The document summarizes key elements and gameplay features of several classic video games including Super Mario Bros., Sonic the Hedgehog, VVVVVV, and SuperTux. It discusses elements like the option to play single or multiplayer in Mario, scoring systems, character abilities gained by collecting power-ups, background music, level design, and more. The document considers applying different gameplay and design aspects from these games to a new game being developed.
The document 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 analyzes existing games to inform the development of a new police chase game. It summarizes 4 games: Super Mario Bros Wii, Need for Speed Most Wanted, Hill Climb Racing, and Sonic Dash. It observes that the games involve action, have bright backgrounds, and include harming others. It notes aspects it will include, like sound effects that match gameplay. Interviews find audiences like time challenges and power-ups that increase speed. This information will be used to design a game that challenges players through obstacles while driving fast.
The document analyzes several existing video game screenshots and discusses their common features such as multiplayer options, reward systems, character customization, and retro audio styles. It then observes how research into these games can inform the design of a new game by including popular elements like competitive multiplayer, unlockable rewards for progression, and options for customizing playable characters. Interviews with potential players found that they prefer games with these types of features that allow for both competition and personalization.
The document summarizes key aspects of several video games' designs. It discusses how games like Inside, Little Nightmares, and Samorost 3 use simplistic and minimal designs with distinctive color palettes to make characters and objects stand out against backgrounds. It also notes how these games, as well as Jetpack Joyride, employ minimal HUDs and overlays to enhance immersion. Additional design elements discussed include use of lighting, sound, and context-sensitive perspectives to guide the player. The analysis indicates these elements will be incorporated into the researcher's own game design, including unique visuals, sound design, and context-sensitive puzzles.
The document summarizes research on existing pixel games to inform the development of a new side-scrolling pixel game. Key aspects noted include:
- Games analyzed are 2D side-scrolling with goals of defeating enemies, collecting items, and progressing through levels.
- Art styles range from simple pixel art to more complex but all appeal to the target audience of 16+.
- Useful elements identified include scoring systems, background/character sync, changing environments, time/resource limits, and boss battles.
The Legend of Zelda: A Link to the Past was a successful and influential 1991 game that introduced concepts still used in the franchise today, such as an alternate "dark world" version of the overworld. It sold over 4.6 million units and is treasured by many who played it as children. The game's combat mechanics are flawed, with limited directional attacking, but charges attacks provide 360-degree range. The interconnected overworld segments and varied landscapes to explore. While the music lacks variation and enemy AI is predictable, the game brings nostalgia to original players.
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 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 analyzes existing games to inform the development of a new police chase game. It summarizes 4 games: Super Mario Bros Wii, Need for Speed Most Wanted, Hill Climb Racing, and Sonic Dash. It observes that the games involve action, have bright backgrounds, and include harming others. It notes aspects it will include, like sound effects that match gameplay. Interviews find audiences like time challenges and power-ups that increase speed. This information will be used to design a game that challenges players through obstacles while driving fast.
The document analyzes several existing video game screenshots and discusses their common features such as multiplayer options, reward systems, character customization, and retro audio styles. It then observes how research into these games can inform the design of a new game by including popular elements like competitive multiplayer, unlockable rewards for progression, and options for customizing playable characters. Interviews with potential players found that they prefer games with these types of features that allow for both competition and personalization.
The document summarizes key aspects of several video games' designs. It discusses how games like Inside, Little Nightmares, and Samorost 3 use simplistic and minimal designs with distinctive color palettes to make characters and objects stand out against backgrounds. It also notes how these games, as well as Jetpack Joyride, employ minimal HUDs and overlays to enhance immersion. Additional design elements discussed include use of lighting, sound, and context-sensitive perspectives to guide the player. The analysis indicates these elements will be incorporated into the researcher's own game design, including unique visuals, sound design, and context-sensitive puzzles.
The document summarizes research on existing pixel games to inform the development of a new side-scrolling pixel game. Key aspects noted include:
- Games analyzed are 2D side-scrolling with goals of defeating enemies, collecting items, and progressing through levels.
- Art styles range from simple pixel art to more complex but all appeal to the target audience of 16+.
- Useful elements identified include scoring systems, background/character sync, changing environments, time/resource limits, and boss battles.
The Legend of Zelda: A Link to the Past was a successful and influential 1991 game that introduced concepts still used in the franchise today, such as an alternate "dark world" version of the overworld. It sold over 4.6 million units and is treasured by many who played it as children. The game's combat mechanics are flawed, with limited directional attacking, but charges attacks provide 360-degree range. The interconnected overworld segments and varied landscapes to explore. While the music lacks variation and enemy AI is predictable, the game brings nostalgia to original players.
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 several existing video games including Mario, Sonic the Hedgehog, Commando Rush, and Excitebike. It finds that they commonly have backgrounds that reflect the complexity of gameplay, goals of traveling between locations while overcoming obstacles, and straightforward concepts with levels and checkpoints. The analysis will take inspiration from these games by including completing levels through movement and transportation, using weapons as Commando Rush does, varying background colors and moods, and using simple animation techniques.
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 is a suggested bibliography in APA format for the sources used in your research:
Kiloo. (2012). Subway Surfers [Mobile game]. Google Play Store. https://play.google.com/store/apps/details?id=com.kiloo.subwaysurf
Nintendo. (1985). Super Mario Bros. [Nintendo Entertainment System game]. Nintendo.
Hipster Whale. (2014). Crossy Road [Mobile game]. Apple App Store. https://apps.apple.com/us/app/crossy-road/id924373886
Let me know if you need any other sources formatted! A bibliography helps give proper credit to where your
- 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 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.
This document discusses techniques for improving game feel, such as using sound effects and music, simple color palettes, tweening and easing functions, shakes, flashes, sprite effects, and particles. It provides definitions of game feel and discusses motivations for focusing on this topic. A variety of tools and techniques are presented for each area, with examples given. Particle systems are discussed in more depth, including the underlying physics equations and concepts of Stokes friction.
