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Production Reflection
Caleb Wilcox
Process
• This was the first stage of my production work,
at this point of the production work I have only
added in the areas of the grass/ mud along
with the river of which is going to run
underneath it, I have also worked on adding in
the mud/rocks that belong with the mud, as
you will be able to see if you look closely more
towards the mud area underneath the grass
you will be able to see the mudded rocks I
placed in there as I wanted to really get the
appeal of the earthly feeling and also it helps to
make my game feel more realistic/as if your in
the actual world. So far with the creation of my
FMP the only major tools of which I have used
is the pencil tool and the ruler tool. I used the
pencil tool to draw and fill in the areas of which
I marked out, but making sure that it was
scaled down to one pixel so that it would be
more accurate and so that I didn’t go
over/colour a margin of which I was not meant
to colour in. I made the decision to use the ruler
tool to mark out margins as I wanted to mark
out were my production work is going to go and
also to make sure that I have everything scaled
to the correct size, which will make my
production creation on a whole much easier as I
wont need to keep scaling it down, the
rulers/margins help to separate everything and
keep it all precise.
Process
• From looking at this latest screengrab of my production
work it doesn’t actually look like I have made that
much more progress with my FMP production and some
might see that as a bad thing. But that is were you are
wrong as I have actually made quite a good amount of
progress with my work. At this point of my production
work I have added in the background blue for the sky,
added in light blue lines to the water underneath the
grass/mud and finally started to create the basis for
the bunker that holds the lift/shaft. The light blue sky
was quite an important feature to include and was
quick to create as I only had to enlarge the pencil tool
to 23pixels as it made the colour scale bigger and I was
able to create the background for the sky quicker,
which was good as it used up less time. I decided to add
in the detail of the white lines for my river underneath
the grass/mud as I wanted it to be looking like the river
is actually flowing, so when it comes to animating my
game it will look like there is a flowing river/stream
calmly going along, although it wont have any
necessary importance to the game, it will however help
to make my game more suttle/appealing. For the
creation of my bunker I used the idea of making an
outline layer/guide and toning down the opacity on it,
this is something od which I haven’t done before,
however I found it to be very useful as it acted as a
great guide for when I did the actual outline for my
bunker as I was able to pretty much follow the faint
outline around, after I had done so I simply had hide
the outline layer from being visible.
Process
• From looking at this screengrab of the latest stage
of my FMP production you can see that I have
made much more progress with my production
than of what I had in the previous screengrab. The
latest stages I have added to my production are
the idea of putting in the mountain based
background and working on adding features to
the bunker. The first stages of which I made was
drawing in the idea of the mountain background,
to do this first I drew outlines for the mountains to
make sure I was happy with were they were going
to go and once I had decided that I was satisfied I
simply used the pencil/paint brush tool to fill
inside the guide lines in the colour I chose for my
mountains, this was a quick process and really
didn’t take long as I was able to again simply
enlarge the paint brush/pencil tool so that I was
able to cover larger areas quicker. Once I had
done that it was time for me to move onto adding
more features to my bunker, this included the idea
of working on creating a room. To do this I made a
box shape in the bunker to represent a room and
added in the idea of a light, which was attached to
the ceiling, along with the idea of various different
containers/boxes being placed in and outside the
building, to do this I again used the paint brush
tool, however at one stage I decided it would be
easier to duplicate/copy some of the box layers to
save time, which I did so and it turning out to be
quite beneficial.
Process
• At this point in my production, from looking at the
screengrab of which I took you can see that I have
made much more progress with my production which
can very easily be seen. From looking at my production
you can see that I have finished of my bunker and
mountains along with adding in the simple and suttle
detail of trees and clouds to my production. The first
stage of which I went about was finishing my
mountains, now it might not look like I have changed
them much but if you look at the sand (yellow)
mountains you will be able to see that I have added a
grey/black outline around the edge of them. I did this
as I thought it helped to separate them from the grey
mountains and it also helps to make the mountains
blend in more. Once I had done that I also made the
decision to put in little marks/lines in the mountains
but in a darker/lighter colour then of which the
mountains are, I decided to do this as I felt that it
would make the mountains appear as if they are
moving, which will be quite an eye catching feature to
the viewer. Once I had done this I moved onto my
bunker, to complete my bunker I added in the
lift/elevator that is going to transport my character to
the bottom and finished of adding any final detail to
my bunker i.e. any parts that were overlapping/not
filled in correctly.
