This page is a write up on all the different research I do to aid my ideas for this unit.
Week 0
Primary Research
Primary Research is all the research I did that I generate my own data/ information from.
It's helpful for the Unit as it allows you to get authentic and accurate information and its much more practical.
Primary Research is all the research I did that I generate my own data/ information from.
It's helpful for the Unit as it allows you to get authentic and accurate information and its much more practical.
Wednesday 14th February 2019
I did some Player Acting to explore more on my Empathy Blindspot to help with ideas. (Reflective Journal-1RJ)
I did some Player Acting to explore more on my Empathy Blindspot to help with ideas. (Reflective Journal-1RJ)
Sid Meier Civilization V Player Acting
EYE OF JUDGMENT Player Acting
Friday 15th February 2019
Week 1
I went back to my high school to speak to my old Graphics teacher to get some ideas from her, as I did a London project with her when she used to teach me. So I thought I could get some good ideas from her;
1) She first gave me her opinion on animation after I told her I was making a game. She told me how it has a clear beginning and end and can be much easier at illustration different things. I thought about this and decided to keep that idea at the back of my mind if I ever decide to use it.
2) She gave me Location ideas; Tower Of London, as its one of the only royal grounds today, and if I could be a good idea to compare the royal class in the past to now. Sherlock Holmes Museum, as its one of the places in London that have kept an older design.
3) She gave me the idea to (if I make a game) add a book icon that will have notes of all the facts the player will learn. This would also be similar to how the Civilodpedia feature worked in Civilization
These were all interesting ideas and git me to more concise new things that I didn't before. (Reflective Journal-2RJ)

1) She first gave me her opinion on animation after I told her I was making a game. She told me how it has a clear beginning and end and can be much easier at illustration different things. I thought about this and decided to keep that idea at the back of my mind if I ever decide to use it.
2) She gave me Location ideas; Tower Of London, as its one of the only royal grounds today, and if I could be a good idea to compare the royal class in the past to now. Sherlock Holmes Museum, as its one of the places in London that have kept an older design.
3) She gave me the idea to (if I make a game) add a book icon that will have notes of all the facts the player will learn. This would also be similar to how the Civilodpedia feature worked in Civilization
These were all interesting ideas and git me to more concise new things that I didn't before. (Reflective Journal-2RJ)

Week 1
Monday 25th February 2019
While we were doing a task of generating ideas, I thought about a new way I could execute my game idea. Instead of a person in the future who comes to the past, I could make it that at different sections in the game, you can play as a different character who will be from different time periods. I think that this idea may be more unique and also realistic.
In 450,000- 300,000BC, Britten climate was going through many different periods which allowed forests and grasslands to form. This is the time of early humans.
This caught my eye as I was looking for the exhibit about animals and I fought this was it, however, it was still a very interesting exhibit.
The key differences between then and now are how back then, there were no buildings back then as this the early human time and most of it would all be natural. Also, back then animals would have been much bigger as well as the humans who were very tall and powerfully built. His an example of a comparison of the size of a human to an animal back then:
This gave me the idea of having a section in a game where the player can play as one of these early humans and explore a more natural environment.
Roman Coins

The 43 gold coins span through the 1st-2nd century and they were found in a safety deposit box beneath a substantial Roman residence.
I found it interesting to look at as money has evolved a lot over time and I wanted to see what way.
Money now is very different then It was before, in design, shape and worth. As when one coin was worth a lot then, now it's very common and is worth very little.
This gave me the idea to have currency in a game and the currency will change depending on what era.

Roman Sickness And Health
In Roman times, they used to do very different things for cleanliness and hygiene such as how they used to apply different oils for hygiene
This caught my eye as I wanted to see how people in those times would deal with problems without the resources we have today.
The difference between then and now are the many medical advances we have achieved.
The idea this gave me is to have a part in a game where the player can play through the experience of a character who is sick and gets the old type of treatment from back then.
Wednesday 27th February 2019
Today, we went on a trip to the Museum Of London to do some primary research on different exhibits of all the different eras of London. I myself visited a few that caught my eye.
Warm Adapted Humans
In 450,000- 300,000BC, Britten climate was going through many different periods which allowed forests and grasslands to form. This is the time of early humans.This caught my eye as I was looking for the exhibit about animals and I fought this was it, however, it was still a very interesting exhibit.
The key differences between then and now are how back then, there were no buildings back then as this the early human time and most of it would all be natural. Also, back then animals would have been much bigger as well as the humans who were very tall and powerfully built. His an example of a comparison of the size of a human to an animal back then:
This gave me the idea of having a section in a game where the player can play as one of these early humans and explore a more natural environment.
Roman Coins

The 43 gold coins span through the 1st-2nd century and they were found in a safety deposit box beneath a substantial Roman residence.
I found it interesting to look at as money has evolved a lot over time and I wanted to see what way.
Money now is very different then It was before, in design, shape and worth. As when one coin was worth a lot then, now it's very common and is worth very little.This gave me the idea to have currency in a game and the currency will change depending on what era.

