• Task1
• Brainstorming
• Game Idea Overview
My idea for the games name is probably going to be "Darkness Encroaches", as its about escaping from rooms before they get dark or you lose all your sanity.
My idea of a game is to be a escape the room style game combined with a chase/escape sequence, where you have to find a way to get to a permanent light source. If the rooms get to dark they start causing "sanity damage" the gameplay will involve some of the following elements:
• A house with multiple locked rooms that contain some form of puzzle in order to escape.
• A monster that is able to move freely between "dark rooms" and adjacent "light rooms". (This monster will reduce sanity if in the same room as you and its also dark, this is on top of the normal sanity loss from dark rooms)
• A sanity mechanic that causes odd effect the low it gets and causes a" game over" state when depleted.
• Sanity boost from light rooms.
• A way to brighten up rooms that is in limited supply.
The theme is going to be "fear of the dark" or more importantly the fear of what's in the dark. Its art style will be cell shaded and be more child friendly but have a dark underlining. As for the back story you are a character that finds themselves mysteriously locked in your room, the outside is getting darker and has an eerie looking area that seems to be full of eyes but you cant be sure. Then you room starts getting darker as you try to find an escape, and explore the house in a attempt to either restore light or escape. The audience I'm probably going to be mainly targeting is people who like room escape/puzzle game players.
• Task 2/3 - Brief
• Bullet point Key Brief
• Brainstorm
I have already completed a basic brainstorm of my idea for a game I have had designed a while ago before joining the college course. But i have modified the brainstorm from the ordinal content a little, with some more recent ideas. Sharing the brain storming session with friend and family had helped me improve the idea a little and will continue to do so in the future.
• Game Concept
My game concept takes inspiration from several already existing games, the following game are where i took the inspiration from and what inspiration was taken from, that game. I also list how the inspiration was changed to better fit my game idea:
• Luigi's Mansion
Luigi's Mansion has a mechanic that the rooms start dark and the light turn on when the room is complete. It usually involves fighting ghosts to complete a room.
I though my game could do something similar, but starting with light rooms that progressively get darker while you in them. The rooms would remain at the same brightness they where when you where last in them and continue to get darker if you re-enter them. There will be an entity that follow you through the room that speed is linked to how dark the rooms are. You would have limited items that could increase the brightness of a room(s), but they will be in short supply.
Luigi's Mansion also has locked doors that require a kind of Easter egg hunt to find, and thanks to the ghosts requires back tracking through the house your in to progress but new things happen to prevent backtracking getting to dull.
In my game i would have each room separated by corridors so you can swap between different rooms allowing you to make the entity have to follow you through lit rooms stunning it so you have more time to solve the puzzles.
Luigi's Mansion has a vacuum that is used to get rid of ghosts.
In my game i would have a Wind up torch with a battery compartment, this would be used to get rid of the smaller entity's and stun the larger ones. You could use battery's, this is the only way larger entities would be stunned but her in limited supply. if you used the wind up light it will be weaker and only affect the smaller entities.
• Eternal Darkness
Eternal Darkness has a sanity mechanic that makes unusual/eerie things happen to both the player and the game as it is reduced and can cause a game over if reduced to zero. This is affected by both the characters fears and the games enemy entities.
In my game i want a similar mechanic to that, it will be based as a "fear meter". The meter will be reduced slowly on rooms below a certain level of darkness, the effect will be increased if in the vicinity of a entity. The fear meter can be reduced in rooms that are considered light or around temporary light sources.
Eternal Darkness has puzzles to solve before you can progress through the rooms and story.
I would have some light puzzle areas, but would be based more around room escape like mechanics.
• Game name
Seeing as the game is based on a light house slowly becoming dark i would like to call it "Darkness Encroaches", i would like the name to emphasise how the darkness is the main antagonist. I also chose the word Encroaches as it means to intrude and to advance gradually usually in a way that is unwanted, this is because the darkness slowly "Encroaches" through the house making it harder to beat the game
• General theme
The theme of the game will be a young protagonist that finds themselves alone at home as an unusual weather/paranormal activity envelops the house. In universe this is seen as a legend/myth and legend and there are story books around the house that hint on how to deal with different issues that arise.