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.
The document discusses existing video game products including Cuphead, Ōkami, The Legend of Zelda, and Chrono Trigger. It provides overviews of each game's gameplay, story, art style, and music. Research analysis identifies common RPG elements across the games that could be included in the author's own work, such as monsters, weapons, magic, and compelling characters.
The document reviews several existing puzzle games that the author found interesting and took inspiration from for their own game idea. Common features identified across the games included using portals or other tools to navigate levels, collecting items to progress, and environmental hazards that impact the player's progress. The author focused on incorporating mechanics like using an item to aid navigation and obstacles that damage the player as most interesting to include in their own game.
Research power point (video game project)Ben Harris
The interviews provided feedback on the proposed horror video game idea. While most respondents do not typically enjoy horror games, elements like multiplayer, surprises, and collecting supplies for tools like flashlights were suggested to increase engagement. Making the game in black and white or gray tones was agreed to help set a mood of fear. However, one person noted occasional color could be effective for jump scares. Large character sizes for close-up pixel art was also recommended to add detail and scare factor. Overall, the interviews indicated that survival elements, tools requiring management, and an unsettling art style could help appeal to audiences despite typical aversions to the horror genre.
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- The document describes plans for a game called "My Game" that takes place in a dark, gloomy forest setting and features a main character named Jake with superpowers.
- Jake has super strength, speed, and mind control abilities and fights enemies with an instantly lethal curved sword.
- The document includes a mind map exploring the game's concepts and characters in more detail to help specify the content and a mood board to visualize the game's style and settings.
- A questionnaire was given to classmates to gather data on preferences for the game, such as a preference for swords over guns shown by 70% of respondents.
Research in the form of interviews provided insight into the target audience for a turn-based RPG. One interviewee enjoyed RPGs for their stories and leveling systems, indicating a preference for narrative and progression. Another preferred faster genres but still valued storytelling. Both expected engaging and strategic combat. Character customization was seen as an optional but imm
Two to four is the magic number – playing games togetherLorenzo Pilia
Video games that can be played by two or more people in the same room, also known as local multiplayer games, are going through a very popular phase. More and more independent developers are creating this sort of games specifically for smartphones and tablets, taking advantage of the new opportunities offered by touch screens – in this talk we're looking at some of the most successful and interesting examples.
I gave this talk on July 20 2013 during Republika Fest in Rijeka, Croatia, as part of the A MAZE. Indie Pop-Up event, where I also curated a small exhibition of local multiplayer games for touch screen devices. For the occasion I launched www.localmultiplayer.com – a website with resources about this specific kind of games.
The document discusses research on existing video games to inform the production of a new role-playing game. It analyzes Doki Doki Literature Club, Undertale, The Last Night, and Monkey Island, noting gameplay elements, visual style, lighting/sound, and audience appeal. Key aspects the producer wants to include are the choice-based storytelling of Monkey Island, the pixelated art of The Last Night and Undertale, and the text boxes and music cues of Doki Doki Literature Club. The research found common features like dramatic lighting, music to set tone, and fighting/action.
This document provides an analysis of several existing games to inform the development of a new game. It summarizes key elements of different games' gameplay, art style, and trailers. Elements that make the games appealing include a variety of levels and tasks to keep players engaged, easy to understand controls, consistent yet detailed visuals, and trailers that showcase different gameplay aspects. Incorporating these elements such as varied levels, puzzles, and art styles into a new game could help make it entertaining and appeal to audiences.
Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)07Shayman
This document describes the user interface and visual style of two different Mario games - the original 1980s version and a modern 3D remake. It discusses the pixel art design and use of color blocks in the original to represent different in-game elements. For the remake, it notes the transition to 3D graphics and bubbly, rounded designs to create a safer, more fun atmosphere. Both interfaces are analyzed in terms of layout, fonts used for different text elements, and how they effectively convey necessary information to the player.
The document summarizes 4 existing matching games: Candy Crush, Bejeweled Blitz, Unstoppabull, and an unnamed underwater-themed game. It notes common features like using bright colors, backgrounds related to the theme, music/sounds, and challenges like timers or targets to make the games exciting. The analysis concludes the author will include bright colors, music/sounds, and a challenge in their own game to keep the audience engaged.
The document summarizes and analyzes several existing retro video game products: Monaco GP from 1979, Grand Theft Auto, and Mario Kart 64 from 1996. It describes key elements of each game like graphics, gameplay, menus, sound effects, and music. The author indicates they will take influence from these classic games by including colorful visuals and maps like Monaco GP, positive sound effects and mission completions like GTA, and selection menus/options and starting sequences like Mario Kart 64 to improve their own upcoming product.
The document summarizes research conducted on existing video games and films including New Super Mario Bros 2, Mario Kart 7, New Super Mario Bros, Lego Star Wars: The Force Awakens, Star Wars: The Force Awakens film, Star Wars: Rogue One film, and Star Wars: A New Hope film. Key findings from the research include that the products commonly include music, sound effects, dialogue, animations, and utilize color schemes and fonts. Aspects that will be incorporated into the author's own work include sound effects, music, dialogue, and animations like explosions.
The documents describe existing retro games like Mario and Sonic that could provide inspiration for a new game project. Common features identified include scoreboards to track points, colorful graphics suited to different levels, and enemy characters. Aspects to include are a scoreboard, bright color scheme not copying others, and possibly enemy characters. The target audience is identified as ages 7+ of both genders, mainly appealing to "Belongers" who enjoy family time and games. The game should be enjoyable for all social statuses.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the character, collectable items, multiple levels or biomes, animated characters and effects, vibrant colors, and background music. The analysis provides inspiration for elements to include in the author's own endless runner game.