Process
• From looking at this latest screengrab of my
production you can see that I have made quite
a lot of progress with the creation of my video
game production, at this point in my
production I have added in the shaft of which
my elevator/lift will be travelling down to
reach the second part of my game. On a whole
I felt the creation of my shaft to be quite easy
as I only had to create one small section/part
of the shaft as for the rest of it I easily
duplicated the layer as many times as it took
until the shaft reached the bottom, were the
second part of my game is going to be located.
When it came to the actual production of my
shaft I chose the idea of using a light grey as
the background colour as it has the metal kind
of appeal towards it that you would expect to
see/find in a shaft. For the beams I went basic
with a light black/dark grey however I found
this to be effective as I feel it gives contrast
between the colour of the shaft and the
beams(structural support) which will
inevitably make it more appealing to
viewers/players. The final stage of the
creation for my shaft was to merge all of the
copy layers into one so that all of the shaft
parts become one, which is much more
practical as not only it uses less layers but it
just generally looks better and more tidy.
process
• From looking at this latest screengrab of my
production process you can see that I haven’t
made as much progress that I have normally
been making with the previous screengrabs, as if
you look at this latest screengrab of my
production you can see that I have only really
added in the earth area around the shaft for my
lift. This may seem like little progress to some but
it is actually a key feature to my production as I
wanted you to be able to see the character going
further into the underground via the change of
mud and also the rocks/bits of metal in the mud.
This really is a feature of my production that
again helps to make it more built up/looks more
suttle/appealing. I made the decision to add in
some rocks/metal into the muddy earth area as
there is always rocks/stones in mud deep down
and the majority of the time bits of metal/items
from a long time ago, so I thought it would be
best to add these kind of things in as it will help
get those finer details on my production. The next
stage of my production is to make a start on the
background for the second part of my game
which is more the idea of horror/scary genre.
process
• From looking at this latest screengrab of my
production you can see that I have made a
good start on the background for the second
part of my game which happens to be more
around horror/scar. At this point I have
worked on adding in the ground and lava
underneath it. For the creation of the ground
I decided to go with the idea of a light ish
grey as I felt that it would blend in well with
the lava underneath it and I also feel that it is
quite a common colour pattern as it is
something that I have seen feature quite a
few times in different horror/scar based
games/genres and due to this fact I felt it
would be something good to include in my
production as I feel that It would help to
make my game to appear to be more
appealing towards the
viewer/player/audience. The next stage of
my production will be to continue working on
the creation of my horror/scar background
and adding in the main sky/background
colour.
process
• From looking at this screengrab of my production you
can see that I have made a good amount of progress
when it comes to the creation of my background for
the scar/horror part of my production. At this point I
have now finished of putting the lava and path in,
included the idea of my sky and added in some rock
areas. To finish of my lava and path areas I simply
copied the original layers and dragged them to a
different position, this I found to be quick and effective
as I was effectively saving time, once I had done that I
turned my attention more towards the work of my sky,
to do this I decided on creating it via a purple gradient
as I thought it would help to make the second part of
my game look more like a horror section and that was
exactly what I was aiming for. I had to copy over this
sky layer multiple times as there was quite a large are
of which I needed to cover and it was simply quicker
and more effective to do so. Once I had done this it
moved onto adding in some small rock areas to my
production work, this can just be seen as a fine detail
that helps to give my game just that bit more detail to
draw in the audience/viewers. The next stage for my
production is to be working on the creation of my
character and enemy for my game.
process
• At this stage I have been more focused
around working on my enemy creations for
my video game and also working on adding
in movements for them, at this stage I have
only really created a few enemy objects and
added movements to them, this is because I
have only really started to create them,
however with them being small objects they
are quite easy and quick to create so I feel
that I will be able to create quite a few in no
time at all. On a whole I like the way that
my character creations look because they
just look like ordinary objects/harmless but
actually they can kill you and send you back
to the start, which I feel will be quite
surprising for some people when it comes to
playing my game for the first time.
