Thursday 28 April 2011

Essex

r2-46 - The Big Top


The big top!
Concept – To make your own ring master character and an award winning circus, e.g. no animal cruelty, having the best acts, keeping the grounds clean, having the right ticket price, not overcrowding. Keeping the acts happy, not going bankrupt/ making a decent profit. To win the game you have to receive the golden award for your circus.
Console – The big top would be a PC game available on C-D rom and download, to be compatible with all computer types.
Profile typical gamer – The typical gamer for the big top would be children aged 8-15 who have a creative interest, the game is not gender specific, although girls are more likely to play. This game would be aimed at the casual gamer as its not addictive and you can save your game so you can dip in and out of your circus, making parents more likely to wan there child to play.
Price – The game would be sold at £15-£20.
Marketing Strategy  - We would aim to sell the CD rom version of the game in lots (if not all) of well known gaming shops, such as: GAME, Game station, Hmv, Curry’s, PC world etc. Also it would be stocked in the Supermarkets such as Tesco, ASDA, Sainsbury’s and more; This is because our target audience of younger children are more likely to be with their parents in the supermarket, as a casual gamer, as opposed to a gaming shop like a hardcore gamer. However it would still be stocked in the game shops mentioned above, to market to a wider audience.  
The downloadable version of the game would have its own website, also called “the big top”. Here you could sample the game for an hour, before deciding to follow a simple download procedure, which adds the game to your applications. Downloading the game online would be slightly cheaper than buying it in the shops, more likely to retail around £10 - £15. As well as being available on its own website, “The big top!” would also be downloadable from sites such as itunes, Play.com and Amazon. If the customer wanted the disc, they could still purchase it on sites mentioned above, such as Amazon and Play.com, with a free delivery.
Adverts for the game would be posted on social networking sites, targeting those gamers who are already playing games on such sites, eg. FarmVille on Facebook. Many posters around shops it is stocked in to let the customer know it is in stock. Adverts on TV would simulate an exciting part of the game being played, not necessarily Game footage. These adverts would be shown on daytime channels targeting younger children, eg. Citv around 4 o’clock, Cartoon Network, Nickelodeon and Disney channel.  Similar adverts to that on social networking sites would be present on itunes etc and a link to its own website will appear high up the list on the search engines when anything to do with PC games is typed in. 

The Slammer videogame

Your name is Michael Read and you have been imprisoned for life for the attempted murder of the primeminister. You arrive at one of the smallest maximum security prisons in the world, why so small because it harvests some of the most notorious and dangerous criminals in the world. As you arrive you descover that this prision is hardcore and you will have to fight to survive. Be Read and fight up the ranks within the prision by bringing in drugs, fighting and even killing, but will you survive long enough to break free?

Avaliable on:
PS3
XBOX 360

 (Graphically enhanced consoles only!)


Levels: The game is a storyline more than a specific levelled game.


Profile of Typical gamer: Our typical gamer would be male adolescents that are interested in violent content within their games. They would be interested in games such as modern warfare, call of duty and grand theft auto.

USP: our usp is that there has been no game like it made yet, which draws the consumer in because it is the newest adolescent 'craze.'

Box Design (made by Georgia and James)..



Poster: (made by maya)















Marketing strategy: we will advertise it on television as well as various console magazines, we have also published our game in various online gaming sites. We have chosen these methods because in modern day gaming this would be the first hand way to put across our game to older teenage gamers. Our game will also have a relevant website that will provide various trailers and even a demo of the game. This will give an even keener gamer an even closer look at what the game is all about. We aim to adress our consumer directly to make them feel involved in the game and make them really feel enveloped in it as they take on the role of Micheal Read as themselves...

the sims - the only way is essex!

The game will be made into disks which will be compatible with xbox, ps3 and pcs, which will not restrict the consoles in which you can play this game. The game will be aimed at late teens both male and female who will be into the glitz and glam lifestyle and obviously like the TV show 'The Only Way Is Essex'. The game will be similar to 'The Sims' as the characters from the only way is Essex will be made already and the gamer will make their own sim who will fit in with the Essex life and will have to do different tasks in order to work their way up, for example help organize big events, get a job and throw their own event. They will need to build relationships with other characters to make both friends and enemies. They will live everyday lives; go to the salon, go out shopping, meet friends for lunch and even go on nights out to the Sugar Hut. Each character will collect 'looks' in order to get these you will have to attract the attention of other players/characters and this will help you gain popularity, status and work your way up in the world of Essex. The amount of 'Looks' given by each character will depend on who the person is looking at them, for example if a female is looked at by Mark then they will be awarded 10 looks whereas if they were looked at by Arg they will only receive 5. What makes this game different is that many teenagers watch 'The Only Way Is Essex' and would love to have the chance to take part in it, and live similar lives. This game allows teenagers to make a character who will do exactly this.