The document analyzes several existing video games including Mario, Sonic the Hedgehog, Commando Rush, and Excitebike. It finds that they commonly have backgrounds that reflect the complexity of gameplay, goals of traveling between locations while overcoming obstacles, and straightforward concepts with levels and checkpoints. The analysis will take inspiration from these games by including completing levels through movement and transportation, using weapons as Commando Rush does, varying background colors and moods, and using simple animation techniques.
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 is a suggested bibliography in APA format for the sources used in your research:
Kiloo. (2012). Subway Surfers [Mobile game]. Google Play Store. https://play.google.com/store/apps/details?id=com.kiloo.subwaysurf
Nintendo. (1985). Super Mario Bros. [Nintendo Entertainment System game]. Nintendo.
Hipster Whale. (2014). Crossy Road [Mobile game]. Apple App Store. https://apps.apple.com/us/app/crossy-road/id924373886
Let me know if you need any other sources formatted! A bibliography helps give proper credit to where your
- 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 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.
This document discusses techniques for improving game feel, such as using sound effects and music, simple color palettes, tweening and easing functions, shakes, flashes, sprite effects, and particles. It provides definitions of game feel and discusses motivations for focusing on this topic. A variety of tools and techniques are presented for each area, with examples given. Particle systems are discussed in more depth, including the underlying physics equations and concepts of Stokes friction.
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.
The document discusses existing video game products including Cuphead, Ōkami, The Legend of Zelda, and Chrono Trigger. It provides overviews of each game's gameplay, story, art style, and music. Research analysis identifies common RPG elements across the games that could be included in the author's own work, such as monsters, weapons, magic, and compelling characters.
The document reviews several existing puzzle games that the author found interesting and took inspiration from for their own game idea. Common features identified across the games included using portals or other tools to navigate levels, collecting items to progress, and environmental hazards that impact the player's progress. The author focused on incorporating mechanics like using an item to aid navigation and obstacles that damage the player as most interesting to include in their own game.
Research power point (video game project)Ben Harris
The interviews provided feedback on the proposed horror video game idea. While most respondents do not typically enjoy horror games, elements like multiplayer, surprises, and collecting supplies for tools like flashlights were suggested to increase engagement. Making the game in black and white or gray tones was agreed to help set a mood of fear. However, one person noted occasional color could be effective for jump scares. Large character sizes for close-up pixel art was also recommended to add detail and scare factor. Overall, the interviews indicated that survival elements, tools requiring management, and an unsettling art style could help appeal to audiences despite typical aversions to the horror genre.
[/
- The document describes plans for a game called "My Game" that takes place in a dark, gloomy forest setting and features a main character named Jake with superpowers.
- Jake has super strength, speed, and mind control abilities and fights enemies with an instantly lethal curved sword.
- The document includes a mind map exploring the game's concepts and characters in more detail to help specify the content and a mood board to visualize the game's style and settings.
- A questionnaire was given to classmates to gather data on preferences for the game, such as a preference for swords over guns shown by 70% of respondents.
Research in the form of interviews provided insight into the target audience for a turn-based RPG. One interviewee enjoyed RPGs for their stories and leveling systems, indicating a preference for narrative and progression. Another preferred faster genres but still valued storytelling. Both expected engaging and strategic combat. Character customization was seen as an optional but imm
Two to four is the magic number – playing games togetherLorenzo Pilia
Video games that can be played by two or more people in the same room, also known as local multiplayer games, are going through a very popular phase. More and more independent developers are creating this sort of games specifically for smartphones and tablets, taking advantage of the new opportunities offered by touch screens – in this talk we're looking at some of the most successful and interesting examples.
I gave this talk on July 20 2013 during Republika Fest in Rijeka, Croatia, as part of the A MAZE. Indie Pop-Up event, where I also curated a small exhibition of local multiplayer games for touch screen devices. For the occasion I launched www.localmultiplayer.com – a website with resources about this specific kind of games.
The document discusses research on existing video games to inform the production of a new role-playing game. It analyzes Doki Doki Literature Club, Undertale, The Last Night, and Monkey Island, noting gameplay elements, visual style, lighting/sound, and audience appeal. Key aspects the producer wants to include are the choice-based storytelling of Monkey Island, the pixelated art of The Last Night and Undertale, and the text boxes and music cues of Doki Doki Literature Club. The research found common features like dramatic lighting, music to set tone, and fighting/action.
This document provides an analysis of several existing games to inform the development of a new game. It summarizes key elements of different games' gameplay, art style, and trailers. Elements that make the games appealing include a variety of levels and tasks to keep players engaged, easy to understand controls, consistent yet detailed visuals, and trailers that showcase different gameplay aspects. Incorporating these elements such as varied levels, puzzles, and art styles into a new game could help make it entertaining and appeal to audiences.
Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)07Shayman
This document describes the user interface and visual style of two different Mario games - the original 1980s version and a modern 3D remake. It discusses the pixel art design and use of color blocks in the original to represent different in-game elements. For the remake, it notes the transition to 3D graphics and bubbly, rounded designs to create a safer, more fun atmosphere. Both interfaces are analyzed in terms of layout, fonts used for different text elements, and how they effectively convey necessary information to the player.
The document summarizes 4 existing matching games: Candy Crush, Bejeweled Blitz, Unstoppabull, and an unnamed underwater-themed game. It notes common features like using bright colors, backgrounds related to the theme, music/sounds, and challenges like timers or targets to make the games exciting. The analysis concludes the author will include bright colors, music/sounds, and a challenge in their own game to keep the audience engaged.
The document summarizes and analyzes several existing retro video game products: Monaco GP from 1979, Grand Theft Auto, and Mario Kart 64 from 1996. It describes key elements of each game like graphics, gameplay, menus, sound effects, and music. The author indicates they will take influence from these classic games by including colorful visuals and maps like Monaco GP, positive sound effects and mission completions like GTA, and selection menus/options and starting sequences like Mario Kart 64 to improve their own upcoming product.
