1) The document discusses 4 existing video games - Minecraft, Westerado: Double Barreled, Escapists, and Red Dead Redemption - and highlights aspects of each that could be useful for the author's own western-themed video game project.
2) Key aspects discussed include locations, colors, camera angles, character costumes, props, lighting/shadowing, and how certain elements engage audiences and reflect the western genre.
3) The author analyzes how features from the example games, such as desert landscapes, vibrant colors, side-view camera angles, and period-appropriate clothing, could help establish setting, convey genre conventions, and increase player enjoyment in their own game.
The document discusses pre-production planning for a video game project. It includes sections on audience profile, style sheets with color palettes, screenshot layouts, sound effects, and contingency planning. The target audience is described as 16-24 year olds, with an emphasis on appealing to males through action genres depicting strength and power. Color palettes and sound effects are selected to establish a western theme and engage the audience. Contingency planning and health and safety considerations are also mentioned.
This document analyzes and summarizes several existing video game products including Limbo, Gris, Monument Valley, and Inside. For each game, it describes key aspects of the game's visual style such as color palette, art style, camera angles, character and level design, and how these visual elements enhance the gameplay experience and appeal to audiences. The document aims to learn techniques for crafting compelling visuals and atmospheres from these popular games to apply to the creator's own game design.
The document analyzes existing video game products and posters to identify features to include in the author's own work, finding that games commonly use darker colors and sound effects to evoke emotion, while posters attract audiences through minimal text, character positioning, and color palettes that match the game's tone. By studying these existing works, the author aims to create immersive atmospheres and intriguing narratives in their own production.
The document analyzes existing video game products and posters to identify features to include in the author's own work, such as using darker colors like black and white, including textures in backgrounds, and relying on sound effects to convey emotion. Common elements identified across products included narrative-driven gameplay, unique level designs, and evoking different feelings in audiences. The analysis of various styles and approaches will help the author experiment and consider new elements for their own game.
- The document analyzes screenshots from existing video games Limbo, Gris, Monument Valley, and Inside to understand their visual design techniques.
- It discusses the color palettes, art styles, camera perspectives, character designs, background textures, and other visual elements used in each game.
- The goal is to learn from these games' effective visuals in order to inform the design of the author's own game, which will use a black and white color scheme.
The document discusses various aspects of game design through analyzing existing games. It discusses:
1) The medium shot used in The Division box art that shows both the character and environment to immerse the viewer.
2) How the run down, abandoned New York setting adds realism and familiarity.
3) How the dark, grey lighting and small ray of light symbolize life in the city and the game's plot.
4) Various technical aspects learned from researching games like composition, camera angles, and their effects on immersion.
The document discusses various aspects of game design through analyzing existing games. It discusses:
1) The medium shot used in The Division box art that shows both the character and environment to immerse the viewer.
2) How the run down, abandoned New York setting adds realism and familiarity for players.
3) How the dark, grey lighting and small ray of light symbolize the last shred of life in the city.
4) The composition draws attention to the centered character while keeping borders bland.
5) The research helped learn the importance of shots for establishing game factors and creating atmosphere.
The target audience for the arcade game is 13+ aged gamers looking for a simple, retro-style game that allows them to compete for high scores. Specifically, the game aims to appeal to "achiever" personality types who enjoy proving their skills and outperforming others. By having approachable and familiar mechanics inspired by 1980s arcade games, the project hopes to attract budget-conscious C2 social class gamers seeking an affordable competitive gaming experience.
The document discusses pre-production planning for a video game project. It includes sections on audience profile, style sheets with color palettes, screenshot layouts, sound effects, and contingency planning. The target audience is described as 16-24 year olds, with an emphasis on appealing to males through action genres depicting strength and power. Color palettes and sound effects are selected to establish a western theme and engage the audience. Contingency planning and health and safety considerations are also mentioned.
This document analyzes and summarizes several existing video game products including Limbo, Gris, Monument Valley, and Inside. For each game, it describes key aspects of the game's visual style such as color palette, art style, camera angles, character and level design, and how these visual elements enhance the gameplay experience and appeal to audiences. The document aims to learn techniques for crafting compelling visuals and atmospheres from these popular games to apply to the creator's own game design.
The document analyzes existing video game products and posters to identify features to include in the author's own work, finding that games commonly use darker colors and sound effects to evoke emotion, while posters attract audiences through minimal text, character positioning, and color palettes that match the game's tone. By studying these existing works, the author aims to create immersive atmospheres and intriguing narratives in their own production.
The document analyzes existing video game products and posters to identify features to include in the author's own work, such as using darker colors like black and white, including textures in backgrounds, and relying on sound effects to convey emotion. Common elements identified across products included narrative-driven gameplay, unique level designs, and evoking different feelings in audiences. The analysis of various styles and approaches will help the author experiment and consider new elements for their own game.
- The document analyzes screenshots from existing video games Limbo, Gris, Monument Valley, and Inside to understand their visual design techniques.
- It discusses the color palettes, art styles, camera perspectives, character designs, background textures, and other visual elements used in each game.
- The goal is to learn from these games' effective visuals in order to inform the design of the author's own game, which will use a black and white color scheme.
The document discusses various aspects of game design through analyzing existing games. It discusses:
1) The medium shot used in The Division box art that shows both the character and environment to immerse the viewer.
2) How the run down, abandoned New York setting adds realism and familiarity.
3) How the dark, grey lighting and small ray of light symbolize life in the city and the game's plot.
4) Various technical aspects learned from researching games like composition, camera angles, and their effects on immersion.
The document discusses various aspects of game design through analyzing existing games. It discusses:
1) The medium shot used in The Division box art that shows both the character and environment to immerse the viewer.
