This blog post is to showcase the work that I have produced during the 3rd week of the extended project.

Week 3: [1.1]

Task One:

For this task I was asked to research the industry side to things and how my extended project would fit into the games industry, I explored several areas such as how the industry is organised and structures, what is independent[indie/mainstream[AAA] games and what one does my game resonate best with and much more. I completed this task using various research methods and some personal knowledge.

Introduction for my extended project:

For my extended project I aim to design a collection of characters up to a total of 4 with a futuristic appearances, this will be displayed in the form of concept art and will be designed with the intention of use in a large scale video game.

How is the games industry organised/structured?

The games industry is made up of several demographics that are involved with the development of a game from the initial conceptualisation of the game up until its release and even after. In the case of the games industry the key demographics are as follows; Publishers, Developers, Consumers, Retailers, Platforms, platform holders, education bodies and industry bodies.


A video game publishing company is a company that will publish a game as the name suggests, the games they publish may be developed internally or externally by a video game development company. As with other forms of publishers they are responsible for the video games manufacturing and marketing including the market research that they require and the many forms of advertising needed to promote the product. Often the publishers are the ones who provide finance for the development, this would require either paying an internal studio or external developer companies depending on the situation. Smaller publishment companies would hire an external distribution company to distribute their product, they could also hire larger video game publisher companies. The other functions that are usually performed by the video game publishers include deciding on a financing the licences used within a product, as well as the financing of the localisation and the layout, printing and possibly the writing of the user manual for the game as well as creation of graphic design elements required for the game. Publishers also provide support for the developers of their product by providing them with sound design and code packages that are intended for frequent functionality. They will also monitor the development of the product by using staff such as producers and product managers, these staff members will also assist if needed and critique the development. Some prominent publishers within the games industry are; Activision, Electronic Arts, Ubisoft and Bandai Namco games.



Video game development companies fall are software developers that specialise in video game development, the developer in question can range from just a single person who undertakes all tasks required to produce a game or a team of several hundred people who are split into groups that are determined by the respective disciplines that they specialise in such as programming, design, art production and testing. Most but not all video game development companies have a video game publisher that supports the games development in several ways, these are usually large mainstream/AAA companies, those who do not have a publisher to assist in the development are known as independent or indie developers who make smaller more passionate games called indie games. The developer may specialise developing games for one particular video game system or many different systems, they could also specialise in different types of games such as shooters, platformers or role playing games. Other developers focus on “porting” games from one system to another or the translation of a game from one language to other languages. Some video game developers also develop other forms of software other than games. Most video game development companies are part of a publishing company such as Nintendo EAD who develop The Legend of Zelda and various other games, however they are generally seen as publishers rather than developers due to publishing being their primary activity. Developers can also be private such as how Bungie was when they developed the halo games to be exclusive to the Xbox games system. Some noticeable developers are such as; Team Meat, Rockstar and Naughty dog.



Consumers are the people in the world that purchase and play the video games that the developers produce, they will do this in several ways, they can purchase the physical or digital copies of the games  or the different merchandise that are produced based around those games. Consumers could also include general enthusiasts of video games and even other developers, education and industry bodies.


Retailers are the physical stores and online services that allow developers and publishers to distribute and sell their games for consumers to purchase and these play a huge role in the industry itself, Publishers will look towards these retailers in the hopes that they will agree to sell and promote the games that they publish while giving retailers a cut of the sales. Some notable retailers are; Game, HMV, Steam and Tesco’s


Industry Bodies:

An industry body also known as trade associations along with other titles is an organisation founded and funded by the Businesses that operate in the specific industry which in this case is the video game industry. They participate in the public relation activities required for industry such as advertising and publishing along with other topics. However their focus is cantered around the collaboration between companies, they may produce other services such as producing conferences, such as the Entertainment expo otherwise known as E3 as well as networking and charitable events along with offering classes or educational materials. Many of the associations are non-profit. An example of a trade association is Pegi who performs these tasks within Europe.



Educational organisations such as the schools, colleges and universities scattered around the globe teach people several skills, techniques and provide knowledge in the hopes of producing new talent to go into different careers, one of which is the video game industry. Some of which also have innovative and new ideas for games. Without the education facilities the video game industry would surely not exist so it plays a vital role. You also have online teaching courses and services such as various educational Youtube channels.



