Live action video game trailer: Presentation and feedback

For the pre-production process of our trailer, we created a Powerpoint presentation showcasing the different aspects and planning that is going into our trailer.






  • In our powerpoint, we were asked to elaborate a bit more on who will be operating the cameras and editing, to give a better sense of the roles each member of the group will be playing.



Film-making: Pre-production



 Script: First draft

Scene 1

Pan-down from the top of the Café to the front, where we see Sherlock and Watson sitting at a screen reading a newspaper and drinking coffee.


Kieran/Watson rushes up to Josh/Sherlock, waving a newspaper in front of him. “ We never seem to catch a break!”

Over the shoulder shot of both of them observing the newspaper

They want to investigate before the police arrive, so they eagerly get up, knocking over both their coffees in the process.

Pan left-to-right following both of them

They then run towards the crime scene, impatient to investigate.

Scene 2

(Pan left-to-right, following Sherlock and Watson as they approach the bridge, then linger on bridge to establish the location)

They both rush towards the crime-scene, almost slipping in mud in their enthusiasm.

(rotation pan right past car, after which body appears, which is the first sign that this is taking place in the ‘Sherlock’s’ imagination)

(Wide-shot, opposite side of body)

After-effects effect of Sherlock imagining the victim getting shot and falling in the real bodies position

(Close-up of Sherlock’s face, surveying the scene)

( Worm’s-eye shot as Sherlock picks up interesting dirt)

(Close-up of Sherlock’s hand, as he looks at the dirt)

Scene 3

There is an After-effect display of Sherlock’s thought process reaching a conclusion for the case, ‘connecting the dots’ the clues have given him.

(Close-up of Sherlock’s face)

Sherlock: “I’ve got it! Come on, Watson!”

(Wide-shot from beside the bridge)

They both hurriedly rush from under the bridge towards the next scene.

(Camera pans left-to-right)

Sherlock and Watson continue to speed towards where-ever Sherlock is leading them.





Art and Design: Mise en Scene:

Scene 1: Morning outside in front of a Café, Sherlock and Watson are sitting at a table drinking coffee and reading a newspaper.

Scene 2: Daytime underneath the bridge over the River Thames, with an imaginary dead body (Tony Mulligan) along with an array of parked cars and a lamp-post.

Scene 3: After-effect graphic of Sherlock’s thought process as he reaches a conclusion for the case. Back under the bridge with cars and a lamp-post, as Sherlock and Watson rush off elsewhere.

Scene 4: Mid-day in a tunnel leading towards a shopping centre near Kingston college main site. The tunnel is often a place where the homeless go to, so it is partly covered in old blankets and cushions. This is where Sherlock and Watson find the “suspect” (Martin Reynolds) and give chase.

Costume planning:

  • Sherlock Holmes (Josh Locke): The game takes place in modern day, so Sherlock would most likely wear a smart-casual Suit-jacket and black chino trousers along with perhaps a scarf. I will provide my own costume using similar clothing I already have
  • John Watson (Kieran Gimigani): Similar to Sherlock, Watson should smart-casual clothing, for example, smart trousers and a suit-jacket with perhaps a hat to give him some distinction from Sherlock.
  • Suspects (Martin Reynolds, Jamal Gayle): The suspects are desperate escaped convicts, so they would most likely wear casual/rough street clothing such as old jeans or shirts with a type of jumper or coat.
  • Murder victim (Tony Mulligan): Being a random citizen, he would only wear casual or work clothing.

Prop planning:

Prop list:

  • Pretend weapon
  • 2 pairs of hygiene gloves
  • Newspaper
  • Notebook


Call sheet


Recce report



Film-making: Live-action video-game trailer

Narrative ideas

  1. The Wolf among us: Synopsis: The Wolf among us is a detective/murder-mystery game set in a world-within-a-world where different ‘fables’ and character’s from fairy-tale literature have integrated themselves within the mundane world, calling their world Fabletown. The protagonist is the ‘Big-bad Wolf’ in human form and Private Detective, Bigby Wolf, along with Snow (Snow-white). After they discover a murdered Fable on their door-step, they begin trying to discover who the murderer is, which takes them all over fabletown, questioning suspects and getting into fist-fights.

