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Proposal
1
Centre Name and Number:
York College 48357
Student Name and Number:
Name: Gemma Nicholls
Number: 359809
Project proposal title and date:
Trapped
Main area of activity:
Video Game
Audience:
Videogames may be a more male dominated industry; However, I want to make
my project suitable for both genders as well as non-binary (if people don’t want to
register under stereotypical genders). This is because I want to create a game
that can relate and diverse to many different people, people from different races,
genders and religions. That’s why I want to base my game on emotions, with a
colour pallet mainly consisting of blacks and whites because everyone
experiences some type of emotion in everyday life. The poster will use the same
tone and moods of the game and represent part of it in one image to interest
audiences.
I wanted to focus the age demographic for this videogame from ages of late teen
to adulthood (15-24+). This is because in my daily life I would be able to collect
the most primary research for that age range. With this age range I am also able
to collect the most feedback for evaluating. Making this age range perfect for
creating a video game around. Not to mention I also fit into this range so I also
know what type of things are look for and what are not. I am creating my
videogame with this age range because i want to include darker emotions fro the
darker colours. For example emotion generally felt with depression like despair,
sadness and hopelessness. The poster with have the same general age
demographic but will appear more family friendly as I would want this
advertisement shown in gaming magazines. As younger are able to look/purchase
the magazines with help so the imagery need to be friendly to be able to be
published.
The videogame would attract people from working to middle classes as people
from those classes are able to purchase more luxury items than lower classes and
tend to go for more off branded stuff as it is more affordable than higher classes
that go for more expensive and known brands. People of middle classes generally
work a 9-5 monody to Friday/ in education with more free time than people in
more desperate situation working two or more jobs possibly on top of education.
The purpose of videogames is a distraction from outside life. The social classes
my project is better suited/aimed for should have more free time for themselves
and gain more money from work that they are able to purchase luxury items like a
new game/ poster.
My videogame will attract three different psychographics.
– Needs driven-
Proposal
2
This group act upon impulse and instinct. This group does not plan and
will respond to messages relating to missing opportunities and impulse
buying.
– A mix of some socially conscious type A’s and B’s
People who are concerned about how their actions effect the world and
people who have given up on humanity. E.g. people who are concerned
how they affect others with their emotions and people who don’t want to
take part in society and would rather stay home online in virtual reality.
– Emulator/Wanna be
This group wants to be/appear like an Achiever to attract the opposite
sex or the approval of their peers. They respond to messages about
making them seem more successful and becoming Achievers. e.g.
People who want to show of after completing a hard computer level.
Rationale:
During the first year of my course I have grown more comfortable and become
more knowledgeable with different software’s I used to complete my pervious
projects and the written work that went along with it. My final project luckily is
projects I have created before during the course. They are the videogame project
and the print project. The previous skills I learned that can help me with my FMP
are uses of the software Photoshop, premiere-pro, InDesign and garage band. I
will, use these skills throughout my production to create a good quality sprits,
backgrounds and animation. Since I know how to use the software’s I can work at
a faster pace than when I was learning.
Project Concept:
My final major project consists of two components revolving around one concept.
I’m planning and creating a video game animation and a poster to advertise it. The
video game is going to be a puzzle platformer with a background story for the
audience to theorise and follow. The poster is going to present the game in a
cryptic tone so people become interested and want to play. The story I want to
portray to the audience is about a protagonist who is fighting with their deep and
dark emotions, until one day when they are alone in a quiet place the antagonist
of darker emotions breaks through and takes over leaving the protagonist trapped
within his mind of negative emotions having to solve the inner struggle to escape
and return to reality.
I need to research into existing video games and poster, primary and secondary
audience research. This will help me see what I liked about various different
products and what I didn’t so I can keep this in mind when creating my products. I
also need to create some experiments so I can play around with different style as
mechanics that I could also use in my products.
How will the project be evaluated and reviewed:
Proposal
3
Bibliography:
1. Gemma Nicholls. (2019) Target Audience Research Survey (conducted on April-4-5)
2. Google. (July 12, 2001). Google images. Available: https://images.google.com/. Last
accessed 1 April 2019.
