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FMP Preparation 

These following preparation tasks have helped me to plan out this upcoming lengthy project and has aided me into collating my ideas and coming up with possible research sources, interviews and mood boards that all link to my proposed concept.    

SWOT Analysis

Strengths:

I believe my strongest attributes to be the following: programming, game design, communication, writing skills e.g. Research, Planning and Sound design. I believe these to be my strongest attributes because I have effectively and efficiently evidenced these areas consistently throughout my college projects and also throughout my previous education. Furthermore, I believe that my strongest attribute out of the list is my programming skills, this is due to the fact that I am able to showcase my excellent programming skills throughout my previous interactive media projects in Construct 3.   


 

Weaknesses:

I believe that my weakest attribute for this project would be art and other art involved areas to the game. This is due to the fact that I am not the best artist and I strive to be the best programmer. In this project I need to carry out extensive experimentation and research into digital art and should avoid taking the Concept Art brief and sticking to a Digital Game, this is because if I carry out this research and experimentation I should be able to improve upon my art skills and apply this to the game that I intend to develop. 

 

Opportunities:

Due to my strengths in sound design, game design and previous knowledge in programming I believe that I should stick to developing a Digital Game and this incorporates all of these skills unlike Concept Art and Analogue Games, I feel that by choosing the digital game I will be able to stretch my programming and game design skills to create a challenging project. Further beyond this project, these programming and game design skills will allow me to showcase to employers that I am a strong worker that can take on challenges and work either as a game designer or programmer.

 

Threats:

During this project there could be possible threats from many forms that could affect the outcome and work flow of this project, for example: Due to my lack in artistic skills I could face the game meeting my programming strengths but could lack in art and not live up to my expectations, but with the extensive research and experimentation that I plan to carry out I should not face this issue but I should always identify these threats if they are to arrive. This would damage this project because I would feel as if I had failed myself. Also, another threat I face is the project being too ambitious and not meeting the final deadline. This threat could arise if I take on too much of a workload and this would damage the final result of the project because I would have an incomplete game that would be lacking in areas. However, I can carry out specific planning so this threat has a low chance of not arising.

Idea Generation - 1

Idea 1:
The first idea that I came up with is to create a Digital Game because I believe that my key strengths are within this area and I feel that this pathway best suits the attributes that I hold and have showcased throughout my previous projects.

 

The first idea involves developing a similar mechanic style to Grand Theft Auto (DMA Design, 1997) and incorporating a horror theme as well as many puzzles and missions that would add a new level of challenge as I have never experimented with these mechanics before, so this would be a stretch and challenge that I am looking for in this final major project. This game would feature a range of playable characters and vehicles, as well as NPC’s and collectable items. I would either use a pixel art style to keep with the retro feel of the game or use more detailed .pngs that have been put together using Photoshop. This would give a greater graphical feel and would also give a lot of life to the environments but I feel that using a mix of both for different sprites throughout the game would give a better look to the game. The game would also use a top-down perspective, but if I was to stretch the challenge further, I could use a 3D style to give the game more depth and allow for greater immersion. This game would also take inspiration from Tomb Raider 2 (Eidos Interactive, 1997) in terms of puzzles and I would incorporate this throughout the missions that are in the story. The location of this game would be in a town and would transition through different environments throughout this town, for example an Airport, Cafe and Restaurant to name a few. I would also blend in an element of horror to the story, to add a further boost to the mechanics and playstyle of the game, this would be a new theme that I have worked with and as I enjoy this theme I believe it would be the better theme to add to this game. The game will also include an inventory system so players can pick up keys and other puzzle items as well as view these in their HUD, this will be a great challenge and will involve me researching and experimenting with this mechanic to efficiently produce this into my game. This game will also use audio and sound, this audio will be gathered from a mix of Foley sound design and Digital such as Beepbox, but all of this audio will be created by me.

 

 

 

 

 

 

 

 

 

 

 

 

 

Idea 2:
The second idea that I came up with is to create a Digital Game because I believe that my key strengths are within this area and I feel that this pathway best suits the attributes that I hold and have showcased throughout my previous projects.