We would promote this game using traditional and viral marketing through word of mouth, posters, television and radio adverts etc. We would arrange a book signing of some characters from 'The Only Way Is Essex' to promote the game, at the signing there will be posters around showing different aspects of the game which would highly entice fans of the TV show to come and meet the characters and purchase the game also. There will be different consoles in which this game will be played on, and events held in order to allow the public to come and try out the game, and see what it is all about and receive special offers on the product. Their will be competitions in which the public can enter at the book signings which give you the chance to win different prizes; an x-box and ps3 console, a copy of the game, the chance to meet the 'Only Way Is Essex' full cast, the chance to go on a night out with 2 friends to The Sugar Hut. There will be adverts on ITV2 promoting the game, these adverts will include the a few 'Only Way Is Essex' characters and other lucky members of the public socializing showing what the game is all about. The advert will give you tips on how to gain points in the video game, and even take you backstage to the most important venues of the game. We have chosen these specific methods to advertise the game as the people we aim this game at will be aware of these events and will most likely watch ITV2 often so they will be the first people to find out about the game. Obviously friends will pass on the word about 'The Sims - The Only Way Is Essex' as they will be interested in finding out more about it.

Tom Arto: Escape poster

Picture 3

Tuesday 26 April 2011

Representation of violence

A game on Facebook called Crime City involves your character going from place to place shooting people, making heists, robbing shops etc to make money, get gemstones and level up so that you can get further in the game. Also, you can beat up members of other people's mafia gangs in order to get respect (in the form of silver coins) so that you can buy cars and you usually get extra items/body parts off of the people you beat up so you can trade the items in for rewards. This means that the game promotes violence and  represents the violence in a positive way. The reason for this is because the player's character can freely steal and beat people up in the game without being at the risk of getting caught by the police or beaten up/killed by someone else and stealing things from buildings is very easy to do in the game because all your character needs is enough energy to perform the task (which he will have less and less of depending on the number of tasks he does in a certain amount of time).
The game doesn't have a specific BBFC classification but judging by the fact that there is a lot of violence involving guns and blood as well as censored swear words it would make sense for it to be labelled as a 15 and most 15 year olds would have a Facebook account so lots of people this age would be more aware of the game. Also they can socialise with each other while they're playing since it is a multiplayer online game. The game could also be considered addictive because the more tasks you perform the more locations you get to and the more stuff you can buy for your hood.
The main issue with this game however is that anyone who has a Facebook account can access the game and play it, and since they get rewards for crimes this encourages them to behave violently and agressively towards others. Also, the idea of stealing without anyone arresting the player's character could encourage younger children to steal from other people because they think they will get something out of it if they do.

Media term definitions

Consumption - how the consumer interacts with the product
                          eg: through computers, games consoles, iPods/iPhones

Production - the actual making of the product/how it was made
                      eg: Angry Birds - puzzle video game developed by Finland-based Rovio Mobile.

Distribution/Marketing - how the game was advertised/how we heard of it
                    eg: viral marketing - better known because internet users spread information about the game.
                         guerilla marketing - unconventional methods of advertising using stalls/models to raise
                                                          awareness of the product and what it does
   

Game Idea - 12R2-47

Game - Jackass 3D
Concept/type - Role play game/Action
Profile typical gamer - Casual/Fun
Console/interface - Xbox 360/PS3/PC

A role-playing game (RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development. Actions taken within the game succeed or fail according to a formal system of rules and guidelines.

Casual/Fun gamer is a gamer that use's pc and console games as a means of socializing or to connect with friends rather than as an achievement or to further their reputation as a skillful game player.

r247photo
Our game's design box

Marketing Strategy"Jackass 3D" is a RPG/Action game. Our target audience is casual gamers aged 15+. We would use a number of different advertisement methods to promote our game, we would broadcast and advert inbetween popular teenage programs for example inbetweeners. Another strategy that would be used to promote our game would be to present posters in popular areas for our target audience e.g. Colleges. Also a link could be made between the movie production and the game, therefore if people go to watch the film it shows they have interest in that specific genre, therefore will be interested in the game. We would also try and advertise the game at the cinema before a rated 15 film, as the people viewing the film would be old enough to buy the game, and would most probably match our target audience.

Poster

 r247poster 


 

Marketing strategy - Senor Tom Arto: Escape

'Senor Tom Arto: Escape' is a platform adventure escape game, following a Mexican tomato called Tom Arto, who has to avoid various dangers and perils in order to escape his captors and the kitchen. The player will control Tom and aid him on his journey by guiding him around the kitchen and household, making use of the touch screen, by tapping to jump over threats.
Upon reaching 'special obsticals' the camera will change, and the player will use the accelerometer. These 'special obsticals' include things like blenders, where players must steer Tom around the outside, being careful not to fall in, spoon spring boards, where players need flick the Ipod up at the right time to launch Tom across large gaps, and toy-car steering where the Ipod acts as a steering wheel.

There will be 10 levels of varying difficulty.