Roman Sickness And Health
In Roman times, they used to do very different things for cleanliness and hygiene such as how they used to apply different oils for hygiene
This caught my eye as I wanted to see how people in those times would deal with problems without the resources we have today.
The difference between then and now are the many medical advances we have achieved.
The idea this gave me is to have a part in a game where the player can play through the experience of a character who is sick and gets the old type of treatment from back then.
Week 2
Tuesday 5th March 2019
Tuesday 5th March 2019
Today, we went on another trip around various parts of London in order to get some primary research of the look and feel of modern London and even see buildings that have been here for a long time. This would help us with how we could compare past London to current London. We visited many different areas, mostly some that are in the games we analysed. I took many pictures while going around, such as parts of Central London to make real-life comparisons for the games I analysed in my Contextual Analysis. But I also took pictures of parts I found visually pleasant, expensive and anything that shows that the area is affluent. Then when we went to Brick Lane, I took pictures of things I found messy, visually displeasing and anything that portrays how run down the area is. The main reason I took them was to be able to make the distinction between the two different sides of London and how much they contrast.
In areas like Piccadilly Circus and Trafalgar Square, you can see how it's all very rich and visually pleasant.
But in areas like Brick Lane, it was much more rundown and messy, having lots of graffiti everywhere, even on buildings like a Police Station, which is something you would usually suspect to be protected from vandals. However, It also shows that this area has a lot more culture and people interested in art, as they like to express their art everywhere possibly due to their lack of luxury buildings so they can make the place more visually interesting then it would be.
From this trip, I gave me an idea of how to present London in my work. As I have seen quite a few things that aren't shown much in Media, such as the number of homeless people everywhere, the desperate things people have to do to get by, the rundown side of London and how people with a lack of living in a luxurious area can be very creative.
These pictures relate to the theme of London Then And Now as they show many modern buildings and designs, such as the buildings with than large HD screens. They also relate to past London, as I saw buildings like St Martin-in-the-Fields which has been here for centuries.
These pictures relate to the theme of London Then And Now as they show many modern buildings and designs, such as the buildings with than large HD screens. They also relate to past London, as I saw buildings like St Martin-in-the-Fields which has been here for centuries.
It also gave me a new idea of a game narrative. (Reflective Journal-3RJ)
Thursday 7th March 2019
Secondary Research
Secondary Research is all the reach that other people have done and that I use myself.
This is helpful for the unit as I can use other peoples work to take aspects from in order to influence and support my ideas.
Coding
Secondary Research is all the reach that other people have done and that I use myself.
This is helpful for the unit as I can use other peoples work to take aspects from in order to influence and support my ideas.
Coding
In the game that I will make may contain parts where characters will pick up objects and use them after, I looked up how to do so. Straight away, I found a YouTube video tutorial on how(Bibliography-"1R"). Upon reviewing it, it found it quite useful, however, it wasn't exactly all I wanted to know as it also wanted to know how you can animate the character picking up the object too. I found it easy to execute and I didn't have any problems as it dealt with code that I was very familiar with.
Art Style
I did an art research practice. This is so I can get an idea of what kind of art I might want for my game.
I started off with copying a post on an Instagram account called depthsofart. (Bibliography-"2R")
I believe it's not a bad art style, which is also simplified by the fact that is made from different shapes. I believe it was somewhat successful and I will consider it. Although I do believe I should practice it more before I may consider embedding it in my game in the future.