3. MildMania (formerly-BUGGUM). (November 27, 2013). MildMania. Available:
http://mildmania.com/home. Last accessed April 2 2019
4. Conrad Roset. (). Conrad Roset. Available: https://www.conradroset.com/1/about-
me. Last accessed April 2 2019
5. Playdead studio. (2006). Playdead. Available: https://playdead.com/. Last accessed
April 2 2019.
6. Steam . (2002). Browsing Platformer. Available:
https://store.steampowered.com/tags/en/Platformer/. Last accessed April 2 2019.
7. Stephan Shakespeare CEO and Co-Founder. (2000). what the world thinks. Available:
https://yougov.co.uk/. Last accessed April 2 2019
Week Tasks to be Completed: Specific Tasks
1 Initial Ideas and Proposal • Mood boards, mind maps and analysis
Characters, background, texts/fonts.
• Key influences.
Companies/people
• Proposal
Target audience, concept, rational, schedule,
evaluation, bibliography
2 Research • Existing products and analysis
• Secondary and primary research
3 Research • Subject research
• Experiments
• Bibliography
4 Pre-production &
Planning
• Style sheet/visual planning
• Sound effect/music list, budget
• Storyboard/scene plan, action plan
• Health and safety, Contingency plan
5 Production • Create all the characters, character text/
movements and monsters/ minions.
• Product reflection
6 Production • Create all the backgrounds and different
levels that the character will appear on
I am planning to conduct on-going evaluations of my progress through weekly
dairies/ a production reflection PowerPoint. I’m also going to have a final
evaluation at the end. This will evaluate everything from my initial ideas to product
qualities and appeal. This will help me develop better projects/products in the
future by knowing what I need to improve upon and how to improve.
Proposal
4
• Create any needed props
7 Production • Create anything else needing
• Start to animate to make a coherent
videogame.
• Product reflection
8 Production • Secondary product creation (poster)
• Text selection, photo creation
9 Evaluation • Research, planning, time management
• Technical Qualities, Aesthetic Qualities,
Audience Appeal
• Peer Feedback, Peer Feedback Summary

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Proposal MFP

  • 1. Proposal 1 Centre Name and Number: York College 48357 Student Name and Number: Name: Gemma Nicholls Number: 359809 Project proposal title and date: Trapped Main area of activity: Video Game Audience: Videogames may be a more male dominated industry; However, I want to make my project suitable for both genders as well as non-binary (if people don’t want to register under stereotypical genders). This is because I want to create a game that can relate and diverse to many different people, people from different races, genders and religions. That’s why I want to base my game on emotions, with a colour pallet mainly consisting of blacks and whites because everyone experiences some type of emotion in everyday life. The poster will use the same tone and moods of the game and represent part of it in one image to interest audiences. I wanted to focus the age demographic for this videogame from ages of late teen to adulthood (15-24+). This is because in my daily life I would be able to collect the most primary research for that age range. With this age range I am also able to collect the most feedback for evaluating. Making this age range perfect for creating a video game around. Not to mention I also fit into this range so I also know what type of things are look for and what are not. I am creating my videogame with this age range because i want to include darker emotions fro the darker colours. For example emotion generally felt with depression like despair, sadness and hopelessness. The poster with have the same general age demographic but will appear more family friendly as I would want this advertisement shown in gaming magazines. As younger are able to look/purchase the magazines with help so the imagery need to be friendly to be able to be published. The videogame would attract people from working to middle classes as people from those classes are able to purchase more luxury items than lower classes and tend to go for more off branded stuff as it is more affordable than higher classes that go for more expensive and known brands. People of middle classes generally work a 9-5 monody to Friday/ in education with more free time than people in more desperate situation working two or more jobs possibly on top of education. The purpose of videogames is a distraction from outside life. The social classes my project is better suited/aimed for should have more free time for themselves and gain more money from work that they are able to purchase luxury items like a new game/ poster. My videogame will attract three different psychographics. – Needs driven-
