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Research
Your Name
Existing Product-The big Lez
show
The location for The big lez show is set in sunny Queensland Australia. With this sunny lighting and
the vibrant colours that are presented in the background and on the characters this creates a very
diverse colour wheel. There are various different angles in the show but the main one for the
background is a straight on view with basic horizon lines to show depth. And the character angles
are mostly an off centered front view where they are angled slightly towards the person they are
talking to. The show is fully animated on a basic studio. Most of the scenes shown can be made in
the program ms paint which is one of the most basic programs you can animate on. Most of the
costumes worn by the characters are basic summer wear with their own style that they keep
throughout the show. The characters have their own unique style and colour also which usually
consists of shorts and their own unique coloured vest/shirt. There are more characters in the show
that aren't human, these are the sasquatches which live among the other characters in the show
and are one of the main focuses of the big lez show. There are multiple colours that they can come
in but the main ones are white, green and brown. Other types of characters also appear like other
animals that are coloured according to their species. One of the antagonists of the show is the
choomahs, although quite scary, they are comedically shaped like a distorted and enlarged Homer
Simpson which gives the audience a clear view of what the protagonists are up against.
Music is used in tense parts of the show like horror scenes to build tension and also at the start of
each episode there is a couple of guitar strings are pulled and lez says something different in each
episode mostly like a statement that shows what the character is like. There are no main props but
a good idea in my game version would be to include guns to kill the choomahs and to use around
the world and also power ups and poison but you have to try them to see if they do any harm/good
like in skyrim. The speech in the show is done by Australian people so to make cut scenes and in
game dialogue I think I'm going to have to copy the creators' voice straight from the show. The way
The big lez show appeals to its audience is through the likeable and humorous/humorless
characters presented and also the diversity of the species.
Existing product-
Fallout 4/skyrim
I picked both of these games because I am not incorporating much of the style into my game
,the main focus of these games I'm focusing on is the engine. They both use basically the
same engine and play the same according to the setting and surroundings. For example, in
skyrim there is a medieval setting and the pickups are potions and swords and many other
things like spell books that you can use to learn spells, bows, crossbows, shields, war
hammers, ingredients, armor that you can wear and enchant. Whereas in Fallout it’s a post
nuclear war setting where you find scraps and guns.
I will be including this sort of rpg pickup system where most things are interactive and most
things can be equipped and upgraded. This style of game will have to be swapped with the
setting of my game like when picking up weapons, they will look and feel according to
something in the big lez show. And potions will be incorporated as like food or drink that is
commonly seen in the show and act according to what it is. For example a sandwich will
regenerate health and plants that can be found may be poisonous and take affect by
changing the look of the game with a dark feel for a short ammount of time like in skyrim
when ingesting an ingredient. When you do this in skyrim you then know what the
ingredients values are and in the information part of the screen says something like “damage
stamina discovered from giants toe” This then can be used for making potions and poisons.
Pokémon-Lets go Pikachu
The aspects of this game I will be incorporating into my own are the style and
the final look of my game. Although my game will have an 8 bit style it will
follow the basic layout and traveling system this game uses. The view looks like
its at around a 45 degree angle looking down central to the player. This seems
like an easy enough way to shape my own. The game is well lit in most
areas and incorporates basic shadows for buildings and characters. While
roaming around the map in the game there is a background medley that just
keeps playing and it has some different parts to it but it follows the same track
throughout. During battles with characters in the game there is also battle
music and when the player discovers something new a short instrumental
plays. The style of the game is different to other sources of Pokémon media as
the creators have to fit that style into the engine of their game and the chosen
style of the game. The colour wheel of this game is very large although certain
objects that are interactable like doors will mostly be red or green. Audiences
that like this game will already probably be a fan of the Pokémon series' and
games . For this audience, lets go Pikachu is very appealing as it incorporates
the feeling of an average Pokémon game and offers a massive open world and
it also uses elements from the hit game ''Pokémon go''' which was extremely
successful.
