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Research
Gemma Nicholls
Existing Product
Super cat tails 2
This make audiences ant to play because they don’t feel rushed they know that they can take their time and
get rewarded for playing by coins and other items. The game is also free with In app purchases for some
items. This makes people want to play because it doesn't cost anything and they can play when they have
nothing better to do. This is appealing to younger audiences as they have a lot of free time.
The style of font used at the bottom of the screen is an easy to read blocky type font to match the easily
going art style. The use of a cute well known character (a cat) makes the game feel easily approachable for
most audiences.
The screenshot I have taken from existing product Cat tails 2
shows the gameplay in a wide view shot, front facing angle. This
helps the player keep track of the character and predict where
they need to go, what to collect (coins, items) and if monsters are
near by. The art style is simple, the colour pallet consists of block
colours. The outdoor background use of overlapping layers. This
creates distance making the level feel larger and more in depth.
Nothing feels cramped together. The use of a lighter blue shinning
down at an angle gives the effect of a natural light. The use of
small bird props also make the setting feel warm and calm.
Existing Product
Super cat tails 2
https://www.youtube.com/watch?v=1aIOft0MmFM
The trailer of super cats tails 2 from YouTube shows small
different sections from levels of the game. This makes the
game appealing to audiences because it shows various
different locations and what you can unlock. The clip shows
that the game play is all form a wide view shot, front facing
angle. The game is played on mobile by tapping left or right
on the screen and double tap and hold to run. These game
mechanics are easy to understand and remember even after
playing the game for a little while. This makes the game
appealing to audiences as people can easily lean to play in a
short amount of time
The use of their own made music with digital and real
instrumental aspects. Lets the several levels feel more unique
as the music is custom to calm when the character is
wandering to more busier and faster paced when the
characters in a rush and is fighting an enemy
The numerous levels keep a consistent art style, with the background being flat layers with the appearance
of depth. The props used in the levels help suggest to the player what kind of area of the game it is. E.g.
outside – trees , birds, inside- boxes, wardrobes , widows, lights, cat items (scratch posts). Since the level is
a 2d platformer the use of different props and background make each level feel like a new experience
making the game appeal to audiences.
Existing Product
Adventure of Pip
The home screen image where the player starts the game shows the
main important characters and the player can get a gist of what they
need to do (e.g. the main character is holding a weapon, so the
audience knows that at some point he will have to fight). The cover
shows a few different art styles of the main character in a cube like
form and a more detailed form. This makes the game feel a little less
serious and more like the player can have a bit more of an adventure
instead of following the game minute by minute (it’s a game to enjoy).
Compared to the characters the background is faded still with lots of
detail, shading and a varied colours pallet. You can tell that that the
home screen was made with layers the boldest layer being Pip the
adventurer.
The images from adventure of pip are taken from when the character
pip finds/ engages in combat with enemies. From these screen grabs
you can see that the game play is in a wide view shot with a front
facing angle. The shading makes the 2d enemies, characters and
backgrounds look more in depth. In these images there isn't any
external props, only the sword Pip uses. This would make the game
feel empty. However the use of the layered background and textured
surfaces keep the outside sections from feeling vacant.
Existing Product
Adventure of Pip
The screenshot from the game Adventures of Pip shows the
main character Pip changing terrains from a forest to a town
like setting with houses. The different settings change quickly
(e.g. grass to stone flooring). There a few props such as street
lights to make the transaction more subtle for the player. The
colour pallet changed but one settings dose not contrast the
other. The use of different setting makes the audience feel like
playing more this is because the longer they play the more
they can explore. Playing the game consistently without a
change would eventually get boring even if their was other
tasks to do.
Images taken from different points of the game show
character text. These present a change in game play than
killing and collecting as character text can also present options
for the player and also quests (side stories). This appeals to
audiences as if they finish the main plot line then they can still
enjoy the side storied of the game and explore more.
Existing Product
Star Knight
https://www.youtube.com/watch?v=SDU2eIfSgdk
This trailer of the game Star knight is from YouTube and
shows various different clips of gameplay. This is
appealing to audiences because they get to have a look
at the multiple different things they can do when
playing the game. They also get to look forward to all
the levels and characters/enemies if they like the look
of them in the trailer.
This clip shows that the game is played in a wide view
shot, front facing angle with a smooth movement as it
follows the character so they are always in screen. This
is appealing to audiences because they always know
where they are on the screen and lets them get on
with the game easier.