2) How the run down, abandoned New York setting adds realism and familiarity for players.
3) How the dark, grey lighting and small ray of light symbolize the last shred of life in the city.
4) The composition draws attention to the centered character while keeping borders bland.
5) The research helped learn the importance of shots for establishing game factors and creating atmosphere.
The target audience for the arcade game is 13+ aged gamers looking for a simple, retro-style game that allows them to compete for high scores. Specifically, the game aims to appeal to "achiever" personality types who enjoy proving their skills and outperforming others. By having approachable and familiar mechanics inspired by 1980s arcade games, the project hopes to attract budget-conscious C2 social class gamers seeking an affordable competitive gaming experience.
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.
Here are a few key insights from your audience research:
- Strategy game audiences enjoy challenge and setbacks but want mechanics and systems to be well thought out and make logical sense. Things shouldn't be added just for show without proper consideration.
- Testing and polish are important. Audiences don't want to deal with bugs or unfinished/untested mechanics.
- A balance of challenge and reward keeps audiences engaged. Failing missions should cost the player but they should also feel properly rewarded for successes.
- Familiar locations or factions can provide a sense of safety or attachment that the game can then subvert for surprise or stakes later on. Audiences enjoy when games mess with their expectations in meaningful ways.
-
The document discusses research conducted on existing turn-based strategy games like XCOM and Total War: Warhammer 2 to understand features that appeal to target audiences. Interviews were also conducted with fans of the genre to learn about their preferences. Research findings will be applied to the development of the author's own turn-based strategy production to ensure it appeals to fans of the genre.
There are four main graphical styles discussed in the document: photorealistic, cell shaded, exaggerated, and abstract. Photorealistic aims to make graphics as close to real life as possible, like in Grand Theft Auto. Cell shaded is designed to look like hand drawings and is used in games like Minecraft. Exaggerated styles make characters and elements larger than real life, seen in games like Final Fantasy. Abstract games use symbols with no real meaning, like early Mario games. The document discusses examples of each style and how they affect the audience and tone of different games.
The document provides details on the pre-production for a mobile game and promotional materials. The game will have the player exploring an apartment and interacting with benign monster tenants. Customizable outfits and items can raise friendship levels. Currency can be earned through gameplay or purchased. The target audience is females aged 10-17. The game and poster will be distributed through mobile app stores and websites. Sound effects, music and screenshots are presented to illustrate the planned design.
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 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 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.
Will Anderson created sprites and animations for playable characters, enemies, bosses, and levels for a game. This included idle and death animations as well as a boss fight sequence. Backgrounds and levels were designed in chunks to allow for easier editing. Audio was also produced using BeepBox to include battle music and sound effects. Box art was then designed including the front cover featuring a character and screenshots on the back with promotional text.
The document summarizes and analyzes research on existing game products. It discusses several games including Assassin's Creed: Chronicles, Thief, Fallout 4, and Mark of the Ninja. For each game, it describes key elements like visual style, mechanics, and story that provide inspiration for the design of the author's own game animation project. Overall, the research helped the author better understand how to effectively use lighting, color palettes, character design, and other visual elements to set atmosphere and appeal to target audiences.
This document discusses different graphical styles used in video games including photorealism, cel-shading, and exaggeration. Photorealism aims to make games look realistic and is often used for shooters and open world games. Cel-shading mimics comics and cartoons to create a playful atmosphere and is common in games like Borderlands. Exaggeration amplifies character features to convey strength and power, as seen in games like Gears of War. Color theory is also examined in creating specific moods that match a game's tone.
This document discusses different graphical styles used in video games and how color theory relates to each style. It describes the four main graphical styles: photorealism, which aims to make games look realistic; cel-shaded, which mimics comics; exaggeration, which amplifies character features; and abstract, represented by puzzle games. Each style uses color to set certain moods - photorealism and exaggeration use dark colors for seriousness while cel-shaded and abstract use bright colors for fun. Examples are given of games representing each style.
The document researches existing strategy and role-playing games like XCOM, Mass Effect, and Ghostbusters: The Video Game to inform the development of a new turn-based strategy game about fighting ghosts in space. Common elements that will be included are a choice-driven story, good sound design, dark lighting and colors to set mood, and strategy-based turn-based gameplay. The audience for this new game will be 14-25 year olds of any gender who enjoy turn-based strategy and role-playing games that allow choosing different story paths.
This document discusses different types of computer game graphics, including pixel art, concept art, texture art, background graphics, and print media art. Pixel art uses raster graphics to edit images at the pixel level and was commonly used in older and limited games. Concept art conveys visual designs before a product is finalized. Texture art simulates or creates actual surface textures. Background graphics integrate sprites, or 2D images, into larger game scenes. Print media art, like box covers and packaging, aims to attract customers through eye-catching and concept artwork related to the game.
This document describes the process of developing a basic space shooter game. It includes summaries of the developer, Amy Brockbank, adding and editing sprites, backgrounds, particle effects, collision detection, movement controls, and enemy spawning over 28 screenshots. Key developments include creating the player sprite, adding movement limits, implementing scrolling backgrounds, coding thruster particle effects, enabling laser firing, spawning enemy sprites, and adding explosion animations. The goal was to build the core gameplay elements and test that they function properly.
In this powerpoint I reflect upon the entire project and describe the methods I used to create everything, where i got the ideas and it also includes some deleted content from the animation
This document discusses the media products created for a music album, including a CD, magazine advertisement, music video, and ancillary texts. It describes the software tools used, such as Photoshop, After Effects, Premier, and Vegas, to design the visual elements and edit the video. Feedback was gathered from an audience online using blogs and video sharing sites to evaluate and improve the products. A variety of media technologies were employed at different stages of the project to construct, research, plan, and assess the media works.
