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Production Reflection
Abi Long
Process Before I designed the
character I came up with a
simple colour scheme to
work with. The darkest
colour is for the line art, the
second darkest is for
shadows, the 2nd lightest is
the main colour and the 1st
lightest colour is for lighter
highlights.
I made a rough sketch using black pixels to get the general idea. I decided to make this
creature look like a deer, as I find deer-like supernatural creatures look interesting. Plus, the
antlers could resemble the horns of a goat- which has long been known to symbolize the
devil. As this is a horror game, I made sure to use dark colour schemes and shape the
creature oddly to make it look even weirder. After I knew what it would look like, I set
around colouring and shading it, making different movements for the arms.
Thinking of a design for the second creature
was more difficult. I knew that I wanted both of
the creatures to resemble animals, and I knew I
would like them to have a opposites effect- one
using light colours, one dark. So I thought of
animals that were small and round- the
opposites of deer, and I eventually thought of
(These characters were going to be used,
but had to be cut due to timing issues.)
Process
Rabbits. I created a similar colour scheme- white instead of black, a bright green, red and blue
instead of dull ones. I used the same techniques as before- doing shading by creating a new
layer, adding black pencil and then changing the opacity until I think it looks good and doing a
similar thing with white for highlights.
I had to come up with a
walking animation for my
character, so first- using the
mind map I created, I drew the
first picture. I added shading, and then I used this design to create what my character would
look like facing the left, right, and to the back. Once I knew what the character would look like
standing still, I started on the walking. For the front, I only moved up one arm and leg up one
pixel either side, And I did similar things for the others as well to make it look consistent.
I only needed two sprite animations for my secondary character as
they’re tied up- so again, keeping my already existing ideas in mind, I
drew two of the same drawings. I added the rope afterwards so that I
knew what the shading underneath would look like. The only difference
in the sprites is the eyes. The first looking right and the second left to add
some variety. Her feet are drawn differently since she’s supposed to be
hanging off of the ground.
Process
I needed close ups of two of the characters as I
knew the villain would only be seen using a TV.
So, I created two boxes- one red and one blue-
the same size to work as backgrounds. I then
created a simple Face layout for both of my
characters. I added the hair in a new layer and
then I used the same colour scheme as before
to colour the inside and outside. When I had
my character filled in I used the darker and lighter colours to shade and highlight the character
when necessary. After I had finished my characters design and added the rope I worked on the
background. I wanted to make it look like she was tied to a tree, it was night outside, and she
had been through some sort of struggle. Instead of making the background black, I made it
various shades of blue to capture the eerie feeling without going over the top. For the
shading, I made it almost wavy to further add to the atmosphere. Next, I designed the tree
trunk, something simplistic with a few waves to give it the right form. Again, I added shadows
to make it look more realistic and give it depth.
I had to do the faces separately so that I could switch them during
the animation. I decided to do only three expressions for each of the
characters, but in hindsight I think I should have done more. The
Eyes are all the same shape and the mouths are at equal distances for consistency, however
the expressions vary. The first face is supposed to represent feeling scared. I think I could
Process
Have made the mouth a little wider and moved the eyebrows as it looks more like she’s sad
than anything else. The second face is there to represent sadness and I think I did a lot better.
the eyebrows and mouth work well together to convey the emotion. Moving the pupils was
also a good decision as it would’ve been strange to keep them in the same place. The last
expression is fondness. Probably my favorite of the three. I knew I wanted this character to
encourage the other, so I added this face to give it some contrast from the last. the expression
works perfectly.
For the second character I used the same template and
background size I did for the other so that it was consistent.