Level 1 will act as a tutorial level,Tom has to escaped from the fridge by climbing down shelves to bribe a potato to open the fridge door for him.
Level 2 will introduce threats, such as swinging knifes and the like for the player to avoid. Tom will need to get to the mouse hole to ask for directions. He will then need to collect some peanut butter for the Itallian mouse Ezio.
Level 3 is where Tom finds a toy car, and has to use it to avoid the cat, Hugo, the ipod would then turn to a steering wheel. You have to get Tom away from the cat with out being caught and 'eaten' and into the living room.
Level 4 brings Tom into the hallway. In here he is no longer in a car and he has to run through the hall moving out of the way of the different type of dog and cat toys in the way by moving side to side and jumping. However when he gets to the end of the hallway he can not escape as the dog is blocking the way in front of the dog flap. This is when he gets picked up by a person and taken up the stairs into a room.
Level 5 The escape starts again starting with him starting by escaping from the bedroom.
...And so on.

There are also 'bonus levels' which is where Tom finds special entrances to different rooms or cupboards where he can collect coins. These coins can then be used to buy costumes such as a Tuxedo and Top Hat and other special costumes for different times of year such as Christmas and Easter. The coins will also help him in the levels to get help from animals like the mouse and other talking food.

Our typical gamer would be around the ages 7-18, both male and female and own an Ipod touch/Iphone/Ipad. This is because people who are older would find it too childish and people younger would find it too challenging.

The USP of our game is that he's a tomato and you can use motion sensor functions.

It will cost 59p to download and you can also download the first level for free. You could also buy your own coins for the game to buy the special costumes etc.

Friday 8 April 2011

Video Games

Super Mario's Sunshine
Content - Looking for graffiti, cleaning it and find the bad game. Third Person Adventure.
Target Audience - 3+ the game used very bright colours and had a positive moral aim by removing graffiti, showing young children doing a good deed is rewarding.
relationship of game with console - the controllers may be confusing for younger children, however the player can soon get used to controls. The console comes in a vary of colours making the console more appealing to children.
issues - We were not sure what we were suppose to do or where we were, this confused us, until we looked at the box it came in.

Tomb Raider
Content - The aim of this game overall was to find a legendary artefact that can destroy the world if it gets into the wrong persons hands.
Target Audience - This game relates to both males and females as females can relate to the main character as she is a women and males would like it as there is lots of action in the game.
Relationship of game with console - The controls are easy to use and to figure out for example X is Jump. These controls are used in most action games as the same making it easier for the player. The console was a PS2 and this also is suitable to both males and females as the different games that it has are vast
Issues - It was quite hard to find where to go next as the videos to show the right direction were not very clear and then made it difficult for us to get out making us lost which in turn makes the game slightly boring.

Grand Theft Auto Liberty
Content - To explore the streets and to complete little mission to become the gang leader of Liberty City
Target Audience - The game is an 18+ therefore making the game targeted at young adults however it also appeals to teenagers as there is lots of action in a normal environment making it seem like breaking the rules. It is mainly targeted at males however some elements to appeal to females.
Relationship of game with console - The console is modern like the environment in the game however the controls were slightly complex. The game can be played on both the xbox and PS2 however for the two different console the controls are different making it confusing at first if you play it on a PS2 not an xbox.
Issues - The controls being different on different consoles as mentions above. Also the game moves very fast which can be disorientating this also makes it very easy to crash when driving a car or motorbike.

Canis Canem Edit
Content - To try to "survive" in the worst school ever faced with bullies, bad teachers and prefects.
Target Audience - this game is a 16+ therefore it is aimed at teenagers. The fact that it is set in a school will appeal to teenagers as it is a natural environment and they can relate to, to some extent. It is also aimed at males as the main character is a boy and there is a lot of fighting involved.
Relationship of game with console - The controls are easy to use making the game better and the PS2 matches the game as the game is very dark colour scheme which matches the black of the console.
Issues - the game is very slow at loading which could get very annoying.

Red Dead Redemption
Content - You are a cowboy who can choose whether they are good or bad, therefore you could help people or hurt them.
Target Audience - the game is for 18+ making it for young adults you can also tell this as the game is set in an old fashioned cowboy town and the character is a man, not a child.
Relationship of game with console - The sleek black PS3 seems to match the game as they are both for males however they the game is old fashioned and the PS3 is very modern however this gives the game very good graphics.
Issues - Some of the controls were hard to find for example to make the horse run, it was also hard to know what to do as the 'missions' were not very clear.

Time Splitters
Content - Being on a certain team and shooting the other team [on multi-player]
Target Audience - The target is for young teenagers as there is no real mission to complete therefore not difficult to play. It is also a 15+ game.
Relationship of game and console - the simple game matches the simple console and the small screens are the same as the size of the Gamecube.
Issues - For multi-player the screens are too small.