The second idea that I have come up with is to create a superhero themed Digital Game that uses an array of different mechanics such as collectables and combat, this would be set in a house that has been overrun by villain toys and the main character must defeat the villains and rescue the trapped toys. The game would be scaled down so the character is far smaller than the house, as if they were a toy and has taken inspiration from Toy Story (Pixar, 1996) and G-Force Xbox 360 game (Disney Interactive Studios, 2009).

 

Unlike these two games, my game would feature a pixel art style and will be created using the 3D tools on Construct 3. This would stretch my prior knowledge because I have carried out minimal work on the 3D tools in Construct and by choosing this I would be able to research and experiment with these features to create a well designed game. Also during the story of the game I will incorporate a few new mechanics such as moving platforms and boss levels to add another layer of gameplay to the game. Furthemore, I will ensure that I create a consistent design that matches a pixel art style using a first person perspective, so the main character will not be visible and will not require a texture, this is to add immersion as I found immersion is extremely important when it comes to game design. This game will also use audio and sound, this audio will be gathered from a mix of Foley sound design and Digital such as Beepbox, but all of this audio will be created by me.


 

 

 

 

 

 

 

 

 

 

 

To make this project achievable if COVID-19 was to take a rise again, I would ensure that I could utilise the apps and technology that I have available at home, and seen as I will be creating this project on Construct 3 I will be able to run this application smoothly on my PC at home. To keep myself on task throughout this project I will ensure that I plan out every aspect of the project using a Trello Board to keep track of time and the elements of the project that still need to be completed before I move on to the next stage. In addition to this, I will choose an idea that I feel I like the most, so I do not end up getting bored with the idea I carry out and the work quality drastically takes a fall. I plan on ensuring that I gather this large workload by breaking the project down into stages, so I have a set amount of time to carry out research and then experiment with it, so I do not feel overwhelmed and the project workload flows as smoothly as possible, so I can achieve the completion of this project.

Bibliography:

Disney Interactive Studios. (2009) G-Force [Video Game]

DMA Design. (1997) Grand Theft Auto [Video Game]

Eidos Interactive. (1997) Tomb Raider II [Video Game]

Pixar. (1996) Toy Story [Movie]

Research List

Books:

Richard Hill-Whittall. (2015) The Indie Game Developer Handbook [Book]

 

Keith Burgun. (2012) Game Design Theory A New Philosophy for Understanding Games [Book]

 

Christopher W. Totten. (2014) An Architectural Approach to level Design [Book] 

 

Luke Ahearn. (2008) 3D game Environments Create Professional 3D game Worlds [Book]

 

Daniel Silber. (2015) Pixel Art for Game Developers [E-Book] Available from

https://drive.google.com/file/d/1QKtCzLSqOqIJY1YLA_ROorWPrTCkwLuR/view?usp=sharing 

 

Videos:

FoozleCC. (2024) FoozleCC [Videos] Available from: https://www.youtube.com/@FoozleCC 

 

Game Design with Reilly. (2024) Game Design with Reilly [Videos] Available from: https://www.youtube.com/@gamedesignwithreilly 

 

Sparckman. (2024) Sparckman [Videos] Available from: https://www.youtube.com/@amazingsparckman 

 

GameDev. (2024) GameDev [Videos] Available from: https://www.youtube.com/@GameDevelopmentChannel  

 

BBC Archive. (1996) Making Grand Theft Auto, 1996 [Article] Available from: https://www.bbc.co.uk/archive/DMA_design_gta/zbknhbk 

 

BBC Archive. (2024) Gaming [Website] Available from: https://www.bbc.co.uk/archive/gaming/znqy6v4 

 

BBC iPlayer. (2020) Inside Games [Video] Available from: https://www.bbc.co.uk/iplayer/episodes/p088sdqg/inside-games 

 

Ubisoft. (2016) Gameplay Programming At Ubisoft [Video] Available from: https://www.youtube.com/watch?v=PNpxtl8KReg 