Since I didn't’t want him to look human I gave him dark
green skin- to make him look and abnormal- but with the
human form he appears more real. This adds an element f
unease because he looks both normal and unnatural at the
same time. I wanted to emphasize that
With his clothes as well. Which is why they look like regular clothes, but from a different time
period. To further fuel the feeling that something isn’t right. I think I could improve on the
shading, especially on the face and clothes but overall I like the unique character design. I
wanted the background to look metallic and cold. I knew that the character work well against
a background like that, as the unwelcoming surroundings would reflect on him as well. Made
the back grey and added a few beams with different colours to make it more interesting to look
Process
At. I like the shading I used on the background, as it really does make the wall behind him
look like metal. However, I do regret adding the lighter bars as they don’t really look natural.
For this character, I wanted his 3 expressions to look quite similar, as
I’d already depicted him as cruel for enjoyment and suffering. I wanted
it to seem like he was liking what he was doing. So for the first face I
Did a simple smile. I can find it hard to do wide smiles in pixel art but I think I did a ok job. The
eyes are in a different shape from the other characters to make him look more masculine and
her more feminine. His eyes are purple as that’s not a normal eye color, and makes him more
off putting. Especially with the darker shade. The first expression is supposed to be happiness.
I didn’t want it to look genuine- more mocking, which is why I think the shape of the smile and
position of the eyebrows really works together. Could have improved on the mouth- it’s
definitely one of my weak spots. The second face could either be seen as uninterested or
smug. While I intended it to be the first way, it comes off more as smug- which is something I
can work on next time. I think moving the eyebrows would help in this scenario. Either way, I
think the smile works well, along with them looking to the side, showing that he doesn’t care
about keeping up pretenses. the third face is just supposed to be sinister. I think covering the
eyes in a good way to get that point across, and the wide smile- while Looking slightly odd- is
enough to put the player on edge. It looks as threatening as I wanted it to and I think it works
well with the other two faces. It stays in character, while also changing significantly enough to
unnerve players.
Process
After I’d made the screens, I added a simple white frame and
red dot to give it the appearance of watching a recording. I also
added the word rec using white, making sure that it was on a
different layer so that I could flash it off and on, just like a real
recording does. I made sure it fitted around the close-up
without being too small or near the edge.
Next, I started designing the rooms I needed. This is the
first one- and it’s supposed to look mild compared to the
others to give the sense that the rooms are going to get
worse from here. I wanted the puzzle to be simple as well
since this is the first one, and I knew the puzzles would
get more difficult. I sectioned off a small section for the
floor and used a lighter color for the wall. I added the
drawer and lamp after- working on each separately
before merging the layers together to create one room.
The drawers were simple to draw, using the shift key to
Draw straight lines and copying the drawer design 3 times to make it look sectioned off.
Struggled a little with the lamp and had to resort to viewing a picture of one as I drew.
Eventually I thought of a unique shape that I liked, but still resembled a lamp.
(I originally designed for rooms, each one I completed. However, due
to timing issues, the other 3 rooms had to be cut.)
Process
For the puzzle I had to make a few tings separate from the room. One was a set of
switches. I made a simple grey switch, both up and down. It the same postilion
but flipped. I copied that design to make 4 more switches- 2 blue and 2 red.
Since at the end of the puzzle the lamp would turn off to signify that the
puzzle had been solved I made two small bars- one yellow with a white that
had been opacified to make it see-through and one black to show the light
being on and off. It works quite well.
(I made a note explaining how
the puzzle worked.)
While I was working on all of this, I was also working on the song I’d
be using for my game. For this, I used a website called beep box. It’s
easy to use and I can easily make songs that sound good and fit the
mood. My process is to come up with the tune first. I use the blue
layer (main tune) to make a series of notes that sound good together.
After that I use the grey layer to make the baseline, and then I add
yellow and orange when it’s necessary. For this song in particular I
played around with some of the filters to make it sound
Echoed and unnerving. I’m quite proud of the final result.