The document summarizes research conducted on existing video games and films including New Super Mario Bros 2, Mario Kart 7, New Super Mario Bros, Lego Star Wars: The Force Awakens, Star Wars: The Force Awakens film, Star Wars: Rogue One film, and Star Wars: A New Hope film. Key findings from the research include that the products commonly include music, sound effects, dialogue, animations, and utilize color schemes and fonts. Aspects that will be incorporated into the author's own work include sound effects, music, dialogue, and animations like explosions.
The documents describe existing retro games like Mario and Sonic that could provide inspiration for a new game project. Common features identified include scoreboards to track points, colorful graphics suited to different levels, and enemy characters. Aspects to include are a scoreboard, bright color scheme not copying others, and possibly enemy characters. The target audience is identified as ages 7+ of both genders, mainly appealing to "Belongers" who enjoy family time and games. The game should be enjoyable for all social statuses.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the character, collectable items, multiple levels or biomes, animated characters and effects, vibrant colors, and background music. The analysis provides inspiration for elements to include in the author's own endless runner game.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the player, collectable items, multiple levels or biomes, animated characters and effects, and upbeat background music. The analysis of each game provides details on its gameplay mechanics, visual design, and audio to help inform the development of the author's new endless runner.
The document summarizes and analyzes research on existing side-scrolling and top-down video games. It describes common features across multiple games such as simple colors with little shading, side or top-down viewing angles, and an absence of complex shadows due to the simplistic designs. The research will inform the development of the author's own game, which will be played from the side view, use simple textures, and omit shadows to match the retro, low-fidelity style of the analyzed reference games.
This game takes place on a train track where the player controls a character running away from an inspector and dog. The player must jump over and duck under barriers and swipe across moving trains. Coins are collected to buy characters, boards, and power ups. A high score and friends' scores are displayed to encourage replayability and competition. The 3D visuals, sound effects, and colorful art style work to attract and engage young audiences.
This document provides an analysis of the Flappy Bird app icon. Key points made:
- The bird is centered in the icon to draw immediate attention as the main character.
- The color palette and pixel art style hint that the game will be simple and challenging.
- The worried facial expression of the bird suggests the game will be difficult to not fail.
- Negative space around the bird implies spending most time in the air avoiding objects.
- The drop shadow separates the bird from the background, indicating flying rather than being on the ground.
The document discusses several classic video games and their design elements. It notes that many games use scroll backgrounds and limit character movement within the set background. Games also tend to get progressively more difficult through levels and changing backgrounds. Sound is used to provide feedback to players about collecting rewards or facing consequences. These elements influence player engagement and performance. The document concludes with plans to incorporate a scroll background with depth, contrasting character colors, and limited character animations into a new game design.
The document summarizes and analyzes several video games that could provide inspiration for the creator's final idea. It discusses common elements among Super Mario Bros, Geometry Dash, Subway Surfers, and Lep's World like running, avoiding obstacles, and side-angle views. Bright colors are also highlighted as attracting audiences. The analysis indicates aspects like varied colors and a side-angle view will be included in the creator's own work.
The document summarizes and analyzes several video games that could provide inspiration for the creator's final idea. It discusses elements of Super Mario Bros, Geometry Dash, Subway Surfers, and Lep's World that involve running, avoiding obstacles, side-scrolling angles, use of bright colors, and realistic settings. These common features and aspects will be drawn upon to make the creator's own work visually appealing and engaging for audiences.
Super Mario World was a 1990 sidescrolling game released by Nintendo featuring Mario. It had varied level designs with different colors and challenges. Sounds rewarded the player for actions and completion kept them interested.
Paperboy was an early 1985 Atari game where the player avoided sprites while delivering papers. It had basic colors and design due to being early in gaming. Scores and sounds encouraged or discouraged player actions.
Beat Cop is a modern sidescrolling story-driven game where the player completes daily quests as a TV cop character. It uses urban sounds and relaxing music with tense chase scenes. Scores and sounds also guide the player's performance.
Based on the interview, it seems this person enjoys platformer games that have interesting environments to explore, like a forest setting. They also prefer characters like Mario that add humor and personality. Incorporating these elements into your game, such as a forest setting with fun characters, could help appeal to this part of your target audience. The pixel art style and inclusion of audio effects and a soundtrack would also align with what this interview subject expressed they find appealing in games.
Based on the interview, it seems this person enjoys platformer games that have interesting environments to explore, like a forest setting. They also prefer characters like Mario that add humor and personality. Incorporating these elements into your game, such as a forest setting with fun characters, could help appeal to this part of your target audience. The pixel art style and inclusion of audio effects and a soundtrack would also align with what this interview subject expressed they find appealing in games.
This document summarizes Leticia Lopes' research on existing mobile games to inform the development of their own game. It describes common features across several games, such as collecting items, avoiding hazards to pass levels, and including a statistics bar. The document indicates aspects Leticia plans to include in their own work, like unique start menus and loading pages as well as a statistics bar. It concludes by listing the specific games researched: Jetpack Joyride, Subway Surfers, Gravity Guy, and Fancy Pants Adventures World 2.
This document discusses several existing games and their use of visual elements like backgrounds, color schemes, and depth perception to enhance the player experience. It notes that backgrounds can be detailed to hint at the story or change throughout the game to create different atmospheres. Color schemes are chosen to suit the theme, make important items visible, and immerse the player in the environment.
The document summarizes and analyzes several video games that could provide inspiration for the author's final idea. It discusses Super Mario Bros, Geometry Dash, Subway Surfers, and Lep's World. Key common features across the games include running or avoiding obstacles, bright colors, and side-angle views. Aspects the author intends to include are varied colors to make their game less dull and a side-angle view, which they found effective.
Here are the citations in APA format:
Robinson, L. (2018, February 27). Target audience interviews.