The art style is visually appealing and attracts audiences this type of style. The background is built up with
layers. The furthest layers (not the sky) being most faded and the closest layer having the boldest colours.
This creates a game that looks to have visual depth as it looks like you can explore even more than you can.
The character stands out by the contrasting hair colour(white) to the deeper colour background colour. This
widens the colour pallet as white can go with most colours. The ground and props are textured (trees) this
makes the player feel they are not walking in the same spot as the character walks to a different textured
spot.
Existing Product
Star Knight
These screen shots of the gameplay show different levels and tasks
the character has to go through. This is appealing to audiences as
the know that you are able to do different things in the game
instead of running on a flat plain. The use of varied colour
backgrounds is appealing because it shows progression through the
game ( your actually getting somewhere ) and if your character gets
stuck in a section of a game for a while it feels nice to move on.
The use of different puzzles keeps the player on their toes as they
wont always know the exact rout to get past. This keeps the game
interesting and makes people want to play more after completing a
part/ level. The different backgrounds and having jumps and
climbing sections is more enjoyable than having a singular flat map
as it makes the game feel like it has extra. Along with the textured
ground and moving puzzles.
The battle and puzzle elements together make this game fun and
interesting for more adult audiences who are able to appreciate the
game. They developed the game for audiences of teen+ older and
clearly understood the demographic. This helps me understand I
have to choose everything I want to include carefully when making
my game.
Existing Product
Evoland 2
https://www.youtube.com/watch?v=pYKoexQVX5U
This trailer of Evoland 2bshows the games variety of
art styles and things to do in the game. The variety
is very appealing to audiences as they wouldn’t get
bored from all the different thing they could find
and do.
Some parts of the game appear in a 2 dimensional 8
bit style, while other parts of the game show the
game in a 3 dimensional style, with various amounts
of attention to detail. This makes the game
appealing two audiences as its 2 different styles in
one game letting them experience different
qualities in one game than in two different games.
The music played in the trailer is slow to start with and then pick up the pace with more instruments. It uses
both strings and precision to create a nice adventurous sounding music. This is appealing to the audience as
that’s the type of music that suits the game it doesn't feel out of place.
The gameplay has a consistent wide view and camera action that follow the character for easy playing. The
different hints (other games with in the game) to popular games (e.g. Street fighter, candy crush and guitar
hero)makes the game look interesting and fun as their may be elements that are nonchalant to what you
may have played before.
Existing Product
Evoland 2
These screen shots form the game Evoland 2 show various different ways
the game entertains the audience with introducing new elements to this
game. It shows different angle views (high angle and front facing)
different levels/layers of game play (2d-3d) and games with in game. This
lets audience keep interest and not get bored as fast as there are a lot of
ways to entertain themselves.
The colour pallet of the characters stays pretty consistent through the
transaction of 2d to 3d. And the background keeps a detailed and layer
look to make the player feel like their progressing through the level rather
than a black background where you wouldn’t feel much progression. The
different props keep the game lively, with spikes that can harm the player
to props like mushrooms that can make the character jump high. This is
appealing o audiences as they know in future that is they see this they
know what it does and how it can be used so the feel they are learning
the game through playing.
The game isn't free however for those who want to pay for the game
know that they are getting a lot to play with.
Research Analysis
• What common features do the researched products have?
Common features my products that I research have in common are
that the players view is wide view shot, front facing angle. With the
camera smoothly following the playing characters movements.
Another common feature is that the backgrounds have various layers
and different colour pallets during different sections of the game.
Other than a fighting platformer these researched products also have
more to them(like the more you play you can unlock people or have
quests).
• What aspects of the research will you include within your on
work?
I want to include more depth into my game like these platformers
(e.g. like a story to follow/ quests/ puzzles ). I would like to include
different textures and layered backgrounds as they are nice details
that keep the game interesting and visually appealing.
Bibliography
Bibliography
1. Developer. (Year of Release) Game’s Name
2. . FDG Entertainment Games. (November 17, 2016). super cat tail 2:cat
adventure (phone games).. Last accessed 15 Feb 2019
3. . Nintendo. Super Mario. (July 28 2012): Last accessed 15 Feb 2019.
4. . TicToc Games. (4 Jun, 2015). Adventures of Pip. Available
:https://store.steampowered.com/app/303550?snr=2_9_100000_ . Last
accessed 15 Feb 2019.