Platform holders are companies that are tasked with development and manufacturing the hardware used in order to allow video game software to perform its intended purpose, in some cases this also includes the software that allows the video game to be played such as Valve’s Steam application. As with publishers a wide array of different companies comprise the video game platform holders which would include even cell phone providers, PC producers, video game console manufacturers, and web based development and delivery services. These platform holders have influence over what the software that appears on their platform. Frequently I is the case that platform holders will also create software that is to be used on their own hardware as well as external hardware for example Microsoft and the Xbox system with its operating system is also allowed to be accessed some of the features on a PC for instance. Some notable platform holders include; Microsoft [Xbox], Sony [PlayStation], Nintendo [Wii/Switch/DS] and many more.


How these work in conjunction with each other;

In some way or another each section or demographic that even has the slightest connection to the games industry will be linked together in one way or another, for example a student from an educational facility such as a college has just entered into the games industry, they will then continue to get a job role in a games development company and work with many people from different sections of the games industry such as publishers, platform holders, even the consumers any others if required. Because of this reason the games industry and various other industries are very well organised and structured exceedingly well which produces results whether their good or bad.

How does my work fit within this organisational structure?

My Extended project is that of concept art, this would immediately be placed into the pre-production phase of the larger picture because this is where all the planning and conceptualisation takes place during the production pipeline. even though a concept artist would sometimes also work during the production phase of a project if something needed to be implemented later on that needs conceptual art to be produced however this is very rare.

Is my work aimed for an Independent or Mainstream project? Why is this the case?

For me to say whether my extended project is aimed for an independent or mainstream project I would first need to look at both independent and mainstream projects and see the differences and what ones more closely tie in with my project and what my project is intended for.

Independent projects are projects that are commonly referred to as indie projects that are created without much financial support from a publisher, they often focus on the innovative elements and most commonly rely on digital distribution rather than physical distribution to retailers. The development teams can range in size depending on the company however they most commonly are small businesses and sometimes even just one person who produce the video game. Thanks to the appearance of digital distribution via applications such as Valve’s Steam in the late 2000s there has been a rise in independent developers producing and releasing their games to the public. Some notable indie games are; Braid, and Super meat boy.


Mainstream projects are those that are commonly referred to as triple a, these projects are in stark contrast to indie projects because they usually are created with financial support from publishers, however they tend to fit with the current trends around at the time for example currently the trend of Open world games is dominating the mainstream market. These projects also get more advertising and are distributed using various methods. The development teams behind the production of these products range from medium sized teams to large teams consisting of hundreds of developers. Some notable Mainstream projects are; Assassin’s Creed, Call of Duty and Final Fantasy.


To elaborate my project is character designs in the form of concept art intended for a 3rd person action combat open world sand box role playing game with a future setting, considering the idea of the game I would say that due to its large scale it would require a large team of people to create and a substantial sum of finance to fund the development of the game so this makes the project fit in line with other mainstream development teams and products that are already current.

Examples of organisations that would assist in the development/Publication of my project?

Due to the scale of the intended product of my extended project I would need a development team to produce the team and a publishing company to publish the game my project is aimed for.

There are several Developers who come to mind when thinking about developers for the game, the first of which would be Square Enix who could also publish the project as well, I think of Square Enix the reason to why I think of Square Enix developing and publishing my product is because their current games that they have worked on and released fit a similar style such as Final Fantasy, Deus Ex and Neir: Automata which would fit in line with their visual style, however it would also be unique because unlike the others due to my project having that false-utopian setting/theme apart from one location in Final Fantasy 13-2 called Academia however my project still doesn’t reach that same theme.

How and where it could be distributed and why?

The common theme with mainstream video game titles is that the games are distributed in various different ways such as having physical copies of the games sent to retailers to be sold or the games will be sold digitally which purchased and then immediately downloaded or your provided a download code which would be input into a distribution software such as Valve’s Steam. For localisation I think the game would be sold in the majority of major countries in the world such as England, France, Spain, Germany, USA, Japan and Australia that is if the product fits their local standards, laws and social or ethnic views. The game could also be exhibited at various conventions, private showcases and advertised in various media formats. To showcase my extended project itself I would be posting it online via social media as well as this blog. I could also use other ways to do so as well.

How would my project be regulated and by whom?

