to enhance immersion. Additional design elements discussed include use of lighting, sound, and context-sensitive perspectives to guide the player. The analysis indicates these elements will be incorporated into the researcher's own game design, including unique visuals, sound design, and context-sensitive puzzles.
Super Mario World was a 1990 sidescrolling game released by Nintendo featuring Mario. It had varied level designs with different colors and challenges. Sounds rewarded the player for actions and completion kept them interested.
Paperboy was an early 1985 Atari game where the player avoided sprites while delivering papers. It had basic colors and design due to being early in gaming. Scores and sounds encouraged or discouraged player actions.
Beat Cop is a modern sidescrolling story-driven game where the player completes daily quests as a TV cop character. It uses urban sounds and relaxing music with tense chase scenes. Scores and sounds also guide the player's performance.
Here is a suggested bibliography in APA format for the sources used in your research:
Kiloo. (2012). Subway Surfers [Mobile game]. Google Play Store. https://play.google.com/store/apps/details?id=com.kiloo.subwaysurf
Nintendo. (1985). Super Mario Bros. [Nintendo Entertainment System game]. Nintendo.
Hipster Whale. (2014). Crossy Road [Mobile game]. Apple App Store. https://apps.apple.com/us/app/crossy-road/id924373886
Let me know if you need any other sources formatted! A bibliography helps give proper credit to where your
Here are the citations in APA format:
Robinson, L. (2018, February 27). Target audience interviews.
Cave, W. (2018, February 27). Target audience interviews.
Imangi. (2011). Temple run [Mobile game].
Unknown. (n.d.). Crazy taxi [Video game].
Hipster Whale. (2014). Crossy road [Mobile game].
dotGEARS. (2013). Flappy bird [Mobile game].
The document provides an analysis of the cover art and gameplay elements of the Grand Theft Auto V video game. It summarizes that the graffiti-style font on the cover is intended to appeal to the target audience. It also notes that the cover uses vibrant colors to represent different moods and times of day in the game. Additionally, it observes that the props, costumes, locations, sounds, and realistic elements shown in the game help create audience appeal by mirroring real-life experiences.
The document summarizes and analyzes research on existing side-scrolling and top-down video games. It describes common features across multiple games such as simple colors with little shading, side or top-down viewing angles, and an absence of complex shadows due to the simplistic designs. The research will inform the development of the author's own game, which will be played from the side view, use simple textures, and omit shadows to match the retro, low-fidelity style of the analyzed reference games.
The documents describe existing retro games like Mario and Sonic that could provide inspiration for a new game project. Common features identified include scoreboards to track points, colorful graphics suited to different levels, and enemy characters. Aspects to include are a scoreboard, bright color scheme not copying others, and possibly enemy characters. The target audience is identified as ages 7+ of both genders, mainly appealing to "Belongers" who enjoy family time and games. The game should be enjoyable for all social statuses.
The document discusses research on existing video games to inform the production of a new role-playing game. It analyzes Doki Doki Literature Club, Undertale, The Last Night, and Monkey Island, noting gameplay elements, visual style, lighting/sound, and audience appeal. Key aspects the producer wants to include are the choice-based storytelling of Monkey Island, the pixelated art of The Last Night and Undertale, and the text boxes and music cues of Doki Doki Literature Club. The research found common features like dramatic lighting, music to set tone, and fighting/action.
Research in the form of interviews provided insight into the target audience for a turn-based RPG. One interviewee enjoys RPGs for their stories and levelling systems. Another prefers fast-paced genres but still values narrative. Both expected strategic combat and customization options. The interviews highlighted the importance of pacing combat appropriately and including an immersive story.
The document analyzes 4 existing mobile games that involve running away from obstacles or enemies. All 4 games share common features - they are running games where the player must avoid obstacles/enemies and run further. The games also use colorful visuals and scenery to engage players. Additionally, all games are played from a third-person perspective behind the character to see what is ahead. These common features - colorful visuals, third-person perspective, and focus on running/avoiding obstacles - will influence the design of the new game being researched.
