Existing Product : Scott pilgrim
https://www.youtube.com/watch?v=yAY4vNJd7A8
• This game is a 2D beat ‘em up side scroller where the player fights through enemies in flashy level designs to eventually
take down a boss. It is made out of pixels and pushes a button mashing styled fighting strategy
• The main character is dressed very casual and bright where as enemies are darker and appear more thug – like.
• The lighting uses a lot of contrast. Shadows are a deep black and brighter colors are used everywhere else. Certain
effects like the strike are especially bright and noticeable.
- Because of this the art style comes off as very poppy and appealing to the audience’ eye.
- Red is used a lot in this scene which could potentially add to the intensity of the atmosphere alongside the action
from the fighting.
• The scene is located on a [train]. Recognizable areas like this are common in this game also featuring a city street and a
back ally in other levels.
• The art style is very cartoony which would appeal to a younger audience.
• The sound effects are very punchy and help to keep up the intensity. Alongside this, the fast paced electric guitar music
helps to exaggerate the intensity of these scenes hooking the audience in.
Overall the game level is designed to be extremely flashy and appealing to the eye, especially to younger audiences.
Existing Product : Dungeon defenders 2
The screenshot presents a 3D Tower defense styled game. The player must defend against waves of enemies and implements
different traps and abilities allowing players to devise their own strategy of defense.
• The scene is located in a medieval styled town which can be an element to a fantasy or historical setting
- Personally, I think the art style and characters help present the game in a more fantasy like setting.
• The game angle is in 3rd person and allows vision of the playable character as well as keeping some immersion in the control of
the character and that the players view is limited to what is in front of them.
• There are many special effects mainly stemming from the different traps in the image. There are many water spouts, glowing
orbs etc. which create a magical atmosphere to the game. There is lots of mist surrounding certain objects which also help to
portray magic but also mystery. Magic is unknown in the real world so any form of magic can be considered slightly mysterious.
- Compared with the cartoony art style this would be appealing to children and potentially young teens.
• Lighting is well placed in this image casting shadows from sources like lamps, the sun or other illuminant objects. This helps to
convey immersion as well as establish some form of realism in a very non – realistic world. This could be well viewed by anybody
as it attempts to simulate light physics in the real world.
• The composition of traps shows a strong variety of defense as well as potential fore warning to danger that the player could
prepare for.
• The image presents a scene of strategic planning which in other sections of the game would later transition into scenes of
combat and violence. Enemies would be killed by traps, player abilities and player weapons.
Existing Product : Dungeon defenders 2
• The playable character in this image is clothed in typical fantasy archer wear often portrayed in other medieval inspired games.
Alongside this she also wields a bow ; a standard medieval weapon.
• The props mostly consist of the traps that can be laid down across the playable area. These are used to eventually to help combat
the waves of enemies that will pile through the stage.
• The image consists of many greens and purples which help to set a tone of beautiful nature as well as energy and power. The last
of these are common themes in the game.
• Many of the sound effects in game sound very whimsical and magical as a lot of the sound comes from magical traps, staves etc.
further pushing the fantasy atmosphere.
Overall the game intends to create a very anti-realist world full of magical and fantasy-esc concepts to innovate and attract the
audiences attention whilst still attempting to add elements of immersion to bring the game world to life. The games visual style
would definitely appeal to a younger audience whilst the strategy element may be better utilized by younger teens.
Existing Product : Pokémon mystery
dungeon – blue rescue team
This screenshot Presents a 2D, turn based adventure game. Players must explore
through floors to finish randomly generated dungeons whilst fighting any enemies
that they come across with unique character abilities.
(note: The screen is split into two as if it were shown on a Nintendo DS )
• The scene shows a desert styled terrain. The level consists of just wide rooms
connected by narrow corridors inhabited by multiple enemy types.
• The angle is an overhead , 3rd person view.
- This provides a clear view of many tiles on the screen so players can
somewhat plan ahead as to what they want to focus on on their next
turn(s)
• Not many effects are present on screen making it quite simplistic. There is a green
number notifying how much the enemy healed but that is really it.
