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Designing the magazine
1.
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3. “Creating the cover was interesting. I wanted to
make it look realistic and professional. The
research I had done into magazines had
shown me what a lot of these magazines
would look like. With this I was able to design
a realistic magazine cover”
4. There were five main areas of the cover the first was the title. Its important to have a
title and logo that would be recognisable as a popular gaming magazine. The title
was made by choosing a science fiction font that I felt reflected the magazine, IDLE.
The logo is similar to this because it is futuristic. Alone the logo and the title looked
realistic but not in commercial sense. Therefore to add to this I added a subtitle
below it, and above it. The subtitle above it contain information on the issue and a
website, which makes it realistic.
I have a another area where I have put the issue number above the barcode at the
bottom, this was the first addition I made to the cover to add to the illusion it was
real. The cover, consistent with the magazine has two fonts that I sue to make it look
professional. Having say five different fonts, that could look childish make it less
appealing and less real. I have used variation on Kalinga and OCR Extended.
But in the cover I simply used Kalinga, regular and bold to add titles with small
descriptions below it as you would ion a real magazine. Above the barcode contains
some information reviews that I haven't’ done but you’d believe I had. Parallel to it is
one of therefore main stories.
The Quantum Break game is reviewed, which is a science fiction similar to my won.
above it is an interview with the ceo of the company whom has created the game.
And there is a classic review for one of my favourite games. In the centre, the main
story, and ‘world exclusive’ time assassin, with some info on what the story will be
about/ if you saw these captions on the cover of a real gaming magazine you’d
believe that it was real.
In the top left corner below the logo is a variation on what I've seen in other magazines.
Some captions are contained in circles, I felt that this made it look more childish so
instead I used a paint brush affect to put behind the text, consistent with what I have
used in the inside of the magazine. Finally the image behind it is an edited consistent
of my actually video game street.
In my research I found that sometimes the logo is out in the background some areas of
the video game picture are put in front. As if it jumps out at you. I wanted to used this
affect, but I considered that this is only done because propel will only recognise the
logo and title because it has been out for a while. Therefore I have only covered
small areas of the title above.
5. The Cover for my magazine was made by
using some of the cover is had found in my
research, and trying to create something
similar.
1. After selecting a nice size and shape of the
background I added a barcode from one the
magazines I’d researched. Then I started
with the title. This would give me an idea of
what positions my cover would have all its
contents placed. The tile used a science
fiction font and is placed next to a logo I
designed to be recognised in a crowd.
2. Next I made the top border, I used grey
because it doesn’t need to stand out, only
the text it contains will need to be seen. The
text on the border claims that the cover is
“the Essential Guide to Gaming That you
Can’t Miss” this hooks the reader.
3. Now I could see where all the areas of my
magazine would look like I made the centre
and main story design. This would be a
“World Exclusive” and needs to be the most
important thing on the page. I used Kalinga
font, an combination of bold and regular to
make a title and two subtitles above and
below it. The subtitle describes the title,
Time Assassin, and I feel makes the reader
want to read about it more
Processofmakingthe
cover
I’ve now begun adding areas of the magazine that would make it seem more realistic, having other
titles that would be include in the magazine, such as quantum break and my favorite game oblivion.
I've added clever subtitles like “this months classic review” and “A potential flop” these not only make
the magazine seem like a real gaming magazine with more than one story, but it would hook a
hypothetical reader.
Finally I added two other areas on the cover, a list of reviews in try corner above the barcode which is
similar to the some of the magazines I have reviewed. Also in bold an interview with the CEO of the
video game company who has created ‘created my game’ another addition I had made, and the final
addition was tiles above and below the main cover title. The Issue 120 tile, a website address above
the title and Official Gaming magazine below it, which would make the reader trust the magazine
more.
The final addition I made to my cover was a screen shot from the real game, that I reduced the
contrast and increased the brightness and HDR settings so it wouldn’t be too bold behind content on
the page.
4.