2. Sherlock Holmes: Crimes and Punishment: Synopsis: Crimes and punishment follows Sherlock Holmes and John Watson as they journey throughout old London solving various cases, some of these are simply thefts while others take a more fantastical approach. The duo also receive help from characters such as Sherlock’s brother Mycroft Holmes, while using all the skills they have such as Sherlock’s exemplary analytical abilities and Watson’s marksmanship, while questioning suspects to track down and arrest the culprits of these various crimes.



The Wizard King: Written treatment

Title: The Wizard King

Logline: A King, who has knowledge of magical secrets, marries a princess, and a few years later, the Queen dies and a grief-stricken King, unable to live in the same place anymore, sets out to find foreign lands, surviving through his use of the ability to shape-shift into any animal.

After marrying another princess, he worries about how his son could be a rival for her affections, so he sends him on a quest. The son arrived at the kingdom where the princess met his father and, intending to rescue the princess, he returns to his father’s castle. Then, with the help of a fairy godmother, he strips his father of his powers and rides away with the princess on a chariot.

Game outline:

Genre: Action platformer

Shovel knight: An example of an action platformer




App design: target audience and design ideas.

For an app design lesson, we began creating our own app wireframe for a personal/schedule app. For my wireframe, I have chosen to work on a Coffee app.

First, I had a look at some wireframe examples to give myself an idea of how I want my wireframe to look.

wireframe example
wireframe example

Then I began drawing out my own ideas for a wireframe for my coffee app using simply a piece of paper and a pencil, using the web results i found as inspiration.

Target audience

In order to get a better idea and outline of my target audience, I looked online to use market research to establish what demographic that my App is for.


For a Coffee-based app, my target audience most likely would not be children or young teenagers, as most people in that age don’t have much interest in coffee or where the best places are to buy them, so I won’t make my app for people of around 5-16 years old.

As most coffee-drinkers and people who are interested in coffee are adults of around 19-onwards, this will be an adult-oriented app where emphasis will be put on the recipes on how to make the different types of coffee, and how these types of coffees were originally made.


As coffee is enjoyed by many people of different races, backgrounds and cultures, I will try and make my app inclusive of all of these people and be available to anybody who wants to enjoy using it.


Design elements

Colour pallet

Most colours associated with coffee are warm shades of black, brown, white and beige, so these are the colours that I will primarily use in designing my app.

Adobe kuler pallet

coffee app colours

Visual style

I have decided to keep the visual style to a simplistic layout that keeps the app easy to explore and follow. In doing so, this will make the app accessible to anybody in my target audience and allow them to easily use it.

The aesthetic will have a friendly, inviting feel to it, almost like the feeling you would get from a living room. So, I will use rounded edges and images with an animated, cartoonish feeling.


Legal and ethical considerations

While creating this app, I must make sure that I do not plagiarise anybody else’s or any other companies apps or other creations on mobile, and any images I happen to use will be credited in this blog or on the app.





App design: What makes a good logo?

A logo is a small image used by companies and organisations to identify themselves and their products. All companies do have a logo such as McDonalds, Playstation and Coca-Cola, who all have identifiable and memorable logos that send an appropriate message to their audience. The best logos are designed to be:

PlayStation_logo.svg_mcdonalds logo.png

  • Simplistic: Keeping the logo to a simple design makes it memorable and easier to identify for viewers. If you add too many graphics and shapes to a logo design, it becomes too cluttered and makes it more difficult to remember. It is also a way for companies to simply bring across the theme or subject of their product, for example, Adidas’s logo is three, simple parallel rectangles with the name Adidas below it, and it has always been recognised as a shoe retailer.adidas logo
  • Versatility: You must also make sure that your logo can be used on a variety of different products and be able to be printed differently, for example, is the logo just as effective in black-and-white as it is in colour? Or does is it just as identifiable at this size on this T-shirt as it does at this small size on this mug?
  • Appropriate: Your logo must also follow the theme of your products or the company’s products, so if you were making a logo for children’s products you wouldn’t use dull, drab colours and an un-interesting font, you would go the design direction that Toys’r us went in and use bold, bright colours and a humorous and friendly font.