• Game Backstory
The game world is like the real world except there is a myth/legend that states people sound at home alone can be whisked away to the "realm of darkness", many people have gone missing to this myth but have been seen by the greater public as "normal missing persons" cases. You would start the game reading a children's book as you realise you home alone mysteriously locked in your room, as the area outside starts getting darker.
• Game Logo/Posters/Merchandise
Creating a couple logos and posters concepts can initially help with the feel and style of the game. Creating some concept images can not only help with merchandise but also provided a small insight to how the game is going to look.
• Task 4 -Audience (Task 8/9 - Gathering Fonts/Colours/Imagery For Designs)
The target audience would be people who like light horror, puzzle and hidden lore games. The main reason for making a game like this is its based on many game mechanic I myself liked in other games I have played in the past. I think merging the horror aspect of a slowly mounting danger of an unknow entity along with a escape the room style game will have a decently sized potential audience.
• Target PEGI rating
I'm also planning on making the game PEGI 7, I believe that this PEGI rating is the lowest that I could use while still making the game I am envisioning. That being said I do thin you can make a reasonably good horror game, I would attempt to make a game that would appeal to older audiences by adding some more mature themes while keeping them subtle enough as not to cause issue with age rating.
• Font for logo
A couple idea's for font would be Carta Marina, Talon, Luke Variable and Duos Variable, I chose these specific fonts seen bellow for the following reasons:
• Carta Marina: I chose this font as it was bold and had some "wear" effect on it, this could be used to make the logo seem weathered/aged. This would line up the fact that the game is based on mythology, it looks like the title you would find on an old book.
• Talon: I chose this font because it has a imposing structure to it , this could be made to effectively be made eerie based on the backgrounds that go with it.
• Luke Variable: I would use this font because it feels like a font that would fit in on the spine of an old fashioned history book.
• Duos Variable : This font would give the game a more of a hand written feel then the other fonts. Seeing it on the title I probably won't use it for the title but I might end up using it for a characters "handwritten" notes.
I prefer the Carta Marina font because of its weathered/aged appearance goes in line with the games idea of being about an old "mythological" monster and the lore surrounding it. My second favourite font of the four chosen would probably be the Talon font, because it has a kind of subtle horror feel to it. The only problem I have with Talon is that it doesn't really have a "storybook" feel that both Carta Marina and Luke variable has.
• Colour palette
Ideally I would like my colour palette to be linked to the current brightness of the room, there would also be a subtlety different colour palette used for when an item is "possessed". (Mechanically speaking possessed item is an enemy, that would do several different things to the player detriment)
The The game would have about 2 primary colour theme sets, (6 if you include the variant palettes being "light", "dark" and possessed "respectively") they would be indoors and outdoors themes.
• Set A
I chose this colour set to try and have a more distinct difference between light aesthetics of not only light and dark rooms but also any "possessed" items. The aim of this set was to make it easier to differentiate between the different aspects of the game.
• Light Room:
This colour palette was chosen to give the feel of a traditional house/mansion when the house is considered "light". This palette will be used used whenever a room is "lit" or wherever the "torch light" is focused.
• Dark Room
This colour palette was chosen to give the feel of a more grungy and creepie vibe in comparison to the more traditional and plain colours in the "light room" variant. This colour palette will be used when the room is considered "dark" and will be replaced by the "light room" theme if any light source is present.
• Possessed Items
This colour palette will be used only for items that have been "possessed", this palette was made to make it easier to spot when items are dangerous to the player. This colour palette was based of the dark room theme with a couple colours replaced with pinks and purples as to make it different enough, but also be harder to see against it then the light rooms theme.