- Most of the “effects” in this game are instead described through text which
gives it a barebones element of a text adventure.
• Lighting is also very sparse sticking to only the deep black shadows under
characters and the slight “shading” slapped onto repeated environment textures.
- This could potentially be to allow the player to focus on their turn based
strategy rather than to lose focus being overwhelmed by a stunning visual
world.
• The composition of enemies shows that positioning is important for each
character to attack enemies and to not get surrounded by multiple mobs.
• The image conveys a scene where two teams (the players and the dungeon
mobs)are fighting on the floor of a dungeon.
• Although there are no “costumes” every entity in the game is a strange creature
(called a Pokémon). Which can be odd looking and unique in appearance however
some are derived from common, real world creatures / items.
Existing Product : Pokémon mystery
dungeon – blue rescue team
• There is a lot of yellow/brown which can represent deceit however mostly the
color just changes with the biome and doesn’t necessarily represent much of a
message or image.
• The sound effects used are 8-bit and all sound very similar. They are used mainly
when attacking / being attacked but also play as dialog is running.
• The music is also slightly unnerving in most dungeons and can somewhat add a
little bit of tension to the gameplay.
Overall the game whilst being strategic is rather easy and simplistic and its cartoony
style and odd creatures would surely appeal to children.
Existing Product :
The legend of Zelda a link to the past
This image shows another 2d adventure game where the player must play through quests and follow a story to the end battling
strong enemies and bosses along the way.
• The scene is set in a forest near a wooden, witches hut. (A typical fantasy setting).
• This game also uses an overhead, 3rd person view which gives the player more general vision of the world around them.
• Although there are no effects on the current screenshot, the game shows slashing strikes for sword and explosions on player
thrown bombs and other items.
• The lighting is down to a very simple color variation where the underneath of most objects and characters get a darker block of
shade of its color and the tops of objects receive brighter blocks of there color.
• The Image has the player standing alongside a witch talking to her by her hut in a forest. This could be a character the player has
to interact with to advance the story.
• The costumes show fantasy styled clothing with the witches costume and the players adventure gear (with a shield and sword).
- This helps set the tone and create a fully immersed, non realistic world for the player.
Existing Product :
The legend of Zelda a link to the past
• The screen shows some of many intractable objects in the world such as signs that can be read and broken as well as grass the can
be broken with a chance to give rewards like hearts or rupees (the games currency).
• A lot of green is presented in the screenshot and throughout the game which is an indicator of beauty and nature. It definitely
serves its job as to make the world look bright and appealing.
- The color green can also represent energy which could be referring to the player characters energy and determination as
he is fully clothed in green.
• The music is 8-bit and somewhat upbeat and energetic.
• Slashes and other various attacks can be heard throughout the game.
Overall the game comes across as very appealing and fast paced, energetic game. Mixed with its good looking cartoony style,
challenging gameplay and a well driven story this game can attract a wide variety of young audiences.
Research Analysis
• What common features do the researched products have?
– Many of the games use 2D graphics with an overhead angle. All are in Third person.
– All games involve some form of combat system to take down enemies. Some
expand on the intensity of these fights.
– All of them have effects and SFX for attacking although some do this better than
others.
– Some games have a fantasy setting
– Most games have strange / unique creatures.
– Some games allow for abilities to be used.
• What aspects of the research will you include within your on work?
– I would like to create an interesting combat system utilising character abilities for
my project. Also I want to draw inspiration from the strange unique creatures and
create some unique enemies to fight. I will most likely use a forest terrain as that
terrain and art style (from legend of Zelda) was my favourite to explore.
Bibliography
1. Ubisoft.(2010) Scott Pilgrim vs. the world game.
2. Trendy entertainment (2017) Dungeon Defenders 2
3. Nintendo (2005) Pokémon mystery dungeon – blue rescue team
4. Nintendo (1991) The legend of Zelda : a link to the past
Hinweis der Redaktion
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Use of sound/ music/ effects
Audience appeal- how does it make its audience want to buy/watch/play it?
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.