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Target audience
My target audience is from older teenagers to younger adults. My game’s pedi rating is 18 so people under that age will not be able to buy the game. I have chosen this game as its a complex and difficult game with lots of hard mysteries to solve. It is also very graphic and gory and contains drug use and sexual acts.
Pros of this target audience -
This allows me to have create a more complex game with more levels which are much harder, this is because people of an older age will be able to work out problems much quicker than younger children. This prevents them from getting stuck on a level, getting bored of it and then just giving up.
Cons of this audience -
A lot less people playing games at the age of 18-25 compared to the ages of 10-18 this means its a smaller target audience. Parents will buy this game for their children then will end up complaining about the violence, bad language and sexual parts within the game.
I think my game will appeal to lots of ages however I think young adults over the age of 18 will get the most enjoyment out of my game. The reason for this is because they will understand the storyline easier and will be able to work through it at a smoother pace.
Why will my game not attract people between the ages of 25-45?
Between the ages of 25 and 45 people are more focused on working and their careers than a computer game. In the UK the average maternal age is 30, so from round 28 years old to around 35 years old couple start to think about starting a family during the time a computer game isn't going to be that important.
Why will my game not people of the ages 45+?
People over 45 have grown up and matured into older adults and have different priorities in life, a game will not be one of them. Lots of working families wouldn't even have the spare time to play a game like mine.
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I will use these sheets as my posters however I could also use it as a front and back to a game or book cover. I would need to add some more information to them and make the eligible for a game or book cover but this would be a starting point.
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Evaluation
I started out on this project not knowing what to do as it was related to game a lot more, however I quickly found a way to still design buildings. I knew fairly quickly that I wanted to create a building within a survival game. Having watched The Walking Dead and really enjoyed the series I wanted to base my game idea of this. I was introduced to Maya and quickly got the hang of it. The first couple of weeks within this project I was learning how to use this software with Lorenzo. he taught me lots to do with Maya and helped me when I got stuck. After I had got the gang of it, I started to design basic buildings I could use. I started out by designing a prison like structure as seen in the series which I decided would be my starting point. Everyday I would develop this idea and add more to the structure, from basic building shapes to walls and even barbed wire. Kyrstie later said how she wanted me to design a bunker, this is when I really started to develop my idea. I was very pleased with the prison I had made so I didn't want to just scrap that, so I decided I would create a bunker below the prison. This helped me get an idea of what my game would be as well. I was very pleased with how my building looked, having not touched the software 4 weeks ago I think my design was very well made. Once the building was complete I decided to focus on a specific room that appears in the prison. By doing this I can try and have a go at interior modelling. I decided to do a prison room as it seemed like it was the best room to design. I added furniture which wasn't to hard to do however the texturing seemed a little bit more difficult as it was something I had never done before. I managed to learn how to texture with the help of Lorenzo, texturing turns my basic room design into a realistic and well detailed room. When It came to rendering I used the server to speed up the process. I wanted high quality renders and doing this on a Mac would just take to long. having chosen the right lighting and camera angles it was time to finally render. I am very pleased with how the renders came out, they captured all the little details and textures very well which made my work look that little bit more realistic.
If I had more time I would have liked to do more background work such as blog, game covers and a book cover. However, having learnt a new software in such a short time I am not too annoyed with myself.
Overall I am pleased with my work within this project and I am impressed with my outcomes.
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1 Day project .2
We were tasked with making a place to keep evolved animals. we decided to base our design of a zoo type structure. We wanted a building that could keep an animal in, allow the public to go see it but would also keep the people safe. We looked at jurassic park to get some inspiration. Thats where I got my inspiration for a large double door from. I added a large hole below the structure as a way to stop people getting in when they shouldn't.
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1 Day project .1
In todays project we were tasked with making a parliamentary building for the north of England, something separate from London. Myself and Tom started out by looking at significant buildings in the north of the country. Lots of these were castles, this is why I decided to model the castle towers either side of the structure. This shows how it links to the history of the north.
I then added the middle part of the building. I decided to make this a curved shape as it added more depth to the building and overall had a better outcome.
After this I added some bars along the front of the structure, this adds detail and makes the building seem a little bit more modern while also linking to the past.
To finish the building, I added some beams the go over the top of the building. Along with the ring around the outside, these make the building seem as if its protected and a safe place. Standing alone and separate from the south.
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Pitch
If I were to pitch my idea to a company or at a show I would like it to be set up in a very professional way. I would like a my large posters hanging on a wall to attract your attention, these will get you interested in my game idea. Then I will have posters that customers can take home and stick up, this would effectively be a little bit of advertising and promotional work. Next I would have accessories such as key rings, pens and lanyards etc. I would also have a couple of copies of my game in its case so the customer can see how it will look when its being sold on the shelf in a store. I would lastly invite the viewer to play a short section of the game, this would give them a feel of the game and how it would play. The demo will also leave them on a cliffhanger making them want to buy the game to figure out what happens next.
I got lots of these ideas from EGX which was a going event I went to with college. This introduced me to hundreds of stalls that are all presenting their games. I prefer the stalls that you could take something away from. Also, taking away something makes you remember it a little bit more than the other stalls.
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My worksheets that I will present.
The top two are my bunker renders and the information behind them, the two images below are my final renders of one of the prison rooms.
I am really pleased with how these came out and I'm pleased with how much I have learnt in such a short time.
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How would you interact with this room?
This is a room below the bunker that appears in the game, its a very simple room with only two bed and a couple pieces of furniture. In the room a character will be able to interact with a few different things. The character will be able to sleep on the bed when it is night time, They will also be able to take and place books from the shelves. The desk is somewhere that players can sit and enter an interactive menu such as a skill menu.
You will be able to go out of the prison room and carry on with your current missions or objectives or just to free roam. Any room with a bed in it acts as a safe spot. you can't die within these rooms. They can also act as checkpoints when adventuring through missions.
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Adding texture to my desk.
Old wooden look, adding more dirt underneath to show where it would build up.
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Using this image as inspiration for my prison cell.
where to add mud and dirt in a cell.
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Some very important parts from a video online.
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youtube
Very helpful video
I really liked this video as it showed me lots of simple but effective techniques within architecture. it showed me different ways of laying out work and was to make the work stand out and seem more exciting.
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More furniture added to my prison room.
Added a bookshelf, books, a desk and a chair.
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The Shining book cover.
shows a wide variety of designs
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