U1 Lesson 07

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U1 Lesson 07

  1. 1. Japanese Word of the Week (13)<br />Tanoshimou<br />[tanorshi-moo]<br />Tanoshimou ne!<br />
  2. 2. Aims & Objectives<br />Aims:<br />Students will understand routes to pre-production. They will use it to focus upon booklet and cover design for their game.<br />Objectives:<br />All students will identify 2 forms of pre-production<br />Most students will identify 2 forms of pre-production and explain their function<br />Some students will identify 3 forms of pre-production, explain and use their functions for assignment purposes<br />
  3. 3. Pre-Production<br />1 March 2010<br />Unit 2 Pre-Production for Media Industries<br />
  4. 4. Pre-Production Techniques<br />1 Understand requirements for production<br />2 Be able to obtain resources for production<br />3 Be able to apply production logistics. <br />
  5. 5. Extension?<br />How lucky are you lot?<br />Monday 15 March 2010 is your NEW deadline<br />Thanks GS9-1<br />
  6. 6. Compliance<br />My brother, Nick, is a graphic designer.<br />He relies upon being qualified and protected to do his job. His company pays for something called professional indemnity.<br />ISO stands for International Standardisation Organisation<br /><ul><li> ISO14001 Environmental Management Systems (2006)
  7. 7. ISO9001:2000 Quality Management Systems (2004)
  8. 8. ISO12647 Colour Management Systems (2006)
  9. 9. Investors in People (2004)
  10. 10. Carbon Neutral Print Production (2006)
  11. 11. Direct Marketing Association (2004)
  12. 12. FSC/PEFC (2007)</li></ul>Environmental Management System<br />
  13. 13. Compliance<br />Graphic design revolves around the handling of strong chemicals, so, it’s a bit different to games and gaming. However, even the making of games carries it’s own series of quality marks.<br /><ul><li> Personnel management – Investors in People
  14. 14. Individual training packages – FCP, Photoshop, Microsoft Accreditation
  15. 15. Safety – Games have to carry warnings over photosensitive epilepsy</li></ul>Would you employ someone without specific training?<br />
  16. 16. Compliance<br />There are loads of laws associated with the making of games. Here’s a couple for you to research in more depth along with those you may already recognise!<br />Tip: Use and refer to these on assignments 5.2, 5.3 and 5.4. The above logos are quality marks and as such should be used with the user having full knowledge of the importance of the mark. You will be asked questions about this at your pitch. Oh noes!<br />
  17. 17. Organising<br />For assignment 5.2 and 5.4 you need to plan and show how you will make your game. I’m interested to see how your game will shape up over a period of weeks or months (or even years). The second years are currently following through their game plan of last year. I thought it might benefit you to see how it could be done.<br />
  18. 18.
  19. 19. Assignments 5.2 & 5.4 – Tips <br />You need to have a few minutes, right to plan what you might include in your design & pitch:<br /><ul><li> Employment
  20. 20. Project management
  21. 21. Timescale
  22. 22. Budget
  23. 23. Launch & Pre-Launch materials</li></li></ul><li>Here Comes Assignment 5.3<br />
  24. 24. Pre-production Techniques<br />Go through some existing games and look at the following:<br />
  25. 25. Pre-production Techniques<br />Key areas<br />Quality marks<br />In Game Play<br />Specs<br />Pitch / USP<br />Is your target sales audience covered by your POS?<br />
  26. 26. Activity<br />Discuss the advantages and disadvantages of some of the games I’m handing out now, considering things like:<br /><ul><li> USP
  27. 27. POS
  28. 28. Profit / Loss
  29. 29. Regulation</li></li></ul><li>Pre-production Techniques<br />Executive Producer<br />Game designer<br />Voice actor<br />Networks analyst<br />Lead programmer<br />Audio designer<br />Special Effects Master<br />Narrative director<br />
  30. 30. Pre-production Techniques<br />A<br />M<br />I<br />N<br />G<br />G<br />ACastof<br />THOUSANDS<br />
  31. 31. Pre-production Techniques<br />“In the game industry, it is often said that “you’re only as good as your last<br />game”. Unfortunately, many members of the industry have a hard time proving<br />what their last game was due to the largely arbitrary crediting methods used by<br />their employers.” <br />http://archives.igda.org/credit/<br />
  32. 32. Pre-production Techniques<br />Lame<br />Unacceptable <br />standards<br />Rubbish<br />Poor<br />An example from Bioshock on how NOT to credit!<br />
  33. 33. Next Week!<br />We’ll cover compliance – including law and qualification. Then we’ll explore workflow diagrams; why are they so important? Finally, and in your game design lessons this week and next, we’ll be writing effective treatments.<br />Let’s get this game made!<br />
  34. 34. Overview – What Have We Learned?<br /><ul><li> Compliance and Law
  35. 35. Pre-production materials
  36. 36. The key pre-production elements for production design</li></ul>Have we met our outcomes?<br />

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