The document discusses the art style and design elements of four different existing video game products:
- Gunpoint has a dystopian, rainy city background and uses dark blues and yellows to create a misty, industrial city atmosphere. Within levels, it uses greys and darker lighting to create a grimy, imposing environment.
- Just Cause 3 uses bright, striking colors like greens and blues to depict a Mediterranean island setting. It contrasts peaceful scenery with explosive action scenes and uses color to distinguish factions. Despite serious themes, it maintains a lighthearted tone.
- Arma 3 is set on a fictional Greek island with diverse environments. It prioritizes realistic graphics and physics for an immersive military simulation
The document analyzes the classic 1980s arcade game Asteroids. It describes key elements of the game such as its black and white space-themed location, top-down bird's eye view angle, simple laser and asteroid effects, and lack of lighting effects. It notes that these elements help draw in audiences by making them feel like they are flying in space and destroying asteroids. The document also examines the game's box art, fonts, and colors and how they appeal to audiences and convey the sci-fi action theme of destroying asteroids in outer space.
The document summarizes several existing video game products that the author has researched. It describes The Last Night as a 2D platformer set in a future world relying on robots, inspired by Blade Runner. It notes the dark atmosphere and bright lighting effects. It then summarizes Broforce as a run and gun side scroller inspired by 1980s action films with destructible environments. Finally, it summarizes Flashback and Shardlight, noting their animation, graphics, gameplay, and audio features. The research analysis section indicates common futuristic settings and 2D format across games, and aspects the author will include in their own work like simple animations and visual styles.
The document summarizes research on existing video games to inform the development of a new animated video game. It analyzes features of Luigi's Mansion like gameplay, atmosphere created through lighting and sound, and dialogue scenes. It also examines Ghosts'n Goblins for art style, character design, and boss battles. Further, it looks at Bubble Ghost's visual style, color scheme, and character design. Animation techniques are also considered from California Games. Common elements like opening pages, color schemes, and music influencing mood are identified for inclusion in the new game.
The document discusses the art styles and design elements of several existing video game products:
- Gunpoint has a dystopian, rainy city background and uses dark colors and lighting to create a grimy, trapped atmosphere for the player.
- Just Cause 3 uses bright, striking colors that contrast destruction with idyllic scenery to maintain a lighthearted tone despite serious themes.
- Arma 3 has photorealistic graphics on a diverse Mediterranean island that, along with realistic physics, immerse the player in a military simulation.
The document summarizes research on existing 8-bit retro video games. It analyzes 4 games that feature maze-based levels and shares common elements among them. The games all use classic 8-bit graphics and sound effects, including beeping noises when jumping or collecting tokens. They also include mazes or maps to navigate with enemies and obstacles. The research will influence the author's own game design by incorporating retro sound effects, pixilated graphics, an original maze, and similar use of colors and objects inspired by the existing products analyzed.
This document analyzes existing car game products that were researched. It finds that they commonly have simplistic 2D gameplay focused on racing or obstacle courses. They include elements like time counters, upbeat music, and sound effects for actions. The analysis states that the author plans to use a 2D top-down perspective for their own car game, which will include racing and shooting enemies. They will also aim to include character selection, music, and sound effects.
The document discusses several classic video games and their design elements. It notes that many games use scroll backgrounds and limit character movement within the set background. Games also tend to get progressively more difficult through levels and changing backgrounds. Sound is used to provide feedback to players about collecting rewards or facing consequences. These elements influence player engagement and performance. The document concludes with plans to incorporate a scroll background with depth, contrasting character colors, and limited character animations into a new game design.
Grand Theft Auto IV is a single-player video game set in a fictional city based on New York City. The main character is Niko Bellic, a Serbian immigrant who arrives in Liberty City seeking the American dream. The open world gameplay allows players to complete missions to earn money and explore the city, interacting with characters and committing crimes. The realistic graphics and narrative storytelling aim to fully immerse players in the virtual world.