5. Star knight-https://www.youtube.com/watch?v=SDU2eIfSgdk – August
22 2018

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3. research

  • 2. Existing Product Super cat tails 2 This make audiences ant to play because they don’t feel rushed they know that they can take their time and get rewarded for playing by coins and other items. The game is also free with In app purchases for some items. This makes people want to play because it doesn't cost anything and they can play when they have nothing better to do. This is appealing to younger audiences as they have a lot of free time. The style of font used at the bottom of the screen is an easy to read blocky type font to match the easily going art style. The use of a cute well known character (a cat) makes the game feel easily approachable for most audiences. The screenshot I have taken from existing product Cat tails 2 shows the gameplay in a wide view shot, front facing angle. This helps the player keep track of the character and predict where they need to go, what to collect (coins, items) and if monsters are near by. The art style is simple, the colour pallet consists of block colours. The outdoor background use of overlapping layers. This creates distance making the level feel larger and more in depth. Nothing feels cramped together. The use of a lighter blue shinning down at an angle gives the effect of a natural light. The use of small bird props also make the setting feel warm and calm.
  • 3. Existing Product Super cat tails 2 https://www.youtube.com/watch?v=1aIOft0MmFM The trailer of super cats tails 2 from YouTube shows small different sections from levels of the game. This makes the game appealing to audiences because it shows various different locations and what you can unlock. The clip shows that the game play is all form a wide view shot, front facing angle. The game is played on mobile by tapping left or right on the screen and double tap and hold to run. These game mechanics are easy to understand and remember even after playing the game for a little while. This makes the game appealing to audiences as people can easily lean to play in a short amount of time The use of their own made music with digital and real instrumental aspects. Lets the several levels feel more unique as the music is custom to calm when the character is wandering to more busier and faster paced when the characters in a rush and is fighting an enemy The numerous levels keep a consistent art style, with the background being flat layers with the appearance of depth. The props used in the levels help suggest to the player what kind of area of the game it is. E.g. outside – trees , birds, inside- boxes, wardrobes , widows, lights, cat items (scratch posts). Since the level is a 2d platformer the use of different props and background make each level feel like a new experience making the game appeal to audiences.
  • 4. Existing Product Adventure of Pip The home screen image where the player starts the game shows the main important characters and the player can get a gist of what they need to do (e.g. the main character is holding a weapon, so the audience knows that at some point he will have to fight). The cover shows a few different art styles of the main character in a cube like form and a more detailed form. This makes the game feel a little less serious and more like the player can have a bit more of an adventure instead of following the game minute by minute (it’s a game to enjoy). Compared to the characters the background is faded still with lots of detail, shading and a varied colours pallet. You can tell that that the home screen was made with layers the boldest layer being Pip the adventurer. The images from adventure of pip are taken from when the character pip finds/ engages in combat with enemies. From these screen grabs you can see that the game play is in a wide view shot with a front facing angle. The shading makes the 2d enemies, characters and backgrounds look more in depth. In these images there isn't any external props, only the sword Pip uses. This would make the game feel empty. However the use of the layered background and textured surfaces keep the outside sections from feeling vacant.
  • 5. Existing Product Adventure of Pip The screenshot from the game Adventures of Pip shows the main character Pip changing terrains from a forest to a town like setting with houses. The different settings change quickly (e.g. grass to stone flooring). There a few props such as street lights to make the transaction more subtle for the player. The colour pallet changed but one settings dose not contrast the other. The use of different setting makes the audience feel like playing more this is because the longer they play the more they can explore. Playing the game consistently without a change would eventually get boring even if their was other tasks to do. Images taken from different points of the game show character text. These present a change in game play than killing and collecting as character text can also present options for the player and also quests (side stories). This appeals to audiences as if they finish the main plot line then they can still enjoy the side storied of the game and explore more.
  • 6. Existing Product Star Knight https://www.youtube.com/watch?v=SDU2eIfSgdk This trailer of the game Star knight is from YouTube and shows various different clips of gameplay. This is appealing to audiences because they get to have a look at the multiple different things they can do when playing the game. They also get to look forward to all the levels and characters/enemies if they like the look of them in the trailer. This clip shows that the game is played in a wide view shot, front facing angle with a smooth movement as it follows the character so they are always in screen. This is appealing to audiences because they always know where they are on the screen and lets them get on with the game easier. The art style is visually appealing and attracts audiences this type of style. The background is built up with layers. The furthest layers (not the sky) being most faded and the closest layer having the boldest colours. This creates a game that looks to have visual depth as it looks like you can explore even more than you can. The character stands out by the contrasting hair colour(white) to the deeper colour background colour. This widens the colour pallet as white can go with most colours. The ground and props are textured (trees) this makes the player feel they are not walking in the same spot as the character walks to a different textured spot.
