In previous years I was always one for losing sight of what it is I wanted to do and not developing work early enough to provide some form of result, this turned itself on its head, as it was I who - as per - got too giddy and ended up rabbiting on into some work I had already been working on.
The crit as a whole went really well, I came across as clear, cohesive and had an obvious link between my briefs and my rationale which everyone else agreed that there was no problem concerning my choices.
The one downside however was that the deliverables are not clear enough and I need to take an optimistic look at the options available. This was probably down to me trying to be logical about what I could/may/could not/may not get done with the time I have left, then again I should of already guessed that this year would be a focus on production and professional application that will be reflected in the range and distribution methods of the outcomes of my briefs. This is based upon the last 2 briefs of second year which focus was on product-range-distribution.
So to make my briefs even clearer I will answer:
What am I getting out of a brief?
What do I want to get out of it?
and...
Who is my audience, why do they need to know?
and...
Who is my audience, why do they need to know?
Heroes of Science
- A set of magazine covers as 5x A3 CMYK prints in context, 5x A2 Screenprints
- Imagery based upon the subject's specialism/invention
- Gaining knowledge of contemporary science
+ A set of prints that can be sold or transferred onto another medium like t shirts and be sold for my own personal profit
+ Screenprints to be proud of, and some illustration that I can put in my portfolio
Audience/Tone
18-45yr olds who read regularly about science, world events, current affairs. Papers like The Times, Guardian, Telegraph and magazines like New Scientist.
Mainly lower-higher middle class as well as lower upper class. Have a thing for new ideas and can be swayed by an image. Tongue in cheek, sarcasm, black humour and a blunt sort of tone would suit this audience best.
Audience/Tone
18-45yr olds who read regularly about science, world events, current affairs. Papers like The Times, Guardian, Telegraph and magazines like New Scientist.
Mainly lower-higher middle class as well as lower upper class. Have a thing for new ideas and can be swayed by an image. Tongue in cheek, sarcasm, black humour and a blunt sort of tone would suit this audience best.
Games Aid
- A series of A2 posters
- Promotional stickers, packaging, prints
- Press pack that is a PDF
+ Organisational skills that could lead into potential collaborations in both professional practice and industry
+ A delivery solution presented to a high standard
+ A print that will be seen, used and distributed by people all over the UK
Audience/Tone
14-30 yr old gamers, have a knowledge of contemporary games, as well as some knowledge on some of the older titles. They read magazines like PSM, OXM, Games Master and Nintendo Magazine as well as thriving in stores like Gamestation, GAME and CeX. Range of classes, as more or less anyone can afford a console in some form. Mainly appealing to the younger audience as they are more likely to be able to get time off to play on the appointed days. Tone should aim to be sarcastic, dry, with a form of humour best described as nerd humour.
Manual of Unconventional Weaponry
- Bound book in full CMYK
- A2/A1 Print of all weapons used in the book
+ A good looking publication with no real flaws. For once.
+ An installation of some kind
+ Paper toy gun
Audience/Tone
18-25yr old gamers, students and nerds, have an extensive knowledge of gaming history and have clear memories of playing some of the classic titles. They thrive on critic's opinions in gaming magazines and on websites like the escapist. The tone of voice should be relatively witty, formally structured but delivered with an air of pompous sarcasm.
Time Thief
- 5x Screenshots of game
- A2 print of cover
- Sleeve design
- Advertising in context
+ An esoteric interpretation of what a game is, stripping away traditional notions of gaming through a innovative smartphone game.
Audience/Tone
16-25yr old smartphone users. Have grown bored of resurgence of games that plague the nation, eg tower defense, catapult, puzzle etc. Have played games like Robotek HD, Plants vs Zombies, Geometry Wars and DeeC. Tone should be casual yet informed and funny like GLaDOS.
Audience/Tone
16-25yr old smartphone users. Have grown bored of resurgence of games that plague the nation, eg tower defense, catapult, puzzle etc. Have played games like Robotek HD, Plants vs Zombies, Geometry Wars and DeeC. Tone should be casual yet informed and funny like GLaDOS.
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