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DEMOGRAPHIC RESEARCH
Population
As of the 2011 census, york has a total population of 198,051 with the
female to male population being 51.4% to 48.6. The population density
sits at 7,238 per hectare of land.
Age
There are 158,773 adults over the age of 16 living in york as of 2011 with the
majority being between 35 and 54 and this bracket being populated with
over 51,588
people. The average age in york is actually 38.
Ethnicity
94% of residents in york identify as “white” which is 8% more than the 86%
in
England and Wales but only 5% more than in Yorkshire and Humber which
is at 89%.
The largest non-White group in york was Chinese at 1.2%.
Female
Male
PRIMARY RESEARCH-
SURVEY FOR TEEN INTEREST’S
As seen from the survery results, I have
noticed that TV and movies were the most
popular forms of entertainment. When
further questioned, the participants
explained that it was because of their
accessibility and simplicity. This means
that the main features of these forms of
entertainment was how easy it was to get a
hold of, and the effort needed to enjoy it. A
physical form of entertainment such as
books require thought and time to read
through but offer more detailed and offer a
more immersive narrative. Many young
adults think that this pay off isnt worth it,
and enjoy things that require minimal
attention. For this reason, mini games
would best suite my target audience due to
only needing minimal attention and in
select intervals allowing the player to focus
on other tasks, thus not getting easily
bored.
TARGET AUDIENCE RESEARCH
It was important to ask this question as art style is
very important when trying to get the players
attention, and also to keep it. Even though
the majority of votes were for photo realism,
this simply isnt possible with the resources I
have available. I decided to go with the
pixelated realism option as it is as close to
the desired art style as I can get. Hopefully
this will please both upper and lower
quartiles of my target audience. Although I
have taken onboard the results of this
question, I believe photo realism was the
answer as i was using a full game as context,
not just a minigame that is a lot shorter. This
is shown when looking at the winners of
game of the year and indie game of the year,
god of war and the messenger. Smaller indie
games utilize a pixel art style better as it
brings an almost comfortable and nostalgic
feel, making the player more relaxed and
having a story that isnt as full on and heavy
such as AAA games like god of war that
benefits from the added detail and immersive
realism.
OTHER SURVEY RESPONSES
These questions were very specific to the game I want to
create and was to see if the key features and ideas I plan
on implementing into my game. I asked the participants
if they were interested in history, if they enjoyed history
in games and if they did enjoy it, if they could give an
example of one game that does it well so that I can see
how they implement it. When looking at these results
you can see that history was a interesting subject for a
lot of people so I know that my games core theme will
be of interest to 17-24 year olds. A main interest for me
in my questionnaire is getting examples of what the
participant enjoys in the genre I am asking about. In this
questionnaire, assassins creed was mentioned multiple
times as an example of when history was implemented
well into a game. I believe this is because how it was
like a skin for the games core story, yet didn’t change
any of the core mechanics to suite the era it was set in.
RELATED PRODUCTS
The type of shot used in-game is a
top down shot which helps the
player to see more of the
surrounding pokemon, allowing
them to be more efficient in finding
the pokemon they desire, and also
keeps them playing the game as
the temptation of having a
pokemon close to you drives the
player to keep collecting them.
The environment for the
game Is very basic and 2d
as the environment is not a
key feature of the game, so
it is placed to the side and
lets the game mechanics
take center. The colors on
the other hand are very
natural and feature plenty
of shades of green to have
a calm and neutral tone
while also showing the map
of the roads for the player
to follow.
The font style and icons used in
pokemon go are very bold and simple as
the game tries to cater to all ages, but
mainly a younger audience the prefers
simpler and easier to read. The colours
used to the font is mainly white as it
contrasts with the the green background
but also has a more calm and
lighthearted feel than if the text was
black.
From researching this photo and
the pokemon go game, I have
learnt how to better approach my
target audience, while not caterring
exclusively to my ideal audience,
leaving room for unexpected
players outside of the age group.
The colour schemes and the
simple icons will be well
implemented into my minigames as
I think they will cater to all of my
target audience, and then some if
done correctly.
UNDERTALE
The shot type featured in
undertale is a top down shot
but with the characters
having a side on view,
making the characters visible
to the viewer so the player
can see them in good detail
facing the camera. This gives
the player better control over
the characters without feeling
distant from the character
and not immersed.
The colour scheme for undertable typically uses more
natural yet bright colours to create a colourful yet, non
artificial and fantasy look such as final fantasy. The
more natural look creates an immersive world but the
birght colours also helps to keep the game looking
interesting without jeopardizing the intended vibe of the
game.
I looked at undertale as it one of the most
successful indie games to date and also
has a very desirable art form as it is
simplistic which I plan on implementing
into my game. The most important aspect
of undertale I plan on implementing into
my game is the tone and feel of the
game. Even though it is using a top down
camera angle, the player feels incredibly
engaged and immersed in the game due
to the characters relationships and the
calming art style and music.
Even though undertale was made by only one
person, it was considered as one of the best
indie games of 2015 due to the incredibly
atmospheric nature of the world it created.
