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Production Reflection
Cameron Whapples
Process
These were the enemies in the game. Being a zombie
game I needed to have the undead feature as the
opposition. These were drawn in relation to the main
character so that they were the same size.
To make animating the game is easier I needed to make
the zombies die in such a way that they didn't leave a
corpse, which would have had to been animated. I came
up with a solution, which was having them explode upon
being shot. I came up with three stages, normal, partially
exploded and particulate flesh. This was a relief as it
reduced the animation work and therefore went I could
spend more time on the background for the game and
the main character.
Process
Overall I am very pleased with the way in which the
background has turned out. This was probably the most
successful outcome.
I achieved this with multiple layers that contained
different parts of the jungle. The top most layer
contained trees and bushes that were the further
forward. The aim of these were to hid the things in the
midground.
The things in the midground included the temple
entrance and the giant head statue. These were hidden
behind the leaves in the foreground to give the image
depth. They also broke up the monotony of the foliage.
I originally intended not to have a background, thinking
that the fore and midground would be so dense that it
would not need it. But I soon realised that this would not
possible due to time constraints so I created a
background using the Blur Tool to smudge any details I
had drawn so it appeared out of focus.
The effect was exactly what the image needed and gave
the game a perfect backdrop.
Process
This was the least successful part of production. As I
needed to fill the forground with additional
elements I started to create a hut. I was inspired by
the one that I created in the video game layout plan
but I decided to change the design to fit the
environment more.
I started by blocking out the design with two colours. I
then began a gradient on the roof. I started to add
texture to the walls. No matter what I tried I could
not make this so that it fit with the surrounding art
style. I am unsure why this looked so perculiar but
there was little I did that corrected my mistakes.
One of the reasons that it looked out of place was
possibly down to the fact that I didn't use a
reference image. I did not use this for the rest of the
artwork, but it would not have hurt to use it when I
needed it.
Had I have used the one from the layout plans it would
have been a better image but it would not have
fitted better than this one. For these reasons I left
this out of the final product.
Process
I am very pleased with the way in which the main
character turned out. The design was refined over a
number of version that can be seen in the pre-production
but this final attempt is the best, in my opinion.
In this artwork I think I have captured the theme of the
game. The hair is something that I am most pleased with
as it can be seen as shaggy and unkempt but still in a
simple form. The face has no distinctive features but I like
this design choice as I feel it captures my art style.
The tank top is a nice feature that is reminiscent of films
such as Die Hard. The appearance is dirty and sweaty,
what with the two powerful arms coming out of the side.
The thing that I am most pleased with are the trousers,
more specifically the pattern on them. Based on an old
camouflage pattern they give the character an overall
crazed ex-military look, similar to the Colonel character in
Avatar.

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7. Production reflection

  • 2. Process These were the enemies in the game. Being a zombie game I needed to have the undead feature as the opposition. These were drawn in relation to the main character so that they were the same size. To make animating the game is easier I needed to make the zombies die in such a way that they didn't leave a corpse, which would have had to been animated. I came up with a solution, which was having them explode upon being shot. I came up with three stages, normal, partially exploded and particulate flesh. This was a relief as it reduced the animation work and therefore went I could spend more time on the background for the game and the main character.
  • 3. Process Overall I am very pleased with the way in which the background has turned out. This was probably the most successful outcome. I achieved this with multiple layers that contained different parts of the jungle. The top most layer contained trees and bushes that were the further forward. The aim of these were to hid the things in the midground. The things in the midground included the temple entrance and the giant head statue. These were hidden behind the leaves in the foreground to give the image depth. They also broke up the monotony of the foliage. I originally intended not to have a background, thinking that the fore and midground would be so dense that it would not need it. But I soon realised that this would not possible due to time constraints so I created a background using the Blur Tool to smudge any details I had drawn so it appeared out of focus. The effect was exactly what the image needed and gave the game a perfect backdrop.
  • 4. Process This was the least successful part of production. As I needed to fill the forground with additional elements I started to create a hut. I was inspired by the one that I created in the video game layout plan but I decided to change the design to fit the environment more. I started by blocking out the design with two colours. I then began a gradient on the roof. I started to add texture to the walls. No matter what I tried I could not make this so that it fit with the surrounding art style. I am unsure why this looked so perculiar but there was little I did that corrected my mistakes. One of the reasons that it looked out of place was possibly down to the fact that I didn't use a reference image. I did not use this for the rest of the artwork, but it would not have hurt to use it when I needed it. Had I have used the one from the layout plans it would have been a better image but it would not have fitted better than this one. For these reasons I left this out of the final product.
  • 5. Process I am very pleased with the way in which the main character turned out. The design was refined over a number of version that can be seen in the pre-production but this final attempt is the best, in my opinion. In this artwork I think I have captured the theme of the game. The hair is something that I am most pleased with as it can be seen as shaggy and unkempt but still in a simple form. The face has no distinctive features but I like this design choice as I feel it captures my art style. The tank top is a nice feature that is reminiscent of films such as Die Hard. The appearance is dirty and sweaty, what with the two powerful arms coming out of the side. The thing that I am most pleased with are the trousers, more specifically the pattern on them. Based on an old camouflage pattern they give the character an overall crazed ex-military look, similar to the Colonel character in Avatar.

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.