Game Review

Bully
Good
  • 3rd Person view gives idea of what character looks like and makes the playing world more adapt
  • The bullying theme gives a stereotypical theme of bullying so the story could be seen as truthful which makes the game better.
  • The violence of the game would suit those who like violent video games.
  • The game is easy to learn the controls to.
Bad
  • Story difficult to work out from just picking up the controller and playing.
  • Sensitivity of rotating the camera is quite low which makes it difficult to run away from authorities of the school.
  • Game seems rather repetitive and the fighting moves always seem the same.  
Red Dead Redemption 
Good
  • Graphics are very good.
  • Cowboy image well presented and theme of the game is clear.
  • Weapons match the time the game is set in.
  • Violence would suit a lot of audiences of present time.
Bad
  • The aiming system is poorly made... It is difficult to keep focused on a person.
  • The police seem rather overpowered so you have to run away most of the time if you don't want to face death.
  • The sensitivity of the rotating is again poor.
Timesplitters
Good
  • Quick to start and fun to play.
  •   Controls were easy to work out.
Bad
  • Certain controls were awkward to use... E.g. it was difficult to use the look function as the invert option was set on. 

Video Games by Alistair :D

Lara Croft: Tomb Raider Legend
Puzzle action adventure in third person where the aim was to find a weapon and save the world. It probably appeals to teenagers, both male and female, as there's the sex appeal for boys, and the role model of the heroin for females.

The camera can get annoying, so when trying to do a tricky jumping or climbing puzzle it can switch angles all of a sudden making you fail. and. Because of the lack of objective marker, it can be easy to get lost.

GTA: Liberty City
A violent shooter game biased around car theft and crime. Due to violence, blood, weapons. crime, drug use, sex, etc. this game is rated 18, and is probably aimed at 18-28 year-old males, although, it does also have a large younger fan base.

Because people under the age rating play this game, the glorification of crime and drugs is a down point, along with it having, I feel, rather unusual controls.

Canis Canem
A PS2 game where you play a school boy who goes around doing normal school boy stuff (standing up to bullies, hitting people etc). It's probably aimed at young teens as the age rating is a 15.
 
Unless you already know what you're meant to do, you'll be stuck playing tedious and rather tricky mini games.

Red Dead
PS3 and rated 18.
A third person shooter probably aimed at late teens to young men because of graphic and violent content (such as skinning a dead horse).
Although over all has fun game play and a very good rep in gaming circles, the HUD is poor, the controls are confusing and the camera is hard to use.

Time Splitters 2
Multi-player FPS rated 15 and for the gamecube. 
Probably aimed at boys to young teens as it has a has a younger theme (time travel? This is what the name hinted at.)

The graphics were poor (understandable, as on gamecube), the consoles where hard (again, gamecube have strange controllers, which I am unfamiliar with). Plus, it was hard to re-map the controls and was seemingly stuck on inverted. Most FPS sell well due to weapon customisation, however, in this game you were stuck using dual wield weapons, which are largely hated though out gaming circles and are often called Nooby.


Super Mario Sunshine
A 3+ adventure for the gamecube aimed at young children due to bright colours and positive messages.

Games Review

BULLY
Good Points -
2nd person view is easy to control the player.
Violent games seem to be more fun.
You can act out a school bully.
Its different to other games, which makes it interesting.
Bad Points -
There isn't a clear idea on what you have to do, this makes the game confusing and after a while could get boring.
Because its ps2, the graphics are average.

RED DEAD
Good Points -
You can re-enact something wouldn't be able to do in real life.
Good high quality graphics.
Bad Points -
Its very repetitive which could bore the users.
The controls are hard to use as the right analogue stick is used to control the players view.

TIME SPLITTERS
Good Points -
Its a fun  game to play with a group.
Bad Points -
Poor graphics
Very confusing controls which is very off putting for users.
MARIO

TOMB RAIDER

GTA IV

Games Review

Bully: 


Good points

  • Fits to a wide range of audiences, ranging from different ages. 
  • Easy to control therefore allows people of a young age to play. 
  • stereotypical theme to the game, 'Bully' violence to others is shown throughout the game. 
  • well presented to its audience with how the camera is situated while playing, shows whole of character and surroundings around. 
Bad points:

  • Some figures of the audience my find it unacceptable that a game is based on bullying. 
  • Could provoke bullying to real like situations.
  • Game is repetitive which may created boredom for the audience.
red dead redemption:




Good points

  • Good graphic designs. 

Maya and Georgia- Video Games

red dead redemption - the country western combat game. targeted for over 18's who enjoy open world games. the issues with the game would be the graphics in the open wilderness are not as goog as the villages and it is hard to complete tasks. this was are prefered game out of all we tried as its the newest and most graphic enhanced.


super mario sun shine- this game is set for small children as its 3+. we found it boring with little to do.

time spliters 2- this game is set for 15's and over. we found it rather simple and lacking in imagination and fun.

lara croft- this was a pointless game, although the graphics are fairly okay. It was hard to o anything on the game as there was no clear indication of what we were meant to be doing anything.

