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Level 2 Unit 3 Project Proposal & Action Plan_ Gaming advert and Promotional poster

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i used the burn and dodge tool to create realistic ambiance on and in front of the car to simulate the cars headlights. the dodge tool brightened areas, whereas the burn tool darkened.

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Using the Options bar to customise tool settings, like Size, Hardness, and Blending mode, to get the effect i needed.

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i used ai generative features to enhance this picture and change the background and eye colour of this girl. this was using the ai generate tool, new to photoshop.

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Using Vector Mask (based on a text), change the following coloured image into the other.

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i used the burn and dodge tool to create realistic ambiance on and in front of the car to simulate the cars headlights. the dodge tool brightened areas, whereas the burn tool darkened.

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i used the burn and dodge tool to create realistic ambiance on and in front of the car to simulate the cars headlights. the dodge tool brightened areas, whereas the burn tool darkened.

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i used the burn and dodge tool to create realistic ambiance on and in front of the car to simulate the cars headlights. the dodge tool brightened areas, whereas the burn tool darkened.

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first look at adobe premiere pro and the layout and presentation of the application and software.

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i adjusted the audio of my clip/s to stay at a certain level and not go above to maintain a clear and not too loud sound.

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i have adjusted the gaussian blur or the opacity of the image to introduce or take away an image or video.

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frame holds.

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adjusting the speed/duration

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razor tool to cut and shorten the clips

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freeze framing then taking it away after a second

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freeze framing then taking it away after a second

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my gaming moodboard, addressing my games advert and its properties that give aspect and different views to it.

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my gaming moodboard, addressing my games advert and its properties that give aspect and different views to it.

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my non gaming related moodboard clarifying certain aspects and abilities that these posters bring to affect the viewer and overall look to the poster.

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my non gaming related moodboard clarifying certain aspects and abilities that these posters bring to affect the viewer and overall look to the poster.

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this was the first part of my sources for my advert. opening to esports competitive advert, cs2 esports.

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this was the second part of my advert. i used various techniques such as the speed/duration tool and many ways of shortening and extending, adjusting and moving my clips around

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this is the fourth clip used in my advert. in this clip it shows esports players during a game, and then their highlights providing me with a clip for my outro to my advert

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these shot list pictures, descriptions, size, location and type are all on my esports advert. every picture is 2 seconds apart for the entire 30 seconds of my advert. this information provides us with a clear explanation to what is happening in each frame and moment.

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My final product for the esports advert using premiere pro.

i used various techniques, tools and different sources for clips that i have talked about throughout my padlet.

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my final version of my esports advert poster. i used photoshop and images to compose this piece. after receiving feedback i have applied it to my work and improved my clarity, content and overall look to my poster that brings a simplistic but clear view on my work

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this was one of the first ideas for my poster, giving a big bold symbol then a title and sub title introducing more information. this was only a first idea, it was developed further.

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this is a sketch of an idea of my poster design. this included a character from the game/topic of my choice.

this idea was used in my final version of my poster.

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this was the third clip i used from a cs2 esports advert, advertising the area and stadium to build atmosphere and appeal to viewers.

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feedback:

1. some positive feedback I got was about the use of transitions and clear changes in scenes. my use is expressive and modern, showing good aspects of an advert especially in such a new industry as Esports.

2. some negative feedback I got was on my use of clips. this feedback stated that I could have used different clips and clips that more associated with an advertisement. I later showed them the clips origins and that they were associated but this feedback made me reflect upon my clips and weather I was happy with them and if I could actually change them with others.

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some positive feedback i got on my poster was that the use of an event and start of something big gives the viewers excitement and wonder into the event and more upcoming content.

some negative feedback i got was about the overall simple approach to the design. they did not approve lf it and thought that more detail and punctuation could be added to the poster. this feedback helped me visualize my project and how i could change my ideas in future work and designs.

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Gaming advert story board with description on each scene and there meaning.

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Gaming advert story board with description on each scene and there meaning.

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concept of my gaming advert through a story board. this includes 3 scenes and 2 clips featured that helps put my ideas on paper.

This includes my thumbnail sketches in all 3 sketches

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research into the 'FPS (first person shooter) game genre

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research into the 'FPS (first person shooter) game genre

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First-person shooters generally focus on action gameplay, with fast-paced combat and dynamic firefights being a central point of the experience, though certain titles may also place a greater emphasis on narrative, problem-solving and logic puzzles. In addition to shooting, melee combat may also be used extensively.

The earliest two documented first-person shooter video games are Maze War and Spasim. Maze War was originally developed in 1973 by Greg Thompson, Steve Colley and Howard Palmer, high-school students in a NASA work-study program trying to develop a program to help visualize fluid dynamics for spacecraft designs.

