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.

Monday, 4 April 2011

Research into Boxarts

By using the same video games as I have studied for my print advertisements, I hope to spot similarities between the graphics used and therefore help the continuity and syncronistity of both my advertisements and box arts when I come to create my own. I also plan on looking at key features of the front cover, but most importantly what is on the back in the form of content within the blurb, required specs and legal information as this is actually more vital on the box art than the graphic is. NOTE: All games are available on all consoles (Xbox 360, PS3, PC, PSP, DS, and Wii), so the image will only represent one hardware.

Assassins Creed: Brotherhood
It is firstly important to note that it is a pre-released cover for the game, as can be seen by the ‘Display Only’ notice along the front and the ‘Reserve Now’ heading, however the graphics, layout and content is equal to what is on the actual case. The front demonstrates the same hooded figure seen in the print and televised advertisements, an important focus and recognisable point for audiences to match semiotically. It contains the title, certification and developer upon the front as well, as these are often the 2nd option a potential buyer will look at when considering making a purchase. On the back, a very detailed yet non-spoiler blurb is on the back giving the jest of the games narrative plot lines, with corresponding game play images. Once again, throughout very hyperbolic modifiers are used to amp the excitement of the game and entice a reader to feel enthusiasm towards playing it. Potentially because this is a pre-released cover, no console and game play requirements specs are listed but the address of developers as well as legal information such as the date and trademarks declarations are in small print at the bottom.

Castlevania: Lords of ShadowThis is a better representation of how a complete and released box art cover looks like at it contains far more information on the back page. The front once again contains the recognisable graphic identical to its print advert, and the title, development company and certification. On the back sleeve, the tagline from the magazine advert is placed across the top as an introduction to the following blurb which again outlines the basic narrative story in the game. On this cover, the specs are present and define what is needed or available to do within the game (e.g. ‘Players 1-4’, ‘Xbox Live Multiplayer’, etc) as well as using images to represent game play as well. Interestingly, at the very bottom, the sleeve has a warning about photosensitive sight as the content is featured in 3D effects, this clears up any legal issues with players suffering pain or illness from playing the game. This now also features logos for Microsoft as this cover is taken from an Xbox 360 copy of the game as well as companies involved with sound and distribution. It is important to note that less than half of the back is dedicated to content within the game; the rest is taken up by legal declarations and important technological information.

Call of Duty: Black OpsMuch like the other covers, the recognisable advertised graphic is featured on the front sleeve of the box art, as well as the title, certification and development company logo. This back however features larger images and less textual blurbs, potentially because of popularity surrounding the game, not a lot actually needs to be said to entice its potential buyer. Again it features technological specs (e.g. ‘Players 1-4’, ‘Network Playing’, ‘No Video Output’) and it also features a warning for players as a lot of the scenes contain brutal amounts of explosions and flashing lights. Lastly, legal logos and declarations are made at the bottom in small text.

Halo: ReachI could not find the full sleeved image of the box art anywhere on the internet, but the front sleeve demonstrates the point I aim to make by looking at all my research images. The front cover still displays the iconic image as advertised and published months before its release. By using this graphical emblem, players upon entering a store can instantly recognise the game they want and are aware of its content and its representation. All covers are simply designed, with the title across the top, developer in the bottom right corner and certification in the bottom left corner, leaving the graphic to take up its maximum potential space as this is what catches the audience’s eye. The specs as seen along the top this time however demonstrate some of the key technological information you could read later on the back sleeve of the box art, portraying the game as ‘Only on Xbox 360’ and ‘Xbox Live’, meaning it is playable online. The main goal of the front sleeve is to attract the audience, give it key purchasing information such as the certification and allow the audience to make their mind up about turning over to the back and finding out more, or simply putting the game back on the shelf.