Cave, W. (2018, February 27). Target audience interviews.
Imangi. (2011). Temple run [Mobile game].
Unknown. (n.d.). Crazy taxi [Video game].
Hipster Whale. (2014). Crossy road [Mobile game].
dotGEARS. (2013). Flappy bird [Mobile game].
The document analyzes several existing jungle-themed platformer games including Pixel Quest, Temple Run 2, Raymon Jungle Run, and Fireboy and Watergirl. Key findings include:
- All games use similar green and brown color schemes to fit the jungle theme.
- Games like Raymon Jungle Run and Fireboy and Watergirl have the objective of guiding a character through platforms and challenges to complete levels.
- Games like Pixel Quest and Fireboy and Watergirl display all platforms on one screen with the character climbing and jumping between them.
- Elements like collecting objects, increasing difficulty between levels, and varied locations will be incorporated into the author's own jungle platformer game.
The questionnaire responses showed that the target audience for the game project consists primarily of male teenagers aged 17-18 who have an interest in games. They indicated preferences for adventure and fantasy genres. Most play games on PlayStation consoles. To appeal to this audience, the product will include adventure elements, be suitable for ages 16+, and take inspiration from the audience's recommendations.
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 interviewee provided their perspectives on including unlockable avatars, game genre preferences, and difficulty levels in games. Specifically:
1. They agreed unlockable avatars give players a more rewarding experience and replayability by working towards new avatars.
2. While preferring freedom of movement in all directions, they noted side scrollers can still work if unique in art/story.
3. Multiple difficulty levels were recommended over just one, to provide challenges for replayability, and rewards should be offered for higher difficulties.
Chloe Ross has been researching film directors and genres for her filmmaking project. She analyzed directors like James Wan, Christopher Nolan, and Martin Scorsese to learn about their techniques. For her theory research, Chloe examined mystery, thriller, and slasher genres. She then wrote a proposal outlining her project concept and schedule. Currently, Chloe is analyzing trailers like Saw and Shutter Island to inform her own project through examining elements like cinematography, sound, and audience appeal.
The student created a website, social media page, and presentation video to present their project. The website provided detailed information about the project and hosted all of the student's work. The social media page was used to promote the project, but had limitations. The presentation video explained the production process and influences. Overall, the website was the strongest presentation method as it was informative and hosted all elements in one place, while the social media page was the weakest due to limitations. However, the different methods were all linked together to provide a cohesive presentation strategy.
The document provides an evaluation and reflection by Chloe Ross on the effectiveness of her research for her project. She conducted research on trailers, posters, target audiences, directors and film theory. She found the research helped her understand how to structure and present her project. It informed elements like style, content and how to appeal to her audience. While most of the research was useful, she reflects that doing more research on promos specifically could have helped her create a better promo to accompany her trailer. Overall, the research process supported the development and success of her project.
The document analyzes the trailer for the 2004 horror film "Saw." Some key points made:
- The trailer is 1 minute and 57 seconds long and effectively conveys the genre and basic plot in a short time through techniques like camera angles, audio, and transitions.
- Locations shown are dark, run-down places that set the horror atmosphere. Lighting is also dark to create suspense.
- Sound effects like heartbeats and screams build tension. Dialogue provides narrative and background on the killer Jigsaw.
- Mis en scene details like the victims' scruffy clothing versus Jigsaw's suit imply a power dynamic.
- The trailer leaves the audience with
Chloe Ross has been conducting research for her filmmaking project (FMP). She analyzed film trailers and posters from directors like James Wan, Christopher Nolan, and Martin Scorsese. Chloe created surveys and interviewed people to understand audience preferences. From the surveys, Chloe found common themes in responses that could influence her project. Chloe also researched camera techniques and film terminology to help with production. Overall, Chloe feels her research has provided useful information and insights that will assist her with creating her FMP.
The document outlines the shots planned for a crime thriller film titled "The Last Piece". It includes 12 scenes with various shots that will move the detective's investigation forward. Key shots include the detective finding a dead body with a puzzle box and tape recorder, interrogating a suspect, discovering clues at his desk covered in blood, and having an ominous encounter with a mysterious masked figure at the end. The document provides a high level overview of the visual story being told through camera shots and angles across the unfolding mystery.
The document analyzes the trailer for the 2004 horror film "Saw." Some key points made:
- The trailer is 1 minute and 57 seconds long and effectively conveys the genre and basic plot in a short time through techniques like camera angles, audio, and transitions.
- Locations shown are dark, run-down places that set the horror atmosphere. Lighting is also dark to create suspense.
- Sound effects like heartbeats and screams build tension. Dialogue provides narrative and background on the killer Jigsaw.
- Mis en scene details like the victims' scruffy clothing versus Jigsaw's suit imply a power dynamic.
- The trailer leaves many questions un
The document provides location details for filming outside York Minster in York. The filmmaker plans to shoot a dramatic reveal scene for a movie trailer showing a standoff between the protagonist and antagonist. Filming will take place in a public area outside the Minster to avoid needing permissions. Amenities like electricity, food, parking, and toilets are accessible nearby. Potential safety issues from equipment or weather are noted.
The document provides location details for filming at Sovereignpark, a grass area within a public park located two minutes from the document author's house in York, England. The purpose of the shoot is to take pictures of victims for a crime scene in the author's trailer. The park is available anytime as it is open 24 hours a day and requires no permissions. Safety issues that could arise include rain, crew slipping on grass, and children playing with balls interfering. Lighting may need to be brought in as there are few streetlights near the park.
Chloe Ross plans to film the opening scene for her thriller trailer near a lamppost by the River Ouse in York at night. The location will provide the right atmosphere for the genre. She will bring her own lighting equipment since she is filming in the dark. Potential issues include weather, pedestrians, and lack of nearby toilets, but the area has free public access. Shots planned for the scene include a face tracking shot of the main character finding a body, and medium shots of detectives discussing the crime.
