Tuesday 3 May 2011

Evaluation of entire project

In what ways does your media product use, develop or challenge forms and conventions of real media products?
In terms of using and developing key and existing media conventions within video game advertisement, I have incorporated logos and well recognisable development and publishing corporations in order to attract a larger audience for my release. This mechanic often works in all genres of media advertisement and tends to appeal to specific target members of audiences who may be more enticed by one thing over another. For example, gamers who aren’t particularly into survival horror video games may find themselves persuaded to buy it as they see that Valve have developed it, as they are famous for making top quality games with impressive graphics and an atmospheric narrative (e.g. Half Life, Left 4 Dead). I haven’t done so much in the ways of challenging the genre and media conventions as the industry of gaming is fairly new and with its constant prolific nature, anything out of the mainstream stereotype will either not be seen or discarded instantly. Perhaps one of the only ways I have challenged the genre is because I had to use live action actors instead of computer graphics to create it.



How effective is the combination of your main product and ancillary texts?
By using recognisable graphics and continuous themes, such as the images and title fonts, the final pieces all run simultaneously very successfully. The two printed advertisements just the same main graphic and the same placement of titles and images, also I have repeated the same memorable quote from an influential source. The two trailers however are both similar and different, in the sense of the emotion they portray through music and editing, as well as the length of the trailers and the cuts within them. The longer trailer was intended to be more dynamic and cinematic, portraying more of the story and emotional connection, whereas the shorter version was more about the action and thrill within the game play. The 2 songs I used presented these ideas and conflicting needs perfectly I feel.



How have you created a brand?
The creation of a brand is to design and release something that can be easily recognisable and have a following, so in this sense I feel I have made a brand that can easily be accepted into the materialistic world of consumerism. Though the concept of the game have been done many times before, this new approach of co-operation as well as sandbox roaming freedom will stand my game out over other competitors. The title and its font design can be recalled and spotted in advertisements and it’s box art so anybody looking specifically for the title, will be instantly reminded of it. In order to give it an effect of mystery and something to catch the reader’s eye, I loved the use of a man I involved into my title graphic/font, where the iconography of a man hanging from a noose is used as the beginning structure of the letter ‘D’. This on its own can aid the viewer to depict the game genre instantly as terror and horror semiotically.



What have you learned from your audience feedback?
The audience feedback was particularly helpful as I was alone whilst creating all my work, so an outside view was much appreciated. They gave the impression I wanted, that of comical value with a mixture of fear and terror, and some even commented on my camera angles, techniques and perspective which I was very pleased about as these are all done intentionally. Some gave some really interesting points about editing and tips on how my work could have been improved, and I would consider each one if I had more time to incorporate their criticisms into my final piece.



How did you use media technologies in the construction and research, planning and evaluation stages?
Construction:
This is where I would say I used the most media technology as the production of each trailer was done on Premiere Pro editing software, and some of the music and video clips were put through converters online in order for them to work correctly within the cut. All the print advertisements were created on Paint for smaller detail (such as creating the image of the hanging man) and then placed together and minutely edited in Adobe Photoshop. Whilst I was in the process of filming, I created daily video blogs of myself talking about each day’s work process, my aims for the next day and how I felt I could have improved myself and my production. Overall, it has greatly helped me to write my conclusion and remember some points of discussion I would otherwise have forgotten. These were only minimally edited within Windows Movie Maker with the addition of photographs I took over the production days as well.
Research:
Most of my research was conducted on the internet, using Google Images as a main source for both inspiration and case study, but most of my own knowledge came from previous understanding of video games by either playing them or learning about them on the internet or in books and magazines.
Planning:
All of my planning and research work can be seen up on my blog (www.charlottehodsona2.blogspot.com) where I constantly updated any new ideas, new research and final evaluation of each element I worked on. Anything done by hand, sketched or drawn was scanned in and embed into the blog as well. A lot of my work was stored and taken with me on an external hard drive, so I can access my work whenever I was near a PC and had a moment of inspiration.
Evaluation:
The beginning areas of my evaluation took place on YouTube where I sent links to people within my target audience and class to watch my final trailers and leave feedback and criticisms for further improvement. My final evaluation and conclusion, much like all blog posts, was then put through a word processor and pasted up onto the blog as this was the outlet for all of my coursework to be displayed.