  • Timelessness: While designing your logo, you must assess whether it will still be just as memorable and well-designed 5, 10 years onwards. Again with the Coca-Cola logo as an example, it has hardly changed over the years that it has been used, due to it’s simplicity and the timeless, memorable way that the name has been written.

coca cola logo



The Golden Ratio

The main way of scaling in logo design is using what many designers consider to be the scale that is most appealing to the eye and that is the ratio of 1.618, otherwise known as the Golden ratio. Many graphic designers have adhered to this ratio to scale their logos and make them versatile.

Negative space

To help make your logo look simple you can make smart use negative space to add extra meaning and personality to a logo design. For example, NBC used a small and subtle piece of negative to make their rainbow coloured droplets logo identifiable as a Peacocknbc-logo.jpg



















Games design: Character descriptions and designs

Aaron: Aaron is the hero of the story and is the one destined to save his village and Dawnworld from the evil of the dark sorcerer Daugrim, along with his allies Erius the Wizard and Cainas the Dragon. He begins the story as a normal blacksmith’s apprentice who is curious about the wider world outside his home, but as the story unfolds, he develops into an experienced warrior and explorer.

In the game, his skills include fighting with his homemade sword (which you can upgrade) and his use of different types of magic, taught to him by Erius, such as Fire, Shield, and Air, which allow him to jump higher and reach platforms that he couldn’t before.

Here is some concept art that I developed for him:



I also created a test GIF for Aaron’s eventual walking cycle

walking cycle (test)


Erius: Erius is an enigmatic and powerful magic user who is the first one who is aware of Daugrim’s increasing influence on the world. The most that some people know about him are that he is one of the last of a dying caste of powerful Protectors, who are the chief defenders of Dawnworld. His wide array of knowledge and worldly wisdom is an invaluable guide to Aaron (the protagonist) and Cainus (the dragon) and is arguably his greatest asset on their journeys.

He is a master sorcerer with near unmatched magical ability, using spells and enchanted items to his advantage such as teleportation, energy blasts, and fireballs (which can both be upgraded in-game with currency). For example, if the player got themselves stuck in a section of a level where they cannot avoid a projectile Erius would be able to teleport to safety and avoid damage.

Erius concept art



Daugrim: Daugrim is the dark sorcerer who tries to take by force the world he feels is owed to him by corrupting its inhabitants and spreading his influence across the land using his ever-growing army of evil creatures and the corrupted members of different races. He observes his domain and the rest of Dawnworld from his citadel in Nekar, the shadowey, hollow land that he has claimed as his own.

His power rivals that of Dawnworld’s most powerful sorcerers as he uses necromancy, dark energy and soul-manipulation to deadly effect, and he is on a never-ending quest to grow his power by amassing all the magical knowledge in the world.

Environment assets

game assets=buildings
Level 1: Town assets



Film studies: Making an opening scene and trailers


In our first lesson of learning to make our own opening scene, we looked at some other opening scenes from different films, such as “Children of men” where we learn from the opening 5-minutes through the use of location, such as a near future London, and different props like a cage of immigrant people, that humanity is dying out, and we also looked at the film “Moon” which let the audience know of it’s futuristic setting through the use of music, scenes and camerawork.

For our film-making assignment we first had to come up with ideas (in our groups) for places to film, the shot types we would use and the props and costumes we would use.

Location: We discovered an ideal location for our shoot, which is a an old hallway in one end of the college. The fact that the hall uses less lights makes it ideal for the film-noir style and it’s also a very enclosed location which should make for a claustrophobic atmosphere.

Costume: We decided to pick a white shirt for our actor to use, as it would make the fake blood stand out more, and make a contrast with the dark lighting.

Props: To add a sense of drama, we made use of fake blood for the scene, to give the audience a hint of what took place before the character became imprisoned.

Shot-list: We created a series of shot-lists, showing our ideas for what the different shots we would take could look like.

L.A Noir trailer ideas

In another film-making lesson, we were asked to come up with 2 ideas for a trailer for the detective-noir game, L.A Noir.


A trailer that showcases the game as a straight action film making use of the car chases and gun-fights, with some cases hinted at in-between action-shots to provide some  variety to the story.


We can create a trailer that is more faithful to the source material, and showcase the film as a suspenseful thriller involving two detectives, much like Se7en, but taking place in  neo-noir 1940’s setting. A case from the game can be shown to build up the suspense of the film, and give the audience a hint of what the film’s plot will be.