 

Articles:

Construct.net. (2024) Construct Blogs [Website] Available from: https://www.construct.net/en/blogs

 

Whynow Gaming. (2024) Whynow Gaming Powered by WireFrame [Website / Magazines] Available from: https://whynowgaming.com/  

 

Pixel Parmesan. (2021) Dithering for Pixel Artists [Website] Available from: https://pixelparmesan.com/dithering-for-pixel-artists/ 


 

GDC Vault. (2013) Digital Edition Archives [Website / Magazines] Available from: https://gdcvault.com/gdmag 

 

Games & Movies:

DMA Design. (1997) Grand Theft Auto [Video Game] Available from: https://www.rockstargames.com/games/gta

 

DMA Design. (1999) Grand Theft Auto 2 [Video Game] Available from: https://www.rockstargames.com/games/gta2  

 

ASPYR MEDIA, INC. (2024) Tomb Raider I-III Remastered Starring Lara Croft [Video Game] Available from: https://store.playstation.com/en-gb/product/EP1875-PPSA16902_00-TOMBRAIDER123224 

 

Capcom. (2017) Resident Evil 7: Biohazard [Video Game] Available from:

https://www.playstation.com/en-gb/games/resident-evil-7-biohazard/ 

 

Visits:

London or other city as the game will be set in a fictional city/town. Also, NPC movement needs to look realistic so by visiting this location I will be able to analyse movement of an array of various people, so I can translate this into the characters within the game.

 

Science Museum London - https://www.scienceandmediamuseum.org.uk/about-us/sound-and-vision-project Whilst in London I could also visit the Science Museum as they have many exhibits on Media so I can draw inspiration from these exhibits for my game.

 

If I am to choose the Toy Story inspired game I could visit the toy museum in Colchester to get information on toys and be able to design better sprites based on the retro toys in the exhibits. 

Interviews & Professional Research

XxPoggyisLitxX - Minecraft Content Creator - https://twitter.com/xxpoggyislitxx?lang=en-GB 

 

Adrian Östergård - Producer for audio at Mojang Studios - https://twitter.com/adrian_ivl?lang=en 

 

Henrik Kniberg - Former Minecraft Game designer and developer - https://twitter.com/henrikkniberg?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor 

 

Jens Bergensten (Jeb) - https://twitter.com/jeb_?lang=en 

 

Kingbdogz - Brandon Pearce - Minecraft Gameplay Developer at Mojang Studios - https://twitter.com/kingbdogz?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor 

 

JasperBoerstra - Pixel Artist - https://twitter.com/JasperBoerstra 

 

LadyAgnes - Agnes Larsson - Minecraft Game Director - https://twitter.com/_ladyagnes?lang=en 

 

Slicedlime - Mikael Hedberg - https://twitter.com/slicedlime

 

Mike Brown - Former Creative Director of the Forza Horizon series - https://twitter.com/flawlessc0wboy?lang=en 

 

Michael Hunter - Musician - Worked on two GTA Themes - https://twitter.com/michaelhmusic?lang=en 

 

C418 - Electronic Music composer - Worked on Minecraft's original soundtrack - https://twitter.com/C418?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor 

 

Scott (Eckosoldier) - Youtuber - https://twitter.com/eckoxsoldier?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor 

 

Phil Spencer (P3) - Head Of Xbox - https://twitter.com/XboxP3/status/1754598552548904973 

 

Bill Gates - CEO Microsoft - https://twitter.com/BillGates 

 

Snoop Dogg - Starting his own Game Studio - https://twitter.com/SnoopDogg?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor 

 

Christopher Hartmann - Head of Amazon Games - https://www.linkedin.com/in/christoph-hartmann-083926170#:~:text=Christoph%20Hartmann%20%2D%20Amazon%20Games%20%7C%20LinkedIn 

 

Sam Houser, Dan Houser, Leslie Benzies.

 

I will also be contacting more people through other sources such as LinkedIn, Email and Instagram.