Grand theft auto- his was our secind preffered game after red dead redemption. it is up to date and easy to use and play, also the missions are clear.

Eve Glasser - Game Play

GTA IV
Genre- Open-ended Action game
Target Audience - Males 16 - 25
Played on a X-box 360
Content - Drive around completing missions, violent.
Issues: The cars are hard to control.

Bully Game
Genre-
Target audience - mostly males aged 13 - 20
There are missions to do at school also have to go to classes and sleep etc.
played on a PS3
Issues - Easiest to control but not clear where to go or what to do.

Red dead redemption.
Genre - action/western
Played on a PS3
Content - Missions to complete on your horse.
issues- A lot of buttons for different functions.
Target audience - Boys and Girls aged 10-20

Time splinters tomb
Genre- Shooting game.
Played on X-box game cube
Content to shoot enemies.
Issues - really hard to control the viewing and direction.
Target audience - Males ages 13-18

Mario
Genre - platform game.
Played on x-box game cube
content - to complete missions to help save the city
Target audience - Males and females aged 5-15 and families.
Issues- They didn't have a map in the corner so was unclear where your going, so ended up in circles.

My favorite game was red dead redemption because the missions was most clear, although it was hard to control where you where going etc.

Game Play

First we played Grand Theft Auto, where you are the criminal running round high jacking cars. I think this is aimed at hardcore gamers, as it would take quite a lot of practice to get good at it. Also a slightly older audience with the violent content. We played it on the xbox 360 and the controller was easy enough, except the steering was a bit too sensitive and it is not always clear what you need to do.

Bully - In this game you are the bully, out to break as many rules as possible. There are also missions you can complete but it was difficult to find out what these were. We played it on a ps2 and this was easy to control. This would be target at slightly older teenagers, as there is quite a high violence content.

Red Dead Redemption - You are the bounty hunter in this game and there are missions to complete, in order to avoid capture. The controls for the ps3 were difficult to use as there were too many functions for each button, also the map is unclear as to where you are meant to be. The target audience would most likely be males aged 16 - 30 because again there is a high violent content.

Time Splitters Tomb - This multi player game was really frustrating as there was only so much shooting you could do, and you had little control over the movement of your player. There were too many options on the controllers and no instructions. This was played on the Game Cube and would be targeted probably at hardcore gamers as it takes lots of practice.

Mario - This game would be aimed at younger children, with  much more colourful and child friendly graphics without violence. There are again missions and coins to collect, but it is not always clear as to what to do. Also there were lots of options for controlling Mario (you) and this was not made clear, so i often ended up going round in circles.


My favourite game was the bully game, as this was easiest to understand what you had to do, without reading the booklet. Also there were constant reminders with the controls which was helpful and the interaction between characters made it funny.

Thursday 7 April 2011

Minecraft :D

Developing and Publishing
Minecraft is a first/third person sandbox game created and developed by Markus Persson (more commonly know as Notch), and his company, Mojang for the PC. The game runs on Java.

Mojang is a Swedish company (Mjang being Swedish for gadget) made up of 8 people, including Notch, and was founded in 2009 using the proceeds from Minecraft.

Name Role
Carl Manneh Managing Director
Daniel "Kappische" Kaplan Business Developer
Markus "Notch" Persson Developer
Jakob "JahKob" Porser Developer
Jens "jeb_" Bergensten Back-End Developer
Markus "Junkboy" Toivonen Art Developer
Tobias Mollstam Web Developer
Daniel Frisk Chief Architect

 The game is currently in Beta 1.4 testing stage (Beta testing started on December 20th 2010) free ‘Minecraft Classic is also available. Both versions have single player and online multiplayer, Beta offers updates and bug patches where classic doesn't.

Distribution


 Minecraft, still being in Beta stages, hasn't been fully distributed yet, On January 12, 2011, Minecraft passed 1,000,000 purchases, less than a month after reaching Beta. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth. Word has been spread best by youtube "Let's Plays" by the likes of BannanapieLord, David64rt and AwesomeMattG.

By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game at €9.95, and over 1 million sales of the beta version at €14.95.

Consumer Input
The fan base for Minecraft is large, and many have had some from of creative input in to the game, some have made videos for YouTube advertising the game, other have made their own add ons and DLC style work such a mods, texture and map packs.
Popular mods include Mo' Creatures , which adds more animals, both friendly and hostile (everything from duck to unicorns to lions) to the game.
There's a ton of texture packs upfor download, most of which are free, which add a different look to Minecraft. Some make colours more vivid or realistic to add the real RPG feel, others more cartoony for comedy apeal. One of the most popular is Painterly Pack which gives a native-resolution high-quality reskin. Any player has the ability to reskin thier character, by making a Minecraft account and editing their own personal skin, there are also many character re-skins online which offer look alike of popular video games characters, such as Dead Space's Issac Clark or the Scout and Heavy from TF2.
Map packs give a new challenge to those who have grown weary of 'Vanilla Minecraft' or a nicer area for the creatily challenged or people who fnd buliding hard. The most notebale map pack is probably Survival Island, where the player has to live on a tiny island and attemt to find the Curator's Lost Treasure buried deep below. Another could be Minecraft Obstacle, which constits of a serise of puzzles and jumping challenges to test the player.