  • 7. Existing Product Star Knight These screen shots of the gameplay show different levels and tasks the character has to go through. This is appealing to audiences as the know that you are able to do different things in the game instead of running on a flat plain. The use of varied colour backgrounds is appealing because it shows progression through the game ( your actually getting somewhere ) and if your character gets stuck in a section of a game for a while it feels nice to move on. The use of different puzzles keeps the player on their toes as they wont always know the exact rout to get past. This keeps the game interesting and makes people want to play more after completing a part/ level. The different backgrounds and having jumps and climbing sections is more enjoyable than having a singular flat map as it makes the game feel like it has extra. Along with the textured ground and moving puzzles. The battle and puzzle elements together make this game fun and interesting for more adult audiences who are able to appreciate the game. They developed the game for audiences of teen+ older and clearly understood the demographic. This helps me understand I have to choose everything I want to include carefully when making my game.
  • 8. Existing Product Evoland 2 https://www.youtube.com/watch?v=pYKoexQVX5U This trailer of Evoland 2bshows the games variety of art styles and things to do in the game. The variety is very appealing to audiences as they wouldn’t get bored from all the different thing they could find and do. Some parts of the game appear in a 2 dimensional 8 bit style, while other parts of the game show the game in a 3 dimensional style, with various amounts of attention to detail. This makes the game appealing two audiences as its 2 different styles in one game letting them experience different qualities in one game than in two different games. The music played in the trailer is slow to start with and then pick up the pace with more instruments. It uses both strings and precision to create a nice adventurous sounding music. This is appealing to the audience as that’s the type of music that suits the game it doesn't feel out of place. The gameplay has a consistent wide view and camera action that follow the character for easy playing. The different hints (other games with in the game) to popular games (e.g. Street fighter, candy crush and guitar hero)makes the game look interesting and fun as their may be elements that are nonchalant to what you may have played before.
  • 9. Existing Product Evoland 2 These screen shots form the game Evoland 2 show various different ways the game entertains the audience with introducing new elements to this game. It shows different angle views (high angle and front facing) different levels/layers of game play (2d-3d) and games with in game. This lets audience keep interest and not get bored as fast as there are a lot of ways to entertain themselves. The colour pallet of the characters stays pretty consistent through the transaction of 2d to 3d. And the background keeps a detailed and layer look to make the player feel like their progressing through the level rather than a black background where you wouldn’t feel much progression. The different props keep the game lively, with spikes that can harm the player to props like mushrooms that can make the character jump high. This is appealing o audiences as they know in future that is they see this they know what it does and how it can be used so the feel they are learning the game through playing. The game isn't free however for those who want to pay for the game know that they are getting a lot to play with.
  • 10. Research Analysis • What common features do the researched products have? Common features my products that I research have in common are that the players view is wide view shot, front facing angle. With the camera smoothly following the playing characters movements. Another common feature is that the backgrounds have various layers and different colour pallets during different sections of the game. Other than a fighting platformer these researched products also have more to them(like the more you play you can unlock people or have quests). • What aspects of the research will you include within your on work? I want to include more depth into my game like these platformers (e.g. like a story to follow/ quests/ puzzles ). I would like to include different textures and layered backgrounds as they are nice details that keep the game interesting and visually appealing.
  • 12. Bibliography 1. Developer. (Year of Release) Game’s Name 2. . FDG Entertainment Games. (November 17, 2016). super cat tail 2:cat adventure (phone games).. Last accessed 15 Feb 2019 3. . Nintendo. Super Mario. (July 28 2012): Last accessed 15 Feb 2019. 4. . TicToc Games. (4 Jun, 2015). Adventures of Pip. Available :https://store.steampowered.com/app/303550?snr=2_9_100000_ . Last accessed 15 Feb 2019. 5. Star knight-https://www.youtube.com/watch?v=SDU2eIfSgdk – August 22 2018

Hinweis der Redaktion

  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. 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?
  6. 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?
  7. 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?
  8. 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?
  9. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.