This carton style of text is very sleek and easy on
the eyes so can be enjoyed by most of my target
audience. On the other hand, it is too cartoonish
and childish to be enjoyed by my more mature
quartile of my target audience.
The bold university font style is easy to read and
also sticks out well due to its ridges on the text.
The font style is also very boring and doesn’t fit
with my fast paced and is meant to have a
pixelated look.
This font style has the least character and is
just blocky so wont be used in my game as it
isnt sleek and would contrast too much with
the background.
The shadow font style seems to hand
drawn and wouldn’t go well with the
pixelated look of my actual game since it
would be contrasting art styles.
The sugarpunch font style is too bubbly and thick
and has the same issue as shadow, it would
contrast too much with my pixelated art style and
isnt as sleek as I would want my font style.
Although it looks smooth and is satisfying to
look at, it once again doesn’t have the same
theme and art style as I would like for my font.
It also has too much going
This will definitely not be the text I use for my game
as it has a hand drawn curvature to it and that would
contrast with my aged tone as I am looking for a
pixelated text but not one too sleek.
This is my chosen font style as it is easy to read, bold enough to
stick out from the game itself and it has a slightly distorted and
slanted look that makes the game have a more personal
connection to the player, not looking as commercialized as most
AAA mobile games.
COLOUR SCHEMES
Aged Colourway
The colour scheme for my game is very important as I believe that it creates the overall tone for the game and it helps
to create an image that the viewer can recognize the game from its signature colours such as pokemons blue and
reds. For my game I may be planning on using a cream colour set with a few darker shades to create a brown exterior
on objects I want to have depth. The reason why I may use this colour scheme is because of how it has connotations
of ancient and a historical feeling because of the aged aesthetic.
Bright Naturalistic colourway
This colourway would be good colourway to use to keep my game as lighthearted and to keep the
younger audiences interested due to the bright colours. Although this colourway would be very pleasing
for the viewer, it wouldn’t have an overall theme and wouldn’t connect to the contents of my game like
the aged look would. Due to my audience being young adults, having a bright colourway isnt necessary
as the viewer starts to draw the enjoyment from the game from more complicated aspects than just the
colours such as story and tone.
Black and white colourway
The black and white colourway is very sleek and abstract so its interesting to look at but it goes
against my lighthearted and joyful tone of my desired game. This black and white colourway takes
away most of the detail and character from the game as you wont be able to see the
characteristics of all the characters and models in game. This colourway would maybe be useful
for a slightly scary level such as a level focussing on the ghost history of york.
REFERENCES
Anonymous. (2018). York Population 2019. Available:
http:/worldpopulationreview.com/world-cities/york-population/. Last
accessed 20/09/19.
Anonymous. (2011). Headline figures of York. Available:
https://www.york.gov.uk/info/20037/statistics_and_information/79/censu
s. Last accessed 20/09/19.

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Research

  • 1.
  • 2. DEMOGRAPHIC RESEARCH Population As of the 2011 census, york has a total population of 198,051 with the female to male population being 51.4% to 48.6. The population density sits at 7,238 per hectare of land. Age There are 158,773 adults over the age of 16 living in york as of 2011 with the majority being between 35 and 54 and this bracket being populated with over 51,588 people. The average age in york is actually 38. Ethnicity 94% of residents in york identify as “white” which is 8% more than the 86% in England and Wales but only 5% more than in Yorkshire and Humber which is at 89%. The largest non-White group in york was Chinese at 1.2%. Female Male
  • 3. PRIMARY RESEARCH- SURVEY FOR TEEN INTEREST’S As seen from the survery results, I have noticed that TV and movies were the most popular forms of entertainment. When further questioned, the participants explained that it was because of their accessibility and simplicity. This means that the main features of these forms of entertainment was how easy it was to get a hold of, and the effort needed to enjoy it. A physical form of entertainment such as books require thought and time to read through but offer more detailed and offer a more immersive narrative. Many young adults think that this pay off isnt worth it, and enjoy things that require minimal attention. For this reason, mini games would best suite my target audience due to only needing minimal attention and in select intervals allowing the player to focus on other tasks, thus not getting easily bored.
  • 4. TARGET AUDIENCE RESEARCH It was important to ask this question as art style is very important when trying to get the players attention, and also to keep it. Even though the majority of votes were for photo realism, this simply isnt possible with the resources I have available. I decided to go with the pixelated realism option as it is as close to the desired art style as I can get. Hopefully this will please both upper and lower quartiles of my target audience. Although I have taken onboard the results of this question, I believe photo realism was the answer as i was using a full game as context, not just a minigame that is a lot shorter. This is shown when looking at the winners of game of the year and indie game of the year, god of war and the messenger. Smaller indie games utilize a pixel art style better as it brings an almost comfortable and nostalgic feel, making the player more relaxed and having a story that isnt as full on and heavy such as AAA games like god of war that benefits from the added detail and immersive realism.