• Set B
This set was designed to have a more uniform then Set A, I chose these colours as an attempt to make a set of colours that would be more complimentary to each other.
• Light Room:
This colour palette was chosen to a warm feel to the light rooms while still feeling like colours that could fit in a typical house. Like Set A this colour theme will show up not only in light rooms but any surface lit up by a light source.
• Dark Room
Unlike Set A, this palette was chosen to be based of the "light room" colours except choosing darker shades of similar colours. Like Set A this would only show up in dark rooms, it would also be replaced my any light light sources aiming at it with the "light room" colour palette.
• Possessed Items
Just like Set A this colour palette was based of the "dark room" with a couple colours having a pink/purple tint to them, the idea being whenever pink and/or purple show up that it is a bad sign. This like Set A shows that an item is "possessed" and thus dangerous.
• Conclusion
Although I like both colour palettes, I do prefer the idea that the themes would be more distinct from one another then them being to similar. This is a game that is aimed at a younger audience so having the separate themes distinct would make each more obvious, this would be important to convey when the area is safe or dangerous more clearly. So I would probably choose colour palette "Set A" because its the more distinct set, that being said "Set B" could be used as the colour palette for a potential "hard mode" seeing as its got less distinction between each themes colours.
• Poster idea
My idea for for a poster would consist of a mansion in a forest similar to that of a traditional haunted house, this would also ideally involve the main monster hidden somewhere in the scene as well as a person (the main character) holding a flashlight looking out of one of the mansions windows.
• Task 5 - Survey
• Survey Form
Following was a survey I created to gauge the interest in my game idea based of several criteria, this was both placed online and filled out by several people in person.
I created an offline and an online version of the survey to try and get a more wider variety of results from different people, the online surveys where filled in by other students on the same course and me whereas offline ones where filled out on a gaming café. These are the results for the offline version. (survey results)
• Results of questionnaire
The following are the results of the answers to the above questionnaire.
• Question 1
• Online answers
The answers to this question shows that Darkness Encroaches was the most popular name closely followed by Nycto-Domain. It also showed that no one was interested in the last option.
• Offline answers
This shows that there was a clear favourite when it cam to the offline answers, this however still lines up with the online answers top choice though.
Online answers Offline answers
• Question 2
• Online answers
For this question I was seeing what was more important when it came to playing games, the online results showed an even split between gameplay/mechanics and story/lore. This means that I can focus more on these areas by focusing less on graphics.
• Offline answers
This shows that just like the online answers for this question graphics aren't important to the group that answered. However just like the online answers they where split between "gameplay and mechanics" and "story and lore" but favoured "story and lore" slightly more.
Online answers Offline answers
• Question 3
• Online answers
This question was to gauge the reason people play games, the online results showed mainly for fun. They also showed that gameplay and story came up often in the results too. This reinforces the previous questions answer that I should focus on gameplay and story more then graphics as it doesn't even come up in the answers.
• Offline answers
Just like the online answers, this shows that there are many reasons to play games. The offline answers entertainment and escapism came up the most, this is interesting as its only the offline answers that mention escapism.
Below, please give a brief description of the main reason you play games¿
• Online answers
Mainly for fun and to relax.
its fun
For the interesting story and gameplay
they are fun
I play games to learn new stories and information. Also, have fun with the gameplay
I play games for the story and the adventure
gaming
puzzles
• Offline answers
I like stories
entertainment and boredom
relaxation, an enjoyable story
escapism
for entertainment and escapism
• Question 4
• Online answers
This question shows that for the online answers showed that the price of the game was somewhat important to the majority of the people. I was however less important to others. I would probably like to make cheaper games to accommodate this, this could be helped by the fact graphics doesn't seem to be as important as other factors so I could focus on lower graphics to a lower level to allow for more focus on other areas.
• Offline answers
This shows that the price of a game although it is still somewhat important, it isn't as important as for the online ones. This shows that price is a very subjective area, i will probably still choose a low price as this allows more people to potential get the game leading to better profits overall.
