Project 3 – animation and packaging
I’m going to be posting a more frequent blog from now on to track my work more efficiently.
So, the plan is to create storyboards, and possibly an animation for brand opus and bulletproof.
The first part is the storyboard, I’m planning to use around 4 illustrations to show this story, and a poem I made to give it a narrative. The last location will be inside the portland bill lighthouse where the hare meets the famous Portland Bill, and he opens up an umbrella indoors to stop the rain getting in.
In the first scene, he will meet the quarryman who is chipping away at the stone, once the quarryman notices him he packs his things and goes away.
Potential locations:
The Durdle Door.
Lulworth Cove
Lulworth Cove right cliffs and Stair Hole
Project 3 – Learning about Portland
I’ve
Here I’m going to gather what I’ve found.
Portland is not really an island but is reached over a narrow causeway from Chesil Beach. It is a huge block of limestone, measuring 4.5 miles by 1.75 miles and rising to a height of 400 feet above sea level in the north. The famous Portland Stone quarried here has been used for many well-known buildings. These include both our own St Paul’s Cathedral and the United Nations Building in New York. Many of the quarries here are owned by the crown as Portland is a Royal Manor.
The stone was quarried centuries ago.
Project 1 – Back to free speech
Sources:
Dissertation – In Game Advertising Research
“For as long as there has been media, there has been advertising. Every time the world is exposed to a new medium, there are marketers wanting to use it as a vehicle to sell products. Since video games launched in the early seventies, the integration of brand ads within the platform became an idea. Marketers adopted strategies to integrate brands into games with minimal levels of disruption for gamers.
Dating back to 1978, video game Adventureland included its first product placement, advertising its follow up game, Pirate Adventure. Growing numbers of brands throughout the early eighties and nineties began implementing product placement in cartoon-style games. In 1992, blatant in-game advertising flourished after famous lollipop brand Chupa Chups featured in Zool: Ninja of the Nth Dimension.
New levels of innovation and sophistication brought in the growing demand for product placement within the fifth and sixth generation of consoles such as PlayStation and Xbox. In the mid-nineties to early noughties, banner ads were typically shown in “static format”. In 1994, FIFA featured brands on billboards in its first instalment of the football video game series.”
Sources
https://blog.printsome.com/advergaming-what-it-is-and-how-small-companies-can-use-it/
https://www.venatusmedia.com/blogs/evolution-of-video-game-ads
https://entsight.com/blog/why-arent-we-seeing-more-advertising-in-video-games
https://www.rswebsols.com/tutorials/seo-tutorials/video-game-advertising-digital-marketing
“Video games have a surprisingly rich history when it comes to the use of in-game advertising (IGA). The first known use of IGA was in 1991 when a spot for Penguin Biscuits was featured in the platformer “James Pond – RoboCod” and today we find many sports and driving sims such as FIFA, Forza and Gran Turismo featuring plenty of static in-game advertising where established brand names are commonplace around the football pitch and tracksides.”
Studio Blup – Remixing Brands Brief – PT 35 – Trend Forecasting
What’s Trendy?
After researching K- Hole the magazine about their take on trend forecasting, I wanted to delve deeper into the world of trend forecasting and try and understand how it all works in an effort to strengthen my brand and have it adapt to the ever-changing world.
WGSN
“Founded in 1998 in London, WGSN disrupted the market with a pioneering online trend library. We were the first to combine high—end technology with human ingenuity to meet the unique needs of the global creative industry. Insights and inspiration from around the globe could now be accessed at the click of a mouse.”