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 provides details on the initial plans and mood boards for an animation project to create a video game environment. Key influences discussed include Undertale for its compelling narrative and characters, The Witcher 3 for its skill in visually representing environments, and Pixels for its creative idea of having video game characters spawn into the real world. The mood boards focus on outdoor landscapes and will be used to inspire unique environments for the game world.
Tiny Bird Garden is a mobile and PC game that involves caring for cartoon birds over time, using bright colors and relatable bird bios to create a joyful atmosphere aimed at pre-teen females; key aspects for the designer's own game include the open-ended gameplay, purchasable items to encourage engagement, and blending cute and spooky art styles. Observation of the game's target audience suggests a focus on stereotypically female imagery, diversity, and a positive tone to appeal to child and teen players.
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.
Here are a few key insights from your audience research:
- Strategy game audiences enjoy challenge and setbacks but want mechanics and systems to be well thought out and make logical sense. Things shouldn't be added just for show without proper consideration.
- Testing and polish are important. Audiences don't want to deal with bugs or unfinished/untested mechanics.
- A balance of challenge and reward keeps audiences engaged. Failing missions should cost the player but they should also feel properly rewarded for successes.
- Familiar locations or factions can provide a sense of safety or attachment that the game can then subvert for surprise or stakes later on. Audiences enjoy when games mess with their expectations in meaningful ways.
-
The document discusses research conducted on existing turn-based strategy games like XCOM and Total War: Warhammer 2 to understand features that appeal to target audiences. Interviews were also conducted with fans of the genre to learn about their preferences. Research findings will be applied to the development of the author's own turn-based strategy production to ensure it appeals to fans of the genre.
There are four main graphical styles discussed in the document: photorealistic, cell shaded, exaggerated, and abstract. Photorealistic aims to make graphics as close to real life as possible, like in Grand Theft Auto. Cell shaded is designed to look like hand drawings and is used in games like Minecraft. Exaggerated styles make characters and elements larger than real life, seen in games like Final Fantasy. Abstract games use symbols with no real meaning, like early Mario games. The document discusses examples of each style and how they affect the audience and tone of different games.
The document provides details on the pre-production for a mobile game and promotional materials. The game will have the player exploring an apartment and interacting with benign monster tenants. Customizable outfits and items can raise friendship levels. Currency can be earned through gameplay or purchased. The target audience is females aged 10-17. The game and poster will be distributed through mobile app stores and websites. Sound effects, music and screenshots are presented to illustrate the planned design.
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 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 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.
Will Anderson created sprites and animations for playable characters, enemies, bosses, and levels for a game. This included idle and death animations as well as a boss fight sequence. Backgrounds and levels were designed in chunks to allow for easier editing. Audio was also produced using BeepBox to include battle music and sound effects. Box art was then designed including the front cover featuring a character and screenshots on the back with promotional text.
The document summarizes and analyzes research on existing game products. It discusses several games including Assassin's Creed: Chronicles, Thief, Fallout 4, and Mark of the Ninja. For each game, it describes key elements like visual style, mechanics, and story that provide inspiration for the design of the author's own game animation project. Overall, the research helped the author better understand how to effectively use lighting, color palettes, character design, and other visual elements to set atmosphere and appeal to target audiences.
This document discusses different graphical styles used in video games including photorealism, cel-shading, and exaggeration. Photorealism aims to make games look realistic and is often used for shooters and open world games. Cel-shading mimics comics and cartoons to create a playful atmosphere and is common in games like Borderlands. Exaggeration amplifies character features to convey strength and power, as seen in games like Gears of War. Color theory is also examined in creating specific moods that match a game's tone.
This document discusses different graphical styles used in video games and how color theory relates to each style. It describes the four main graphical styles: photorealism, which aims to make games look realistic; cel-shaded, which mimics comics; exaggeration, which amplifies character features; and abstract, represented by puzzle games. Each style uses color to set certain moods - photorealism and exaggeration use dark colors for seriousness while cel-shaded and abstract use bright colors for fun. Examples are given of games representing each style.
The document researches existing strategy and role-playing games like XCOM, Mass Effect, and Ghostbusters: The Video Game to inform the development of a new turn-based strategy game about fighting ghosts in space. Common elements that will be included are a choice-driven story, good sound design, dark lighting and colors to set mood, and strategy-based turn-based gameplay. The audience for this new game will be 14-25 year olds of any gender who enjoy turn-based strategy and role-playing games that allow choosing different story paths.
This document discusses different types of computer game graphics, including pixel art, concept art, texture art, background graphics, and print media art. Pixel art uses raster graphics to edit images at the pixel level and was commonly used in older and limited games. Concept art conveys visual designs before a product is finalized. Texture art simulates or creates actual surface textures. Background graphics integrate sprites, or 2D images, into larger game scenes. Print media art, like box covers and packaging, aims to attract customers through eye-catching and concept artwork related to the game.
This document describes the process of developing a basic space shooter game. It includes summaries of the developer, Amy Brockbank, adding and editing sprites, backgrounds, particle effects, collision detection, movement controls, and enemy spawning over 28 screenshots. Key developments include creating the player sprite, adding movement limits, implementing scrolling backgrounds, coding thruster particle effects, enabling laser firing, spawning enemy sprites, and adding explosion animations. The goal was to build the core gameplay elements and test that they function properly.