My project would be regulated by the industry bodies responsible for their local organisations, for example in Europe the project would be regulated by Pegi, the publisher would also regulate the work as well as the development company making the project. The topics that will be regulated would be topics such as the use of copyright, obscene publications act if needed and various other topics such as providing an age rating for the project they would also consider the local social and ethnic views as well as the law at the time of publication. However for my extended project as it is I will be regulating the project myself as well as any supporters in the project in order that I get the best result, they will do this by providing feedback on my project during the production and planning phases.

Is my project aimed for a niche or mainstream audience and why is that the case?

For me to say whether my extended project is aimed for an niche or mainstream audiences I would first need to look at both niche and mainstream audiences as well as different demographics and see the differences between them and what audience more closely ties in with my project and what my project is intended for, this will help me determine which is audience is best suited for my project.

Niche audiences are keener on playing games that are less widely known than the mainstream games that are available although they might still play them, their generally looking for innovative and new experiences with the games that they play, they don’t really mind on the visual style of the game as well as the quality of gameplay as long as the game was a positive experience for example the niche audiences tend to lean more towards the independent developed games such as Fez but then also games such as guns of Icarus or smite.

The mainstream audience members are more fixed to specific types of games such as shooters or open world games and they tend to have realistic visuals. These games also are most often the current popular games around at the time such as Call of duty and battlefield for shooters and The Elder Scrolls or the Witcher games for Open world. You can also have fans of specific developers who will play and mostly enjoy every game they make, an example being the fans of Blizzard entertainment, creators of world of Warcraft, Hearthstone and Over Watch.

Different demographics would also have a key part to play, for example western audiences tend to lean more towards the hyper realistic games such as battlefield however if you were to go to japan the trends are vastly different and have a more anime like appearance due to their culture.

Because my intended game for my extended project is aimed at a Final Fantasy like appearance which is mainstream in japan and other eastern countries but also widely popular in western countries. I see that my game would be intended for Mainstream audiences due to this reason.

Reflection and Evaluation:

I found out a lot of new and interesting things while researching for this task. Most other information I already knew, and the general structure of the industry I also already knew however it was still a good task and I learnt a lot from it. Overall I’m happy with this task and how it turned out and I don’t think I can add much more to it unless I conducted deeper research.


The following are the different research sources that I have used for this task.

Square Enix. (2017, 04 27). Square Enix. Retrieved from Square Enix Global:

My Infographic for the Structure of the Games Industry. Lars Johnson (2016), [accessed 26/04/2017]

Unknown, (Unknown), Publisher’s information, [accessed 25/05/2017]

Unknown, (Unknown), Developer’s information, [accessed 25/05/2017]

Unknown, (Unknown), Trade association, [accessed 25/05/2017]

Unknown, (Unknown), Platform holders, [accessed 25/05/2017]

Unknown, (Unknown), Indie games, [accessed 25/05/2017]


(Square Enix, 2017)

Task 2:

For this task I am to go into detail about what equipment I would require to complete my project, I did this with some research and current knowledge.


Consumables are things such as physical tools that will degrade over time or are not reusable such as Pencils, paper and pens. I personally will be using both my A4 and A5 art sketchbooks as well as some A4 thick card to draw onto, using my 0.7 Mechanical Pencil and my artist inking pens, I will not be using Coloured pencils although I could because I have another method of Colouring my drawings. This is a standard for all artists and professionals in the industry. I would have to spend any money on the tools I am using but it ranges depending on the quality of the paper/tools your purchasing, currently [27/04/2017] my A4 Sketchbook (Easynote Stationery, n.d.) Normally costs £4.94 however at the time of writing this it is on sale for £2.95. The A5 Sketchbook (Easy Note Stationary LTD., n.d.) Currently costs £2.92. My mechanical pencils that I use are (Rotring, n.d.) Are at a price of £7.13 and then additional costs of extra led of £1.70 a pack (Rotring, n.d.). If I was to buy some High quality pen’s for colouring a very popular brand among the industry are Copic markers which are alcohol based pens that are fairly expensive, there are cheaper alternatives. (Copic, n.d.)



