Monday 3 February 2014

Evaluation Question 7

Looking back at your preliminary task, what do you feel you have learnt in the progression from it to the full product?

In the preliminary task I was using the programs mentioned in question 6 for the very first time. This meant that the quality of my student magazine was much lower than that of the music magazine. 
For the student magazine, the photos that i took were not well planned and were very spontaneous, which made them look fairly unprofessional. I was not able to plan the outfit or be picky with my model, so the cover photo didn't fit the magazine's style so well. For the music magazine i realised the importance of planning a photoshoot, as it gave an impression about the magazine across to the reader. This means that if the photography and planning is low quality, this will be reflected in the magazine's presentation. Having a reason for each decision made in both the photoshoot and the production of the magazine based on research with audience and the market made the music magazine look much more professional, as in the student magazine i made decisions purely based on whether they looked nice or not.
In creating the student magazine I often came to problems, meaning that i could not do something how i wanted. When i came to such a problem i would simply avoid it and work around it instead of sorting the problem out. For example, when creating the masthead i planned on having the "Student Break" text rotated so that it was perpendicular with the "SB". I ended up changing this to having it underneath, as i could not get the text to fit whilst being readable.
In the design process of the music magazine, I tried to tackle such problems to make the final product as accurate to the brief as possible.
The task also got me trying to stick to schedules as well as possible, whereas in the preliminary task i simply did all of the tasks whenever it suited me. This showed me that sticking to a schedule and getting thing done when they needed to be done was much more efficient and less stressful.I became more organised in my work because of this. I also learned to manage my time appropriately and to give myself enough time to complete each task properly.

Sunday 2 February 2014

Evaluation Question 6

 What have you learnt about technologies from the process of constructing this product?

Evaluation Question 5

 How did you attract/address your audience?

The name of the magazine "Bit Crushed" is likely to stand out to somebody who creates music digitally, as "bitcrusher" is a term used to describe a particular distortion that can be added to music.
The pixellated stype and bright colour scheme are things known for being used in older video games and chiptune album art. For example, the album art of the Airbrushed album by Anamanaguchi uses a visual style similar to that of the SNES.
Having this visual style for my magazinr makes it instantly recognizable to a listener of the chiptune genre.
The house style of my magazine only uses colours from the NES game console colour palette, which was very limited. This did mean that the colours used throughout the pages were  consistent. This also makes the magazine stand out more to the target audience.
The NES' colour palette is the following:
 I also tried to stick to a colour schemes similar to that of pixel artist Paul Robertson's work. He is known to do spritework for indie games as well as album artwork for Anamanaguchi. He created the album art for the "airbrushed" album previously mentioned.
The contents of my magazine are specifically named to draw in the audience. For example, one of the coverlines is "Burn My Dread" which is the opening to a game called Persona 3, which is well known for a fantastic soundtrack. As VGrock and game soundtracks are also some of the genres that my magazine covers, it is likely to draw in the target audience.

 

Evaluation Question 4


Evaluation Question 3

Evaluation Question 2


Evaluation Question 1