In this powerpoint I reflect upon the entire project and describe the methods I used to create everything, where i got the ideas and it also includes some deleted content from the animation
This document discusses the media products created for a music album, including a CD, magazine advertisement, music video, and ancillary texts. It describes the software tools used, such as Photoshop, After Effects, Premier, and Vegas, to design the visual elements and edit the video. Feedback was gathered from an audience online using blogs and video sharing sites to evaluate and improve the products. A variety of media technologies were employed at different stages of the project to construct, research, plan, and assess the media works.
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 provides details on the initial plans and mood boards for an animation project to create a video game environment. Key influences discussed include Undertale for its compelling narrative and characters, The Witcher 3 for its skill in visually representing environments, and Pixels for its creative idea of having video game characters spawn into the real world. The mood boards focus on outdoor landscapes and will be used to inspire unique environments for the game world.
Tiny Bird Garden is a mobile and PC game that involves caring for cartoon birds over time, using bright colors and relatable bird bios to create a joyful atmosphere aimed at pre-teen females; key aspects for the designer's own game include the open-ended gameplay, purchasable items to encourage engagement, and blending cute and spooky art styles. Observation of the game's target audience suggests a focus on stereotypically female imagery, diversity, and a positive tone to appeal to child and teen players.
Tiny Bird Garden is a mobile and PC game that involves caring for cartoon birds over time. It has a bright, cheerful color scheme and cute, relatable bird characters to create a stress-free experience unlike fighting games. The game mechanics allow for indefinite play through purchasing items for interaction and attachment. Elements like spooky characters are made cute and approachable. The game uses minimal text for freedom and focus on characters/environments.
The document summarizes research on existing video game products. It analyzes several games, noting features like varied levels with different lighting, sound design corresponding to in-game events, small character sizes relative to backgrounds in 2D games, and detailed backgrounds. The analysis indicates the author will include aspects like detailed backgrounds, multiple time-of-day levels with lighting effects, and sound design matching on-screen events. Common features identified across researched games are 2D formats, varied level types, sound corresponding to tone, and small character sizes in 2D games.
The document provides details about the pre-production process for a mobile game and accompanying promotional materials. The game will allow players to explore an apartment and interact with benign monster tenants. Customizable outfits and appearances are planned. The game is targeted at females ages 10-17 and will include in-game currency earned through gameplay or purchases. Screenshots and style guides are presented to visualize planned gameplay, characters, and a promotional poster.
- The document provides an evaluation of a video game project created by Georgina Whiteley. It analyzes the strengths and weaknesses of the research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal of the project. Some strengths included detailed planning, smooth animations, and appealing aesthetics and music. Weaknesses included repetitive levels, long loading times, and a lack of variation in game mechanics. The evaluation aims to identify areas for improvement in future projects.
The document discusses several existing choice-based narrative games including Game of Thrones, The Final Station, and Pixel Piracy. It analyzes the common features such as impactful decision-making and resource management. The author intends to include these aspects in their own game by making the player carefully consider the consequences of their choices and use of resources to have a lasting effect on the gameplay experience.
This document analyzes how the media product "Time Assassin" effectively uses conventions of real video games to introduce its science fiction narrative. It discusses how the opening level introduces characters and hooks audiences, similarly to films and books. It also explores how the game challenges conventions by having objectives displayed through short on-screen instructions rather than markers, requiring exploration. Collectible items provide backstory information to explain elements to players, mimicking techniques used in other games and media. The document examines how aspects of the game's design, such as its user interface, magazine advertisement, and cover art emulate real video games to attract audiences and integrate it into the science fiction genre.
This document outlines the proposed plan for an animated trailer for an original Metroidvania-style video game. It begins by establishing the target audience as males aged 25-40 based on survey results, noting their preference for titles like Castlevania: Symphony of the Night and Super Metroid. The animation will reflect the gameplay and aesthetics of these influential games. Areas, enemies, and the player character will share a cohesive art style. Over 16 weeks, the plan involves research, pre-production such as character/area design, production of animations and editing in After Effects, and evaluation of the final product and process.
Jake plans to create a 2D side-scrolling video game and box art using Photoshop. The video game will allow the player to switch between four playable superhero characters and upgrade their skills. Each level will have a different setting and enemies will get tougher. There will be three maps total that get progressively more challenging. The box art will showcase the characters in action poses using bright colors to represent the hopeful tone of superheroes.
This document discusses and compares moving images and digital games. It notes that while they share the platform of being viewed on screens, their relationships in other ways are difficult to discern. Moving images are typically viewed first on television, while digital games can be played on a variety of devices from handhelds to game consoles connected to televisions. Both mediums make use of on-screen icons and maps to provide contextual information to the viewer or player. Posters and websites are designed to attract attention and convey what the game or movie contains visually.
The document provides an evaluation of the author's research, planning, time management, technical qualities, aural qualities, and aesthetic qualities for an animation project based on the online series "The Big Lez Show." Some strengths highlighted include detailed walking animations, customized loading screens, and accurately portraying recognizable locations and characters from the source material. Areas for improvement include adding more diverse gameplay elements and smoother special effects. Comparisons are drawn to classic games like The Legend of Zelda to analyze technical features. The animation aimed to appeal to fans of the original show by including iconic dialogue, characters, and enemies.
This document discusses several existing turn-based RPG games. It notes that they have top-down camera angles suitable for the type of game being designed. They feature a variety of maps with different color schemes, from dark to bright colors. It is also noted that basic graphics keep the focus on player and enemy movement. When a character interacts with something, a text box appears at the bottom of the screen without taking up much space. These games seem to appeal due to their simple graphics and bright colors, allowing the game type to be identified at a glance.