Pre-Mortem

During this project there may be a wide variety of issues and problems that may occur during all of the stages of the production process. I will be stating all of these possible issues below and will be creating a contingency plan just in case any of the problems arise during the project, so I am able to continue working as smoothly as possible.

 

The most common issue that may arise is the Wi-Fi and Internet stopping or going down because I will be mostly working on a PC in college and at home. If this common problem does in fact happen I will either switch networks to a mobile hotspot or travel to college on my days off and continue my work there. I will record this issue for evidence and reflect upon this in my weekly reflective journal describing the issue that arose and how I overcame it. In addition to this, if my internet was to drop then I can also continue working using a mobile connection on my phone or iPad because Construct 3 runs smoothly on both of these devices and they can both connect to a mobile hotspot. This issue will affect all of the stages throughout the project and does not just affect one stage of the project. Furthermore, I am currently in the process of switching internet providers from TalkTalk to Gigaclear where I will be changing to a 500 mb/s package, so the slow internet connection may not be a big of an issue. 

 

The next problem that could occur and affect my production stage is if my SSD gets lost or is to stop working. As I will be working solely off of multiple shared PCs and large file sizes I will be using a 2TB SSD to quickly and securely load and save my work so I can access it across an array of PCs, so if the SSD was to get lost, damaged or even stops working then I will not have access to my work and I will have to start the production process from the beginning. Although SSDs are very reliable and are very unlikely to fail or break I still have to consider this as a possible issue that could occur. To stop this issue from affecting my workflow I will ensure that I back up my work in multiple places such as Google Drive and a separate USB Flash drive, by backing up to Google Drive I will have instant access to my work even if the SSD is to fail, so I will be making regular backups throughout the project. To evidence that this issue arose I will take pictures of either the physical damage to the hard drive or the unresponsiveness of the SSD in the PC, I will also reflect this in the reflection write up that I will carry out every week throughout the project. 

 

During the research and pre-production processes I may encounter an issue with my interview sources and or informational research visits, for example I may not gather enough information from my professional interviews or a large amount of my interviewees may not respond to my Emails or Messages. This will affect the level of quality of my primary research as the people I am interviewing are very busy people who are currently working at a game studio or are retired, and I am trying to gather relevant, high quality research. In addition to this, I may not be able to visit my research visits in person either due to a financial issue or personal issue, so I will have to plan additional visits that do not require a lot of money to visit, for example the Science museum carries out virtual tours so I will be able to attend this if I am unable to visit it in person. In terms of the interviews, I have come up with a fallback plan that will require me to contact smaller indie game developers because they are more likely to respond to Emails than a Non-indie developer. I will showcase all of my primary research in my research documents and on my website and with the fallback plan I should still have enough research as well as my secondary research to continue with my project.

 

An issue during my production process may arise where I work too far off of the path and start to create a too ambitious digital game. This issue can be very common and will affect the quality of my final outcome because I will have an incomplete game that does not live up to my expectations, this will also affect my final grade. As a fallback plan I will ensure that I carry out detailed planning and experimentation that will state every step that I will carry out and what I will include within the game. To ensure that this does not become a problem I will stick closely to my plan, but still allow a creative direction from the plan to improve the game further. I will evidence this on my website using screenshots of the game and the planning to show how I have either stuck to the plan or reworked my workflow to stick to the plan.

 

Another issue that could possibly arise is that my car breaks down or I encounter a car crash on the way to college. This will affect all stages of the project and not just a specific one and this will stop the workflow for the day because I can not successfully and safely travel to college. If this problem was to arise I will take photographic evidence of the damage and contact one of my tutors, at that point I would phone a parent to pick me up and take me back home or to college depending on the severity of the damage, at which point I will continue to work from home so I do not fall behind the several deadlines throughout the project. To ensure that this problem does not arise I will drive safely and or get a parent to provide transport to college so I arrive safely and on time prepared for the day. I will provide photographic evidence of this issue on my Wix site and how I overcame it. 