NES Legend of Zelda
The Legend of Zelda for the Nintendo entertainment system came out in 1986. The game is
created on an 8 bit software so its not as detailed as the other games ive mentioned but it
fits into the style I will be creating my animation on. The angle isnt all that realistic, the
game has minimal depth perception which means going further away and closer doesn’t
change the size or angle of the spritr or any of the objects. The playable areas usually consist
of a plain bit of sand or whatever environment the player may be in or some bushes layed
out in a random yet consistent pattern. The games music plays throughout the story and
changes at different bosses into fight music and it also changes when the player discovers
something new or when another character is talking. The game doesn’t have the ability to
create shadows so when you walk into a cave you are greeted with a near black floor
surrounded by brown rocks and you are met by a wizard that gives you a different item each
time you find and enter a cave. The game isnt that vibrant in colour and uses the same
layout and colours repeatedly, although this could be seen as an advantage because this
gives the player a clear pathway and leaves more room for detail in the story and battles
which is one of the most important factors in a game like this. The tasks in the game
become quite repetetive as you can see in the screenshots, the top 4 images were taken in
different caves. In 1986 this game would of appealed to kids mainly who enjoyed fantasy
worlds and whoever liked gaming because this was one of the most popular games at its
time. Nowadays anyone who plays the game will probably play it for the nostalgic feeling or
anyone who can apreciate how revolutionary it was in 1986.
Research Analysis
• Out of the games, they are all free roam role playing
games which let you play as your desired
character.except Legend of Zelda where you play as
link whereas in Fallot, Skyrim and pokemon, you can
create and name your own character
I will be including the style of Legend of Zelda, The
free roam of Pokemon and the freedom of
carrying,using and crafting your own pickups and
items like in skyrim and fallout
Bibliography
Bibliography
1. Jarrad Wright (2012-) The big Lez show
2. Bethesda(2011)The elder scrolls 5 Skyrim
3. Bethesda(2015) Fallout 4
4. Gamefreak(2018)Lets go pikachu
5. Nintendo(1986) Legend of Zelda

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video game research

  • 2. Existing Product-The big Lez show The location for The big lez show is set in sunny Queensland Australia. With this sunny lighting and the vibrant colours that are presented in the background and on the characters this creates a very diverse colour wheel. There are various different angles in the show but the main one for the background is a straight on view with basic horizon lines to show depth. And the character angles are mostly an off centered front view where they are angled slightly towards the person they are talking to. The show is fully animated on a basic studio. Most of the scenes shown can be made in the program ms paint which is one of the most basic programs you can animate on. Most of the costumes worn by the characters are basic summer wear with their own style that they keep throughout the show. The characters have their own unique style and colour also which usually consists of shorts and their own unique coloured vest/shirt. There are more characters in the show that aren't human, these are the sasquatches which live among the other characters in the show and are one of the main focuses of the big lez show. There are multiple colours that they can come in but the main ones are white, green and brown. Other types of characters also appear like other animals that are coloured according to their species. One of the antagonists of the show is the choomahs, although quite scary, they are comedically shaped like a distorted and enlarged Homer Simpson which gives the audience a clear view of what the protagonists are up against. Music is used in tense parts of the show like horror scenes to build tension and also at the start of each episode there is a couple of guitar strings are pulled and lez says something different in each episode mostly like a statement that shows what the character is like. There are no main props but a good idea in my game version would be to include guns to kill the choomahs and to use around the world and also power ups and poison but you have to try them to see if they do any harm/good like in skyrim. The speech in the show is done by Australian people so to make cut scenes and in game dialogue I think I'm going to have to copy the creators' voice straight from the show. The way The big lez show appeals to its audience is through the likeable and humorous/humorless characters presented and also the diversity of the species.