  • 2. Proposal 2 This group act upon impulse and instinct. This group does not plan and will respond to messages relating to missing opportunities and impulse buying. – A mix of some socially conscious type A’s and B’s People who are concerned about how their actions effect the world and people who have given up on humanity. E.g. people who are concerned how they affect others with their emotions and people who don’t want to take part in society and would rather stay home online in virtual reality. – Emulator/Wanna be This group wants to be/appear like an Achiever to attract the opposite sex or the approval of their peers. They respond to messages about making them seem more successful and becoming Achievers. e.g. People who want to show of after completing a hard computer level. Rationale: During the first year of my course I have grown more comfortable and become more knowledgeable with different software’s I used to complete my pervious projects and the written work that went along with it. My final project luckily is projects I have created before during the course. They are the videogame project and the print project. The previous skills I learned that can help me with my FMP are uses of the software Photoshop, premiere-pro, InDesign and garage band. I will, use these skills throughout my production to create a good quality sprits, backgrounds and animation. Since I know how to use the software’s I can work at a faster pace than when I was learning. Project Concept: My final major project consists of two components revolving around one concept. I’m planning and creating a video game animation and a poster to advertise it. The video game is going to be a puzzle platformer with a background story for the audience to theorise and follow. The poster is going to present the game in a cryptic tone so people become interested and want to play. The story I want to portray to the audience is about a protagonist who is fighting with their deep and dark emotions, until one day when they are alone in a quiet place the antagonist of darker emotions breaks through and takes over leaving the protagonist trapped within his mind of negative emotions having to solve the inner struggle to escape and return to reality. I need to research into existing video games and poster, primary and secondary audience research. This will help me see what I liked about various different products and what I didn’t so I can keep this in mind when creating my products. I also need to create some experiments so I can play around with different style as mechanics that I could also use in my products. How will the project be evaluated and reviewed:
  • 3. Proposal 3 Bibliography: 1. Gemma Nicholls. (2019) Target Audience Research Survey (conducted on April-4-5) 2. Google. (July 12, 2001). Google images. Available: https://images.google.com/. Last accessed 1 April 2019. 3. MildMania (formerly-BUGGUM). (November 27, 2013). MildMania. Available: http://mildmania.com/home. Last accessed April 2 2019 4. Conrad Roset. (). Conrad Roset. Available: https://www.conradroset.com/1/about- me. Last accessed April 2 2019 5. Playdead studio. (2006). Playdead. Available: https://playdead.com/. Last accessed April 2 2019. 6. Steam . (2002). Browsing Platformer. Available: https://store.steampowered.com/tags/en/Platformer/. Last accessed April 2 2019. 7. Stephan Shakespeare CEO and Co-Founder. (2000). what the world thinks. Available: https://yougov.co.uk/. Last accessed April 2 2019 Week Tasks to be Completed: Specific Tasks 1 Initial Ideas and Proposal • Mood boards, mind maps and analysis Characters, background, texts/fonts. • Key influences. Companies/people • Proposal Target audience, concept, rational, schedule, evaluation, bibliography 2 Research • Existing products and analysis • Secondary and primary research 3 Research • Subject research • Experiments • Bibliography 4 Pre-production & Planning • Style sheet/visual planning • Sound effect/music list, budget • Storyboard/scene plan, action plan • Health and safety, Contingency plan 5 Production • Create all the characters, character text/ movements and monsters/ minions. • Product reflection 6 Production • Create all the backgrounds and different levels that the character will appear on I am planning to conduct on-going evaluations of my progress through weekly dairies/ a production reflection PowerPoint. I’m also going to have a final evaluation at the end. This will evaluate everything from my initial ideas to product qualities and appeal. This will help me develop better projects/products in the future by knowing what I need to improve upon and how to improve.
  • 4. Proposal 4 • Create any needed props 7 Production • Create anything else needing • Start to animate to make a coherent videogame. • Product reflection 8 Production • Secondary product creation (poster) • Text selection, photo creation 9 Evaluation • Research, planning, time management • Technical Qualities, Aesthetic Qualities, Audience Appeal • Peer Feedback, Peer Feedback Summary