Process
At this stage of my production I have now
come to the point were I have been working
on my character creation for my production,
at this point I feel that my character looks to
a good standard. I wanted to make my
character look like it is wearing some form of
armour so it will help to make it link to the
second part of my game with the second part
of my game being more based around
scary/horror the armour on my character will
help give a sense of the scary/horror second
part of my game that is coming up after
making your way through the first part of my
game. I decided on making my character to
look quite tall as I wanted him to have that
tall look/appeal about it that would make
him look like a strong warrior and also so
that it links to the armour of which he is
wearing which also makes him look strong
like a warrior. The next stage of my character
creation is to start adding in the movements
for my character and then adding it into my
production.
Process
As you can see from looking at this screengrab, I
have made a new character creation for my
production I mainly did this because I was feeling
that I was finding it hard to create the character
movements for the first character, so I thought
the only possible alternative was to create a new
character for my production video game, but one
so that it would be easier for me to put in
character movements and as you can see from
this screengrab, it is exactly what I have done. The
first stage of my new character creation was to
look at the height of which I wanted to create my
new character and for this I thought about
making it to be smaller as there would be less leg
room that would require movement and that is
what I decided to do and I found this to be quite
beneficial as I managed to get the movements put
in for my legs and arms quite quickly. All of this
was mainly done with the idea of the pencil tool
scaled down to 1 pixel, so that I was going to
easily be able to draw in my character precisely,
without going to areas of which I did not intend to
do so not only this but it also makes it easier to
draw in my character as I was able to get those
closer details, although it took longer to create, it
was definitely worth the time.
process • As you can see from looking at this I have made a
goof strong start on my production, on a whole I
feel that I am working quite well with it and am
working well when it comes to time management
which can be seen by looking at the bottom of this
screengrab that I am on the 51st frame animation
for my production and that is only after the first
day of my production time, I feel that I am working
so well with my production because I knew how I
wanted it to look before I even started putting it
together, like I had spent days before I started
animating thinking about how I wanted each
frame animation to look and be presented in my
production, so that when it came to creating those
actual animations I already had an idea of how I
wanted it to look/turn out which I thought was
really beneficial for me with my time management.
However you might think that with me being on
my 51st frame animation ill be quite far along with
my animating, but that is where you are wrong I
have actually only really just started it and are in
fact only half way through the first part of my
game, which is still good considering that this is
the first day of production for me. On a whole I am
finding the animating to be quite easy as I already
have all of the character/enemy movements done
so I really just have to put them in and place them
were I want them to go, which I am finding to be a
quick and easy process. The next stage of my
production is to continue adding in the animations
for the first part of my game and once done that,
move onto the second part of my game and adding
in the animations for that.
process
• From looking at this screengrab you can
see that I have made much more progress
with my production as I am now onto
adding in the animations for the second
part of my production, at this stage in
time I feel that I am working well with my
time management as I feel that I have
quite easily moved on with my production
and adding in my animations, hence why I
am half way through the second part of
my game only after a few days. The whole
animating part of this game has made to
be much easier as it has literally been a
matter of selecting the right movement
layer and place it into the correct frame
animation and so on, which as you can see
makes it very easy to do so. On a whole so
far I believe to think that my work looks to
be looking good to a high standard and if I
was to be anyone viewing/playing my
game I would be very impressed by the
quality of this video game, but we will
have to wait until the end so we can see
what the final product will look like.
