Mind Map
(Conducted 06/03/24)
First I just created a quick mind map to get down some disjointed ideas about the general direction I want my project to follow. The purpose of this was to have an easy way to get my ideas down, letting me see where I should move forward from here. I wanted to do a videogame title sequence, but it was important to understand each medium and consider first.
Audience Survey
(Conducted 06/03/24)
The first bit of research I wanted to get done was an audience survey. I wanted to see what the audience thinks an interesting sequence should contain, to get an idea of what media my sequence should be based off of.
The feel of the movie/show/game I'm using for my sequence should match the sequence itself, so I want to pick something that will allow for a good and challenging project.
​
The purpose of this task is also to generate data that I can look back on when creating my project, to check what I need to add and should be going for.
The purpose of this question was to gauge a better idea of the respondants age as part of the target audience.
The purpose of this question is to see if gender effects the target audience's opinions
I wanted really to ask this question, to see what medium the target audience prefers to engage with. The purpose of this was to help me gauge whether I should make a sequence for a movie show or game; I was planning to do a game, so it's good that games + no preference is the majority
These ones are less important, just to gauge how interested the audience is with title sequences.
The "Other" was just people stating they enjoyed title sequences if it was for something they enjoyed.
The purpose of this question was to gain an idea of how interested the respondants were in videogames, the medium my title sequence is planned to be made for. It seems most of the target audience has somewhat of an interest in games, with nobody stating that they never play them.
This question asked: "What do you think a title sequence for a game should feature to make you interested?"
​
Taking some notes from this, I should think about: music (pick a game with a good soundtrack to use), art style, "A Cutscene" (pick a cinematic game with good cutscenes to use) and colour.
"What elements do you think a sequence with a "light" tone should feature?"
​
All questions similar are to guage what I should include when creating my product, depending on the type of tone/pacing I decide to go for based on the macthing tone/pacing of the game I choose.
"What elements do you think a sequence with a "dark" tone should feature?"
"What elements do you think a sequence with a "relaxed" pacing should feature?"
"What elements do you think a sequence with an "exciting" pacing should feature?"
The purpose of this question was to gauge what I should put the most focus into for my title sequence, and also further help me figure out what game it would be most fitting to base it on.
An overwhelming number of people voted for style and music, so I should definitley focus on fin-tuning my product's style, but also pick a game with a very good soundtrack to compliment. Animation is least important, and graphics are average, but are definitley still necessary for a title sequence.
"Name videogame/s with title sequences (Optional)"
​
The purpose of this final question was just to see if the respondants knew of any title sequences I could into for secondary research, and they came back with a small few. I should certainly have a look at these.
Media of Choice
After conducting this survey, I have collected lots of information that will be of use to come back to during the creation of my title sequence.
​
Also from the information collected, I have concluded that I will consider using the Final Fantasy VII Remake as my chosen media. This is for a select few reasons:
-
The media chosen is a videogame, which I have recorded to either be popular with or neutral to the target audience. It is also the medium I am most invested in, which will hopefully make me more eager and engaged with the project allowing me to deliver greater overall work.
-
It fits the target audience's age range, being made and rated for Teens/ 16+.
-
relatively gender neutral target audience.
-
Very cinematic game, allowing for creation of a movie-like title sequence fitting the game's style.
-
Great soundtrack, plenty of amazing tracks to accompany my title sequence.
-
Tone and content of game allows for an exciting and fast-paced sequence, with lots of interesting visuals. It will really give me the chance to challenge myself, allowing me to showcase my skills and make an interesting final product worthy of a higher grade.
YouTube Video Research
(Conducted 11/03/24 & 12/03/24)
I have collected a large about of research and information in the process of my contextual essay and audience survey, but now I need to look directly to other title sequences for research and inspiration for my product.
I will take note of the different styles, effects, transitions, etc used in these sequences to hopefully improve my own. I will try to keep my research limited to the medium of videogames, to be most relevant to my chosen media.
​
The purpose of this task is to better help me understand the characteristics and contents of a title sequence, providing a greater understanding of title sequences for when I create my final product.
Deus Ex: Human Revolution
This first sequence is one I found out about during my research for the contextual essay. I made sure to keep it in mind to mention here. It is from the 2011 videogame Deus Ex: Human Revolution, developed by Eidos-Montréal and published by Square Enix. The Game is rated 18, and in the cyberpunk genre, obviously intended for a mature audience. The sequence runs to 2 minutes and 12 seconds.
​
-
​The colour scheme used is consistent and striking, with an abundance of yellow and tiny highlights of blue. Blue represents technology, and the yellow could represent dim yellowed lights. Definitely a good example of colour to take inspiration for in my sequence.
-
Example of some very strange and interesting imagery, linking into the game's main theme of transhumanism and cybernetics, and sure to entice the player to continue. Good inspiration for how my title sequence should tie into the styles/themes/story of the game.
