Author: willcafferkey

Production Diary Entry 1

Today I worked on my initial idea for a Mr Monocle T-Shirt. I decided to go down the niché route for this design. I based the design on a football shirt because the world cup is coming up, as you can see here.

MrMonocleTshirtDesign

The shirt is very simple on the front, I went with Mr Monocle on the top left of the chest because this is where football shirts have their crest. For the back of the shirt I decided to have “MONOCLE” because I want it to be like a fan wearing his favourite players shirt, it is like the person wearing it saying “I like the game, and I like Mr Monocle the most.” I have also thought that there could be a shirt for the Evil Butcher fans with him on the front and his name on the back for the Evil Butcher fans. Finally, I added the little bacon graphic at the top because most teams have a small graphic at the top of their shirts that are in relation to the team, so I chose to put the bacon there because I felt it fits well there and is also one of the symbols for the game.

Development Of Game Physics And Animation

Animated

The early 3D video games of the early 90’s used a manually created animation for character death sequences. This was an advantage for the developers because they only had to create this animation once and program it to play for every single character’s death, this saved memory and required little CPU usage. This method was very repetitive for the player, once you have killed one enemy you would have to see that animation over and over again with every other death in the game.

A good example of animated action is from the 1991 classic Wolfenstein 3D, this game was very innovative in 1st person 3D shooters at the time and used an animated action for it’s death sequences.

Wolfenstein 3D

Wolfenstein 3D (1991)

Rag-doll Physics 

In the late 90’s, 3D character skeletons were created. This meant that the character model could be built up of lots of physical parts, these parts are called ridgid bodies. Ridgid bodies are parts that connect to each other, like joints and bones in the human body. The ridgid bodies were linked together by constraints, this allowed them to move in relation to each other. When a character using rag-doll physics dies, they fall to the ground in a more fluid motion, like a rag-doll toy.

A good example of rag-doll physics is in the first Hitman game from 1997, Hitman: Codename 47. It shows how characters reacted to different types of attacks. When agent 47 strangles an enemy from behind, it starts to flail its arms around in a struggle, using the rag-doll physics.

Hitman: Codename 47

Hitman: Codename 47 (1997)

Dynamic Motion

The Euphoria physics engine was developed in 2007, this engine combined 3D ridgid bodies with realtime AI, this makes it so the game can use rendering of dynamic behaviours with characters responding spontaneously and realistically to changes in the environment. This basically means that characters in game will react to things such as gunshots and mele attacks, they will also use the environment when facing a player, taking cover behind things and using objects around them to help them in game. This is using no animation and is all real time gameplay.

A good example of the is Max Payne 3 which came out in 2009, this game used the euphoria engine to create real time free flowing gameplay that almost looked like cut scenes, it also used a slow motion real time bullet tracker, showing amazing reactive deaths in game.

Max Payne 3

Max Payne 3 (2009)

Unit 04 A02 Marketing Research – The ISFE (Interactive Software Federation of Europe)

History

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The Interactive Software Federation of Europe (ISFE) was established in 1998 to represent the interests of the sector towards the EU and international institutions. Initially founded by the national interactive software trade associations in the United Kingdom, France, Germany and the Netherlands, ISFE expanded in 2002 to include any company representing the industry within the 27 Member States plus Norway, Iceland, Switzerland and Liechtenstein. Today, ISFE membership comprises 12 major publishers of interactive software and 17 trade associations throughout Europe. Registered in 2002 under Belgian law as an international association with scientific and pedagogical purposes, ISFE represents the interests of its membership to the main stakeholders, be they EU institutions, international organisations, academics, or the general public. This objective is pursued through a variety of activities, personal meetings, conferences, sponsorships, etc. In 2003, ISFE founded the Pan-European Game Information system (PEGI), which was handed over to PEGI S.A. in 2009, an independent, not-for-profit company with a social purpose established under Belgian law. PEGI is now used and recognised throughout Europe and has the enthusiastic support of the European Commission. It is considered as a model of European harmonisation in the field of the protection of children.