process
• From looking at this screengrab you can see that
I have successfully come to the end of my
production, on a whole I feel that I have worked
well with my production when it came down to
my time management as it only actually took me
a few days for me to put in all of my animations
for my FMP production video game. When it has
come to putting in my actual animations I have
found it to be quite easy and there hasn’t been
many areas of which I have struggled to get
done, the only area of animating of which I
struggled to get down was the areas where my
character kills the enemies with the sword, this is
mainly because it took time to put the
animations in and not only that there was
multiple animations that had to be put in for the
sword areas and they also had to be very close
together through each frame animation which
also was annoying to get done as in some places
it took me multiple attempts to get it done. The
next stage for my production will be to getting
the final stages of my production done which
includes adding in my starting menu and ending
screen in, which should be quick and easy to get
done as they have already been created so I
literally just have to drag the files across and
paste them in, once I have done this I will only
have to add in sound effects via. Premier and
complete my evaluation.
process
• At this stage of my production I am
now at the point where I have added in
the start menu and ending screen, so I
am now at the point were I have put in
my FMP video game production into
premier and at the stage were I can
start adding in sound effects to go a
long with my production. But before I
can come to the point were I can add in
sound effects I have had to re-arrange
everything so that it is in the correct
order i.e. putting in the start menu and
instructions screen in before the game
starts and the ending screen at the end
of the level, which is what I have done
when I first put my game into premier,
on a whole It was a quick and very easy
process to get done which took no time
at all leaving me plenty of time for me
to be moving onto adding in my sound
effects.
process
• At this point I am now at the stage where I
have successfully completed my production
and am ready to export which can be seen
from looking at the screengrab in this slide.
The last stage of which I had to carry out
before the completion of my production
was adding in sound effects to my video
game, this I found to be quite easy to do as
I already knew what kind of sound effects I
was wanting to add into my production as
they were mainly based around the idea of
the movements that my character makes
i.e. when my character is walking/running I
would obviously have put in walking sound
effects (footsteps/faced paced footsteps)
and when my character is jumping I am
again obviously going to include the idea of
a jumping sound effect, so as you can see it
was easy for me to add in sound effects
and when it comes to time management it
really didn’t take me long to get my sound
effects in at all, which I found to be
beneficial as I was left with time to go back
and check over my work to make sure that
everything was running aright. Once I had
done this it came to exporting my FMP
production video game, which was a quick
and easy process and now it is time for me
to move onto my final stage of my FMP
production which is my evaluation
powerpoint.
process
• This is one of the main tools of which I have used
throughout the time of my production and it is in fact
the pencil tool and I have used it a lot throughout the
time of my production for the creation of pretty much
nearly every asset that has been added to my
production, I have used mainly this tool as I have
found it to be one of the best tools to use as I have
been able to turn the pixels down to just ‘1 pixel’
which was excellent as I was able to create/fill
everything in much more precisely, although it meant
that it took slightly longer to get everything done for
my production, it was definitely worth it though.
• This is another example of a tool of which I used quite
a lot throughout the process of creating my FMP
production, however I don’t feel that I used this tool a
much as I did with tool above in this side, however I
still used it quite a lot. With this tool I have worked on
more using it as a short cut to pick up a colour that I
was wanting to use I simply selected on this tool and
selected over the colour of which I wanted to re-use
that was already on my production, although this tool
is just used as a shortcut it is still a tool which has
benefited me a lot and saved me time as I haven’t had
to go back and find the colour again via colour wheel.
process
This is the main tool that I used to be able to create my
animation that resulted in becoming my FMP final
production, this tool is actually called ‘frame animation
timeline and it is more based around being used to create
animation games, hence why I used this tool throughout
my production when it came to putting in movements. It is
simply used by every time you make a movement in your
game you will create a new frame ,via a different tool of
which I will show in a minute and you continue this process
until you have added in all the movements that u wanted
to make. If you look closely you see under each frame box
there is a area that says ‘0 sec’, this is the area where you
can change the time length of each frame animation so
basically you can have each frame to be either really quick
and short or to be quite long and slow which will also make
to animation/movement in that frame to be quite slow.