The document provides details about existing products that were researched and how they relate to the planned product. It includes screenshots and descriptions of existing games from Rockstar and others. Questionnaires were also conducted to research the audience. Key findings include that the audience prefers lighter color schemes, one continuous stage rather than multiple, inclusion of violence but in a comical way, 2-3 checkpoints, a countryside background, and random placement of enemies. This research will help make the planned product more appealing to the target audience.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". The proposal provides details on the target audience, which is teenagers and young adults aged 15-26, mostly male. It discusses influences from previous projects and concepts for improving upon a previous video game project. The FMP will be an RPG video game created in Photoshop, featuring improved characters, environments, battles and music from the previous game. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as being teenagers and young adults aged 15-26. The game aims to have RPG elements with a fantasy theme that appeals slightly more to male audiences. It proposes continuing the story and characters from a previous video game project, improving the visuals, gameplay, and story. Key aspects to develop include the overworld, battle sequences, character models, environment, and soundtrack. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
Jake Whattam-Smith initially reacted positively to the project brief of creating a video game for ages 16-24. He associated the target age group with action games, which are popular among young males for entertainment. Some initial ideas included sci-fi and historical shooter games. Sci-fi was seen as suitable due to its futuristic features and action. Historical games have also become popular recently in different eras. Specifically, western-style games like Red Dead Redemption achieved popularity in this age group. Overall, Jake felt his initial ideas and creativity met the expectations of the brief to create a video game project.
The document provides details about Gemma Nicholls' pre-production process for creating an animated videogame and accompanying poster. She will design original characters and backgrounds for the videogame, which aims to entertain audiences ages 15-24. The videogame will be playable on PC and potentially PlayStation. Her poster will advertise the videogame digitally and on paper. She has chosen a black, white, and dark blue color scheme and forest setting for her initial videogame level and poster layout to match the isolation theme of escaping unwanted thoughts.
This document provides summaries of existing video games to help inform the design of the author's own video game idea. Key details summarized include:
- Monkey Island has a dark, detailed art style that provides atmosphere for an adventure game. Its bottom menu bar is compact.
- Maniac Mansion uses brighter colors but lacks engagement. It has a character select menu but the author thinks a character creation menu would be better.
- A simpler game shows an interactive menu and heads-up display done well in a pixelated, blocky style that would be easier to create. The character looks out of place.
The document discusses several video games including The Last of Us, Prince of Persia, Braid, Far Cry, and provides analysis of common features and aspects that will be included in the creator's own work.
The Last of Us is an action-adventure survival horror game about smuggling a teenage girl across a post-apocalyptic America while defending against hostile humans and creatures. Prince of Persia is an action-adventure franchise focused on a Persian prince, known for its realistic animations achieved through rotoscoping. Braid is a puzzle platformer about rescuing a princess through puzzle pieces and storytelling text. Far Cry uses realistic environments, wildlife, and weapons for its first-person shooter
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including generating a narrative and shot lists. Planning elements included choosing a title ("Omission") and tagline ("Will you run, hide, survive, or die") as well as incorporating various video techniques to engage audiences as informed by previous research. Extensive shot lists were created and updated throughout production to help organize filming the trailer. Overall, the planning stage involved comprehensive research and pre-production work to develop an effective thriller narrative and promotional materials.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including creating a narrative, storyline, and extensive shot lists. Planning elements included choosing a title and tagline that reflected the narrative, as well as incorporating various video techniques and effects into the film trailer to engage audiences based on prior research. The student aimed to thoroughly plan shots and apply learnings to production to achieve a high quality final outcome.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including creating a narrative, shot lists, title/tagline, and exploring potential techniques for the film trailer. Extensive planning was done from the start of developing the narrative through to filming shots and making minor changes, with the shot lists being the most substantial part of planning. The narrative formed the basis for the trailer and poster designs. Research on the thriller genre and audience was applied to reflect the intended style and maintain engagement.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including generating a narrative and shot lists. Planning elements included choosing a title ("Omission") and tagline ("Will you run, hide, survive, or die") as well as incorporating various video techniques to engage audiences as informed by previous research. Extensive shot lists were created and updated throughout production to help organize filming the trailer. Overall, the planning stage involved comprehensive research and pre-production work to develop an effective thriller narrative and promotional materials.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including generating a narrative and shot lists. Planning elements included choosing a title ("Omission") and tagline ("Will you run, hide, survive, or die") as well as incorporating various video techniques to engage audiences as informed by previous research. Extensive shot lists were created and updated throughout production to film the trailer. Overall, the planning stage involved comprehensive research and pre-production work to develop an effective thriller narrative and trailer.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including creating a narrative, storyline, and extensive shot lists. Planning elements included choosing a title and tagline that reflected the narrative, and incorporating various video techniques and camera movements into the film trailer to engage audiences based on prior research. The thorough planning process laid the groundwork for shooting and producing the promotional film trailer and posters.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including creating a narrative, storyline, and extensive shot lists. Planning elements included choosing a title and tagline that reflected the narrative, and incorporating various video techniques and camera movements into the film trailer to engage audiences based on research. The student aimed to thoroughly plan shots and apply learnings from research to create a high quality film trailer and posters.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including generating a narrative and shot lists. Planning elements included choosing a title ("Omission") and tagline ("Will you run, hide, survive, or die") as well as incorporating various video techniques to engage audiences as informed by previous research. Extensive shot lists were created and updated throughout production to film the trailer. Overall, the planning stage involved comprehensive research and pre-production work to develop an effective thriller narrative and trailer.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including creating a narrative, shot lists, title/tagline, and exploring potential techniques for the film trailer. Extensive planning was done from the start of developing the narrative through to filming shots and making minor changes, with the shot lists being the most substantial part of planning. The narrative formed the basis for the trailer and poster designs. Research on the thriller genre and audience was applied to reflect the intended style.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including creating a narrative, storyline, and extensive shot lists. Planning elements included choosing a title and tagline that reflected the narrative, as well as incorporating various video techniques and effects into the film trailer to engage audiences based on prior research. The student aimed to thoroughly plan shots and apply learnings from research to create a high quality trailer and posters that represented the thriller genre well.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including creating a narrative, shot lists, title/tagline, and exploring potential techniques for the film trailer. Extensive planning was done from the start of developing the narrative through to filming shots and making minor changes, with the shot lists being the most substantial part of planning. The narrative formed the basis for the trailer and poster designs. Research on the thriller genre and audience was applied to reflect the intended style and maintain engagement.