This document discusses plans to advertise a short film through various online and social media platforms. It begins by examining how Marvel advertises its films through websites, social media, posters, and trailers. It then analyzes how Instagram, Snapchat, and visual posters could promote the short film. The document settles on using a website and Snapchat story to advertise, with the website providing information and the story linking to the film. It outlines website pages for the film, other works, and upcoming premiers. Finally, it discusses premiers for the short film at a local folk home and college.
This document contains a script and shot list for a short film. It details 15 scenes with descriptions of what happens in each scene, estimated times, and notes on visual and audio effects. It also includes storyboards for 4 scenes, schedules for filming and editing over 5 weeks, and revisions to the original shot list. The document plans out the pre-production, production, and initial editing process for the short film.
JJ Abrams is a famous director known for films like Star Wars and Star Trek. He believes characters should have weaknesses to engage audiences. He also likes combining real and extraordinary elements in films. His "mystery box" theory involves introducing unexplained elements to intrigue audiences.
Dan Harmon created the sitcom Community and cartoon Rick and Morty. He developed the "story circle" theory to structure stories in 8 steps based on Joseph Campbell's hero's journey. This helps ensure plot and character development.
Steven Soderbergh directed the film Unsane using only an iPhone to achieve a realistic look. He advised experimenting with phone cameras and using natural lighting.
This document provides an analysis of a documentary script about young drivers. The script aims to represent young drivers and compare their performance to older drivers, highlighting their faults through statistics. The analysis discusses how young drivers are often portrayed negatively and how this affects insurance costs and attitudes towards them. It examines the context, perspectives, language, and conclusions presented in the script. Comparisons are made to other documentaries on similar topics to evaluate the script's balance, reliability, and style of presentation.
The research document provided information on various techniques for presenting information effectively in documentaries. It discussed how the Cold War 9 Minute documentary focused only on major points to keep the content engaging without getting bogged down in minor details. Imagery was also used to help explain concepts. The Unfinished Northern Line mixed commentary, host footage, and imagery which kept the audience interested. Real life stories from Licence to Kill helped understand young driver risks. Statistics from websites like Statistica and Confused.com provided data on insurance costs and calculations. Overall, focusing on major points, using imagery, real stories, host presence, and statistics were identified as effective techniques.
The document provides details on the development of ideas for a video on young drivers and car insurance. It includes concept boards with proposed color schemes, fonts, and imagery to incorporate themes of driving. The proposed structure is to introduce the topic, explain risks and insurance costs faced by young drivers, include primary research, and conclude with an opinion. Video and imagery will be used to explain points creatively through examples and diagrams related to road signs and cars. Background research techniques involve sticking to the driving theme, using both video and imagery, and concisely explaining topics.
This document provides summaries of several research sources on topics related to young drivers and car insurance costs. It summarizes a website discussing risks faced by young drivers, highlighting different risks and how the information is presented. It also summarizes a BBC documentary about reckless driving accidents and the lessons learned. Finally, it summarizes sources on unfinished subway lines in London and average car insurance costs by age in the UK, noting how information is visually presented. The document evaluates how each source meets audience expectations and presents content and facts.
Luke Skywalker confronts his father Darth Vader following the revelation that Vader is his father. Luke appears stronger and less fearful as he stands up to Vader. They have an intense discussion about the light and dark sides of the Force, with Vader trying to convince Luke to join the dark side. Their isolation in the room creates dramatic tension as they argue alone without interruptions.
This document contains rough sketches and proposed plans for various creative works including a poster, film takes, storyboards, and scenes for college and text sequences. The plans and sketches provide initial ideas and outlines before finalizing and executing the creative projects.