ProcessThe three unused rooms. As you can see, each room uses different
shading to set them apart. The first room was going to be used
with the deer creature, and the player would press on the keys
0911 (As you can see, the buttons are in the order of a cellphone
so the player knows which to press) And when the puzzle was
completed a key would fall down, unlocking the next room. If they
stepped on the wrong buttons four times there would be a jump
scare and they’d awake in the main room. The second room was
similar to a maze. The player would push a box through (they are
allowed to cross the lines but the box is not) The third room would
be a music puzzle. The player could test the keyboard to hear the
notes and then a song consisting of six notes would play. The
player would copy the notes to solve the puzzle and if they step on
the wrong note four times there’d be a different jump scare and
they’d be taken back to the main room.
For the close-ups I decided that I couldn’t just leave them like that so I
created a TV to put around the outside so it looked like you were
watching it on TV. I used dark grey for the outlines, making it look 3D. I
put the close up screen over it to make sure the inside fitted perfectly.
After making some adjustments I added shading for the finishing
touch.
Process
This is the hallway. I’m not completely proud of this. To me, the perspective is
very strange and unnatural. The door at the end makes it look one way and the
side doors make it look another way. The doors here suffer too, looking more
like they’re facing up and down then they are sideways. Some of the shading is
inconsistent and the doors have none at all. I think I could have done better with
more time, but it works for what I’ve done.
This is the main room, the last room I needed to complete in
order to have all of my aspect complete. I started with a
simple shell, with a space for the wooden door and glass door
and a space between the floor and wall- this time the floor
being more centered than the wall. I made the colours were
separate enough to differentiate from each other while also
working well together. For the glass door I added a
background that looked similar to the one for the close-up for
one of the main characters as I was going to place them here
For the player to see. I think I could’ve added a glass like sheen to the doors to make it look
more like it was behind doors as it doesn't’t really give off that impression at first glance. The TV
was just a smaller scale version of the other one- using similar colours and shading so that the
player could interact with it.
Process
After I animated each individual frame (Pictured at the
bottom) I edited it all together. I added all the different
animations, cut them and added them all together.
When I’d done that I added my song- I had to repeat it
so it fit the whole animation. I added my narration
sound effect whenever the box popped up. I only
needed one sound and the I copied it and pasted it by
will.

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Production Reflection Process

  • 2. Process Before I designed the character I came up with a simple colour scheme to work with. The darkest colour is for the line art, the second darkest is for shadows, the 2nd lightest is the main colour and the 1st lightest colour is for lighter highlights. I made a rough sketch using black pixels to get the general idea. I decided to make this creature look like a deer, as I find deer-like supernatural creatures look interesting. Plus, the antlers could resemble the horns of a goat- which has long been known to symbolize the devil. As this is a horror game, I made sure to use dark colour schemes and shape the creature oddly to make it look even weirder. After I knew what it would look like, I set around colouring and shading it, making different movements for the arms. Thinking of a design for the second creature was more difficult. I knew that I wanted both of the creatures to resemble animals, and I knew I would like them to have a opposites effect- one using light colours, one dark. So I thought of animals that were small and round- the opposites of deer, and I eventually thought of (These characters were going to be used, but had to be cut due to timing issues.)
  • 3. Process Rabbits. I created a similar colour scheme- white instead of black, a bright green, red and blue instead of dull ones. I used the same techniques as before- doing shading by creating a new layer, adding black pencil and then changing the opacity until I think it looks good and doing a similar thing with white for highlights. I had to come up with a walking animation for my character, so first- using the mind map I created, I drew the first picture. I added shading, and then I used this design to create what my character would look like facing the left, right, and to the back. Once I knew what the character would look like standing still, I started on the walking. For the front, I only moved up one arm and leg up one pixel either side, And I did similar things for the others as well to make it look consistent. I only needed two sprite animations for my secondary character as they’re tied up- so again, keeping my already existing ideas in mind, I drew two of the same drawings. I added the rope afterwards so that I knew what the shading underneath would look like. The only difference in the sprites is the eyes. The first looking right and the second left to add some variety. Her feet are drawn differently since she’s supposed to be hanging off of the ground.