I will be using various other Technology along with the Consumable products that I mentioned previously. One of these is a computer desktop for use within college grounds, and then I will work on my laptop from home. I will use this computer to further complete my drawings and colour them using software but then also write up about this project using word processing software. I will also require a list of peripherals, one example is the Graphics tablet, the one I own is a Wacom Bamboo pen tablet (Wacom, n.d.) which at the time that I purchased it I got it on sale at £15 reduced from around £70-£90 however now it seems to be discontinued but people still sell theirs at fluctuating prices of around £100, The Industry lead in graphics tablets is Wacom, and they have two major product lines. The Intous and the Cintiq, the Cintiq are much more expensive due to their design featuring a full working screen and also sometimes are a computer themselves and the latest version the 27HD which costs $2,799.95, which when converted turns out to cost around £2171.18. (Wacom, n.d.) A Mouse and Keyboard is also necessary as with any computer. A light box could also be used to create neater drawings these can range from simply just over £10 all the way up to £60, £70 or even £80 in price, I don’t actually have access to one of these though, and however I would love to have one. To transfer my images onto the computer I will be using a scanner, that of which I have access to from college as well as from home. Usually for scanner you’re looking at around £60 and over however there are some printers that are combined with a scanner. A form of internet connection is required to access some features of the software needed as well as to communicate via the web.



For different software you have things such as the Operating system itself for your computer system which for windows 10 it costs around £20 to £30 from various stores. For image editor’s you have Adobe Photoshop which can be expensive however as an alternative you have Corel PaintShop Pro which for the latest version X9 costs £69.99 but is currently available for £62.99 (Coral, n.d.), however Adobe PhotoShop is the industry standard. An internet browser is required for gathering information and reference, most of these are free and either internet explorer/Microsoft Edge, Firefox and Google Chrome are industry standards as well as at home. Microsoft Office and more specifically Microsoft Word are requirements for writing up this project and storing text based information.



A computer or reasonable specifications are required to run most of the software that I mentioned previously, such as the earliest operating system would need to be windows 7 or later, A processor of at least 1.5GHz in power, the minimum amount of ram to run the programs such as Corel Painter is 2GBs but 4GBs is recommended, 1GB of HDD storage, a 16-bit colour display or higher, Direct X9 or later. This would cost reasonably low for computers but still in the mid-price range. These specifications could either be via Desktop or laptop. Also an optional graphics card could help with image work on a computer system.



A connection to the internet via a provider such as Talk Talk would be required to perform various functions required for creating concept art. A Microsoft office license would be required to do write ups on the project just like now. A license to the software would also be required if using them. And some sort of email service such as Microsoft Outlook to communicate between team members and other co-workers. Finally a video chat service such as skype or use Discord for voice. You could also use Cloud storage for easy access from anywhere with an internet connection, but you could also carry external storage devices as a replacement.




I have been asked to produce a minimum of two profiles for audience members using demographics and psychometrics that may be interested in my work so that I can gain a better understanding of my audience and better refine my work to fit their expectations. These profiles are to detail the identities of the members, providing age, gender, occupation, income and educational details. I am also to provide a psychometric summary of the type of person the member is such as including the attitudes, interests, lifestyle, likes and dislikes and I am to support these with research.

To create these profiles, I needed to research deeper into why people like different aspects of my project, I started off by researching the attraction to genre’s, the first thing to look at is to what type of people like the action genre, I found a website that goes into the different demographics that like action in their media, (Salam, 2013). In this website, it mentions that all types of people like action films, both mass and niche audiences making it one if not the most popular genre out there, however it goes on to mention that there is a specific demographic that will pursue any action film that’s released, these are typically young adult males who have an attraction to action, thrills and excitement. And the social class that mainly see these action films are of the middle class due to their disposable income and access time due to not having as many commitments. I can apply these facts to games as well.

The next genre I am to research is the Science Fiction genre and to see what demographics like that genre, when researching this I came across an article about the who reads science fiction books which I can incorporate some of the information found here (Niemann-Ross, 2014). The author had asked 581 people in the US do they read science fiction? 21% of them said yes, He then says that google tells us that 57% of science fiction readers are male according to a 2011 us census, the population of internet users is 48% male, making the population of science fiction readers ever so slightly male, however the 2013 U.S book consumer demographics and buying behaviours review tells us that women buy more books and spend more per book, this makes the chance of a male or female buying a science fiction book equal. He goes on to say that the ages of people buying science fiction is even at all ages apart from those within the 45 to 65 bracket. And 60% of e-book buyers are below that 45 bracket.