1. 2. 3.
These are 3 of the key tools of which you will
end up using when it comes to creating frame
animations. The most common tool of which
you will use and what I used is the second tool
labelled ‘2.’, this tool is the tool of which you use
to create a new layer for your frame animation,
this has to be done every time you want to add
a new movement into your game production, in
total with my production I used this button over
200 times, which shows that I used this tool a
lot. The ‘1.’ tool in this screengrab can be seen
as a shortcut for tool ’2.’ by using this tool you
can create multiple frames at once rather than
having to create one at a time which will save
you a lot more time if it came to it and it
definitely saved me a lot of time. The final tool
‘3.’ is a very simple but easy tool of which I have
been using for my frame animation and it is the
idea of using this tool to delete frames when
necessary e.g. if I had put the wrong animation
in a certain frame and in some cases it is what I
had to do, which I found to be quite annoying as
it took time to go back and correct any
mistakes, but it is a useful tool when it comes to
needing to use it.

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FMP production reflection

  • 2. Process • This was the first stage of my production work, at this point of the production work I have only added in the areas of the grass/ mud along with the river of which is going to run underneath it, I have also worked on adding in the mud/rocks that belong with the mud, as you will be able to see if you look closely more towards the mud area underneath the grass you will be able to see the mudded rocks I placed in there as I wanted to really get the appeal of the earthly feeling and also it helps to make my game feel more realistic/as if your in the actual world. So far with the creation of my FMP the only major tools of which I have used is the pencil tool and the ruler tool. I used the pencil tool to draw and fill in the areas of which I marked out, but making sure that it was scaled down to one pixel so that it would be more accurate and so that I didn’t go over/colour a margin of which I was not meant to colour in. I made the decision to use the ruler tool to mark out margins as I wanted to mark out were my production work is going to go and also to make sure that I have everything scaled to the correct size, which will make my production creation on a whole much easier as I wont need to keep scaling it down, the rulers/margins help to separate everything and keep it all precise.
  • 3. Process • From looking at this latest screengrab of my production work it doesn’t actually look like I have made that much more progress with my FMP production and some might see that as a bad thing. But that is were you are wrong as I have actually made quite a good amount of progress with my work. At this point of my production work I have added in the background blue for the sky, added in light blue lines to the water underneath the grass/mud and finally started to create the basis for the bunker that holds the lift/shaft. The light blue sky was quite an important feature to include and was quick to create as I only had to enlarge the pencil tool to 23pixels as it made the colour scale bigger and I was able to create the background for the sky quicker, which was good as it used up less time. I decided to add in the detail of the white lines for my river underneath the grass/mud as I wanted it to be looking like the river is actually flowing, so when it comes to animating my game it will look like there is a flowing river/stream calmly going along, although it wont have any necessary importance to the game, it will however help to make my game more suttle/appealing. For the creation of my bunker I used the idea of making an outline layer/guide and toning down the opacity on it, this is something od which I haven’t done before, however I found it to be very useful as it acted as a great guide for when I did the actual outline for my bunker as I was able to pretty much follow the faint outline around, after I had done so I simply had hide the outline layer from being visible.
  • 4. Process • From looking at this screengrab of the latest stage of my FMP production you can see that I have made much more progress with my production than of what I had in the previous screengrab. The latest stages I have added to my production are the idea of putting in the mountain based background and working on adding features to the bunker. The first stages of which I made was drawing in the idea of the mountain background, to do this first I drew outlines for the mountains to make sure I was happy with were they were going to go and once I had decided that I was satisfied I simply used the pencil/paint brush tool to fill inside the guide lines in the colour I chose for my mountains, this was a quick process and really didn’t take long as I was able to again simply enlarge the paint brush/pencil tool so that I was able to cover larger areas quicker. Once I had done that it was time for me to move onto adding more features to my bunker, this included the idea of working on creating a room. To do this I made a box shape in the bunker to represent a room and added in the idea of a light, which was attached to the ceiling, along with the idea of various different containers/boxes being placed in and outside the building, to do this I again used the paint brush tool, however at one stage I decided it would be easier to duplicate/copy some of the box layers to save time, which I did so and it turning out to be quite beneficial.
