Showing posts with label market research. Show all posts
Showing posts with label market research. Show all posts

Monday, 2 October 2017

Personal: A few Posing Designs


  While I may be going back to an old subject, I've been thinking lately on using my ideas. To build a lifestyle. The one thing I was told on thinking of such a direction was whether or not there was a market. I intend to use these images to look for that market. While dragons are perhaps a rather saturated direction, preliminary research always intrigued me that dragons and armour had almost two constants beyond the "anthro" communities, which unlike my ideas used human torsos and human spines:
  • Armour featured scale patterns, scallops and thorns, reminiscent of Gothic plate amour
  • Reptiles of any kind are frequently draped in all kinds of Mesoamerican motifs and designs
Some of it could be explained in how scales can sometimes (especially on much larger reptiles) be depicted as an armour of its own.But the Mesoamerican connection for any reptiles always confused me as to why this was the principle.



  I believe i could go further with these, I will be doing research in the coming days on whether there is a market for this kind of thing.


  It can't be all boyhood fantasies, one thing I'm aiming for with my research is variety, something to build off of. So it's not just warriors and swords and all that, what other avenues could be explored?

Thursday, 15 September 2016

Major Project: Script Ideas And World Investment



  With work at the internship doen for now, I had a chance this week to devleo pmy major project. Looking back  I felt the last script required much improvement. So looking over and reading though I attempted to make things more fluid. To help me I called my father, a senior scientist, to understand what it was like to work in the industry. While he studies a field that is different to this scientist, there was still a worthwhile discussion that helped me understand how they get along with their colleagues, some things that can happen in the workplace, and the relationships between scientists, their support teams, and any attached engineering department.

  Shortly before working on the revised script, I watched an editorial by internet personality Doug Walker. Who discussed how recent shows like Bojack Horseman, Steven Universe, and even My Little Pony draw such interest from older audiences. One key suggestion was to provide an avenue to invest in the show. Before they could go into much deeper subjects, the audience first needed to form a connection to the world. These however are long-running series, but tackled this by starting simple. Steven Universe's first episode, long before all the exploration the show is famous for, was about Steven trying to get a popular ice lolly with his friends.

  Inspired, I considered making an advert for the company who built this base. True, this will add to the workload as it means another voice artist, more 3D assets and more render time, but I could theoretically cut the load down by providing an 'idealised' view of the outpost, before the camera explores the true base in the film itself, and most importantly keeping the advert to the point. The idea is that it's an introduction to the world. But might also say something about advertising in general in how we are shown elegance, but the reality is rarely as elegant, cheerful or glorious as the aadvert makes out..
I might trim some of the first paragraph as it feels a little too expositionary. Or I could take influences from television adverts. The aim is the base is trying to be sold - the company wants eager pioneers and researchers for it's ambitious multi-billion-dollar project.

Friday, 22 January 2016

@everyone Adaptation A: Compiled list: When Not To Take A Selfie

I decided it would be worth it to compile the ideas I had in one place. The important thing now is to work out an ascending order of hilarity. Starting with something mildly amusing and ending with the most outlandish.

As what is funny is subjective, I'd like to ask for help in working out which of the situations I have considered most people find funny in order to get the most potential out of this. So any suggestions out of this list are welcome.
  1. During a strong wind: (Loses phone to the wind)
  2. Experiencing a transporter accident: (Teleports away, phone arm is left behind)
  3. In the bath: (Enjoying oneself then phone slips out of hands)
  4. Waiting for a bus: (Guy using his phone, bus passes by, guy doesn't get on, looks up as bus passes and runs)
  5. Making dinner: (Stirring stuff in saucepan, drops phone)
  6. In front of a wild animal (selfie taken as character is running and about to be mauled)
  7. Swimming (Phone flies out of hand and lands in the water)
  8. Having dinner (Character is posing happily, parents unimpressed)
  9. When in a bar fight (selfie taken as character gets punched in the face)
  10. Waiting for a bus (Character too busy posing to notice bus arrives and leaves, runs after bus)
  11. Being abducted by aliens (Character holds up phone, but drops phone as he takes picture) 
  12. crossing the road (car horn blares as taker distracted by a good angle)
  13. Playing tennis (Tennis ball hits player in the face)
  14. Running a marathon (character gets passed and trips up)
  15. During a board meeting (speaker waits for taker to finish, gets annoyed, taps watch.)
  16. In a queue (Taker doesn't notice the line moves and the people behind taker push him offscreen.)
  17. At the beach (seagull pinches phone as taker is half-buried in sand.)
  18. During a medical exam (doctor sticks finger up patient's rear end, picture is of sheer panic by taker.)
  19. During an arrest (taker struggles as he tries to position his phone while the police wrestle him down.)
  20. During rush hour at a restaurant (taker is stirring pot, jumped by order, drops phone in pot.) 
  21. During a bank robbery (taker is on the floor, lifts phone, robbers spot him, fight with taker over phone, snaps.)
  22. During a prison rescue (taker runs though corridor with partner, has idea, takes out phone, photograph includes numerous scary guards about to jump on him.)
  23. Flying a light aircraft (taker at the pilot's seat, pulls out phone, struggles to get the right angle, light aircraft spirals into the distance and the ground.)

Tuesday, 3 March 2015

Fantastic Voyage: First Online Greenlight Review

Fantastic Voyage: Further Research

    I decided that what I had for my market research may not have been enough. So I decided ot do some extra research and stumbled across a test run by the Wichita State University's (WSU) Software Useability Research Laboratory. In 2011 (unfortunately a few years before Advanced Warfare would come out, Activision is indeed doing a lot to cover up how popular the game is staristically) they did a group test in order to find out gaming trends.