The document provides location details, permissions, and logistical planning for a photoshoot at the Museumgardens in York. The photoshoot will take place between 10:30am-6pm to capture pictures of a crime scene that will be used as props in a trailer. Safety issues that could arise include birds in the garden and slippery conditions if it is raining.
A serial killer has been leaving bodies around the city with clues for the detective. The killer taunts the detective by phone, saying fear drives everyone. Several more victims are discovered in different locations, each with a puzzle piece. The detective is driven to the brink, overcome with the fear and darkness the killer described. In a final showdown in the rain, the detective confronts a cloaked figure wearing a noose and stitched mask, believed to be the killer. The killer claims this was their prophecy and they are the prophet of fear.
Chloe Ross plans to film the majority of scenes for her detective thriller trailer at her house. She will use her living room as the detective's investigation scene and back garden as a crime scene. Her opening scene will be filmed near the River Ouse depicting a body propped against a streetlight. Another key scene taking place at York Minster will show a standoff between the detective and killer. Additional crime scene photos will be taken at local parks to include as props. Filming will take place over Easter break with editing following to complete the trailer by mid-April.
Chloe Ross plans to film the majority of scenes for her detective thriller trailer at her house. She will use her living room as the detective's investigation scene and back garden as a crime scene. Her opening scene will be filmed near the River Ouse depicting a body propped against a streetlight. Another key scene taking place at York Minster will show a standoff between the detective and killer. Additional crime scene photos will be taken at local parks to include as props. Filming will take place over Easter break with editing following to complete the trailer by mid-April.
The document analyzes the trailer for the 2004 horror film "Saw". It summarizes the key techniques used in the trailer to convey the narrative and genre. These include using dark lighting and isolated locations to set an atmospheric and suspenseful tone. Dialogue and sound effects are relied on over music to draw the audience in. Jump scares and a building musical score increase tension. While brief, the trailer leaves viewers questioning and wanting to learn more, achieving its goal of enticing people to watch the full film.
Chloe Ross proposes to create a mystery/thriller film trailer for her final major project. She will research existing trailers, posters, and DVD covers from influences like James Wan, Christopher Nolan, and Martin Scorsese. Her concept is a serial killer mystery where victims are left with puzzle boxes and clues for a detective. She will film scenes, edit a trailer, and create additional promotional materials like posters and DVD covers. Chloe will evaluate her work throughout production and incorporate peer feedback to improve her final project.
James Wan is an Australian film director known for creating successful horror franchises like Saw and Insidious. Some of his directorial techniques include using low-key lighting to build suspense, focusing stories within confined settings like houses, and tapping into primal human fears. He also films numerous close-ups of characters' faces to convey emotions and uses point-of-view shots from the antagonist's perspective. Wan finds success by subverting horror tropes and envisioning memorable set pieces that audiences discuss.
Chloe Ross proposes to create a mystery/thriller film trailer for her final major project. She will research existing trailers, posters, and interviews to inform her project design. The trailer will feature a serial killer leaving puzzle boxes and recordings for a detective to solve murders. Ross plans to create additional promotional materials like posters and DVD covers. She will evaluate her work by reflecting on strengths, weaknesses, and receiving peer feedback to improve future projects.
Chloe Ross proposes a mystery/thriller film trailer as her final major project. She will create a trailer, poster, DVD covers, and possibly merchandise for a serial killer film. Ross has experience making videos, podcasts, and a horror trailer that prepared her for the technical and creative challenges. She will research film techniques from influences like James Wan, Christopher Nolan, and Martin Scorsese. Ross will film scenes, edit the trailer, add sound effects, and create additional materials over 19 weeks. She will evaluate her work and skills throughout the process and present the final project.
This document analyzes what makes a Spielberg film by examining Steven Spielberg's background and notable works. It discusses how Spielberg's childhood in a dysfunctional family influenced his films' themes of fractured families. Specific films like E.T. and Schindler's List are analyzed in depth for their personal narratives and cinematography. Overall, the document concludes that what truly defines a Spielberg film is Spielberg himself, as his background and experiences are deeply reflected in all aspects of his films from story to visuals.
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Tanjore Painting: Rich Heritage and Intricate Craftsmanship | Cottage9Cottage9 Enterprises
Explore the exquisite art of Tanjore Painting, known for its vibrant colors, gold foil work, and traditional themes. Discover its cultural significance today!
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Mr. Brainwash ❤️ Beautiful Girl _ FRANK FLUEGEL GALERIE.pdfFrank Fluegel
Mr. Brainwash Beautiful Girl / Mixed Media / signed / Unique
Year: 2023
Format: 96,5 x 127 cm / 37.8 x 50 inch
Material: Fine Art Paper with hand-torn edges.
Method: Mixed Media, Stencil, Spray Paint.
Edition: Unique
Other: handsigned by Mr. Brainwash front and verso.
Beautiful Girl by Mr. Brainwash is a mixed media artwork on paper done in 2023. It is unique and of course signed by Mr. Brainwash. The picture is a tribute to his own most successful work of art, the Balloon Girl. In this new creation, however, the theme of the little girl is slightly modified.
In Mr. Brainwash’s mixed media artwork titled “Beautiful Girl,” we are presented with a captivating depiction of a little girl adorned in a summer dress, with two playful pigtails framing her face. The artwork exudes a sense of innocence and whimsy, as the girl is shown in a dreamy state, lifting one end of her skirt and looking down as if she were about to dance. Through the use of mixed media, Mr. Brainwash skillfully combines different artistic elements to create a visually striking composition. The vibrant colors and bold brushstrokes bring the artwork to life, evoking a sense of joy and happiness. The attention to detail in the girl’s expression and body language adds depth and character to the piece, allowing viewers to connect with the young protagonist on a personal and emotional level. “Beautiful Girl” is a testament to Mr. Brainwash’s unique artistic style, blending elements of street art, pop art, and contemporary art to create a visually captivating and emotionally resonant artwork.