Just Dance Research

Just Dance is a music video game developed and published by Ubisoft for the Wii. Developed in the headquarters of Ubisoft Entertainment: Montreuil - sous - Bois. Ubisoft Paris, the french independent video game developer, founded in 1986 is now as of 2008 the 3rd largest independent video game publisher and developer in Europe and the 4th in America. They have studios in 17 countries and subsidiaries in 28 countries. 
On November 27, 2009, they released their new game "Just Dance" for the Nintendo Wii on an optical read only laser disc. This means it can only be played on the Wii, no other consoles. 
This media convergence uses the classic Wii controller and the players must mimic all the moves of the silhouette dancer on screen. They earn points depending on which moves they perform and how well. 
There are a few different modes available to go with the 32 tracks:

Duet Mode. Created for more interaction and role playing between players.
Dance Battle Mode. This mode will let you play with up to 8 players in a pass the Wii-mote style. Individual scores will count towards the overall result of the team. 
Party Mode. The Just for fun mode!  For all the dance fans, it’s as simple as that, you just play as much non-stop music as you want.
Just Sweat Mode. Exercise and have fun at the same time! The Just Sweat Meter measure's how much energy you are actually putting into the  dancing and it also includes the option  to define daily and weekly objectives for your dancing sessions to track your progress.
Just Dance received mixed to negative reviews from critics, with an average rating of 49/100 on review aggregator website Metacritic. The game was criticized for having no unlockable features, songs, or dancers and no progression. The controls and grading system have been criticized as "sloppy", with the detection of player movements being substandard.
However, in terms of sales, Just Dance performed strongly, becoming Ubisoft's most successful Wii release ever. Despite the poor critical reception, the game was the fastest selling third-party Wii game ever, selling two million in its first four months. Ubisoft described the sales performance as "overwhelming". As of December 2010, Just Dance had sold 4.3 million worldwide, making it the second-highest selling Wii game from a third-party publisher behind Ubisoft's sequel, Just Dance 2.
As a result of the popularity, Ubisoft have released more Just Dance titles to appeal to a wider audience. To date the entire lineup of Just Dance titles – Just Dance, Just Dance 2 and Just Dance Kids  - have sold more than an estimated ten million units worldwide. Also the Just Dance, Michael Jackson: The Experience has surpassed two million units sold. 



R2-47 (Ben Belasyse-Smith)

Game - Tetris

Genre - Puzzle video game

Developers -
Alexey Pajitnov (E60 prototype)

Born March 14, 1956 (1956-03-14) (age 55)
Moscow, Soviet Union
Vadim Gerasimov ( MS-DOS version)

Publisher - Various

Designer - Alexey Pajitnov

Release Date - June 6, 1984

Electronic gaming monthly's 100th issue had Tetris in first place as "Greatest Game of All Time". In 2007, Tetris came in second place in IGN's "100 Greatest Video Games of All Time". Tetris has sold more than 100 million copies for cell phones alone since 2005.
Signed the right to Atari games, while it signed non-Japanese console and handheld rights over to Nintendo.

Doodle Jump

Developers - Lima Sky - It was released worldwide for iOS on April 6, 2009, and was later released for Android and Blackberry on March 2, 2010 and for Symbian on May 1, 2010.

Publishers - Lima Sky - It is advertised on the app store and called 'Insanely addictive'. Apple selected the game in its "Best Games of 2009" shortlist and Macworld.com rated it 4.5 mice. Wired selected Doodle Jump for "Wired's 20 Favorite iPhone Apps of 2009".

Lima Sky have made other games such as Bubble Wrap and AniMatch. Lima Sky have had 5 million sales for Doodle Jump making up to . Doodle Jump has been such a success that they are now starting to add new characters, themes, and a multi-player option. Lima Sky are also trying to get Doodle Jump on XBLA Kinect. It is available on iOS, Blackberry, Apple iPod touch, iPad, iPhone, Android and Nokia Symbian. It costs $0.99 to download making Lima Sky $495 million in revenue, without taking out apples 30%.

Doodle Jump was created by the brothers Igor and Marko Pusenjak, Lime Sky, who were inspired by the game PapiJump by SunFlat. Doodler and the monsters in Doodle Jump were based on the illustarions of Elise Gravel.