This document provides a proposal for a short film project titled "Surprise". It includes sections on the audience, which is identified as 16-19 year old males who enjoy violent films. The concept involves a character who returns home to find someone in their window, grabs a bat to investigate, and ends up hitting an unconscious person at a surprise party. A schedule is provided that outlines tasks over 10 weeks, including research, experiments, pre-production planning, filming, editing, and evaluation. A bibliography lists 7 sources used for research, including surveys, interviews, and examples of similar films.
The document summarizes Andreas Mina's process for their production reflection assignment. In week 1, they created initial plans including ideas, research, and a survey. The survey helped identify their target audience. In week 2, they analyzed survey responses to further understand their audience. Experiments began, practicing point-of-view and dolly zoom shots with different cameras to see which worked best. The experiments helped improve improvisation skills when proper equipment is unavailable.
The document provides an evaluation of Andreas Mina's production process. It discusses strengths and weaknesses in the research, planning, and time management aspects of the process. For the research, primary surveys and film research were strengths, while only analyzing one poster and difficulties linking survey answers were weaknesses. Planning strengths included the floor plan and shot list, while weaknesses were the rough storyboard and lack of sound details. Time management was an issue as slides and reflections fell behind, but work was completed on time overall. Additional time could have improved various areas like research, planning, and special effects.
- Diagonal camera angles are frequently used to provide wider shots that establish context and show other characters/elements in the frame. This allows the audience to see more of the surroundings.
- Dark, moody lighting is common and helps set tense, mysterious, or unsettling tones that fit the plots. Shadows are also used to enhance mood.
- Costumes and props are carefully chosen to reflect character traits and fit the themes/environments of each story.
- Unexpected plot twists, surprises, or humor keep audiences engaged as they try to anticipate what will happen next.
- Unique camera
The document summarizes Andreas Mina's experiments with different camera techniques for his short film, including point-of-view (POV) shots, dolly zooms, and walkthrough shots. For the POV shots, Mina tested using a GoPro, cannon camera, and phone held or mounted in different ways, and concluded the GoPro on a head mount would provide the most stable shot. For the dolly zoom, Mina practiced techniques using a slider and zooming/walking with different cameras, and found editing a dolly zoom in Premiere Pro worked best. For walkthrough shots, Mina followed someone walking using a slider or mounting cameras on his shoulder or arm, and preferred the cannon on
The document outlines pre-production planning for an upcoming short film, including sound design, visual style, poster design, and storyboarding. Sound effects and music will be sourced from both recorded and online sources. The visual style will utilize dull, muted colors to create a tense atmosphere. The poster will feature a shadowy figure looking out a window to hint at the plot. Storyboards show the character investigating a strange occurrence in their home, leading to a comedic misunderstanding. Location scouting details shooting various scenes at the filmmaker's street, college, and home.
- Diagonal camera angles are frequently used to provide wider shots that establish context and show other characters/elements in the frame. This allows the audience to see more of the surroundings.
- Dark, moody lighting is common and helps set tense, mysterious, or unsettling tones that fit the plots. Shadows are also used to enhance mood.
- Costumes and props are carefully chosen to reflect character traits and fit the themes/environments of each story.
- Unexpected plot twists, jumps, or reveals keep audiences engaged by piquing their curiosity and desire to understand references.
-
The document provides details on pre-production planning for an upcoming short film, including sound design, visual style, poster design, character look and feel, storyboards, and location information. Sound effects and music will be both downloaded and self-recorded to fit the film's needs. The visual style will utilize dull, desaturated colors to create tension. The poster will show an eerie shadow looking out a window. The character will wear a dark blue polo shirt. Storyboards outline key shots including establishing shots, conversations, and a tense hallway scene. Specific filming locations are identified.