The pros of this research show us the early dated information we have on this genre and how it started/was created giving us a clear insight into the early gameplay and information on the company and engine these games were made on

The cons of this research is there is not always enough information, for example they may not be gameplay for a certain version of the game to provide us with further insight into how the game was in the first edition.

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Doom, first-person electronic game released in December 1993 that changed the direction of almost every aspect of personal computer (PC) games, from graphics and networking technology to styles of play, notions of authorship, and public scrutiny of game content. The authors of Doom were a group of programmers, led by John Romero and John Carmack, formed in Texas to create monthly games as employees of Softdisk magazine. While at Softdisk the group also produced shareware titles for Apogee Software, beginning with the Commander Keen franchise (1990–91). On the basis of the success of this series of addictive platform games, the group formed id Software in February 1991.

HALO

Halo, first-person shooter (played from the point of view of the shooter) electronic game developed by Bungie Studios and released in 2001 by the Microsoft Corporation for its Xbox console. Using state-of-the-art graphics, sophisticated genre improvements, and an array of weapons and vehicles, Halo’s first release, Combat Evolved, was a resounding triumph that helped make the launch of the Xbox a success in the console gaming market.

In Halo, players control Master Chief, a super soldier who is trying to uncover the mystery of a strange object, the Halo. The majority of enemies a player encounters are a part of the Covenant, an alien race bent on destruction. The Covenant is broken up into several classes, which include grunts, elites, hunters, and jackals, all of which have certain tendencies, weaknesses, and strengths. Players also encounter the Flood, a parasitic alien that takes over human and Covenant soldiers and causes havoc. Gamers are often flanked by computer-controlled allies who provide covering fire and support in tough battles. By allowing players to use a variety of items and weaponry in different situations, Halo won fans with a system that was easy to learn but also skill-intensive enough to provide a challenge for veteran gamers.

Viewed as one of the most important video game releases in history, the first version of Halo sold more than five million copies and spawned a number of sequels. Multiplayer game play, a weak point of the first release, was greatly improved in Halo 2 (2004), which quickly became one of the most popular titles on the Xbox Live online play network. Halo 3 (2007) concluded the story of Master Chief and continued the franchise’s success, grossing more than $300 million in the first week of its release. Halo: Reach (2010) introduced a new cast of characters—the elite military force Noble Team—in a single-player story line that served as a prequel to the original Combat Evolved. With highly customizable game play and a robust multiplayer matchmaking system that integrated aspects of social networking sites, Halo: Reach was hugely popular, with more than $200 million in global sales in the first 24 hours after its release.

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. Age range, the majority of players fall into the 18–34 age group, with a growing number of younger players joining due to the rise of esports and streaming platforms like Twitch.

. Gender Distribution, While historically male-dominated, the player base is seeing increased participation from women. Recent estimates suggest around 10–15% of players identify as female, a number that continues to grow.

. Esports Viewership, The Counter-Strike esports scene draws millions of viewers. For example, the IEM Rio Major in 2022 reached a peak viewership of over 1.4 million, showcasing the immense interest in professional play.

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A significant portion of the player base enjoys unranked modes like Deathmatch, Wingman, and custom maps.

Many casual players focus on collecting and trading skins, with some viewing skins as an investment.

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Competitive matchmaking and third-party platforms like Faceit and ESEA attract more serious players.

These players spend countless hours mastering strategies, honing aim, and improving teamwork.

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the pros of this research is that it gives us a clear view of the state of the game at this point in time. its gender dominance (male/female average player/viewer), its age range, weather its young children to young adults or middle aged adults they all still participate in the game and its community. This information has also positively impacted my work as I have found out that streaming on websites such as, twitch, YouTube, kick, and other streaming pages, have massively impacted the growth in people from all age ranges in the target audience, weather this is expressed through more people playing the game or just more people watching streams or taking part in community events, this aspect have helped greatly.

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the biggest con of this research is that it is not 100 percent accurate information as it is always changing, especially in this fast paced, evolving generation

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Overall i think my project has both upsides and downsides, pros and cons. i think that i strived in the content and information that was presented in my research. for example, my research into the target audience for my game and the pros and cons about my research. in this area i wrote a lot of information and evidence to present my target audience and their preferences in the competitive and casual aspects of the game.

i think some strong areas of my work include my shot list and my mindmaps. these pieces of work show great detail and express fully the context and factual information that i am trying to get across through my work. in my shot list i have created exact screenshots and accurate detail about each scene, the shots used and the location of the scene.