Online answers Offline answers
• Question 5
• Online answers
This question had a rather split collection of answers anywhere from being very important, top middling importance to less important. This shows that genre seems to be a very volatile area, it shows that this subject can vary wildly but favours it more then less.
• Offline answers
Unlike the online answers show, the offline ones show that the genre of the game more greatly impacts their choice of games on average. This could be because the people that answered the offline surveys where older then the ones that answered the online ones.
Online answers Offline answers
• Question 6
• Online answers
This question Shows that game length is a somewhere between average importance on relatively important, this shows that longer games are desired but not essential.
• Offline answers
The offline answers show that gameplay length is relatively important , this shows for this group it is slightly more important then for the other group. (on average)
Online answers Offline answers
• Question 7
• Online answers
This question was asked to see how important a demo is to the sale of a game, online results showed that a demo had a reasonably decent impact on sales of the actual game but not as much as I ordinally thought it would.
• Offline answers
Unlike the online answers, demos seemed to have a universal impact on the sale of games as everyone answered that they has been influenced by demos to get games.
Online answers Offline answers
• Question 8
• Online answers
This question was to check about the importance of advertisement, more importantly the importance of name, age rating and where to buy it. This information seemed to be reasonably important, this is to be expected as it would be hard to find the game otherwise.
• Offline answers
The offline results for this question are very scattered, as such its not really easy to come up with any outcome either way.
Online answers Offline answers
• Question 9
• Online answers
This answer shows that when creating advertisement it is important to show actual gameplay, so when creating advertisements effort must be taken to show actual gameplay as apposed to animations.
• Offline answers
The offline results for this question show that showing actual gameplay in the advert is very important to the offline answerers.
Online answers Offline answers
• Question 10
• Online answers
This shows that people would prefer that spoilers be avoided, but there are people that it is less important to. This answer shows that when creating advertisement it is important to show actual gameplay, so when creating advertisements effort must be taken to show actual gameplay as apposed to animations.
• Offline answers
This shows that avoiding spoilers is somewhere between moderately important to very important for the offline results.
Online answers Offline answers
• Question 11
• Online answers
The results show that the online answerers would be willing to buy special version of a game if they came with exclusive items only available in that edition
• Offline answers
Unlike the online answerers, the offline answers had a couple people who wouldn't buy a "deluxe" version because of exclusive items.
Online answers Offline answers
• Question 12
• Online answers
This shows that the answerers would be more willing then not to buy merchandise based on the game then not.
• Offline answers
Just like the online answers, they would be willing to buy merchandise based on a game a game.
Online answers Offline answers
Discussion:
• Task 6 - Research
• Game Overview
I am attempting to make a game to cater to the horror crowd with light action adventure elements. My game is a going to be based on a house/mansion that is full of puzzles involving locked doors that you are tasked with solving to progress though. As time progresses the area around and in the house will get progressively darker caused by an entity following the player, the target of the game is to find a more permanent light source before running out of sanity. Sanity in the game is affected by the darkness and entities in the game being increased by light and reduced by darkness and vicinity to enemies.
I'm probably going to to aim for the PEGI 7 rating as i want to make a more light hearted horror game with some psychological elements. I like the idea of making games that both frighten people but do so in a way that could potentially help people with there own phobias.
• Similar games
I have looked into several different games and how they advertised, merchandised and otherwise monetised there game in various ways. I chose the following games as they have either similar stories, art styles and/or characters to my game idea.
• Luigis mansion
I chose this game as it has a similar art style to the game idea I have as well as a similar lighting mechanic. Because of this it would probably have a similar feel in its advertising and merchandise to what I would potentially make for my game. This game also takes place in a mansion/house, this being similar to my premises as this game meant a lot to me growing up and is one of the games that got me into game making.