The document summarizes Andreas Mina's experiments with different camera techniques for his short film, including point-of-view (POV) shots, dolly zooms, and walkthrough shots. For the POV shots, Mina tested using a GoPro, cannon camera, and phone held or mounted in different ways, and concluded the GoPro on a head mount would provide the most stable shot. For the dolly zoom, Mina practiced techniques using sliders, tripods, and a shoulder mount and determined editing a dolly zoom in post-production would be most effective. For walkthrough shots, Mina followed a subject using a slider, GoPro on a tripod under his arm, and cannon on
The document outlines initial plans for a short film involving action and special effects. It discusses using techniques like dolly zooms, different shots including long shots and point-of-view shots, as well as exploring color schemes and moods. Inspiration is drawn from posters and shots from films like Inception, Star Wars, and Home Alone. Storyboards outline scenes taking place outside, in a garage, and inside a house where the main character discovers an unconscious person after what was supposed to be a surprise birthday party. Camera techniques, colors, props, costumes and locations are considered to help set the tense and comedic tones of different scenes.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
CapTechTalks Webinar Slides June 2024 Donovan Wright.pptxCapitolTechU
Slides from a Capitol Technology University webinar held June 20, 2024. The webinar featured Dr. Donovan Wright, presenting on the Department of Defense Digital Transformation.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
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.
2. Existing Product
Super Mario Bros Wii (2009)
This is a more modernized version of the original 8bit game, as its three
dimensional. it’s a 3D flat game on a side scroll view. The gameplay is very
bright and colorful, based on the image, as you can see the colourful castle
and the bright green grass floor. The mise en scene in the game is to show
that this is a make believe fantasy world which you wouldn’t really see in
real life. Mario and Luigi’s colours are bright to show purity and happiness,
whilst the bad guys are dark colours, which show dry and negativity. Mario
also swaps his flag when passing bowsers black flag. The black flag gives a
negative vibe. You can tell this from the huge fake and colourful object you
can see in the distance. The costume is the famous Mario costume red and
blue. His costume stands out from the rest, as it’s the most focused colours.
Mario is dressed as a plumber. There are walking Goombas and yellow
turtles which are the enemy (which are fungi), as mushrooms are the main
theme of Mario. There are blocks on top of the floor in which have power
ups inside of them, to make Mario big, or invincible for a certain amount of
time. The block is noticeable as it is more colourful compared to the regular
blocks. The location is in mushroom kingdom, which is a fantasy world
where you will see a giant castle in the distance and green hills below it. Its
is a exiting and arming background, as there is nothing bad in sight in it. The
sky is clear and blue. The font is quite oval like an egg. This matches the
game theme, based on Yoshi (laying eggs).With the sound, its quite jolly and
repetitive. The music fits in with the happy background. There are separate
noises for jumping and dying and power ups. With the separate sound
effects, it makes the game look more fun and brings Mario to life, as you can
actually hear him. The good thing about Mario is that there isn't a specific
target audience, as you can still play it as a grown up. The reason is because
of the aim of the game. Killing fungi’s to get your castle, which suits the
older generation ho like violent games. But you can play it young, from the
happy vibe that the game sends from the multi colour scheme and the
happy music.
3. Existing Product
Need for speed most wanted (2012) This is need for speed MOST WANTED. The location is around a city
(assuming in north America). There is a ring road highway around it, and
different areas of the city inside of the ring road.. The image is showing a
town with buildings in the background. The gameplay is 3D and has a full
panoramic view of the gameplay. the lighting is quite dark in the gameplay,
from the shadowing buildings and cliffs. The mise en scene is hard to
explain, as things vary in the game. The colours are quite dark, from the
shadowing above. They aren’t bright, mainly to make the colourful cars
stand out from the rest. The font has digital text to show the speed. This
gives it the realistic look of using the digital font. The rest is strait text, to
make the game look sophisticated. The music in need for speed is real life
music in a loop. This is so that you can relate to the music more as you
may recognize it. You can also upload your own music to the game. This is
customizable in the menu. When in the loading page, it gives a quiet beat
sound, to make it look mysterious. The sounds include engine noises.