  • 3. Existing product- Fallout 4/skyrim I picked both of these games because I am not incorporating much of the style into my game ,the main focus of these games I'm focusing on is the engine. They both use basically the same engine and play the same according to the setting and surroundings. For example, in skyrim there is a medieval setting and the pickups are potions and swords and many other things like spell books that you can use to learn spells, bows, crossbows, shields, war hammers, ingredients, armor that you can wear and enchant. Whereas in Fallout it’s a post nuclear war setting where you find scraps and guns. I will be including this sort of rpg pickup system where most things are interactive and most things can be equipped and upgraded. This style of game will have to be swapped with the setting of my game like when picking up weapons, they will look and feel according to something in the big lez show. And potions will be incorporated as like food or drink that is commonly seen in the show and act according to what it is. For example a sandwich will regenerate health and plants that can be found may be poisonous and take affect by changing the look of the game with a dark feel for a short ammount of time like in skyrim when ingesting an ingredient. When you do this in skyrim you then know what the ingredients values are and in the information part of the screen says something like “damage stamina discovered from giants toe” This then can be used for making potions and poisons.
  • 4. Pokémon-Lets go Pikachu The aspects of this game I will be incorporating into my own are the style and the final look of my game. Although my game will have an 8 bit style it will follow the basic layout and traveling system this game uses. The view looks like its at around a 45 degree angle looking down central to the player. This seems like an easy enough way to shape my own. The game is well lit in most areas and incorporates basic shadows for buildings and characters. While roaming around the map in the game there is a background medley that just keeps playing and it has some different parts to it but it follows the same track throughout. During battles with characters in the game there is also battle music and when the player discovers something new a short instrumental plays. The style of the game is different to other sources of Pokémon media as the creators have to fit that style into the engine of their game and the chosen style of the game. The colour wheel of this game is very large although certain objects that are interactable like doors will mostly be red or green. Audiences that like this game will already probably be a fan of the Pokémon series' and games . For this audience, lets go Pikachu is very appealing as it incorporates the feeling of an average Pokémon game and offers a massive open world and it also uses elements from the hit game ''Pokémon go''' which was extremely successful.
  • 5. NES Legend of Zelda The Legend of Zelda for the Nintendo entertainment system came out in 1986. The game is created on an 8 bit software so its not as detailed as the other games ive mentioned but it fits into the style I will be creating my animation on. The angle isnt all that realistic, the game has minimal depth perception which means going further away and closer doesn’t change the size or angle of the spritr or any of the objects. The playable areas usually consist of a plain bit of sand or whatever environment the player may be in or some bushes layed out in a random yet consistent pattern. The games music plays throughout the story and changes at different bosses into fight music and it also changes when the player discovers something new or when another character is talking. The game doesn’t have the ability to create shadows so when you walk into a cave you are greeted with a near black floor surrounded by brown rocks and you are met by a wizard that gives you a different item each time you find and enter a cave. The game isnt that vibrant in colour and uses the same layout and colours repeatedly, although this could be seen as an advantage because this gives the player a clear pathway and leaves more room for detail in the story and battles which is one of the most important factors in a game like this. The tasks in the game become quite repetetive as you can see in the screenshots, the top 4 images were taken in different caves. In 1986 this game would of appealed to kids mainly who enjoyed fantasy worlds and whoever liked gaming because this was one of the most popular games at its time. Nowadays anyone who plays the game will probably play it for the nostalgic feeling or anyone who can apreciate how revolutionary it was in 1986.
  • 6. Research Analysis • Out of the games, they are all free roam role playing games which let you play as your desired character.except Legend of Zelda where you play as link whereas in Fallot, Skyrim and pokemon, you can create and name your own character I will be including the style of Legend of Zelda, The free roam of Pokemon and the freedom of carrying,using and crafting your own pickups and items like in skyrim and fallout
  • 8. Bibliography 1. Jarrad Wright (2012-) The big Lez show 2. Bethesda(2011)The elder scrolls 5 Skyrim 3. Bethesda(2015) Fallout 4 4. Gamefreak(2018)Lets go pikachu 5. Nintendo(1986) Legend of Zelda

Editor's Notes

  1. 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?
  2. 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?
  3. 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?
  4. 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?
  5. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.