Week 4
Sunday 24th March 2019
For the design of the clothes, I used examples of 19th-century fashion. I also to different assets from Chris Mould's art, such as short but thin appendages, tall body and straight and defined lines.
Week 5
I conducted some secondary research on the 19th century with social issues to help influence the plot of my game and I wrote down many notes;
- Queen Victoria ruled over England through 1837-1901
- People went to London to work in factories, especially in the textile industry
- England used to be ruled by the Landed Gentry
- Industrial Revolution increased Skill Labour which helps develop a middle class.
- The Lower Class were categorized in skilled workers and unskilled workers. Skilled workers got industrial jobs and unskilled were placed below and sometimes were unemployed
- If the father of the family died, the family may have had to live in public shelters or the street.
- Women were seen as people who were obligated to stay at home and work on the household until the revolution changed it.
- Children were underpaid but were forced to work in order to keep the household stable.
All were very interesting facts that gave me different ideas that I wrote about in my reflective journal.
Week 8
Saturday-Sunday 13th-14th April
Saturday-Sunday 13th-14th April
I decided to do some research to influence the assets I put in my background art.
1) Train Stations(Bibliography-"3R")
As I decided to add 2 real-life train stations in my game, I did some research to find out which ones were around in the 19th century. This way I could make it more accurate and authentic
I searched for train stations that were around at this time and I found 2 of them:
I searched for train stations that were around at this time and I found 2 of them:
Baker Street
It opened in 1863.
It opened in 1863.
Kings Cross
Originally called the Metropolitan and it opened in 1863 as well.
Originally called the Metropolitan and it opened in 1863 as well.
While finding their open date, I also found their initial design, I used this to influence my drawings of them in my game.
2) Terraced Houses(Bibliography-"4R") (Skills Development-"SD1")
Terraced houses are houses that share the same wall, either from the right or left or both. They got popular in the 1800s. They were normally used for working class people, that way they could house more people by saving more space.
I learned more about the features on layers by using the official Construct website to watch a video made by Jermery Alexsander. I learned that any layer can be made to be universal around the whole project. This can be utilised to have certain objects appear on any layout in an identical way.
Primary Research
I made a survey on Google Forms, asking questions about my theme and games in general. I did this so that I can try to understand my audience more, which is anyone above the age of 10, however, I'm slightly more focused on people under 30.
I ended up with quite a few Quantitative and Qualitative information.
At this point, 22 people have completed the survey.
Quantitative
Majority of the people were 17, making 40.9% of the survey.
Around 60% of people like the idea of a game teaching about history while 9% don't
Majority of people guessed the time period my game is set in wrongly. With 45.5% guessing, it was in the 1900s however, the second most chosen was correct, with 40.9% guessing the 1800's.
Majority of people prefer platformer games, with 31.8% voting for it. But the second most voted was Side-scrollers, 22.7% voted for it.
Qualitative
Most people understood the art style, being long and thin bodies. Some believed that they made them look very classy and aesthetic. Some didn't like it and thought the long proportional bodies looked "weird" or "creepy".
Most people agreed that what most games need is challenging but fun gameplay, interesting story, likeable characters and a motivational purpose.
Overall, there were many different answers, but on average, I have a more clear picture of the kind of game my audience want or like. Most of them line up to the possibility of them liking the game I am making.
Most do like the idea of a game tach teaches them about the past. Meaning that there's a good chance people would like the plot of my game Majority of people could tell my game is set in the past from my background art. Meaning that my art does fit with the world if people could understand it. A lot of people do like side-scrollers and like the art style, I presented to them.
This has shown me that quite a few people would like m kind of game, but also reminded me that a lot wouldn't be interested. So I will try to use this feedback to cater my game to as many people as possible.
2) Terraced Houses(Bibliography-"4R") (Skills Development-"SD1")
Terraced houses are houses that share the same wall, either from the right or left or both. They got popular in the 1800s. They were normally used for working class people, that way they could house more people by saving more space.
Week 9
Construct 2
Wednesday 24th April
Today, I did some research on how to develop my own loading screens in a game and I practised the 2 different ways of doing it. I watched 2 different videos to help me with this, both from Youtube, and they were very helpful and clear to understand. (Reflective Journal-12RJ) (Bibliography-"5R") (Skills Development-"SD1")
I did research on how to make a custom design for the cursor by watching a YouTube video by the channel BluChickenStudios. I learned more about what can be done to the mouse in the event sheet. The style of it can be changed to its different forms, such as the blue circle one when things are loading or the hand one when about to click things.
Wednesday 1st May
I did research on how to make a custom design for the cursor by watching a YouTube video by the channel BluChickenStudios. I learned more about what can be done to the mouse in the event sheet. The style of it can be changed to its different forms, such as the blue circle one when things are loading or the hand one when about to click things.
This was a piece of useful information to find out and I can use this to my advantage when making my own cursor.
Thursday 2nd May
I learned more about the features on layers by using the official Construct website to watch a video made by Jermery Alexsander. I learned that any layer can be made to be universal around the whole project. This can be utilised to have certain objects appear on any layout in an identical way.
Primary Research
I made a survey on Google Forms, asking questions about my theme and games in general. I did this so that I can try to understand my audience more, which is anyone above the age of 10, however, I'm slightly more focused on people under 30.
I ended up with quite a few Quantitative and Qualitative information.
At this point, 22 people have completed the survey.
Quantitative
Majority of the people were 17, making 40.9% of the survey.
Around 60% of people like the idea of a game teaching about history while 9% don't
Majority of people guessed the time period my game is set in wrongly. With 45.5% guessing, it was in the 1900s however, the second most chosen was correct, with 40.9% guessing the 1800's.
Majority of people prefer platformer games, with 31.8% voting for it. But the second most voted was Side-scrollers, 22.7% voted for it.
Qualitative
Most people understood the art style, being long and thin bodies. Some believed that they made them look very classy and aesthetic. Some didn't like it and thought the long proportional bodies looked "weird" or "creepy".
Most people agreed that what most games need is challenging but fun gameplay, interesting story, likeable characters and a motivational purpose.
Overall, there were many different answers, but on average, I have a more clear picture of the kind of game my audience want or like. Most of them line up to the possibility of them liking the game I am making.
Most do like the idea of a game tach teaches them about the past. Meaning that there's a good chance people would like the plot of my game Majority of people could tell my game is set in the past from my background art. Meaning that my art does fit with the world if people could understand it. A lot of people do like side-scrollers and like the art style, I presented to them.
This has shown me that quite a few people would like m kind of game, but also reminded me that a lot wouldn't be interested. So I will try to use this feedback to cater my game to as many people as possible.













No comments:
Post a Comment