When turning on the nitrous, the music start to fade out to give a better
experience of going fast. The police chase includes sirens and speakers in
which you can hear the cops describing you. This makes the cops seem
more threatening, since you cant actually see any characters. The way it
makes the audience want to buy it is through the trailer. It basically shows
all of the available cars in which you dream of having. It shows all o the
action in which you can get involved in.
4. Existing Product
Hill climb racing (2012)
This is hill climb racing. a game that involves. a man driving on a hill side to
collect coins .The location is unknown, but it is simply a plain pail blue
background with a grassy floor. The view of the game is side scroll, leading
you to go sideways on the game. In the image, you can see the control
panel at the bottom of the game, showing how to control the car. The
game is very bright, as it isn’t very violent, and there isn't much of a
background. The Player drives a red car, possibly to stand out against the
plain colors, as red is an exiting colour. The green and brown are earthy
colors that represent the country side. The coins are placed in a line, in
order for the driver to catch them slowly. The driver stays in its area, whilst
the map moves when going forward, this is so that the gameplay doesn’t
look confusing and messy. The character seems to be wearing a red
sweater and a red hat. The hat shows he is cold, and the colour matches
the car, so that he follows the theme with it, and so it doesn’t look like a
multi-colour object moving in a vehicle. The font of the text is thin and
faded, this is so it doesn’t pull your attention from the gameplay. The music
is quite funky and rocky. It sounds cool, as it has electro guitars in it. With
the sound effects, the car makes engine noises when accelerating to show
the impact the button has. The coins makes a simple bling noise once
possessed, this is to remind you that you have more points. When the
character falls, you can hear his neck break. The neck break it to show that
the character has died. Effect wise, the car will skid mud from the back, to
give the track a dirt road feel to it. The way the game makes you want to
buy it, is from the addiction it gives you. You get points, and with those,,
you can upgrade your car. The upgrading, and wanting to have the best
score makes you determined to play the game more.
5. Existing Product
This game is sonic dash. The aim is for sonic to catch as many rings as he can
whilst avoiding obstacles. The location isn't said, but it seems to be on the
coast on a sunny day, as the background is very blue and not depressing. The
angle is a front view third person, which turns direction in which the character
does. With the effects, there are a lot of sparkles when sonic catches coins,
they also appear when sonic goes fast. There is slow mo when sonic banks his
coins. You can see the game turns for you as the image shows sonic about to
take a turn. The game is very light and bright, as the green in light and the sky is
clear. This gives a happy and welcoming tone to the game. The game has palm
trees and bright sky as the architecture. There is a muddy floor in which you
can see when turning. The coins are gold to look valuable. The objects that are
in the way may be a dark colour, or have a negative colour like red. This is to
distract you from the happy theme the game gives you. Everything good seems
to have bright colours, for example sonic. He has white socks with a bright light
shining on his avatar. The costume is pretty much sonic the hedgehog, an
iconic Saga character. His trainers shows him to be a runner. The props in the
game include the rings. You collect the rings depending on which lane you are
in. There are mystery boxes which you can get. The font is bold. This is so you
can see it easily when focusing on the score whilst playing the game. With the
sound. The music is very happy. There is an upbeat tune to it whilst you are
playing the game. It matches the theme, as there is a lot of movement going on
in the game. The coins makes a ding noise when collecting them to show that
you have collected something. There is a duck and swipe sound effect, to show
movement. With the audience appeal, the first reason is the character. Sonic is
a very loved character. Also, the aim to collect as many coins is quite an
addictive game in which you want to get better. The addiction makes you also
want to buy it. Lastly, the light vibe the game shows. There isn’t much violence
and no gore which is good for children and everyone else to want to install it.
Sonic Dash (2013)
6. Research Analysis
• What common features do the researched products
have?