Purpose

ISFE helps the video games industry reach its full potential throughout Europe and worldwide by securing effective legislation to protect intellectual property rights, adequate enforcement of such legislation and unrestricted access to markets, both off-line and on-line. From the outset, ISFE has been spreading the word on its members’ positions regarding the main political and legal initiatives of European and international institutions in fields such as intellectual property, e-commerce, fight against piracy, WTO negotiations, protection of minors and the environment.

Role Of The Organisation

An expanded ISFE membership has allowed for increased lobbying in those areas, together with these specific goals:

  • European Awareness

Creating improved awareness of the interactive software industry as a key player in the European economy and as a solid vector of European culture. 

  • Minor Protection and Consumer Information

Confirming the role of the industry as a responsible one by continuously improving and repeating our messages inform European consumers about the content of the products and their appropriateness for different age categories. 

  • Research and Market Data

Establishing a source of information for its members and the media about industry data and relevant legislative and technical developments through market research on consumer awareness, attitudes and trends and legitimate vs. pirate sales.

  • Support for National Representation in all EU Countries

Cooperating closely with national trade associations to enable the best possible representation of the industry at national level in all European countries and provides best practices and interaction across borders. 

  • Fight Against Piracy

Gathering and distributing information about illicit sharing, production and trade while supporting the fight against piracy with training and legal advice.

The ISFE also collects statistics on gamers, such as what percent of both genders make up the gaming demographic and frequency of games played.

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Here is a chart of information regarding the effects of video games on children and how they help them to develop skills. This could help with my marketing campaign because our game is aimed at children and this official ISFE graph states that over 50% of children that play video games develop more skills and are learning from games, I can state that Mr Monocle is not just fun but could also help children learn and develop skills while playing and having fun with the game.

Marketing Notes

Marketing

“Process for creating, communicating, delivering and exchanging of offers that have value for customers.”

“Marketing consists of the strategies and tactics needed to identify, create and maintain satisfying relationships with customers that result in value for both customers and marketeers.”

4 Ps – Promotion, Product, Place, Price

Marketing plan must have a very defined aim – Growing revenue (Making money), growing audience (Downloads), growing awareness (awareness of the creator) or growing reputation (making people aware of how good you are). Set ONE target and  it must be very specific. Must be realistic and also have a time limit.

3 Marketing things – One direct product of advertising, one piece of indirect advertising and one bit of promotion. *THIS IS THE BARE MINIMUM*

 – Direct is directly aimed right in the audience face (BUY ME!) Bus, TV Ad, Billboard etc.

– Indirect is consumed and not nessicarily known to be an advertisement.

– Promotion is offers or competitions to entice the consumers.

A03 Create a presentation, A02 Showing processes.

Every time an idea comes up, write down why it works for the core audience.

How do i know I’ve been successful? (feedback etc)

Slideshow: 4 Ps, target audience, schedule, screenshots and progress.

<div> <strong> <a href=”https://www.slideshare.net/wcafferkey/marketing-plan-34946754&#8243; title=”Marketing plan” target=”_blank”>Marketing plan</a> </strong> from <strong><a href=”http://www.slideshare.net/wcafferkey&#8221; target=”_blank”>Will Cafferkey</a></strong> </div>

 

Mr Monocle App Rating

Drugs

No drug use or reference at all.

Immitable Behaviour

Villain is angry and coming for Mr Monocle, he is suggested as the bad guy though.

Language

No use of bad language.

Nudity

No nudity.

Sex

No sexual references.

Threat

Running from the Evil Butcher.

Violence

Butchers carving knife swinging, Mr Monocle suggestive death image on game over screen.

 

 

I am rating my game a 9+ on the terms of the App store rating system, the game contains no drug use, language, nudity or sex. There is some mild immitable behaviour, threat and violence.

Putting my idea forward

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I am going to put this idea forward and greatly improve it using the feedback I have received. Firstly I am going to remove the butcher from the image completely, I am then going change the pink in to a nice gradient, I will then make Mr Monocle slightly bigger and give him some more shadow and depth. The gradient will hopefully improve the negative space and animating Mr Monocle will make him look more stand out and realistic.