• Eternal darkness
Eternal darkness is a horror puzzle game with light combat mechanics, I however am more interested in its "sanity mechanic". I would be using a similar mechanic in my game instead of a typical heath based mechanic. The reason I choose this game as one of my mood boards is it has some ever interesting but outdated mechanics. The only issue I had with eternal darkness it, it wasn't a popular game therefor doesn't have the greatest online presence.
• Billy Bust Up
I choose this game as its a currently in development game that has horror aspects but is done in a more light hearted less scary fashion . I like that it has light hearted horror, as horror is usually played out a to cause fear and not humour. I would like my game to hover between the two, being able to be both humorous and scary when needed.
• Practical ideas
• Logo ideas (task 11)
I have several logo ideas, one being just the name of the game and a couple others with a mansion silhouette in the background. They are basic as they are designed to be easily recognisable and to be placed on many products to promote my game.
• Sketch's
I have several sketches I have created for the logo idea, each was based around the carta marina font chosen earlier. I also thought trying to get some aspects of the game put into the logo would be a good idea. Following is an image of my logo concepts, there i also a brief description of each.
• Logo sketch 1
The first logo sketch was based on a basic white text with a black background, I had an idea to make a line between "darkness" and "encroaches" that would be designed to look like an eye.
• Logo sketch 2
This logo was designed to have a silhouette of the games mansion behind the logo, this was to give the logo a more tangible connection to the game.
• Logo sketch 3
Just like sketch 2, sketch 3 has the silhouette of the mansion but has it to the side of the text instead.
• Logo sketch 4
The idea behind this logo was to have the games main villain in its "gas/darkness" form slowly obscuring the logo from the right hand side, this "gas" form would also have eyes hidden in it to make it more eerie feeling.
• Logo sketch 5
The idea for this logo was to have a more cartoony logo with the "D" of "Darkness" being a door that the main character was looking out, the "o" in "Encroaches" would also be replaced with an eye that would be looking at the door.
• Logo sketch 6
The final sketch would show the the logo hanging as a picture in one of the games rooms, this would not show up in the actual game but is intended to show how the games art assets will look.
• Final logo designs
Following are three logos based on the above sketches, there is also a couple comments for each final logo design.
• Logo A
The first logo I created, I wanted to be simple so I went with a white text on a black background with the font "Carta Marina". I chose this font as it ha a weathered/worn feel and goes well with my games idea. This was based on the logo in "sketch 1", the line with the eye was left out however as it wasn't easy to get it to fit with the text.
• Logo B
The second logo I created was based of the first logo, I though seeing as the game is based in a mansion having a mansion in the background would be a way to make the logo stand out. I decided to find a image of a mansion online, I also thought it would be better to make a silhouette of the mansion instead of the actual picture to keep simplicity. The colour grey was chosen as it stands out from the white of the text and the black of the background, this also keeps with the simplicity of the design. This logo was based of the second sketch, it however used a generic mansion for the silhouette as the mansion hasn't been created yet.
• Logo C
This logo was designed to see what putting the mansion next to the text would look like, this design was to check how the "balance" of the logo looked. This was created after the 3rd sketch, it was just dine as a test of how different placements worked.
• Thoughts on Logo
I personally prefer the "logo B" over the other two logos, its better then "Logo A" as it has more character then just plain text and it is also better then "Logo C" as its more uniform then it. I also decided against the last 2 logos as they would potentially be to complex.
• Poster (Task 12)
My idea for posters mainly focuses on the fact that the game is set in a mansion, it also shows the main character alongside a version of the primary of the games main antagonist. I have created 3 separate layouts for poster ideas, that involve the concepts mentioned above, they however each do so in a different way.
• Poster Sketch's
Following are a couple poster sketches of ideas for posters along with a brief description of each.
• Poster Sketch 1
This poster's idea was to see the mansion from the outside as if the main character was trying to hide and the antagonist was trying to find them. This is an attempt to make a poster that showed the games core gameplay loop. The logo for the game is placed as if actually on the roof, this just to add some immersion to the logo, the PEGI rating being to the lower left is to keep it in line with the typical placement on other games posters.