My Esports advert video

overall I think that my Esports advert for my game that i have been working on turned out well and better than i thought it would. I think that a major thing that went well is a not as known factor as it should be, relatability, this factor plays a key part in how my advert affects the viewers and interests them. this also will help retain attention and and their general want to learn more/ keep watching.

another point id like to make about my advert is the style of video that it has been made in. this style relates to the format of a TikTok, youtube short, instagram reel, that type of video/edit. this helps massively because the stereotype of on advert especially to an audience range such as esports viewers, adverts are looked at as boring, uneducational, and not worth watching. With this video format, my advert can attract and create relatability towards the viewers, therefore contrasting their specific stereotype of boring adverts and unrelated content.

one thing i could have done better was my use of contect/clips. i could have used a wider variety of clips from different events, adverts and general media in my games community.

my final poster design

for my final poster design I think that there were both equal positives and negatives towards my work. for example, a negative factor that i received from a peer after them reviewing my work was about the presentation. this feedback stated my posters simplicity in my piece was used too lightly and not used with enough deapth and main knowledge. specifically in the use of information, tites/sub tiles, additional pictures and general content provided in my work. what i learnt from this feedback is to next time concentrate more on close details and more formal layering as a whole in my work.

my adobe work

i think that my work using softwares such as, adobe photoshop, indesign, illustrator and adobe premiere pro has majorly improved my later work. the experience i gained from learning to use these applications served as a great help. Helping me with designing, writing and producing different types of work. the tools i learnt to use on these applications

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Red Bull Commercial 2025 Nature Ad Review

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another idea sketch for my gaming advert story board

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another idea sketch for my gaming advert story board

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this version includes 1 clip, 1 title/front page and a victory/ending sequence screen.

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A thumbnail sketch is a small, quick, and informal drawing or draft, often used in the initial stages of a creative process such as design, art, or planning. The goal of a thumbnail sketch is to capture the basic composition, layout, or concept of an idea without focusing on details. These sketches are typically rough and made at a small scale to quickly explore ideas.

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. It is quick and efficient. It gives you a fast way to get your ideas on paper without worrying about perfection.

. It helps encourage experimentation. You can try different compositions, perspectives, or concepts with ease, which helps in creative exploration.

. Value of Low Pressure. Because thumbnail sketches are not about precision, there's less stress about getting things perfect, it's more about brainstorming and visualizing ideas.

It helps with composition. It allows you to plan the layout and structure of a work, whether for art, photography, graphic design, or any project where visual balance is important.

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. Its limited Detail. The lack of detail might not convey the full vision of the project, which can sometimes lead to misinterpretation of the concept.

. It may overlook practicality. For example it focuses more on the visual concept than on practical execution, which might cause issues when translating the idea into a larger or more detailed form.

. This method may overlook practicality. It focuses more on the visual concept than on practical execution, which might cause issues when translating the idea into a larger or more detailed form.

. This type of work can be too simple. If you rely too much on thumbnails, you might miss important complexities or nuances that need further exploration.

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In conclusion a thumbnail sketch is a valuable tool for quickly capturing ideas and planning out compositions, but it may require further development for clarity and detail.

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A mood board is a visual tool used to convey the overall feeling, style, or theme of a project. It’s a collection of images, colors, textures, typography, and sometimes text, that represent the mood or aesthetic direction for a creative endeavor. Mood boards are commonly used in design, fashion, photography, interior decorating, and branding to help align ideas and set a visual direction before the actual work begins.

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. Helps Clarify my vision on ideas. It helps solidify the overall concept or direction of a project, making it easier to communicate with clients or collaborators.

. It gives me inspiration. It’s a great tool to spark creative ideas and inspiration, as it can combine various elements from different sources.

. Consistency: A mood board helps maintain a consistent aesthetic throughout the project by setting a visual reference that guides design choices.

. Saves me time in my projects. By providing a clear direction upfront, mood boards can speed up the creative process, preventing the need for me to make decisions from scratch during the execution phase.

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. This method can be too vague. If not well-curated, mood boards can become overly general, making it difficult to translate the concept into a concrete design.

. This may limit my creativity. Sometimes, having a fixed mood board can restrict creative exploration, especially if you feel the need to stick rigidly to it.

. It may cause subjective interpretation. Different people might interpret the mood board in various ways, leading to inconsistencies in the final execution of the project.

. This task may be quite time consuming. Gathering all the right images and materials to create a well-rounded mood board can be time-consuming, especially when trying to curate a diverse yet cohesive set of visual elements.

. Some things may not be accounted for practically. A mood board often focuses on aesthetics and may not consider practical constraints (like budget or functionality), which could create challenges later in the design process.

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A mood board is an effective visual tool for communicating and organizing creative ideas, but it requires careful curation and balance to avoid becoming too limiting or vague in guiding the final outcome of the project.