3. Research
• One of the strengths of the research was I had a lot of source material to use in my
magazine, from the game genre to the colour schemes.
• Because my product was all about indie horror games, there have been lots of
gaming magazine, so I incorporated my own ideas into another gaming magazine
for horror.
• One weakness I incepted was that I couldn’t find a lot of similar existing magazines
to one I wanted to make.
• Had I have more time and was more specific with my searches I could found more
examples.
• Despite the small downside I found the closest images and products to my idea
and got enough fonts, information and colour schemes to help me start of my
magazine.
4. Planning
• One of the strengths with my planning was I know my target audience, I have seen
and heard people going on about horror style of indie games from younger to
older generation of people.
• Because I knew exactly what to look for I figured it would be a good idea to get a
solid idea of how to structure that kind of gaming magazine. And so thanks to the
existing products I got a good picture of what my magazine was going to look like.
• One weakness I found was there wasn’t any specific products that fit my exact idea
I had for my magazine so I had to improvise and find what I could.
• If I had been more specific about my searches than I may have found more similar
products compared to my ideas.
• Even I didn’t have the exact images for my magazine I still knew what the kind of
people were interested in these games so that faulted my planning one bit.
5. Time Management
• Despite me being off from college for a few days I still manage to get some
my tasks completed and on time.
• With a good plan I mind thanks to my pre-production I was able to
complete my front cover and double page spread with some time to make
some final checks and changes in case.
• If I had more time I would find better layout images for my front cover
instead of stretching and cropping certain images on Microsoft Word, then
I would have better time on photoshop.
6. Technical Qualities
All have creative
titles.
All have eye
catching
information.
Price Tag like
the existing
products.
Price tag like my
front cover.
Plugs on
this
product like
mine.
Plug on
my
magazine
just like
the other
product.
All of these product have very
recognisable characters as a
main image.
7. Aesthetic Qualities
One of the aspects
I liked is the splits
on the different
horror games.
One of the strengths
was the glow on the
characters to help
them stand out from
the dark backgrounds.
I could made
Roxanne wolf’s
bio a little bit
bigger so
people could
read her
easier.
I like how I stayed true to
FNAF and still kept that air
of mystery.
Another one of the aspects I am proud
of the layout for my double page spread,
it looks cool, creepy and work well with
the characters in the foreground.
One thing I
could’ve
improved on
the front cover
who be adding
another sub-
heading
describing
Hello
Neighbour.
8. Audience Appeal
I have appealed my audience’s age
range because my magazine front
cover and double page spread are
both colourful, creepy and
misleading the exact stuff people
look for in a horror gaming magazine.
Another way I have appealed to
my target is by gender, because I
have made these products to
show that no matter what gender
people can still read it and enjoy.
For the psychographic it is because of the huge
impacted five nights at Freddy's has made people
often come together to talk about what great
game it’s become and how it brought so many
people together offline or online.
For the social
class, the
original creator
produced the
franchise by
accident, by a
comment from
a middle-class
person but
because of
that message
from that kind
of people that
created a huge
community
whether low or
high class.
10. Feedback 1
• What did you like about the product?
– I like the amount of colour and text in this
product. I also like how you added the price tag.
The character designs look great.
• What improvements could have been made to
the product?
– What you could improve is by adding more
shapes for both and maybe adding a bit more
colour for your double spreadsheet.
11. Feedback 2
• What did you like about the product?
– The way you have given the characters a glow effect to stand out works
really well. Your use of colour is excellent as well. It really makes the
cover pop. Your double spread layout works really well and having each
character have it's own space for bio and image with name underneath
is really pleasing to the eye.
• What improvements could have been made to
the product?
– An improvement could have been to figure out not having the
backgrounds for the front cover skewed and squashed in to fit. What
you were going for is a great idea and still works ok but with some
cropping, the background images may have been able to be less
squashed if that makes sense.
12. Feedback 3
• What did you like about the product?
– I like the way that you have got the characters in the middle with
there own background and the words are clear and you have put
some writing about the characters.
• What improvements could have been made to
the product?
– you could improve it by maybe making the characters on
the background a bit more spread out.
13. Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree with the way I used the colours to contrast from light
and dark, and the characters designs and personalities.
• What do you disagree with from your peer
feedback?
– I disagree with the line of making them more spaced out, as is
there is only some space you cand give your images and texts. I
was also considering the areas of magazine you shouldn’t go
across, like the corners and the top of the page.
14. Peer Feedback Summary
• One of the changes I would add, would be to find a more
suitable background instead of squashing other backgrounds
together to make one.
• Another change I could’ve added, would be adding more
colour to the double page spread. I originally had the idea to
add neon lights around the sides as a nod to the 80s style of
the game.
Editor's Notes
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Compare your work to similar existing products and discuss the similarities and differences
Put your final piece(s) in the centre of a page alongside an existing product
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
What changes would you make to your product based upon your peer feedback and why?