• Poster Sketch 2
Like the last poster this one is placed outside the mansion, but only shows a dark foreboding fog approaching that has eyes hidden in it. This is to allude to the antagonist of the game without outright showing it. The logo for this poster is placed at the top of the image to that it doesn't get in the way of the art, just like "poster 1" the PEGI rating is placed at the bottom right.
• Poster Sketch 3
This last poster idea is different from the other two, as the idea is to be set in a main room of the mansion. This idea just like the fist one shows the main character but opts to forgo showing the antagonist, this is to give the player an idea of what the game will look like while avoiding potentially spoiling a key plot point of the story. For this version I have placed the logo at the bottom centre of the page, like "Poster 2 this is to let the art be clearly seen without the logo obstructing it. For this poster the PEGI rating has been placed on the top right, this is to make sure that information isn't cluttered on just one section of the poster.
• Final poster
Bellow are two posters based on the above sketches, there is also a couple comments for each final poster design.
• Poster A
This poster was based on the second sketch, the base image as from the website Unsplash. (Beautiful Free Images & Pictures | Unsplash) I then took several filters to create a more fitting image for my game idea. I would have wanted a more cartoony/cel-shaded feel but I settled for a more eerie looking feel, I wanted the mansion to have a more foreboding shadows and a fading light kind of feel. The mansion was cut from the ordinal image and placed on a dark background to give the impression of a dark void.
• Poster B
This poster was based on the third poster, it uses similar effects to the last "Poster A". The "Light" in the image was created with the ellipse tool and was given a opacity of 50% and an outer glow. The Shadowy smoke effect was created by finding a generic smoke picture and making it grey scale, the gradient tool was then used from each corner to the centre if the image. Then eyes where added on the top layer, they where given a light rotation to look towards the centre of the image. The last few things added was the silhouette of the main character, the logo and the PEGI rating.
• Merch (Task 13)
I have several ideas for merchandise related to my game, as well as several that are related to the PEGI rating and the potential audience. The potential choices are "A torch", "Pencil case", "A t-shirt", "A lunchbox" and a game controller.
• Torch
I chose a torch as my game is based on darkness, this would make a torch a fitting piece of merchandise as the gameplay revolves around one. I have created a couple "Mock-ups" of a torch using the three logos provided above.
• Ordinal mock-up
this is the link to the ordinal mock-up and the ordinal image.
https://www.photoshopvideotutorial.com/new-flash-torch-label-mockup/
• My versions
These are my Mock-ups created from the above image.
• Pencil case
I chose a pencil case because I chose the PEGI rating of 7+, that means there will be a wide potential audience and having my logo on a Pencil case means it could be seen in offices, schools and/or anywhere that sells stationary. The main reason for this one was it can increase the potential areas that my game could get publicity/advertisement.
• Ordinal mock-up
this is the link to the ordinal mock-up and the ordinal image.
https://www.photoshopvideotutorial.com/free-download-psd-hanging-bag-mockup/
• My versions
These are my Mock-ups created from the above image.
• T-shirt
The reason I chose a T-shirt is that thy can not only be sold separately, they can also be given away as a additional item with the "physical copy" of a game. T-shirts are also a great way to raise public awareness of a game through people seeing it being worn.
• Ordinal mock-up
this is the link to the ordinal mock-up and the ordinal image.
https://graphicburger.com/t-shirt-mockup-psd/
• My versions
These are my Mock-ups created from the above image.
• Lunch box
The reason for choosing lunch box's is because my games PEGI rating contains a large potential of having younger member in the audience, this would mean that they would probably be at school and need lunchboxes. (Not that adults cant have lunchboxes, its just more likely to see the younger demographic)
• Ordinal mock-up
this is the link to the ordinal mock-up and the ordinal image.
• My versions
These are my Mock-ups created from the above image.
• Game controller
Seeing as my product is a game I believe a game controller would be a good option, this is because just like the t-shirt this can be packaged with the game and/or sold separately. This as also a good way to make people remember your game even when playing other games.