  • 4. Process I needed close ups of two of the characters as I knew the villain would only be seen using a TV. So, I created two boxes- one red and one blue- the same size to work as backgrounds. I then created a simple Face layout for both of my characters. I added the hair in a new layer and then I used the same colour scheme as before to colour the inside and outside. When I had my character filled in I used the darker and lighter colours to shade and highlight the character when necessary. After I had finished my characters design and added the rope I worked on the background. I wanted to make it look like she was tied to a tree, it was night outside, and she had been through some sort of struggle. Instead of making the background black, I made it various shades of blue to capture the eerie feeling without going over the top. For the shading, I made it almost wavy to further add to the atmosphere. Next, I designed the tree trunk, something simplistic with a few waves to give it the right form. Again, I added shadows to make it look more realistic and give it depth. I had to do the faces separately so that I could switch them during the animation. I decided to do only three expressions for each of the characters, but in hindsight I think I should have done more. The Eyes are all the same shape and the mouths are at equal distances for consistency, however the expressions vary. The first face is supposed to represent feeling scared. I think I could
  • 5. Process Have made the mouth a little wider and moved the eyebrows as it looks more like she’s sad than anything else. The second face is there to represent sadness and I think I did a lot better. the eyebrows and mouth work well together to convey the emotion. Moving the pupils was also a good decision as it would’ve been strange to keep them in the same place. The last expression is fondness. Probably my favorite of the three. I knew I wanted this character to encourage the other, so I added this face to give it some contrast from the last. the expression works perfectly. For the second character I used the same template and background size I did for the other so that it was consistent. Since I didn't’t want him to look human I gave him dark green skin- to make him look and abnormal- but with the human form he appears more real. This adds an element f unease because he looks both normal and unnatural at the same time. I wanted to emphasize that With his clothes as well. Which is why they look like regular clothes, but from a different time period. To further fuel the feeling that something isn’t right. I think I could improve on the shading, especially on the face and clothes but overall I like the unique character design. I wanted the background to look metallic and cold. I knew that the character work well against a background like that, as the unwelcoming surroundings would reflect on him as well. Made the back grey and added a few beams with different colours to make it more interesting to look
  • 6. Process At. I like the shading I used on the background, as it really does make the wall behind him look like metal. However, I do regret adding the lighter bars as they don’t really look natural. For this character, I wanted his 3 expressions to look quite similar, as I’d already depicted him as cruel for enjoyment and suffering. I wanted it to seem like he was liking what he was doing. So for the first face I Did a simple smile. I can find it hard to do wide smiles in pixel art but I think I did a ok job. The eyes are in a different shape from the other characters to make him look more masculine and her more feminine. His eyes are purple as that’s not a normal eye color, and makes him more off putting. Especially with the darker shade. The first expression is supposed to be happiness. I didn’t want it to look genuine- more mocking, which is why I think the shape of the smile and position of the eyebrows really works together. Could have improved on the mouth- it’s definitely one of my weak spots. The second face could either be seen as uninterested or smug. While I intended it to be the first way, it comes off more as smug- which is something I can work on next time. I think moving the eyebrows would help in this scenario. Either way, I think the smile works well, along with them looking to the side, showing that he doesn’t care about keeping up pretenses. the third face is just supposed to be sinister. I think covering the eyes in a good way to get that point across, and the wide smile- while Looking slightly odd- is enough to put the player on edge. It looks as threatening as I wanted it to and I think it works well with the other two faces. It stays in character, while also changing significantly enough to unnerve players.