Finally, it’s time to research the demographic of people who play games. I found this article by polygon (Frank, 2016) which answers these questions. The page tells us that 63% of U.S households that where surveyed included at least one frequent gamer, 65% of homes own a game-playing device while 48% own a dedicated console. 47% of gamers are between 18 and 49 years old. The average ages are 35 for men and 44 for woman. 59% who play games regular are men and 41% are woman, and the average gamer has been playing games for 13 years.

Audience Member One:

Name: Kevin Solomon

Age: 33

Gender: western white

Ethnicity: English White

Income Group: middle Class

Hobbies and Leisure activities: Gaming and watching TV

Preference’s: Action, Sci-fi

Favourite sources of information: News networks, Forums, and chat rooms.

Add image of a person————-

Audience Member Two:

Name: Mika Akiyama

Age: 22

Gender: Female

Ethnicity: Japanese

Income Group: working class

Hobbies and Leisure activities: games, anime, talking with friends.

Preference’s: science fiction

Favourite sources of information: blogs, forums, chat rooms, developer talks, magazines, and friends/colleagues.

Add image of a person————


Frank, A. (2016, apr 29). Take a look at the average American gamer in new survey findings. Retrieved from

Niemann-Ross, M. (2014, January 02). Who reads science fiction? Retrieved from

Salam, O. (2013, febuary 26). Target audience of action films. Retrieved from



I have been tasked to research the relevant job roles that are specifically related to my extended project and the work that I will produce in terms of the games industry, I must be using specific job roles using an existing title.

Job Role: Concept Artist

What Qualifications would I need for this job role?

There is no requirement for a college degree, however an education in fine art, graphic design or game art is a preference among employers.

What Skills would I need?

Art based skills including; life drawing, anatomy, architecture, being able to convey emotion and facial expressions, have knowledge of colour, composition, perspective, modelling and techniques, lighting, and mood. Having skills in comic book art and/or storyboarding. Being imaginative and creative, being able to work as a team as well as independently, being able to pay close attention to detail and having strong observational skills. Being able to communicate well. Being able to work to a style guide.

What experience do I need?

Some work experience would be needed to highlight that you have skill working in a work place, a portfolio would be used to showcase your experience in the field of work.

What Knowledge should I have?

Knowledge of the health and safety legislation and procedures as well as the field of work and industry. They also must be aware of the technical limitations of the platforms that the game is going to be played on.

What personal attributes should I have?

Being able to communicate and work within a team. Being creative and having an imagination.

What existing practitioners work in this role?

There are thousands of practitioners who work in the role currently, to give an example Remko Troost is the concept artist behind many of the designs of the game For Honor, He has also worked on titles such as assassin’s creed 3 and Unity as well as Far Cry 3. (Unknown, Unknown)

Other Key Team Members;

I am to identify other key team members of which I would work with as part of my job role, once again this must be industry specific using real job titles.

What are the job roles?

A games artist that specialises in characters and concept art would require working with many other employees within the industry, first of you have your boss the lead and senior artists, you would then you would also need to work with other artists who specialise in different skills as well as animatorstechnical artists and of course QA testers.

Research on job listings;

Senior character artist:


CD Project Red looks for in a senior character artist in particular are these features; A minimum of 5 years of experience in the games development industry as a character artist, proven success in creating outstanding characters in a AAA game, Solid modelling and texturing skills in a diverse visual range of characters and creatures, strong understanding of human form and anatomy, outstanding creativity and a very strong commitment to the project, ability to work effectively within game design and tech constraints, comfortable working quickly within an interactive development process, excellent communication skills and the ability to work efficiently within a team. Able to use the following software; Zbrush, Maya, Photoshop, Substance painter (or similar). Be an avid and passionate game and the ability to communicate in English. Additionally, Animation and skinning rigging skills as well as tradition drawing, painting or sculpting skills are nice to have. (CD Project Red, n.d.) [accessed 2nd May 2017]

Their Place in the Production Pipeline:

A Senior character artists place in the production pipeline is throughout the pre-production and production phases keeping a keen eye and giving feedback on the game art that is being produced.