-
The typography used is simplistic, with a technical feel to tie into the sleek cyberpunk aesthetic of the game. It matches with the yellow of the colour scheme, and fits into the darker areas of the video to stand out.
-
The title sequence showcases a use of colour grading, using it to apply the previously mentioned colour scheme of stark yellow with blue highlights. Colour grading is a great way of applying a mood/temperature to footage, and I could use this to easily change the feel of my video.
Metal Gear Solid 3: Snake Eater
This second sequence is one that I looked at as an example during my contextual essay. I want to look towards it as inspiration during this secondary research. It is the title sequence from Metal Gear Solid 3: Snake Eater, directed by Hideo Kojima, and published by Konami in 2004. It is a military thriller set in the jungle, aimed at a mature audience. The sequence runs to 3 minutes.
​
-
I'm really interested in the motion graphics at the start of the sequence with the newspapers, as it looks great and showcases a style that I could take inspiration from and emulate in after effects.
-
Good music. The music represents the 007, spy movie feel Kojima wanted to capture with the game.
-
Features a lot of screen effects throughout. These fit with the military/jungle theme of the game, and has given me inspiration to consider perhaps overlaying effects onto my sequence if it fits with what I want to do.
-
Text slithers around the screen, almost very snake-like. This is a great example of a title sequence creatively playing around with the credits themselves, fitting the game's title and theme. This has gotten me to think deeper about how I can effectively use text effects to convey themes and aesthetics.
-
Great blend of motion graphics, visuals effects, and videogame footage. a lot of inspiration to take from this one for creating a title sequence unique to games.
-
The use of 3D motion graphics in this sequence is something that could be done in after effects, and could be a great way to make the sequence look more in-depth. The 3D graphics could represent the fact that the game is 3D, something that was only a couple console generations old at the time.
Scarface: The World is Yours
This is the one Kyle Cooper videogame title sequence I didn't cover during my contextual essay. I wanted to talk more about his other ones, as this one is more like a movie title sequence, utilising footage taken from the Scarface film. It wouldn't hurt to have a quick look at it here, however. It is from Scarface: The world is Yours, the 2006 game following on from the story of the 1983 film. Developed by Radical Entertainment and published by Vivendi games, it is a violent "GTA clone" intended for mature audiences. The sequence runs to about 3 minutes and 10 seconds
​
-
Cooper's style used for feature films carries over here. This shows that movie title sequences can still be something good to look at for this project.
-
A heavy use of bold effects, reflecting the gameplay and story with excessive and explosive violence. This gets me thinking about how a heavier or lighter amount of effects can convey a different tone.
-
Fast pace also helps give across that jarring and violent tone. This is representative of the gameplay featured in Scarface. Good inspiration for me, if I decide to go for a fast paced title sequence.
-
The sequence uses colour very interestingly, being black and white with red, green, and orange flames being the only colour. The red represents blood and danger, befitting the violent gameplay and themes, the green represents money, something the gangster lifestyle focuses around, and the orange flames could represent destruction or loss.
The Last of Us
This second title sequence is taken from the optional question in audience survey I performed. I picked this and later GTA 3 over the other 2 as Fallout doesn't have a traditional "credits" style title sequence, and Heavy Rain's title sequence was all in-engine so wouldn't be great research for an after effects project. From 2013's The Last of Us, developed by Naughty Dog and published by Sony Computer Entertainment, comes this title sequence. The game is created for a mature audience, surrounding a zombie apocalypse. The sequence runs to just 1 minute.
​
-
Another very eye-catching use of colour in a title sequence. The black and white gets across the bleak and dark tone of the game, being set in a zombie apocalypse. Some really good inspiration for me, helping me see how colour can be used to communicate tone.
-
An example of how a title sequence can be used to convey the story, specifically through audio in this case. The events of the apocalypse are explained through in-universe news reports. I should perhaps think about how my audio used conveys the game's story.
-
The visuals display the idea of some sort of growing biological organism. This could represent the fungus that causes the zombies in the story of the game, again showcasing how the visuals of a title sequence can project the themes and ideas present in the story.
Grand Theft Auto 3
My third title sequence is, again, an idea taken from my survey. This is an interesting one that displays a few things perhaps unique to videogames. This is the opening video to Grand Theft Auto 3, the 2001 classic that popularised the open world genre developed by Rockstar Games. It is an open world crime sandbox, targeted at a mature audience. The sequence runs to 1 minute and 50 seconds.
​
-
The intro begins with the logo for the game studio, Rockstar Games, similar to how a Netflix shows start with their logo. This is actually something I hadn't really thought of until looking at this, but I should think about including it.