All of the game include someone involved in action. Mario is saving the princess, Need for speed
is racing/evading the cops, hill climb racing is someone travelling off-road on an adventure
and sonic dash involves sonic avoiding obstacles to collect gold rings. Also, except from need
for speed, the games all have bright backgrounds. They all have a clear blue background
diving a positive mood. Lastly, all of the games seem to involve the character harming
others/itself. Need for speed involves the car ramming into others, super Mario involves him
stomping on others, hill climb racing involves the character putting himself in danger and
sonic dash involves him running into something.
• What aspects of the research will you include within
your on work?
I want to tale on the sound effects. After seeing how the sounds match the game play theme, I
need to consider what fits in with an action police chase game. With graphics, i need to
consider on how I'm going to make the ground, and how much ov it will cover the screen. I
want to include the side scroll idea, and the Mario idea of there being an ending to a game.
8. Interview 1
1. What do you like about a time restricted games and why (90 seconds to complete a level)
It adds pressure when playing the game so it makes it more challenging. You can also try to beat your
time and compare against other players.
1. What do you dislike about a time restricted games and why (90 seconds to complete a level)
It means that you can only spend a certain amount of time playing on that level when you may want to
take a little more time. You don’t have enough time to appreciate the design of the level. The way that
you play the game is restricted to one style, going as fast as you can, when you may want to play in a
different style.
1. What sort of power ups for the car would you like and why.
A speed boost as it makes the car go faster, therefore improving your time on a level. If the game relies
on having enough fuel, perhaps an increase of this.
9. Interview 1
• Observation: I've firstly observed what there saying about the player
not observing the background, as the game is rushed. This is why I haven't
put in too much detail in the background, so there isn't much to miss. I've
observed the upgrade available. I would like to apply this to my game as a
first.
• What this says about my audience: This says that they want to
have a challenge, whilst play a game with good graphics.
• How will your product appeal to this audience: The way I will
appeal this audience is by keeping the detail in the vehicle so it looks nice
for something you have unlocked. The challenge will have obstacles to
avoid to make it more of a challenge. Lastly, I will apply speed boosts, to
make the achievement worthy.
10. Interview 2
1. What do you like about a time restricted games and why (90 seconds to complete a
level)
When playing a game I like it when it comes to having a time restriction because it gives
me the challenge of trying to improve my time and encourages me to keep playing the
game over and over to improve my time as much as possible. Also lets me compete
against my friends to see who can get the best time, adds more levels of competition.
1. What do you dislike about a time restricted games and why (90 seconds to
complete a level)
90 seconds to complete a level could be too much time and make the game easy, but it
could also be too short of a time and the level will be far too hard to complete. The
developer needs to test the game a lot when it comes to timed level to make sure the
timer is balanced and isn’t too hard or too easy.
3. What sort of power ups for the car would you like and why.
I think a turbo ability that you can pick up along the road would be good. But this all
depends on the style of the game, for example a racing game could have a boost pad on
the race track. Or a game that requires you to battle each other in cars could have an
ability that restores your cars health. So it all really depends on the style of game your
aiming on creating.
11. Interview 2
• Observation: The thing I've noticed is that the interview is quite similar
to the first one. The first reason is they both talk about a speed boost, and
the timer being a challenge. I have also noticed the Player saying the
gameplay being too easy as its 90 seconds
• What this says about my audience: They like a challenge, as they
don’t want games to be easy. Also, they want to tune there car to be
faster. This shows that they want to get better and better at the game.
• How will your product appeal to this audience:
The way the product will appeal is by making the game into the challenge.
They say 90 seconds it so easy, but the robber will drive fast, and there will be
obstacles along the way.
13. Bibliography
1. Whapples, C. (2018) Target Audience Interviews (conducted on
27/2/2018)
2. Interviewees, Boyce, L . (2018) Target Audience Interviews (conducted
on 27/2/2018)
3. Liu, Ying (Unknown) The Stunt Dirt Bike
4. EA (2012) Need for Speed Most Wanted
5. Nintendo (2009) Super Mario Bros Wii
6. Finger Soft (2012) Hill climb racing
7. Saga (2013) sonic dash
Editor's Notes
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.