Showing posts with label Eve Glasser. Show all posts
Showing posts with label Eve Glasser. Show all posts

Thursday, 28 April 2011

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. 

Friday, 8 April 2011

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.

Thursday, 7 April 2011

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