  • 5. Process • At this point in my production, from looking at the screengrab of which I took you can see that I have made much more progress with my production which can very easily be seen. From looking at my production you can see that I have finished of my bunker and mountains along with adding in the simple and suttle detail of trees and clouds to my production. The first stage of which I went about was finishing my mountains, now it might not look like I have changed them much but if you look at the sand (yellow) mountains you will be able to see that I have added a grey/black outline around the edge of them. I did this as I thought it helped to separate them from the grey mountains and it also helps to make the mountains blend in more. Once I had done that I also made the decision to put in little marks/lines in the mountains but in a darker/lighter colour then of which the mountains are, I decided to do this as I felt that it would make the mountains appear as if they are moving, which will be quite an eye catching feature to the viewer. Once I had done this I moved onto my bunker, to complete my bunker I added in the lift/elevator that is going to transport my character to the bottom and finished of adding any final detail to my bunker i.e. any parts that were overlapping/not filled in correctly.
  • 6. Process • From looking at this latest screengrab of my production you can see that I have made quite a lot of progress with the creation of my video game production, at this point in my production I have added in the shaft of which my elevator/lift will be travelling down to reach the second part of my game. On a whole I felt the creation of my shaft to be quite easy as I only had to create one small section/part of the shaft as for the rest of it I easily duplicated the layer as many times as it took until the shaft reached the bottom, were the second part of my game is going to be located. When it came to the actual production of my shaft I chose the idea of using a light grey as the background colour as it has the metal kind of appeal towards it that you would expect to see/find in a shaft. For the beams I went basic with a light black/dark grey however I found this to be effective as I feel it gives contrast between the colour of the shaft and the beams(structural support) which will inevitably make it more appealing to viewers/players. The final stage of the creation for my shaft was to merge all of the copy layers into one so that all of the shaft parts become one, which is much more practical as not only it uses less layers but it just generally looks better and more tidy.
  • 7. process • From looking at this latest screengrab of my production process you can see that I haven’t made as much progress that I have normally been making with the previous screengrabs, as if you look at this latest screengrab of my production you can see that I have only really added in the earth area around the shaft for my lift. This may seem like little progress to some but it is actually a key feature to my production as I wanted you to be able to see the character going further into the underground via the change of mud and also the rocks/bits of metal in the mud. This really is a feature of my production that again helps to make it more built up/looks more suttle/appealing. I made the decision to add in some rocks/metal into the muddy earth area as there is always rocks/stones in mud deep down and the majority of the time bits of metal/items from a long time ago, so I thought it would be best to add these kind of things in as it will help get those finer details on my production. The next stage of my production is to make a start on the background for the second part of my game which is more the idea of horror/scary genre.
  • 8. process • From looking at this latest screengrab of my production you can see that I have made a good start on the background for the second part of my game which happens to be more around horror/scar. At this point I have worked on adding in the ground and lava underneath it. For the creation of the ground I decided to go with the idea of a light ish grey as I felt that it would blend in well with the lava underneath it and I also feel that it is quite a common colour pattern as it is something that I have seen feature quite a few times in different horror/scar based games/genres and due to this fact I felt it would be something good to include in my production as I feel that It would help to make my game to appear to be more appealing towards the viewer/player/audience. The next stage of my production will be to continue working on the creation of my horror/scar background and adding in the main sky/background colour.