  • 7. Process After I’d made the screens, I added a simple white frame and red dot to give it the appearance of watching a recording. I also added the word rec using white, making sure that it was on a different layer so that I could flash it off and on, just like a real recording does. I made sure it fitted around the close-up without being too small or near the edge. Next, I started designing the rooms I needed. This is the first one- and it’s supposed to look mild compared to the others to give the sense that the rooms are going to get worse from here. I wanted the puzzle to be simple as well since this is the first one, and I knew the puzzles would get more difficult. I sectioned off a small section for the floor and used a lighter color for the wall. I added the drawer and lamp after- working on each separately before merging the layers together to create one room. The drawers were simple to draw, using the shift key to Draw straight lines and copying the drawer design 3 times to make it look sectioned off. Struggled a little with the lamp and had to resort to viewing a picture of one as I drew. Eventually I thought of a unique shape that I liked, but still resembled a lamp. (I originally designed for rooms, each one I completed. However, due to timing issues, the other 3 rooms had to be cut.)
  • 8. Process For the puzzle I had to make a few tings separate from the room. One was a set of switches. I made a simple grey switch, both up and down. It the same postilion but flipped. I copied that design to make 4 more switches- 2 blue and 2 red. Since at the end of the puzzle the lamp would turn off to signify that the puzzle had been solved I made two small bars- one yellow with a white that had been opacified to make it see-through and one black to show the light being on and off. It works quite well. (I made a note explaining how the puzzle worked.) While I was working on all of this, I was also working on the song I’d be using for my game. For this, I used a website called beep box. It’s easy to use and I can easily make songs that sound good and fit the mood. My process is to come up with the tune first. I use the blue layer (main tune) to make a series of notes that sound good together. After that I use the grey layer to make the baseline, and then I add yellow and orange when it’s necessary. For this song in particular I played around with some of the filters to make it sound Echoed and unnerving. I’m quite proud of the final result.
  • 9. ProcessThe three unused rooms. As you can see, each room uses different shading to set them apart. The first room was going to be used with the deer creature, and the player would press on the keys 0911 (As you can see, the buttons are in the order of a cellphone so the player knows which to press) And when the puzzle was completed a key would fall down, unlocking the next room. If they stepped on the wrong buttons four times there would be a jump scare and they’d awake in the main room. The second room was similar to a maze. The player would push a box through (they are allowed to cross the lines but the box is not) The third room would be a music puzzle. The player could test the keyboard to hear the notes and then a song consisting of six notes would play. The player would copy the notes to solve the puzzle and if they step on the wrong note four times there’d be a different jump scare and they’d be taken back to the main room. For the close-ups I decided that I couldn’t just leave them like that so I created a TV to put around the outside so it looked like you were watching it on TV. I used dark grey for the outlines, making it look 3D. I put the close up screen over it to make sure the inside fitted perfectly. After making some adjustments I added shading for the finishing touch.
  • 10. Process This is the hallway. I’m not completely proud of this. To me, the perspective is very strange and unnatural. The door at the end makes it look one way and the side doors make it look another way. The doors here suffer too, looking more like they’re facing up and down then they are sideways. Some of the shading is inconsistent and the doors have none at all. I think I could have done better with more time, but it works for what I’ve done. This is the main room, the last room I needed to complete in order to have all of my aspect complete. I started with a simple shell, with a space for the wooden door and glass door and a space between the floor and wall- this time the floor being more centered than the wall. I made the colours were separate enough to differentiate from each other while also working well together. For the glass door I added a background that looked similar to the one for the close-up for one of the main characters as I was going to place them here For the player to see. I think I could’ve added a glass like sheen to the doors to make it look more like it was behind doors as it doesn't’t really give off that impression at first glance. The TV was just a smaller scale version of the other one- using similar colours and shading so that the player could interact with it.
  • 11. Process After I animated each individual frame (Pictured at the bottom) I edited it all together. I added all the different animations, cut them and added them all together. When I’d done that I added my song- I had to repeat it so it fit the whole animation. I added my narration sound effect whenever the box popped up. I only needed one sound and the I copied it and pasted it by will.

Editor's Notes

  1. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  2. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  3. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  4. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  5. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.