 

A further issue regarding post production may arise where my PC or Laptop may crash resulting in loss of work. This will definitely be a problem when it comes to implementing my mechanics into my Construct 3 game because it does not automatically save work, so if it was to arise I would lose my work up until the last backup and save that I completed. To ensure that this does not become a problem I will ensure that I carry out multiple periodic backups to ensure I have saved just in case a crash was to occur. I can evidence these multiple saves through screenshots and these screenshots can be provided on my Wix site. 

 

Another issue that may arise during the production process of my game is that the mechanic that I implemented does not work or function as intended, this would halt the production process as I would have to review the code and work out what is the cause of the bug. To ensure that this does not affect the workflow I will carry out multiple tests during each session testing and reviewing that my implemented code functions properly. I will evidence all bugs and the solution to the issues by recording the coding and production process to give a representation of the problem solving I carried out. This will be evidenced throughout the Wix website and also on my weekly reflection. In addition to this, I should reflect back on my research that should allow me to resolve issues quite quickly and efficiently, I should always be reflecting back because research is an ongoing process that will contribute to the final outcome.

Idea Generation - 2

The first idea that I planned was the Horror, Puzzle game that used an array of the same mechanics and perspectives as the original PS1 GTA. 

 

Game World:

The game world that the game will be set in, will feature dark colours and a cold colour palette that reflects the theme of horror and darkness of my game. The world will look something like a mix of these below.

Possible colour palette.

 

 

 

(X.com, 2020)

 

 

 

 

 

 

 

 

 

 

 

 

 

Game Characters:

 

This game idea will feature multiple characters and NPCs all of which will be viewed from a top down perspective. I have attached a few ideas and examples of what the characters may look like.

 

 

 

 

 

 

 

 

(SuperAdventuresInGaming, 2014)

From this image we can see that the characters in the game will be viewed from different perspectives but mostly will be a back top down view.
 

The characters in the game will be mysterious and dark to stick with the horror and dark theme so these are perfect examples of what the characters may look like if I chose this idea.








 

 

                                                                               (Reddit, 2023)

 

Mechanics:

The GTA inspired horror and puzzle game will feature a variety of different mechanics such as puzzles, combat, driving and quests / missions. The mechanics may function and look like the following examples, these are only examples of the mechanics and they will be different in the final version of the game.

 

Puzzle Mechanic:

(How To Video Game Guides & Gameplay, 2018) 

 

In this example of the puzzle mechanic the player must match the patterns on the dials to open a secret door within the tomb, I can achieve this in the game by using Booleans and when the correct pattern is displayed the Boolean will be toggled opening a secret passageway. I can also use a different puzzle mechanic where the player must collect objects and once the objects are collected a secret level or area will open.

 

Combat Mechanic:

 

(EJrM FILMS, 2019) 

 

In this GTA combat video we can see that the first three GTA games adopt a simple punch only combat style (0:00 - 0:32), this is something that I would also adopt in my game if I were to choose this concept. I would also incorporate a weapon wheel where the player can pick up weapons throughout the game and then toggle between each weapon.

 

 

 

 

 

 

 

 

 

                                                                         (GTA Wiki, 2024)


 

Driving Mechanic:

The driving mechanic within the game will function similarly to that of MicroMachines (Codemasters, 1991) and GTA (DMA Design, 1997) / GTA 2 (DMA Design, 1999) because I believe that to keep an authentic feel to the game I should choose to adopt a similar control set to these games. Also the control set of these games is excellent for top down perspective games.

 

(GamePlayStation, 2023)

(3:43 - 4:05) This video showcases an example of the driving mechanic in action.