The use of mixed media in “Beautiful Girl” adds an additional layer of complexity to the artwork. By combining different artistic techniques and materials, such as stencils, spray paint, and collage, Mr. Brainwash creates a dynamic and textured composition that grabs the viewer’s attention. The juxtaposition of different textures and patterns adds depth and visual interest to the piece, while also emphasizing the artist’s eclectic and experimental approach to art-making. The inclusion of collage elements, such as newspaper clippings and torn posters, further enhances the artwork’s urban and contemporary feel. Overall, “Beautiful Girl” is a visually captivating and thought-provoking artwork that showcases Mr. Brainwash’s talent for blending different artistic elements to create a truly unique and engaging piece.
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2. Super Mario Bros.
The start of the game gives you an option
to either play as one player or 2 players,
which is something I could apply to my
game as it can appeal more to the audience
if you can also play with a friend and it
makes it more fun.
At the top of the game it has a coin count, as
well as which world you’re on, so it shows
you which level you are on. It also has
numbers below Mario’s name which shows
how many points you have earnt. I will
probably include a point count on my game
as it shows the player how well they are
doing in the game.The game also gives you a certain
amount of lives so when you die, you
can start the level again but when
you’ve run out of lives you have to start
the entire game again. I think this can
appeal to the audience as it gives them
a challenge when they play it, instead of
it being easy which can turn very boring.
3. As the game starts the Mario theme
automatically goes on, it’s a fun tune and it
makes the game more fun to play, having a
bit of music in the background.
When Mario collects the mushroom
and grows, it makes a repeated
sound to show that he’s growing,
and every time he jumps it makes a
sort of spring sound.For positioning the characters body is facing the
player but its head is turned on a side, when he’s
moving his whole body turns to the side the same
direction his head is at when he’s looking side ways.
When Mario collects the flower, his body
flashes from his red and green outfit, to red
and white. It flashes a few times before he’s
completely turned red. This shows that the
character has changed and has new powers.
The background for the game is quite basic,
with a purple sky and some clouds in the
sky, along with some bricks floating in the
air. This makes the players attention more
on the character than the background so
the character stands out more.
4. When Mario collects the star, his
clothes keep flashing color and it
doesn't stop until the effect of the star
wears off. He also runs a lot faster than
normal, and when he encounters the
mushrooms he just runs at them which
kills them instead of having to jump on
them to squish them.
I think what draws the audience to this game is that,
the game itself can be quite challenging once you get
onto certain levels. The sound effects used, such as
when he’s jumping or when he grows makes the
game more fun as the sound shows the player has
achieved something. Also the theme playing in the
background is fun theme and is quite catchy which
makes it more appealing to play.
I think for my game I’m going to apply similar effects
as Mario, such as the sound effects the character
makes whenever he jumps or does something, I also
think my character style is going to be quite similar to
Mario as well. The gameplay itself I will change so it
isn’t an exact copy but the effects along with how the
character moves and how the angle of the game is
facing at the side of the character and following him
along I will apply to my game.
When the level is completed, the normal Mario
tune goes off and it plays a more celebrated
theme to show that the level is complete.
To finish the level the character has to jump on the
pole to raise the flag the down, for my game I need
to do something similar to show that the level is
completed.
5. Sonic the Hedgehog
When the game is loading, music
automatically starts playing unlike with
Mario when when the music only played
when the game starts. The music for
Sonic is quite fast which matches the
theme of the game so the audience
already knows the game is going to be
fast pace.
As the logo comes on, the background behind it is
moving and Sonics finger is waving back and forth.
This gets the players attention with the music and
the bright colors of the background as well as it
moving, so when the game starts the players is
ready to play.
At the corner of the screen it has the
score, time and the number of rings
collected, this helps the player keep
track of how well they’re doing in the
game and how much time it took to
complete one level.
The sound the character makes when he jumps, is
almost the same sound as Mario when he jumps
but this one drags on longer as the character jumps
further. When Sonic collects the rings it makes a
sort of ding sound which shows that you have
collected them.
6. The background for Sonic, is very
colorful when you play they made it so
the sea in the background looks like it’s
moving. It’s also quite a big background
so when Sonic jumps really high there’s
objects in the air and he can go
underground. It gives the player a lot
more freedom when they play and more
places to explore.
When the player has finished the
level they jump into a ring and then a
picture of sonic appears to show that
you have finished.
After the level is finished the player gets a
chance to collect more rings so they’re put in
this new map where the screen can turn and
you have to collect as many rings as you can.
The map is constantly spinning
which makes it more of a
challenge to collect to the rings,
and it gives a change of gameplay
for the player instead of playing
the same thing.
7. There’s no direction in the game, so
you can go backwards and forwards,
and you can end up at the beginning
of the level. This makes it a bit harder
so there's nothing telling you where
to go.
The View of the game is made so
Sonic is facing forward but we’re
looking at from a side and following
hedgehog like that so it makes it
harder to see what’s coming.
The lighting of the game is good as you can see
shadows from the background, the game all
together is quite bright and colorful which makes
the game eye catching.
When Sonic goes in a ball and through
the tunnel the sound effect made is
kind of like a screw driver, and because
Sonic has collected something it makes
him go faster as you can tell from the
mini stars made behind him.
8. I think the game appeals to the audience because it’s challenging to play
and fun. The character for it as well is fun to play as and it’s different
from many other games. The sounds as well helps the player know if
they’ve done something wrong or if they’ve done something right. The
graphics for the game are good as well and the way they’ve made certain
parts of the background move, makes it more fun.
I think it will be hard for me to make
a level and background that is as big
as Sonics as you can go up or down
with Sonics one. The style of game is
quite similar to Mario but they’ve
made it a bit more complex.