Video Production Blog - Day Two

Video Production Blog - Day One

Final Shortened Televised Trailer


Any use of music in this trailer complies with 'Fair Dealing' under the 1988 Copyright Designs and Patents Act (UK), Sections 6(i) and 6(ii); Fair dealing is a term used to describe some limited activities that are allowed without infringing copyright. Briefly these are as follows: Section 6i: Research and private study. Copying parts of a literary, dramatic, musical or artistic work or of a typographical arrangement of a published edition for the purpose of research or private study is allowed under the following conditions: The copy is made for the purposes of research or private study; The copy is made for non-commercial purposes; The source of the material is acknowledged; The person making the copy does not make copies of the material available for a number of people

Thursday 28 April 2011

Final Full Length Trailer


Any use of music in this trailer complies with 'Fair Dealing' under the 1988 Copyright Designs and Patents Act (UK), Sections 6(i) and 6(ii); Fair dealing is a term used to describe some limited activities that are allowed without infringing copyright. Briefly these are as follows: Section 6i: Research and private study. Copying parts of a literary, dramatic, musical or artistic work or of a typographical arrangement of a published edition for the purpose of research or private study is allowed under the following conditions: The copy is made for the purposes of research or private study; The copy is made for non-commercial purposes; The source of the material is acknowledged; The person making the copy does not make copies of the material available for a number of people.

Thursday 7 April 2011

Making the Box Art

This didn't take too much hassle to plan as most boxarts are relatively simple and follow a general pattern of codes and conventions. Through my research I generally found that main graphics, title, developer and certification are to appear on the very frontal sleeve, so after editing my advertisement, I didn't hesitate to move the graphic to the other side of the canvas and work straight off it so no differences or anomalies would suffice. It was initially quick and simple to edit into the main graphic and the entirety of the front sleeve, so the next task was adding the contextual information and security details on the back cover. I used 3 more screen captures from my filming to make the game play elements on the background, specifically tailored to emphasize the co-operation and innovative combat methods within the narrative. I found difficulties in writing the blurb for the game as I never considered this during production and I didn't look a great deal into typical methods of description, however my final attempts seem to prove a success. Here was the finale of the design where I needed to implement the address and security/legal details of the game, including a warning surrounding its flashing and enhanced graphical nature. Most gamers will not suffer with said injuries, but it clears up legal difficulties if it is mentioned otherwise. A bar code, certification detailing reasons for particular age concerns and multiplayer/single player campaign and controller setting for those seeking further knowledge of game play abilities. The final piece turned out a lot better than I originally thought as I presumed I would not have enough graphics to put on, or there would be insufficient detail within the writing. The box art is typical of what I would expect to see in stores when I am browsing at games, and I used my own personal experience of browsing to place in the type of descriptions and technological specifics I look for on a games front and back sleeve. Here is my final design.

Making the Print Advertisement

After coming up with 2 initial designs for my advertisement, I settled for a simpler graphological layout as it proved harder than I imagined structuring everything correctly in Photoshop with my limited skills in photo editing. My first task was to create the graphic to be used on both my advertisement and box art products. I used a screen capture from a filmed sequence within the trailer and used Photoshop to enhance the pale skin colour and elongate the teeth into fangs. Using a combination of brushes and colour drop tools, the teeth were satisfyingly sharpened and I then went onto to blur out the background and emphasize the redness around her lips and tongue. Here I edited the skin and flailing hair just a bit more before I moved onto to resizing the canvas ready to layout the templates for the advertisement over the top in a different layer. With the graphic placed and the background cloned across the canvas, it was time to begin adding the templates. I took a long time debating over what fonts to use to accurately depict horror, without it looking too tacky. I ended up opting for a blood red colour with an 'etched' style, followed by blurring out to create a worn out or decrepit effect. The use of a 'hanging man' as the D was a particularly impressive idea of mine, as it really narrows in the idea of torture and pain within the narrative, as well as it being a nice touch for those who notice it. Now with the logo, title and tagline in place suitably around the graphic, the last touches are the release date and graphics for the Development Company, publishers and playable console. These were easy to create as I found them on Google Images and edited them in fluently. I'm really happy with the final product as I think it has a professional finish and it still retains the mystery I want surrounding the advert. As found in the research, if readers of the magazine wish to find out more information about the game and its content, an accompanying website has been supplied. Here is the final outcome.
* Click to enlarge the image.