The document provides a summary of the planning process for a student's final major project creating promotional materials for a thriller film. It details the research conducted on the thriller genre and story development, including creating a narrative, shot lists, title/tagline, and exploring potential techniques for the film trailer. Extensive planning was done from the start of developing the narrative through to filming shots and making minor changes, with the shot lists being the most substantial part of planning. The narrative formed the basis for the trailer and poster designs. Research on the thriller genre and audience was applied to reflect the intended style and maintain engagement.
The document discusses plans for a thriller genre film trailer. It will follow an ordinary woman whose normal daily routine is disrupted by strange occurrences. As each day becomes more unusual, she realizes someone or something is stalking her. Flashes between her current frightened state and her normal past life build tension. The narrative aims to explore whether the threats are real, psychological, or related to her mysterious past. The trailer will utilize common thriller techniques like dull color schemes, shaky camera work, and unsettling music to create anxiety and suspense for the audience.
This document outlines potential technical problems that could arise during a video production project and proposes solutions. It identifies 12 possible issues including power outages, storage capacity issues, dead batteries, defective equipment, missing files, computer malfunctions, software crashes, and export problems. For each issue, it describes the potential effect on production timelines and deliverables. It then provides proposed solutions such as bringing backup equipment and saving work frequently. The document acknowledges that as the director and organizer, Jake Whattam-Smith would be responsible for planning for and mitigating these types of foreseeable technical challenges.
The document discusses plans for a thriller genre film trailer. It will feature ordinary main characters to make the story more relatable and scary. Locations will include both obscure and familiar settings. The color scheme will start warm but get darker as threats emerge. The story will start with the main character stuck in a repetitive routine that gets disrupted as an antagonist appears more frequently, breaking up the pattern. This breakdown of routine and the shifting color tones will build tension and unpredictability characteristic of the thriller genre.
The document provides a summary of the planning process for a student's Final Major Project involving creating promotional materials for a thriller film. It details the extensive research conducted, including exploring the thriller genre, developing a narrative story and storyline, creating shot lists for the film trailer with storyboards, deciding on a title and tagline, and planning video techniques to be used in the trailer. The planning stage involved establishing the genre influences, generating ideas, developing the narrative in detail, and strategizing shots and techniques to effectively portray the story and engage audiences, as informed by prior research. Extensive revisions were made throughout production to refine elements based on realization during filming.
Jake filmed scenes for his production on various dates in March 2021. On March 14th, he filmed scenes 4, 6, and 7 in various outdoor locations over about an hour. On March 21st, he planned to film scenes 1, 3, and 5 near his home but was only able to capture a few shots due to a lack of prepared props. On March 23rd, he organized his collected footage and sound effects and began structuring a trailer by assigning clips to timecodes from his shot lists.
Jake Whattam-Smith intends to conduct research on thriller films to inform a film trailer project. The research will cover existing products, surveys, interviews, and color schemes. The research aims to develop ideas for narrative, features, sound, and audience expectations. As an example, Jake analyzes the trailer for the film "The Gift." Through shots, characters, color, and effects, the trailer effectively builds tension, mystery, and engages the audience in the thriller genre. The analysis provides ideas for Jake's own project to create an impactful trailer that meets audience desires.
The document provides a reflection on the student's final grade and areas for improvement in their FMP (Final Major Project). They received a merit grade overall but distinction grades in specific tasks like proposal, planning, experiments, reflection, and evaluation. Weaker areas included context research and copy, which received pass grades. The student plans to research documentary theories more broadly and use more diverse research methods. Their action plan discusses continuously improving areas like audience and product research, problem solving documentation, pre-production planning, production scheduling, and reflective evaluations to develop a stronger final project.
The document provides details about the planning process for a student's Final Major Project involving creating promotional materials for a thriller film. Key aspects of the planning included:
- Researching the thriller genre to establish the style and tone of the project.
- Developing the narrative/storyline for the fictional film, breaking it down into acts.
- Creating extensive shot lists for the film trailer, structuring shots based on the acts in the story and constantly updating the lists during production.
- Determining the title ("Omission") and tagline ("Will you run, hide, survive, or die?") for the film based on meanings related to the narrative.
- Planning potential video effects and editing
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.
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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,
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
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.)
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
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
2. Existing Product 1
Minecraft
Initially, the displayed images below, under the type of image category, effectively portray the
visualization that I intend on achieving within my own video game; this is primarily under the location
visible in the foreground etc. Originally, coming under the location, this very popular video game called
‘Minecraft’ portrays the slightly needed location scenario that I intend on incorporating within my own
video game project (from start – end); this would predominantly be the most beneficial aspect to include
within my own product, mainly because it displays obvious and stereotypical features within the western
theme. Due to having presented these clear representations, it would help create a clear understanding
into the general narrative; evidently creating a sense of relatability and concluding in engaging my
audience more, whilst also holding a tone of enjoyment alongside – all of which are aspects I intend on
securing within my own product and the audience. Next, this video game (‘Minecraft’) also portrays a
large variety of vibrant colors, all in helping portray this western theme once again throughout this biome
(‘red sand’ as described in the game); this was effective in engaging the audience, as for these visually
pleasing colors seem effective in holding a satisfaction towards them. Further, they would be effective in
also helping display a more stereotypical representation of the western era, regarding why both aspect
would be used in my own project.
