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statement of intent video game cover:

Statement of intent.

I am gong to make an inlay sheet for a new video game. My video game is based around a female character, based on the star wars movies. I will have two representations of her, one being reactionary and sexualised by wearing revealing clothing and quoting stereotypical ”blonde” comments. The other being a strong and non gender conforming. A realistic picture of what a female fighting ‘bad guys’ with appropriate and realistic outfit would look. This representation of this character would be smart and quick thinking like a male character would be defined in a video game. I want to focus on the characters being no different other than their actual gender.

I want incorporate both reactionary and radical aspects. The female characters will be dressed as closely as possible to what a male would wear which is radical since females are stereotypically dressed in much tighter clothing which is contrasting to males. The character dressed in Tighter clothes will be reactionary since it is stereotypical for a female to dressed in. This will make her look like the ‘damsel in distress’. I will use a Paradigm, lots of signs that have a connection. Such as Tie fighters, The Millennium Falcon, and well known settings in the movies, on the print product.

I would like my final print product of my cover to be eye-catching and interesting. (a lot to look at), but neat at the same time. I want it to immediately communicate star wars and the aesthetic of fighters, star ships and well known characters, i.e.: Darth Vader, obi-wan Kenobi and Padme.

My age rating will be 15+, in order to be able to show the reactionary outfit of one of my characters as her breasts and bottom will be exposed slightly to promote the ideals of media sexualising and why is it obviously wrong. This would be inappropriate for anyone younger. The language of my radical character would be intelligent and intuitive which younger audiences wouldn’t understand.

statment of intent

A FBI agent has to capture a fugitive there will be loads of clues on the way and the player will have choices along the way to decide the ending of the game all choices will lead to a different ending. Throughout the levels the FBI agent will have many encounters and obstacles to face, the ending will be decided by the choices of the player. Different levels will unlock different locations unlocking different clues to uncovering the location of the fugitive.

statement of intent- game cover

I am going to make a game cover based off of the film ‘mean girls’ as I will portray the characters differently, one will be stereotyped as a ‘dumb ditsy blonde’ who’s outfit will emphasise her upper and bottom half of her body and the other as ‘strong hard working woman’ who is wearing baggier clothes which don’t hug to her physique claiming she does not feel the need to fit in to todays media based stereotype.

Statement of intent – Games cover

The game I have created is a first-person role-playing game, where the video game player has complete control over the storyline of the game.

The basic premise of the game is:

After a disastrous misunderstanding with the police, Andre Baker has to flee his hometown as a fugitive. The decisions and paths he takes whilst on the run are completely up to the game player, and there are hundreds of potential endings / paths which Andre could go down, contingent on the decisions the player makes. One storyline could feature Andre becoming a hardened criminal, whereas another could feature Andre turning himself in and facing the potentially serious charges posed against him in a court case.

My target audience will be men and women aged 15-30 , who are looking for a realistic, thought-provoking playing experience which focus’ on real-world issues such as racism and police brutality. By making the main character a minority, you give non – straight, white, male gamers a more relatable player to play with. Also, it allows the makers of the game to explore more unique storylines. This would be considered a radical approach because the main characters of video games are usually straight, white, men. 

The dominant signifier is a car. I made this my dominant signifier, because a car symbolises ‘freedom’ which is the title of my video game. The colour palette of my video game cover will mostly consist of blue’s and blacks

Game box: sTATEMENT OF INTENT

My intention for the games cover will be about something in the genre of a first-person shooter type game. I will make a main character to be represented for the game and will make a front-page cover, the age limit, company name and what console the game will be compatible with. It will also have a back page to show what’s the game looks like and what the story and whole game is all about.

Games cover statement of intent

I intend to create a games cover similar to the ones of games that I enjoy i.e., Destiny 2. I wish to create my own character to show off on the front with an original title. I want to create a back cover similar to those of other games with information and pictures to show buyers what the games will be about. I intend to have the main character as an iconic sign in the middle of the front cover with a bold title to catch the eye and set an atmosphere for the game, and have some images on the back with a small blurb to describe the game. I intend to represent both radical and reactionary views through different versions of the same games case – one where the protagonist is a man and one where the protagonist is a woman. The company creating my game would be bungie and the audience would be similar to that of destiny 2 as my game would be a sequel.

Media forms

numbermedia formcharacteristicsexample
1radioaudio only, widely availableradio 1
2newspapernon linear, visible, publicjep
3advertisingvisual and audible, shown to public, accessible for everyoneleaflets
4filmpublicly available, visual and audibletitanic
5televisionbroadcast, private, cheapgood morning Britain
6video gamesvisual and audible, interactive, user feels involvedgrad theft auto
7social mediaproduction is public, consumption is privateinstagram
8magazinesvisual, lots of photos, publicvogue
9music videosvisual, audible, publiccall me maybe

media games cover

for my games cover i will have a title in bold and in japanese signifying the genre and idea for audience the game will be rated 16 due to violence and flashing images my back cover will have the summary of the game as well as images the company that would most likely make my game would be a company called miHoYo they specialise is animation games they are a chinese game company

for my front cover i will have a character holding a sword the game title underneath then have my age rating at the bottom as well as the companys that helped publish

the back cover will have 4 boxes they will have 4 different images of the game as well as the summary as well as the bar code with warnings- violence, flashing images

REPRESENTATION, video game design- natasha rawley

Statement of Intent:

My intentions of what I would like to produce as a video game cover is to create a Snowboarder game with men and women. For the reactionary cover, I am going to have a women of the cover (maybe with a man too) and have her snowboarding outfit tighter than the usual snow outfit, while making the men’s outfit your stereotypical baggy outfit.

In the reactionary cover, I will use symbolic signs such as different colours (blue for the sky) to represent the setting of the video game. I will use indexical signs for example, maybe a snowboard as a prop to show the very obvious link to snowboarding. I will also have trees in the background and snow to make the game more believable.