Quests / Missions:

This game concept will include an array of open missions and quests that will be unlockable by talking to the various NPCs throughout the game. The missions will look something like this: 

 

 

(Zombouy123, 2019)

Bibliography:

 

Artstation. (2023) New York Dark Alley Concept [Website] Available from: https://www.artstation.com/artwork/YKZKBV [Accessed 8th February 2024]

 

EJrM FILMS. (2019) Fighting in GTA Games (Evolution) [Video] Available from:https://www.youtube.com/watch?v=0dwJx7Dq8qI  [Accessed 9th February 2024]

GamePlayStation. (2023) Grand Theft Auto -- Gameplay (PS1) [Video] Available from:https://www.youtube.com/watch?v=cTzfzJ8jmbc [Accessed 9th February 2024]

GTA Wiki. (2024) Weapon Wheel [Website] Available from:https://gta.fandom.com/wiki/Weapon_Wheel   [Accessed 9th February 2024]

How To Video Game (Guides & Gameplay). (2018) Shadow of the Tomb Raider: Mayan Date Door Puzzle Guide (Kuwaq Yaku) [Video] Available from:https://www.youtube.com/watch?v=AG_2xGfQ5Ug    [Accessed 9th February 2024]

 

LibertyCity. (2024) Libertycity.net GTA 1 Maps [Website] Available from:https://libertycity.net/files/gta-1/mods/new-maps/sort-hitsA/page-1/ [Accessed 8th February 2024]

Reddit. (2023) 32x32 Pixel Mysterious Cloaked Sprite [Website] Available from:https://www.reddit.com/r/PixelArt/comments/170wi2r/32x32_pixel_mysterious_cloaked_sprite/?rdt=42418   [Accessed 8th February 2024] 

 

SuperAdventuresInGaming. (2014) Grand Theft Auto (PC) [Website] Available from:https://superadventuresingaming.blogspot.com/2014/05/grand-theft-auto-pc.html  [Accessed 8th February 2024] 

 

Wallpapers.com. (2024) Wallpapers.com Dark Street New York Computer Wallpaper [Website] Available from: https://wallpapers.com/wallpapers/dark-street-new-york-computer-y57wew5jygbodkdc.html [Accessed 8th February 2024]

 

X.com. (2020) GTA San Andreas Car Colours chunk [App] Available from: https://twitter.com/colorswall/status/1263415998750826497 [Accessed 8th February 2024]

 

Zombouy123. (2019) GTA 2 (PC) Mission #2 - Get Zitzaki! [Video] Available from:https://www.youtube.com/watch?v=sa9LwzttlJk&list=PLgnZ23rxsl2ggtawtowXpuCyjcHqPfobq&index=2 [Accessed 9th February 2024] 

 

Second game idea:

The second game idea was to create a superhero themed game that uses an array of different mechanics such as collectables and combat. The game would be set in a fictional house where the player would fight enemies and rescue trapped toys. The player themselves would be an action figure.

 

Game World:

The game world would be set in a house and prominently in a child's bedroom, so the colour scheme would be bright, colourful and playful to fit with the superhero theme. The colour scheme could look a little something like this:

 

 

 

 

 

 

           (Piktochart, 2023) 

 

As the game world would be set within a house, the world may look something like these images below.

 

 

 

 

 

 

 

 

 

 

 

 

(Roselind Wilson Design, 2024)

 

 

Game Characters:

For this concept all of the characters would be based off of toys, the toys that the characters will be based off may look like the following:

 

 

 

 

 

 

 

 

 

 

 

 

The enemies will adopt a different design so they are distinguishable from the other NPC characters. These enemies may look like this:

 

 

 

 

 

 

 

 

 

 

 

 

 

Mechanics:

The two most prominent mechanics that will be included in this idea are combat and collectables. These mechanics will work hand in hand and will be based off of the Toy Story 3 game.

 

 

 

 

 

 

 

 

 

 

 

 

 

(Disney Interactive Studios, 2010)

Bibliography:

Disney Interactive Studios. (2010) Toy Story 3 [Video Game]

Piktochart. (2023) 31 Inspirational Brand Colors and How to Use Them [Website] Available from: https://piktochart.com/blog/inspirational-brand-colors/ [Accessed 9th February 2024]

Roselind Wilson Design. (2024) Kid’s bedroom interior design ideas [Website] Available from: https://www.roselindwilsondesign.com/kids-bedroom-interior-design-ideas/#  [Accessed 9th February 2024]

SuperAdventuresInGaming. (2014) Grand Theft Auto (PC) [Website] Available from:https://superadventuresingaming.blogspot.com/2014/05/grand-theft-auto-pc.html  [Accessed 8th February 2024]

Website Design & Presentation

I used Canva colour wheel to create a Tetradic colour scheme for my brand that I will use consistently throughout my Wix website. I have chosen a dark colour scheme as I believe this best suits the concept that I have chosen at this time, which is horror.