From the job listing I found by Hi-Rez studios they are looking for someone who demonstrates a strong understanding of animation principles and the production art pipeline, the ability to work collaboratively and communicate with multiple teams, the ability to thrive in a fast paced environment, a strong work ethic and communication skills, open to direction and feedback, able to embrace change, a strong understanding of game animation creation and implementation and 3+ years of industry experience. They say that even better candidates should have 3DS Max and Unreal engine experience. (Hi-Rez Studios, n.d.) [accessed 2nd May 2017]

Their Place in the Production Pipeline:

An animators place in the production pipeline is after the assets such as characters and interact able objects have been created to a point where animations are able to be created and implemented.

Technical Artists:


(Studios, n.d.) [Accessed 2nd May 2017] I found a job listen made by Hi-rez studios on ArtStation looking for a technical artist and in this listing, they mention that a technical artist need; a programmer’s skill set, an artist’s eye, the ability to work collaboratively and communicate with multiple teams, the ability to thrive in a fast-paced environment, a problem solver and self-motivated worker, well organised and able to multitask, a passion for games and a strong work ethic. They continue to say that if you have strong knowledge of 3ds max, an understanding of character animation and rigging as well as unreal 3 engine experience you are a better candidate.

Their Place in the Production Pipeline:

They will work within the production phase of a project, ensuring an art asset can be easily integrated in a game while keeping its artistic vision as well as keeping within the limits of a platforms capabilities.

QA testers:


A QA tester requires no experience however they do need the skill and knowledge to be able to give detailed opinions and reports on faults of a product.

Their Place in the Production Pipeline:

They play a part towards the end of the Production phase.

Reflection and Evaluation:

Most of the information I have gathered I previously knew but I decided to refresh that information with extra research anyway, some interesting things that I did learn is how well each job role links together in order to create a product. I also learnt what qualifications I would need if I wanted to choose a different career path other than Character design/concept art which is my current career goal.


CD Project Red. (n.d.). Senior Character Artist. Retrieved from

Hi-Rez Studios. (n.d.). Animator. Retrieved from

Studios, H.-R. (n.d.). Technical Artist. Retrieved from

Unknown. (Unknown, Unknown Unknown). For Honor Concept Art by Remko Troost. Retrieved from Concept Art World:


Identify and explain the legal and ethical requirements of the project:

I am to identify and explain the different legal and ethical requirements that are required for my extended project.


My extended project is that of concept art, because of this the concepts will be random and won’t be based of anything else so the copyright act will not affect my work such as art theft, I am not using an existing trademark for this extended project so it is also irrelevant in this case, however if I was creating this project to be produced then I would have to produce the necessary paperwork in order to file a trademark application, however that is not the case for this project, the only other paperwork is the concept art project itself. There will be no music present in my extended project so that is also not relevant in this case. I am not using an existing intellectual property however instead I am creating my own unofficially. I will not be containing anything that will be unethical such as miss-portrayal of a religion or race within my extended project because of its nature as concept art.

Health and Safety:

For my extended project I will be following health and safety guidelines and avoiding any unnecessary risks. Potential risks are as follows;

The regular use of equipment such as traditional tools, graphics tablets, computers and monitors could cause repetitive strain injury to the wrist and eyes, to avoid that I will make sure I have the correct posture as well as taking regular breaks during my work. I will also be using this equipment sensibly and safety.

My work environment must also be safe, avoiding messy or open/frayed cables, overloaded sockets, broken equipment and a hazardous workspace/environment, I will avoid these risks by replacing any damaged equipment and keeping the work areas tidy and clean such as having no food and drink near by the equipment.

If these health and safety requirements are not meets and someone is injured then that can cause some legal issues. It is a legal duty on all workers to make sure that no issues happen during the work place.


For this task I am to detail the various skills that I will need for my project as well as what techniques that are required to complete this extended project.

What skills will I need to use for my project?

I will need the skill to use traditional art tools such as pencil and paper, as well as the ability to use a graphics tablet effectively and a computer in general. I will be using Photoshop or an alternative so I would also need to know how to use that effectively as a skill. I can’t create characters if I don’t harbour the necessary skills required so it is best for me to have these skills to produce the best possible result.

What techniques will I need to use for my project?

I need to know how to implement anatomy and proportions, I will also need to apply shape and colour theory to my project. Lighting/shadows via shading/erasing as well as composition are also important to make my project stand out. These are relevant in order to create the best outcome possible.