First I should note about this data that the WSU's population pool was:
  • 341 people
  • 73.9% male, 26.1% female
  • ranged between 18 and 51 years old
  • 80% were students (73% full time, 7% part-time)
  • 73% white, 11% Asian or Pacific Islander, 3% African/American
The vast majority of the poll showed the following indicators that relate to my direction (the full data is in the bibliography below):
  • 75% played violent video games
  • ~70-75% classified themselves as "expert" or "frequent" gamers
  • Over 60% game on a PC while 32% game on a console
  • Out of those who were polled:
    • 177 currently or have owned an Xbox 360
    • 58 currently or have owned an Xbox
    • 118 currently or have owned an Playstation 3
    • 106 currently or have owned an Playstation 2
Figure 1: A poll of 314 that asked what their favourite video game series was. (Phan, 2011)
     It was an interesting discovery that so many of those polled in the test rated the Starcraft franchise their favourite game (Starcraft 2 was released in 2010 compared to CoD Ghosts, Black Ops 2, Modern Warfare and Halo 4 which came out after the test was run). When asked about what video games they had purchased with in the last year there was a very interesting trend with five of the top 10:
Figure 2: A poll of 314 people asking which games they had most recently purchased over the past year. (Phan, 2011)
    Save for Portal, all five of these franchises are shooters or violent games (Call of Duty and Battlefield only doing it recently) that feature some element of "used future"-style science fiction in-line with the style of Aliens, Blade Runner or The Matrix. I considered looking into Starcraft and Deus Ex as they both feature the two aesthetic elements I am going for: Industrial used future, and Giger-esque biomechanics. The evolution of video games, especially triple-A titles such as Battlefield, Starcraft, Call of Duty and Deus Ex means that as tiem goes on, games become much more cinematic, with the most recent Call of Duty games especially giving an atmospheric scope and general feel of the typical summer blockbuster.

    When looking at the broader scope, such as video game sales, the trend, while slightly different, the battle between CoD, Battlefield and Halo is not, and pretty-much line up with statistics from mid-2012:
Figure 3: List of the top 10 highet-selling first person shooters. (D'Angelo, 2012)
    Deus Ex or Starcraft might not be on this list, but the trend picked up on the survey was still very apparent: Call of Duty is the most popular, followed by Battlefield and by Halo in that order. I decided to look into the success of Starcraft to see how successful it is in the public eye as there is one thing these four games - Starcraft, Battlefield, Halo and CoD - all have in common: Their emphasis on multiplayer make them popular platforms for competetive gaming such as online multiplayer and e-sports tournaments.

Figure 4: Annual financial output of e-sports tournaments between 1998 and 2014 (Escaravage, 2015)
    Looking at e-sports tournament prize handouts between 1998 and 2014 (Escaravage, 2015), last year Starcraft was a much, much more profitable Esports arena than Call of Duty, Halo and Battlefield combined. The profitability can be a potential measure of it's popularity and the scope of it's audience - a more popular game is more likely to draw more investors who will be more willing to take a risk and offer a larger payout. Granted with tournament games it's the mechanics that primarily matter as CoD and Halo were practically neck and neck in winning opportunities last year. In 2013 Statistic Brain published that the Starcraft franchise (Star Craft, Brood War and Wings of Liberty) had, by 2013, sold 14.1 million copies over their lifespans, which would theoretically put it above Battlefield 3 on the above list by VGchartz (granted if we went by title, Starcraft 2 would not even be on the list and Starcraft and Brood War, which combined sold 9.5 million copies would be under Halo 3). Because the statistics for Blizzard Entertainment were from 2013, it is hard ot say how much the expansions Heart of the Swarm and the upcoming Light of the Void would affect the game sales.

    However the sales revenue is perhaps another factor to consider: Combined, making Blizzard Entertainment $679million, the two game iterations would have surpassed the amount of money that Black Ops 2 had made on the day of release.

     Despite StarCraft 2s lack of success in the sales charts, there is little escaping the suggestion that these three shooters and Starcraft are all popular games that appeal to students, tech-heads and competetive gamers alike.

    I may have lost track on my target audience age range and to compensate I discovered a narticle by the Guardian that, while looking mainly at the numbers of female gamers in the UK, can potentially be used to gauge the average. As accordingot an initial paragraph, "Based on interviews with 4,000 UK residents, the research asserts that women now account for 52% of the gaming audience, up from 49% three years ago." Although the article uses the phrase "the stereotype of the teenage boy playing alone in his bedroom is well and truly dead." women are only a statistical majority (ot of 4000 polled) by a factor of 2%. (Stuart, 2014). The unisex results are one of the things I am interested in 

Figure 5: Despite a kink, the data appears conclusive that even with the rise of mobile gaming, it is
still the younger generations who are more at home playing video games. (Stuart, 2014)

    By the graph's account, 8-17 year olds (which is late primary to seconday school age) make up the highest single age-group-based gamer proportion of the poll, with 25 to 34 year olds coming a closesecond and 35-44 year olds coming in third. Even if they are the lead share of the polled gamer audience by 4%, they are the age group who are most likely to play a game in the span of six months. The article later states however that 54% of that number state the smartphone was their platform of choice, followed by the computer at 51% of the audience (The fact these two make the grand total 104% makes me believe these are preference rankings). Out of the 4000 polled, only 18% considered action, adventure or shooter as their favourite genre while 33% considered trivia, word or puzzle games their favourite. Shooters and action/adventure still came in second, with RPGs or strategy games making up only 10% of the polledp opulation's favourite genre. (Stuart, 2014)

Bibliography
Image References