3. Existing Product 1 Continued
Minecraft
Furthermore, the displayed images below, under the type of image category, effectively portray the
representation I intend on reflecting the western theme, all of which is present throughout my video
game. Therefore, the aspects visible, that will be incorporated across my own project, primarily consist of
composition, mise-en-scene, location, and colors. Originally, coming under both mise-en-scene and
locations, this predominant feature involves the general setting and aesthetic of the mountainous region
(as shown below) - this here place is characterized as a red sand biome within the ‘Minecraft’ video
game; this will be integrated within my own game, appearing within the foreground of the western,
desert like scenario, as for it effective conforms towards the stereotypical depiction upon the western
genre, all of which reflects more of an understanding throughout my audience. Finally, coming under this
particular video game ’Minecraft’, the last two features that will become present within my own project
comes under both composition and colors; this having been evident through mainly the colors of vibrant,
dark, and monotonous reds, alongside some aspects upon different shades of yellow and a cream color.
In having displayed some of these forms, they will help evoke more of an intriguing attitude and
understanding across my audience; this is primarily because the general stereotype is present, all of
which is recognizable within a wide range of intellectual people (upper and or low classes).
4. Existing Product 2
Westerado: Double Barreled
Originally the displayed images below, under the type of image category, they effectively portray the
visualization that I intend on achieving within my own video game; this is primarily under the camera
angle and location visible within the foreground. Initially, coming under the camera angle, this video
game called ’westerado’ portrays a side view when previewing you moving the character and the
game as a whole (narrative, missions etc); this side view is effective in portraying the complete mise-
en-scene and helps engage the audience further in having more of an understanding into the games
visual style and working physics, all of which make the experience when playing the game much more
interactive and captivating in the position of the audience. Furthermore, coming under the location,
this video game (‘Westerado’) also portrays the stereotypical representation of a western desert
scenario throughout the whole course of the video game (from start – end); this would predominantly
be the most beneficial and effective use from another game to incorporate within my own product,
this is primarily because having portrayed this stereotypical display of a western theme, it helps create
a clear understanding and relatability within my audience, all of which would evidently make it much
more engaging and fun to play – features I intend on using effectively across my viewers.
5. Existing Product 2 Continued
Westerado: Double Barreled
Originally, the displayed images below effectively portray the representation I intend on using throughout
my characters in the dress codes stated, and in the use of lighting/shadowing. Initially, coming under the
dress codes, this video game portrays their various amount of characters in clothing of which conforms to
the general expectations within the western theme. As these dress codes are stated, this evidently means
they are very effective in helping portray the western theme that is displayed throughout, all of which
supports the audience in making them understand the general video game’s characteristics and reasoning
for certain features more (such as snakes, the desert, and older fashioned buildings/clothing styles); due to
the knowledge accumulated here, this seemingly makes the game much more enjoyable and recognizable,
all of which are aspects intended in the production of this video game project and expected in my audience.
Furthermore, this video game (‘Westerado’) also portrays aesthetically pleasing lighting and shadowing
features within the visualization of this entertaining game; this would predominantly be very effective and
beneficial in helping engage my audience more. Further, this is primarily because the aesthetica of the
shadowing from characters, animals, plants etc makes the game much more realistic in its performance,
creating more of a personal relationship in similar traits between the game and its target audience, evidently
meaning its much more enjoyable to play – these being intended aspects throughout the course of the video
games audience playing it.
6. Existing Product 3
Escapists
Initially, the displayed images below, under the type of image category, effectively portray the
visualization I intend on reflecting across the western theme, all of which is present throughout my
video game. Therefore, the aspects visible, that I will be incorporating within my own project,
primarily consist of the angle, props, sound, and mise-en-scene denoting the train. Originally, and
most importantly, coming under both mise-en-scene and props, these aspects are present across
the clearly denoted train that is displayed across the bottom half of the your screen in this
particular mission on the game ‘Escapists’; this will be integrated within my own video game, as for
it is predominantly based around focusing on a train heist, regarding why each mission is situated
on working you way through the train (as the vigilante) of which evidently finishes by taking
control of the convoy. Next, coming under the last two aspects of both sound and angle, there is an
obvious slight side/birds eye view upon the train here, alongside a various amount of prop choice,
from batons to hiding places etc. In having displayed some of these aspects across the 4 features
identified, it would reflect the western theme, helping have a more intriguing attitude and
understanding throughout my audience.
7. Existing Product 3 Continued
Escapists
Next, the displayed images below, as the same previously, also display other features within, all of which
effectively portray the conception I intend on reflecting throughout my video to help support the action genre
and western genre. Therefore, as mentioned previously, I will be incorporating aspects upon consisting of
lighting and costumes; all of which are present in the game ‘Escapists’ within this particular level, where
specifically you have the intentions of escaping this prison train. Initially, coming under lighting, this distinctive
feature is present throughout the game, generally upon most physical objects that are placed either in the
foreground (Cacti, rocks, bushes) and or either within the carriages of the train (seating, walls, desks); this
aspect that is included in the design of the game makes it much more aesthetically pleasing towards the eye,
alongside adding an engaging felling within my audience, all of which helps evoke the western theme whilst
making it more exciting and enjoyable to play. Similarly, also the costumes within the game conform to the
general stereotype upon western characters (hats, checkered clothing, boots etc), all of which holds similar
characteristics to the lighting effect – making it more engaging, aesthetically pleasing, and understanding of the
genre. In conclusion, within the game ‘Escapists’, the different characteristics that have been identified
effectively (mise-e—scene, lighting, costumes, props, and sounds) will all greatly benefit in the production of my
video game; predominantly in helping portray the western genre, but also in helping engaging the audience
more, whilst also supporting a sense of enjoyment when playing it.