 

 

 

 

 

 

 

 

 

          (Canva, 2024)

 

My primary colour is #48995c and this will be used as my main colour for my brand. My secondary colours are as followed: #485c99 , #994885 , #998448.

These secondary colours will be used for main text and headings, I will also be using this colour scheme when it comes to designing my logo. I have chosen these specific colours because they follow closely to the colour scheme of the original game that I will be using as inspiration for my game.

 

In addition to this, I have narrowed down my font choices to the following as I believe these will also fit perfectly with the theme of my game and concept that I have planned. This first font will be used as the header and title font as it stands out and is clear to read. The font in question is called Horror Hustle Font and I found this font on 1001 Free Fonts website. I have chosen this font as my title font because it fits perfectly with the horror theme of my game and also reflects the target audience of 18 year olds, this is what age group my game will be targeted towards.

(Seemly Fonts, 2024)

 

For my header or sub-heading text font I have chosen 8 Bit Operator font as I believe it fits perfectly with the artstyle of the game. Also, the sub-heading text needs to be distinguishable from the body text and title text so this is a perfect contrast to the title text and stands out as a sub heading. In addition to this, I believe that this font will look excellent with my brand colour scheme. I found this font on the 1001 Free Fonts website.

 

(Grandoplex Productions, 2024)

 

 

The main body text font was very hard to choose because it needs to be clear and easily readable, so I decided to stick with a basic yet stylistic design for this font. The font is called Secular One and is a built-in font available on Wix.   

 

Also for my brand design I created a logo using the colour scheme above on Adobe Express logo maker. This logo reflects to the audience that the website is a gaming website as I have used several typical gaming icons to make up the logo and I believe it greatly reflects the style of game concept that I have planned so far. 

(Adobe, 2024)

Bibliography:

Adobe. (2024) Logo Maker [Website] Available from: https://express.adobe.com/express-apps/logo-maker/  [Accessed 9th February 2024]

Canva. (2024) Color wheel [Website] Available from: https://www.canva.com/colors/color-wheel/ [Accessed 9th February 2024] 

Grandoplex Productions. (2024) 8 Bit Operator font [Website] Available from: https://www.1001freefonts.com/8-bit-operator.font  [Accessed 9th February 2024]

Seemly Fonts. (2024) Horror Hustle font [Website] Available from: https://www.1001freefonts.com/horror-hustle.font  [Accessed 9th February 2024]

Interactive Platforms

There are several interactive platforms that I can use to boost the credibility and creativity of my work. For example, I can create a YouTube channel to showcase the game that I am creating and allow for external viewers to review my work as I develop it to allow for greater improvement of my game. I can also achieve this by showcasing the development process of this project on Twitch, as I believe I would receive a greater level of feedback from viewers on Twitch. I can also use other interactive platforms such as Pinterest, Twitter (X) and Instagram, these social media platforms would allow me to upload images of character designs or world designs allowing me to receive feedback from users about the designs of the pixel art and how I can go about improving the design. I could also give the users multiple designs of one character and ask them for feedback on which design they think best suits my game and game theme, this would be extremely helpful feedback that I can use as research and evidence of improvement in my weekly journals. In addition to this, I can use social media platforms to promote and showcase my game, building up a greater awareness of my work and me because this would help me build up a player base for my game and will allow me to find out in more detail what mechanics best suit my target audience. I plan on utilising these interactive platforms because they allow me to showcase my passion and will also allow me to gather a wider variety of feedback in an array of different aspects throughout the games development process. Any interactive platforms that I use will be showcased throughout my work and also evidenced on my Wix website. 

  • Youtube

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