-
An example of how music should match the pacing of the visuals. Great example, and inspiration for how my visuals and music should flow together
-
Good example of a slower paced and "relaxing" sequence like I mentioned in my survey. Not the type of pacing I'm considering, but certainly shows how pacing helps achieve the "chilled out" vibe the game is trying to put across.
-
Shows how game footage can be combined with graphics, with footage of in-game enviroments sliding in. Looking at this, I'm inspired to do something similar to showcase footage of the gameplay during the opening titles.
-
Again, great music choice on this one, sounds charming and is sure to draw a player thurther into the game's world.
Various LucasArts Games
(Day of the Tentacle starts at 2:19, Full Throttle at 0:45)
Finally, I wanted to have a quick look at some of the classics. These are the oldest title sequences I have personally experienced and know of in a videogame, from some of the adventure games that I happen to be rather fond of. This is useful, as there is still inspiration to be found in even the old and outdated. These title sequences come from 90's adventure games: 1990's The Secret of Monkey Island, 1993's Maniac Mansion sequel Day of the Tentacle, and 1995's Full Throttle; all developed and published by LucasArts. They are all quite comedic, animated, and light-hearted games aimed at younger teens. They run to around 1 minute and 30 seconds or 2 minutes each.
​
-
Looking at all these sequences you can see a running theme of good music choice. Monkey Island goes for atmospheric, Day of the Tentacle goofy and cartoony, Full Throttle a rock song by The Gone Jackals; All fitting the theme and style of each game.
-
Personally I think these sequences don't display super interesting or flashy visuals, so maybe not the best for inspiration in that area.
-
They display a great use of style, however; Day of the Tentacle and Full Throttle displaying a very impressive (for the time) cartoon/animated movie-esque style.
-
The cartoony styles represent the light-hearted and comedic tone of these games, and showcase how style of title sequences can get across the overall tone of a story.
From this research I have uncovered a plethora of knowledge on how title sequences for videogames usually play out, and it has inspired me with many new ideas for my sequence.
I have uncovered how title sequences use their imagery and pacing to reflect the tone of the source material. By looking deep into these sequences, it has taught me how to look deeper into my own chosen source material and better understand how to create a title sequence befitting the game of Final Fantasy VII Remake.
​
Overall title sequence characteristics
-
A use of colour that matches the colour scheme/tone of the source material, and also can represent something. Colour is always an effective way to convey idea and make the audience feel something. Deus Ex used yellow, Scarface used black and white with coloured highlights, etc
-
Camera angles that showcase all of the action, but also be placed unclearly to place a subject in mystique. The camera seems to focus on interesting an relevant subjects, to draw in the audience and get ideas across about the source material quickly.
-
Addition of music, usually made directly for the source material/title sequence, that matches the overall tone of the game. The pacing of the music is supposed to be consistent with the pacing of the video.
Experimentation Mind Map
(Conducted 12/03/24)
After the completion of my survey and title sequence research, I had quite a lot of ideas flowing about in my head. To figure out what I needed to put my experimentation in after effects towards, I put together a mind-map. I needed to get an idea of what techniques, effects and skills concerning after effects I need to learn during experimentation so I can use them in my final product. The mind map looks into what kind of things I should go for, fitting the Final Fantasy VII Remake.
After Effects Experimentation
(Conducted 13/03/24)
I wanted to follow some YouTube tutorials relevant to what I want to do, to gain an arsenal of useful effects to utilise in my title sequence. The purpose of this was to hopefully gain a greater understanding of after effects before I start my project.
Flickering Text
I wanted to collect knowledge of some useful text-related techniques, to really make my text pop and excite during my title sequence. This one should work really well to help create the theme I want to get across in my product. This is a very simple to do, yet very effective and pleasing effect. Going forward, I want to make heavy use of this in some sections of the product.
Smoke Effect
For my title sequence I was considering going for a grimy/industrial look, and for that I think a light smoke overlay in certain scenes is a quick and easy way to add to the aesthetic. I could certainly add more to the sequence and give it a greater sense of depth. From this task I have uncovered a greater understanding of some of the more complicated techniques in after effects, and creating realistic effects.
Rotoscoping Attempt
For my title sequence I wanted to figure out rotoscoping, to cut out elements of footage, or add elements behind something in the footage. This is a failed attempt, because After Effects was acting up on me and wouldn't let me edit anything other than the first frame with rotobrush. Going forward I should definitely figure this out. From this task, however, I have learned a great deal about rotoscoping, uncovering the basics of what it is and how to do it.
Rotoscoping Attempt 2
My second attempt at using the rotobrush tool, and After Effects finally decided to work with me. This seemed to have been fixed by moving to a different computer, but I also used a different video. I just slotted some sample text behind it to showcase what I did.
​
I researched this because I'm thinking of making use of rotoscoping to make my work more impressive. From this I uncovered more after effects skills, and moving forward I want to work the use of rotoscoping into my planning and final product.