8. Existing Product 4
Red Dead Redemption
Initially it is important to recognize that the displayed images below, under the type of image category, supports the
portrayal I am intending on defining throat the video game in am going to produce in this project. Therefore, some
of the aspects represented in the denoted captions will be incorporated within my own project, these primarily
consisting of location, costume, props, and audience appeal.
Originally, and partially the most important features to extract comes under both location and the costumes with
the game ‘Red Dead Redemption 2’.
Initially, coming under location, this is an essential component to incorporate within my own game as it will
evidently help define the general theme denoted, primarily being the western genre, whilst also supporting the
more intriguing and understanding statements of this era in time, conforming further to the more intellectual
aspects I am to include alongside.
Next, coming under costumes, i have closely related this to being an important feature, as similarly to the location,
it helps evoke the theme that is regularly being displayed throughout my video game, whilst also supporting more
of an understanding within my audience. As visualized in the source here, it is clear in defining the difference
between good and bad, therefore this feature will also be effective and an essential component to incorporate in
my own video game; this is clearly identified via the dark/smarter clothing of the sheriffs (good), juxtaposing against
the more scruffy/concealed clothing of the heist man (bad).
9. Existing Product 4 Continued
Red Dead Redemption
Furthermore, coming under props, this game specifically focuses in on a various amount of different props throughout the
campaign as recognized, these primarily consisting around weapons, such as pistols/rifles/and or shotguns, alongside other
things like maps, cigarettes and ammunition. Upon concentrating on these props specifically, I had come to realize that they
are used frequently in the process of the playing the game, in both helping the narrative move onwards in a flowingly
manner, whilst also to engage the audience more i presenting the wide variety of mechanics included. In displaying these
aspects, mainly coming across the weapons and ammunition, it would evidently help evoke the action genre more, all of
which helps the stability and understanding of the game throughout my audience more, but also in representing the whole
western theme and ongoing situations, an issue which is widely recognized and resolved in incorporating features across a
wide mixture of video games. Finally, coming under audience appeal, this game effectively evokes there different ideals and
understanding statements of things in the western genre, a seriously important feature to enable when portraying a video
game that is set within a different time era to current periods (such as future and past). This is portrayed through their use
of education aspects, such as when discovering new items alongside with their personal information regarding the device
and its features in this historic era; all of which helps create a strong intriguing, yet also determined factor within its
audience to push them in playing the video game more. In having incorporated this factor in my own video game, regarding
the project and theme i am aiming it towards (western as well), would be very beneficial and effective in engaging the
audience more, whilst also displaying enjoyment alongside, a trait that is essential within a video game (to enjoy it).
10. Research Analysis
Throughout the course of all the researched products previously mentioned,
consisting of ‘Minecraft’, ‘Escapists’, ‘Red Dead Redemption 2’ and ‘Westerado’,
they all benefit effectively in the conclusion of producing my end final product of a
video game in this project given; however, during this process a range of common
features from each individual researched source is also relevant and present
throughout them all. Linking efficiently between one another, here are few aspects
to consider that are displayed.
#1 The western theme - Initially it is important to recognize that throughout this
selective range of video games i have researched before you, consisting of
‘Minecraft’, ‘Escapists’, ‘Red Dead Redemption 2’ and ‘Westerado’, a clear theme is
displayed, coming under the western theme. Originally, after the initial plan's pages
were introduced to the video games project, i had evidently become attached
towards the more historic background within a video game; upon having this more
suited towards myself, it had also seemed appropriate within the age category in
the brief, suitable from 16 - 24 year old's. Evidently, in the newly released ‘Red Dead
Redemption 2’ video game, upon which i had researched, it had gained an immense
popularity, all of which helps support the use and presentation of using the western
theme more.
11. Research Analysis - Continued
#2 The action genre - Additionally, this is another obvious feature within the sources
gathered, coming under the action genre. With some of the source it is optional
whether to make it more intense, such as within ‘Minecraft’ and ‘Escapists’; whereas
others there is no choice but to engage with this theme, such as in ‘Red Dead
Redemption 2’ and ‘Westerado’, where frequently weapons such as guns are
regularly used an involved within the narrative of the game itself.
#3 The education aspects - Finally, another aspect that is present throughout all of
the sources researched comes under the education features within them, as all the
games previously mentioned help evoke more of an intriguing factor, beside the
obvious action previously gathered. Furthermore, in having this informative aspect,
specifically within a more historic video game, it helps to evoke more of an interest
throughout their audience; evidently this may help upbring more hobbies, and
generally help portray more of a social life towards other in not just having an
interest within video game, as this is the usual stereotype.
Throughout these 3 significant and impactful aspects within the sources i have
evaluated, i intend on using all of these features effectively to help portray the
western theme, justify an education purpose, and evidently produce an enjoyable
experience.
12. Bibliography
1. Fortnite (21 July 2017) Epic Games
2. PixelArt.com (2013) Bryan Ware
3. Red Dead Redemption (18 May 2010) Rockstar Games
4. Wikipedia.com (11 October 2004) Tsugumo
5. Westerado (16 April 2015) Ostrich Banditos
6. Minecraft (17 May 2009) Mojang
7. Escapists 2 (22 August 2017) Team 17 Digital Limited
In conclusion, coming forth from the previous bibliography mentioned,
nothing has changed or further been researched in preparation
towards final production of the project.
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?
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.