Mario Kart

Development: 

Wikipedia
Mario Kart Wii was officially announced at the 2007 Electronic Entertainment Expo (E3) the online features and the first footage of the game was shown. During Nintendo of America CEO Reggie Fils-Aime's presentation, he showed parts of the game via a trailer that showed some of the new characters and tracks. The trailer also displayed that the game would include up to twelve simultaneous racers, and that the dual-character component featured in Mario Kart: Double Dash!! was removed. Additional details of the game were later released in conjunction with the Nintendo Fall 2007 Conference held in October 2007, where it was revealed that it would include motorbikes and the Wii Wheel. New gameplay footage from the game was also shown, and the release date was revealed to be set for spring 2008.
Producer Hideki Konno wanted to include online features for Mario Kart DS, but they were left out due to time constraints. These features would, however, be implemented in Mario Kart Wii. The developers wanted to avoid races becoming more deserted as they progressed, so they altered the online matchmaking to allow players to join a race once it is finished for participation in the next one. Konno had been proposing ideas involving BMX since Double Dash!!, but they were rejected. In Mario Kart Wii, the developers were able to incorporate motorbikes. The game was called "Mario Kart X" internally for a while, before deciding on "Mario Kart Wii". General producer and Mario creator Shigeru Miyamoto's inputs were limited to new aspects of play such as the Wii Wheel and battles over Nintendo Wi-Fi Connection. The designers tested roughly 30 different prototypes with different shapes, colors and weights (based on real-life go-karts), before deciding on the final Wii Wheel design.

http://www.nintendo.com/games/detail/O8zz_eN8oGRK9ApOgJ86zbE6zRv3pdB2



Angry Birds

Development:
In early 2009, Rovio staff began reviewing proposals for potential games. One proposal came from senior game designer Jaakko Iisalo in the form of a screen shot featuring some angry-looking birds with no visible legs or wings. While the picture gave no clue as to what type of game was being played, the staff liked the characters and the team elected to design a game around them. As the concept of Angry Birds was developed, the staff realized the birds needed an enemy. At the time, swine flu was in the news, so the staff made the birds' enemies pigs. The game's mechanics were inspired by other games that have been released over the years, including another 2009 release, Crush the Castle. The initial cost to develop Angry Birds was estimated to exceed €100,000, not including money spent on the subsequent updates.
When Rovio began writing new versions of the game for other devices, new issues came to light.

As the team began working on a version for Android systems they observed the large number of configurations of device types and versions of the Android software. The number of combination of software version, processor speed and even user faces was significantly larger than that for the earlier Apple iOS version. Ultimately, the team settled on a minimum set of requirements, although that left nearly 30 types of Android phones unable to run the game, including some newly released phones. One month after the initial release on android, Rovio Mobile began designing a simpler version of the game for these other devices.

In early 2010, Rovio began developing a variant of Angry Birds for facebook. The project became one of the company's largest, with development taking over a year. The company understood the challenges of transplanting a game concept between social platforms and mobile/gaming systems. In a March 2011 interview, Rovio's Peter Vesterbacka said, "you can’t take an experience that works in one environment and one ecosystem and force-feed it onto another. They can’t just take farmville and throw it on mobile and see what sticks. The titles that have been successful for them on mobile are the ones they’ve built from the ground up for the platform.” The Facebook version is expected to incorporate social-gaming concepts and in-game purchases and is scheduled to enter beta-testing in April 2011.

http://www.pcmag.com/article2/0,2817,2371194,00.asp

The Angry Birds game is avaliable on facebook, iPhone (app store), online. 
http://www.fukgames.com/game/26370/angry-birds
http://www.youtube.com/watch?v=o_RJZ0nGcng

Angry Birds developer Rovio claims that its ridiculously successful casual game cost just $140,000 to develop. 75 million customers later, and the game has earned more that  €50 million ($70million). That's R490,000,000. This revenue has been attributed not only to game sales, but also to 60,000 Angry Birds toys sold.



Maura Stephenson - Angry Birds

developer - Ravio mobile  
  • finish computer game developer 
  • founded in 2003
  • renamed Rovio in 2005
                 - released Angry Birds in 2009
  • Jaako Lisalo game designer 
  • the birds needed an enemy, at the time the swine flu epidemic was going round and they decided to pick pigs as the enemy 
  • initial cost of development cost around 100,000 euros
  • downloaded 42 million times
  • 25% of downloads paid
  • one of the most sold games in the app store
  • made 2.5 million since its release 
available on - apple app store, android market 
  • developed version for android phones
  • different android software meant that 30 types of android phones were left out
  • they then released a simpler version for these phones
  • in 2010 a variant of angry birds was made for Facebook 
  •  Rovio's Peter Vesterbacka said "you can’t take an experience that works in one environment and one ecosystem and force-feed it onto another. It's like Zynga. They can’t just take FarmVille and throw it on mobile and see what sticks. The titles that have been successful for them on mobile are the ones they’ve built from the ground up for the platform." 
  • it is the most popular iPhone game on the planet, has been The top paid iPhone game in over 60 countries with over 7 million paid downloads. 
  • Available on PS3, PSP, Windows. These versions were not on touch and therefore did not get as good reviews
Publisher - Clickgamer Media Chillingo
  • leading independent games publisher 
  • division of Electronic arts 