• Ordinal mock-up
this is the link to the ordinal mock-up and the ordinal image.
https://goodmockups.com/free-game-controller-mockup-psd/
• My versions
These are my Mock-ups created from the above image.
• Evaluation
• Personal thoughts
I personally found this unit was one of the more difficult tasks I had to complete, the main reason being that I had no real knowledge of photoshop or illustrator. As such I basically just ignored illustrator and focused on learning photoshop, personally I only really managed to achieve my desired results with the lecturers help. I personally still not have any real understanding of either program, I have been learning a lot other programs at the same time and have been a little overwhelmed by this. As for the research and investigation parts they where more easier as I have past experiences. It also didn't help that I started later on in the course and have mostly been "playing catch up".
• Peer feedback
(The following is based on the feedback from the following form as of 22/01/24 here is a link to the results Unit 6 Post Completion forms.pdf)
Below is a quick review of the answers of multiple choice questions of the peer questionnaire:
There are several interesting results that was gleamed from the peer review, the most interesting being that the 3D logo of a torch was the most popular logo design above all others with a total equal to the combined. Some other notable parts is that the controller and T-shirt where the most popular merchandise to be chosen, this is to be expected especially the games controller as most people that voted are gamers. Also the answers to the question about font was overwhelmingly in favour of the "carta marina" font, in hindsight its probably because it was used in most of the pictures in the form. The poster that got the most votes was the one with the mansion on it, personally this is probably because it shows more of what the game is about. Lastly the question about the posters option a was chosen, personally this poster had the most character and a better "eerie" feel.
Following is my thoughts based on the written responses to the questions on the peer questionnaire:
• Logo Responses
Like stated on the above paragraph having a lot of votes on the torch the written responses where mostly about the logo on the torch, its interesting as that was a mistake on my part putting that one up. that being said it a an interesting look into what people like as logos, there was also a mention to have it animated with is an nice idea. As for the second logo, that had some decent answers to one saying it was easer to stand out and be noticeable.
• Merchandise Responses
Like above stated the Xbox controller and the t-shirt got the best votes, it was interesting that one person mentioned about making a branded PS5 controller. There was also a couple people that stated they liked the T-shirt and one saying it the best value for money. There was also a fair few comments left for the flashlight, commenting on the design and branding/design.
• Colour sets Responses
Interestingly enough this was evenly split, each side saying similar things about both colour sets. Both sides saying that they would be a good fit for a horror game, there where more in depth responses for "set B" though and one of the results for "set A" was randomly chosen. Personally this means i could probably get away with using both to some degree, maybe in different game modes like previously thought about.
• Peer feedback-Final thoughts
One thing I noticed after feedback the feedback for the peer review is that an older version of the form was released to be answered, this missing a couple questions and one question had an error in it. If I was to do this kind of thing again, I would probably hope to have more time to proof read the questions and hopefully find a better way to distribute it then google forms.
• Unit 6 Analysis
Although I didn't really understand how marketing had anything to do with the course I was on, it had some very insightful information about how important marketing research and merchandise was to the success if a games company and their games. It also showed that getting feedback before an project is even started can be just as valuable if not more valuable then after the project ha been completed. This unit made me realise that I have a lot more to learn before I'm confident that I can make a career in my chosen field.
https://www.photoshopvideotutorial.com/free-download-psd-hanging-bag-mockup/
https://www.polygon.com/gaming/2012/6/27/3119201/luigis-mansion-dark-moon
https://luigi-mansion.fandom.com/wiki/Foyer
https://www.nintendolife.com/guides/luigis-mansion-3-bosses-how-to-beat-every-boss-ghost
https://eternaldarkness.fandom.com/wiki/Sanity_Effects
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https://luigi-mansion.fandom.com/wiki/Luigi%27s_Mansion_(series)
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https://eternaldarkness.fandom.com/wiki/Sanity_Effects
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