  • 5. OTHER SURVEY RESPONSES These questions were very specific to the game I want to create and was to see if the key features and ideas I plan on implementing into my game. I asked the participants if they were interested in history, if they enjoyed history in games and if they did enjoy it, if they could give an example of one game that does it well so that I can see how they implement it. When looking at these results you can see that history was a interesting subject for a lot of people so I know that my games core theme will be of interest to 17-24 year olds. A main interest for me in my questionnaire is getting examples of what the participant enjoys in the genre I am asking about. In this questionnaire, assassins creed was mentioned multiple times as an example of when history was implemented well into a game. I believe this is because how it was like a skin for the games core story, yet didn’t change any of the core mechanics to suite the era it was set in.
  • 6. RELATED PRODUCTS The type of shot used in-game is a top down shot which helps the player to see more of the surrounding pokemon, allowing them to be more efficient in finding the pokemon they desire, and also keeps them playing the game as the temptation of having a pokemon close to you drives the player to keep collecting them. The environment for the game Is very basic and 2d as the environment is not a key feature of the game, so it is placed to the side and lets the game mechanics take center. The colors on the other hand are very natural and feature plenty of shades of green to have a calm and neutral tone while also showing the map of the roads for the player to follow. The font style and icons used in pokemon go are very bold and simple as the game tries to cater to all ages, but mainly a younger audience the prefers simpler and easier to read. The colours used to the font is mainly white as it contrasts with the the green background but also has a more calm and lighthearted feel than if the text was black. From researching this photo and the pokemon go game, I have learnt how to better approach my target audience, while not caterring exclusively to my ideal audience, leaving room for unexpected players outside of the age group. The colour schemes and the simple icons will be well implemented into my minigames as I think they will cater to all of my target audience, and then some if done correctly.
  • 7. UNDERTALE The shot type featured in undertale is a top down shot but with the characters having a side on view, making the characters visible to the viewer so the player can see them in good detail facing the camera. This gives the player better control over the characters without feeling distant from the character and not immersed. The colour scheme for undertable typically uses more natural yet bright colours to create a colourful yet, non artificial and fantasy look such as final fantasy. The more natural look creates an immersive world but the birght colours also helps to keep the game looking interesting without jeopardizing the intended vibe of the game. I looked at undertale as it one of the most successful indie games to date and also has a very desirable art form as it is simplistic which I plan on implementing into my game. The most important aspect of undertale I plan on implementing into my game is the tone and feel of the game. Even though it is using a top down camera angle, the player feels incredibly engaged and immersed in the game due to the characters relationships and the calming art style and music. Even though undertale was made by only one person, it was considered as one of the best indie games of 2015 due to the incredibly atmospheric nature of the world it created.
  • 8. This carton style of text is very sleek and easy on the eyes so can be enjoyed by most of my target audience. On the other hand, it is too cartoonish and childish to be enjoyed by my more mature quartile of my target audience. The bold university font style is easy to read and also sticks out well due to its ridges on the text. The font style is also very boring and doesn’t fit with my fast paced and is meant to have a pixelated look. This font style has the least character and is just blocky so wont be used in my game as it isnt sleek and would contrast too much with the background. The shadow font style seems to hand drawn and wouldn’t go well with the pixelated look of my actual game since it would be contrasting art styles. The sugarpunch font style is too bubbly and thick and has the same issue as shadow, it would contrast too much with my pixelated art style and isnt as sleek as I would want my font style. Although it looks smooth and is satisfying to look at, it once again doesn’t have the same theme and art style as I would like for my font. It also has too much going This will definitely not be the text I use for my game as it has a hand drawn curvature to it and that would contrast with my aged tone as I am looking for a pixelated text but not one too sleek. This is my chosen font style as it is easy to read, bold enough to stick out from the game itself and it has a slightly distorted and slanted look that makes the game have a more personal connection to the player, not looking as commercialized as most AAA mobile games.
  • 9. COLOUR SCHEMES Aged Colourway The colour scheme for my game is very important as I believe that it creates the overall tone for the game and it helps to create an image that the viewer can recognize the game from its signature colours such as pokemons blue and reds. For my game I may be planning on using a cream colour set with a few darker shades to create a brown exterior on objects I want to have depth. The reason why I may use this colour scheme is because of how it has connotations of ancient and a historical feeling because of the aged aesthetic. Bright Naturalistic colourway This colourway would be good colourway to use to keep my game as lighthearted and to keep the younger audiences interested due to the bright colours. Although this colourway would be very pleasing for the viewer, it wouldn’t have an overall theme and wouldn’t connect to the contents of my game like the aged look would. Due to my audience being young adults, having a bright colourway isnt necessary as the viewer starts to draw the enjoyment from the game from more complicated aspects than just the colours such as story and tone. Black and white colourway The black and white colourway is very sleek and abstract so its interesting to look at but it goes against my lighthearted and joyful tone of my desired game. This black and white colourway takes away most of the detail and character from the game as you wont be able to see the characteristics of all the characters and models in game. This colourway would maybe be useful for a slightly scary level such as a level focussing on the ghost history of york.
  • 10. REFERENCES Anonymous. (2018). York Population 2019. Available: http:/worldpopulationreview.com/world-cities/york-population/. Last accessed 20/09/19. Anonymous. (2011). Headline figures of York. Available: https://www.york.gov.uk/info/20037/statistics_and_information/79/censu s. Last accessed 20/09/19.