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7. The indie magazine was also interesting to design. There are several
dozen parts to it, but there are two main area too it. my main aim, like the
cover research to make something realistic. For this I designed that
normal page form a magazine, then I added the content to the game time
assassin, as the writer for the magazine would. Therefor there are parts
that would be consistent through the magazine like the page numbers at
the bottom. The page title at the top. And the font. I used tow font in the
inside magazine as well to keep the consistent house style Kalinga and
Orc extended. First off the title which is larger than anything else is what
they reader will see first therefore above it I have everything you need to
know, so the reader will want to read the whole thing. And then a hooking
subtitle. The contents of the magazine, the t4ext was designed beforehand
in my planning stage and I believe works at being an interesting piece that
will review the game and make the reader want to play the game. It is also
a clear font above the a background with the paint brush affect text boxes.
The other thing I wanted to add to make the magazine realistic was the
next page Quantum Break Review, making it seem like there's actually
something else on the other side. The review on the side is similar to many
game magazines I've seen in my research, where they will have a final
rating, some stars of a percentage they also have the short sentence
review of famous game reviews such as IGN or machinima, this is what I
have added for my magazine.
8. The process of designing my inside magazine was
interesting. I struggled to make the cover look realistic
and fit with the current gaming magazines I had
researched, the inside cover needed to contained all
the content of my game but still look like the content
of a magazine.
1. Therefore I started with the background and moved
forward. In the story my character, 12, I trapped in the
apocalyptic desert future, the concept are I sued
captures this well.
2. On its own the background was pretty dull so I added
some concept character standing in front of the camera
and looking away as if he was just entering the desert.
3. Because it did look real, I then added a style over both
pictures, after merging them, so it looked different only
so the details were more blurred and you would
concentrate on them less.
4. Next I decided were the text would go and added some
paint brush affect over said areas. I increased the
opacity so the text, which would be black, could be seen
clearly above the background, but you could still see the
background, not like having white boxes. I also decided
were the ratings would go.
5. I then added the text in a realistic font, so it seemed real
and was detailed. It well describes and advertises my
game, as you would expect from a two page review for a
game.
6. Next I added the titles, which I think make it look very
attractive and eye catching, the main title, time assassin
is bold and large, while above it claims the page has
everything you need to know, therefore stating you’d
want to buy it, and the subtitle below describes the tile in
a sentence.
7. The final addition I made were the picture boxes in the
two spaces, the page numbers in the comer to make the
page realistic, the page descriptions on the top and the
ratings on the side from four famous gaming companies.
I saw the inside cover in two layers, on one the gaming
magazine itself, which will have a single house style,
then below it is the content, the time assassin review.
Processofmaking
InsideMagazine
9.
10. “The video game magazine advert was fun to design
because like the inside magazine pages and the
cover I needed to make it consistent with the
established house style, but also make it look like a
poster or advert for my game, I felt that making it
look like a screenshot of a poster you'd find in an
80’s shop was an effective way to go.”
11. The process of designing my video game magazine
was quite fast since the main design and the added
features I had already made in previous Photoshop's.
1. The first step was taking the design form my video
game cover, and adding an opacity filter over an
aged white page. I added another layer of this with
less of an opacity, so it looked like a real poster
that had an aged hue.
2.Next I added the logos from my video game cover,
including the awards, the companies that made the
game and the age rating, similar to how I had
researched too make it realistic.
3.Next I inserted the text plot from my video game
cover, in other adverts id seen there's often either a
small group of text tor a large summary of the
game to advertise the game in words.
4.I added a web address which is consistent tin any
of the game adverts I've seen, tis the only way the
adverts can tell the audience what to do next.
5.The final addition I made to the advert was making
it consistent with other pages of my video game
magazine, I added a page title at the top with the
name of e magazine, IDLE Magazine. I added the
words ‘Coming Soon’ at the bottom to add intrigue
to the advert and finally I place a page number in
the corner of all of these had the same font as the
other pages of my magazine to make it realistically
consistent with pages of the magazine.
Processofmaking
VideoGameAdvert