Angry Birds

Publisher- clickgamer and chillingo


Developer- rovio mobile


console/port- Appe iphone, apple ipod touch, nokia N900, ipad, palm pre phone, symbian3 phones, playstation portable, playsation3, windows, facebook, xbox 360, wii, nintendo ds, nintendo 3ds


development-  in 2009 the characters were designed by Jaakko Lisoalo, with angry looking birds with no wings or legs, with pig enemies, this idea was inspired by the bird and swine flu pandemics


Cost and Revenue- the initial cost of developing Angry Birds was estimated to exceed €100 000 not including the updates, it has generated about $100 million paid downloads since its launch in December 2009
Additional Information-In February 2010, the game was a nominee for the "Best Casual Game" award at the 6th annual International Mobile Gaming Awards in BarcelonaSpain. In September 2010, IGN named Angry Birds as the fourth best iPhone game of all time


Downloads- 100 million downloads across all platforms Angry Birds became the top-selling paid application on Apple's UK App Store in February 2010, and reached the top spot on the US App Store a few weeks later, where it remained until October 2010. Since release, the free, limited version of Angry Birds has been downloaded over 11 million times for Apple's iOS, and the full-featured paid version has been downloaded nearly 7 million times as of September 2010. The Android version of the game was downloaded more than 1 million times within the first 24 hours of release,despite the site crashing at one point due to the load, and over 2 million downloads in its first weekend. Rovio receives approximately US$1 million per month in revenue from the advertising that appears in the free Android version.
According to Rovio, players log 3.33 million hours per day across all platforms






File-Angry_Birds_promo_cover.png

Eve Glasser - Angry Birds

Revenue - Cost $140,000 to create and has made an estimated $70 million. 12 Million copies have been sold worldwide.

Development- Developed by a finland based company called "Rovio Mobile". The original proposal came from a man called "Jaakko Lisalo" Who was a senior designer for the company. It started with a screen shot of birds with no visible arms or legs, the rest of the team liked the design but thought the birds needed an enemy. At the time the swine flu epidemic was in the news so the team made pigs the birds enemy. Its popularity has lead to versions being created for personal computers, consoles and facebook. Angry birds is the largest mobil app the world has ever seen.

Release - The initial release was in 10th december 2009 as an Apple app. The first update was released February 2010. With numerous free updates after.

Publisher - Clickgamer Media Chillingo

Georgia and Maya - Angry Birds Research

  • Developer:
"Rovio is an entertainment media company based in Finland, and the creator of the phenomenally successful Angry Birds franchise. Rovio was founded in 2003 as a mobile game development studio, and the company has developed several award-winning titles for various mobile platforms.

Rovio has shipped over 50 mobile titles and developed games with Electronic Arts, Nokia, Vivendi, Namco Bandai and Mr. Goodliving/Real Networks.

In 2009, Rovio released Angry Birds, a casual puzzle game for touchscreen smartphones that became a worldwide phenomenon from 2010 onwards, now available on further platforms as well. The Angry Birds games have enjoyed continuing worldwide chart success, and the franchise has since expanded to a variety of new business areas.

Rovio is rapidly expanding its activities in broadcast media, merchandising, publishing and services."
(Copied from http://www.rovio.com/index.php?page=company)




  • Publisher:
Clickgamer Media Chilingo (Bought over by Electronic arts)



  • Consoles available: 
Apple iOS, Maemo, Oalm webOs, Android, Symbian^3, PSP, PS3, Windows XP and 7, Mac OSX, iPhone.



  • Process of Development:

"In early 2009, Rovio staff began reviewing proposals for potential games. One such proposal came from senior game designer Jaakko Iisalo in the form of a simulated screenshot featuring some angry-looking birds with no visible legs or wings. While the picture gave no clue as to what type of game was being played, the staff liked the characters,and the team elected to design a game around them.As the concept of Angry Birds was developed, the staff realized the birds needed an enemy. At the time, the "swine flu" epidemic was in the news, so the staff made the birds' enemies pigs.The game's mechanics were inspired by other petrary physics games that have been released over the years, including another 2009 release, Crush the Castle.The initial cost to develop Angry Birds was estimated to exceed €100,000, not including money spent on the subsequent updates.
When Rovio began writing new versions of the game for other devices, new issues came to light. As the team began working on a version for Android systems, they observed the large number of configurations of device types and versions of the Android software" - (copied from www.wikepedia.com)


"Angry Birds" has generated about 2.35 million paid downloads since its launch in December, Chief Executive Officer Mikael Hed, Niklas's cousin, said in an interview. It costs 99 cents, of which Rovio gets 70% based on its revenue-sharing agreement with Apple, minus what it pays its publisher, ClickGamer."