9. VVVVVV
When the Game is on its home screen
every time you press on a option it
makes a small whistle sound to show
that you’ve clicked on it.
It also gives you the choice to
change the graphics on the game,
and you can choose which level
you want to start from as well.
In this game it includes text, and it gives
the game a story when you play it. This can
appeal more to the audience if they want a
to do a game that has a story behind it.
The graphics for the game are
quite simple, the character looks
very basic and small. Which could
make the game harder as they
might be harder to spot.
10. The character of the game moves
quite fast, it can stick to the top of
walls which is hard to play because
when you don’t want them to stick
to walls, you have to be quick to get
them down.
The game also has mini obstacles that
you have to avoid as well. The design
for this game is very plain but the
main focus of the game is the
difficulty of it and how far you can
get.
For the map of the game, you can go
up, down and side ways, which makes it
more fun to play rather than just a
straight map.
The game also includes a map
so the yellow is where the
player is at and you have to get
to the purple. The rest of the
map is blanked out so it makes
it harder to get that point.
11. When you die in the game the
characters body flashes red and
you resume from the place you
were before you died. As the
character moves through the
map the game gets harder and
harder, so there’s more spikes to
avoid and obstacles.
For the lighting of the game,
there isn’t much. It’s quite
dark and they’ve chosen to
use very bleak colors that
don’t stand out much.
The angle of the game, the way it’s
viewed, is the same as Sonic and Mario
and it’s the style I want my game to be
played.
I think the game appeals to the audience because of
the difficulty of it. The characters are very basic so
not very memorable, but the focus of the game is
completing it and how difficult it is. I think for my
game I want to make my character fun to play and
memorable, but I like how difficult the levels can be
so I was thinking of making mine the same style.
12. SuperTux
In this game at the beginning of the level it
gives you instructions on what to do, when
you walk past the sign it comes up with an
explanation on how to play, which helps the
player understand what to do
The layout for the game is very similar
to Mario, in the way the game is set out.
In the corner of the screen it has a small
coin symbol which shows you how many
coins you have collected.
The view of the game is quite
zoomed out, which makes the
penguin look quite small, but it gets
better when the penguin grows it
also helps with the movement of the
character as well.
When the penguin jumps on the
snow, it makes a skidding sound and
the penguin kind of glides on it.
13. In the game, you can make the character
do some tricks such as backflips, which
makes the game more fun to play in you
can make the character do different types
of movements.
The tune in the background is quite faint and
it focuses more on the sounds the character
makes when it jumps, or collects coins.
The colors used for the game also fits in
with the theme so they’ve used a lot of
blue and white to represent ice and snow
which helps sets the setting of the game.
In the game you can also
discover hidden entrances,
where there's coins hidden. I
think adding some hidden
areas in my game my make it
more fun and it makes it a
challenge to find them.
At the end of the level they always have
a home base place where the character
enters after they’ve finished, in my game
I think I'm going to apply the same thing
14. When the game moves onto
a new level, the layout
changes to the background
behind looks bigger than it
did on the first level.
The way the character moves,
the yellow of the feet move
forward and backward
slightly. And when the
character jumps the arm
raises to make it look like it’s
jumping.
I think the game appeals to audience, because the
graphics of the game are good and the colors stand
out which draws the audiences attention. The
gameplay is fun as well, although it is very similar
to Mario you can do things in the game that you
can’t do in Mario, such as backflips and collect
objects that the character can wear.
For my game, I like the idea of the character being small
because then I won’t have to do much for when I want it
to look like the character is moving. I think I’ll also include
a coin count in my game as well.
15. Research Analysis
• The way the games are viewed are all very similar to each other, so when it looks like the character is
looking forward and we’re looking at the game so we can’t see what's going to appear next on the screen.
• Sonic and VVVVV have a pretty similar layout as well, the way the map on the level expands so you’re not
just moving forward, you can move up and down as well.
• The graphics of the game between Mario and Sonic are similar and it’s the way I would want my game to
look, although not as clear as Sonics graphics
• The gameplay of all the games are similar as well, they all have to avoid obstacles, to stop from dying and
they can collect objects that can give the characters special powers, such as Mario with the flower can
make him shoot fire balls, and in Sonic the star makes him run a lot faster. By the end of the level they all
have to either jump on a flag, or jump in a ring to move onto the next level.
• With Sonic, Mario and the penguin game they made it so the world is colourful and eye catching, they’ve
also made their character stand out against the background so they’re noticeable
• The theme tunes and sound effects they’ve included all sound catchy and fun and the noises it makes
when you’ve achieved something helps the player know that you have.
• The gameplay of my game will be similar to Mario’s except I will change quite a lot of thing such as the
layout and the characters in my game so I'm not copying it.
• I will also include similar sound effects to that of the games I’ve researched such as when my character
jumps or gets killed they will have similar sound effects to Mario and Sonic.
• For the layout of the game, I do like how Sonic and VVVVVV made it so you can travel and up and down
the map but I don’t want to complicate my game too much so I think I’ll keep it the same style as Mario.
• The theme tunes of Sonic and Mario I like so I will try and create a similar sound track to that so it fits in
with the style of my game.
• For my colours and style of the game I want something that will stand out so I the different colours from
Sonic I like, I also might apply the effect it does when a character collects something and they flash
different colours as well.
• The way they make the characters move, so when they slightly move the legs backwards and forwards so it
looks like it’s moving I’ll do that to my character as well, I’ll also makes the character small so I wont have
to change much when I want them to move.
17. Bibliography
1. Nintendo . (1985) Super Mario Bros.
2. Sega. (1991) Sonic the hedgehog.
3. Terry Cavanagh & Simon Roth. (2010) VVVVVV
4. Bill Kendrick. (2003) SuperTux
Editor's Notes
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Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
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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.
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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.