  • 9. process • From looking at this screengrab of my production you can see that I have made a good amount of progress when it comes to the creation of my background for the scar/horror part of my production. At this point I have now finished of putting the lava and path in, included the idea of my sky and added in some rock areas. To finish of my lava and path areas I simply copied the original layers and dragged them to a different position, this I found to be quick and effective as I was effectively saving time, once I had done that I turned my attention more towards the work of my sky, to do this I decided on creating it via a purple gradient as I thought it would help to make the second part of my game look more like a horror section and that was exactly what I was aiming for. I had to copy over this sky layer multiple times as there was quite a large are of which I needed to cover and it was simply quicker and more effective to do so. Once I had done this it moved onto adding in some small rock areas to my production work, this can just be seen as a fine detail that helps to give my game just that bit more detail to draw in the audience/viewers. The next stage for my production is to be working on the creation of my character and enemy for my game.
  • 10. process • At this stage I have been more focused around working on my enemy creations for my video game and also working on adding in movements for them, at this stage I have only really created a few enemy objects and added movements to them, this is because I have only really started to create them, however with them being small objects they are quite easy and quick to create so I feel that I will be able to create quite a few in no time at all. On a whole I like the way that my character creations look because they just look like ordinary objects/harmless but actually they can kill you and send you back to the start, which I feel will be quite surprising for some people when it comes to playing my game for the first time.
  • 11. Process At this stage of my production I have now come to the point were I have been working on my character creation for my production, at this point I feel that my character looks to a good standard. I wanted to make my character look like it is wearing some form of armour so it will help to make it link to the second part of my game with the second part of my game being more based around scary/horror the armour on my character will help give a sense of the scary/horror second part of my game that is coming up after making your way through the first part of my game. I decided on making my character to look quite tall as I wanted him to have that tall look/appeal about it that would make him look like a strong warrior and also so that it links to the armour of which he is wearing which also makes him look strong like a warrior. The next stage of my character creation is to start adding in the movements for my character and then adding it into my production.
  • 12. Process As you can see from looking at this screengrab, I have made a new character creation for my production I mainly did this because I was feeling that I was finding it hard to create the character movements for the first character, so I thought the only possible alternative was to create a new character for my production video game, but one so that it would be easier for me to put in character movements and as you can see from this screengrab, it is exactly what I have done. The first stage of my new character creation was to look at the height of which I wanted to create my new character and for this I thought about making it to be smaller as there would be less leg room that would require movement and that is what I decided to do and I found this to be quite beneficial as I managed to get the movements put in for my legs and arms quite quickly. All of this was mainly done with the idea of the pencil tool scaled down to 1 pixel, so that I was going to easily be able to draw in my character precisely, without going to areas of which I did not intend to do so not only this but it also makes it easier to draw in my character as I was able to get those closer details, although it took longer to create, it was definitely worth the time.
  • 13. process • As you can see from looking at this I have made a goof strong start on my production, on a whole I feel that I am working quite well with it and am working well when it comes to time management which can be seen by looking at the bottom of this screengrab that I am on the 51st frame animation for my production and that is only after the first day of my production time, I feel that I am working so well with my production because I knew how I wanted it to look before I even started putting it together, like I had spent days before I started animating thinking about how I wanted each frame animation to look and be presented in my production, so that when it came to creating those actual animations I already had an idea of how I wanted it to look/turn out which I thought was really beneficial for me with my time management. However you might think that with me being on my 51st frame animation ill be quite far along with my animating, but that is where you are wrong I have actually only really just started it and are in fact only half way through the first part of my game, which is still good considering that this is the first day of production for me. On a whole I am finding the animating to be quite easy as I already have all of the character/enemy movements done so I really just have to put them in and place them were I want them to go, which I am finding to be a quick and easy process. The next stage of my production is to continue adding in the animations for the first part of my game and once done that, move onto the second part of my game and adding in the animations for that.
  • 14. process • From looking at this screengrab you can see that I have made much more progress with my production as I am now onto adding in the animations for the second part of my production, at this stage in time I feel that I am working well with my time management as I feel that I have quite easily moved on with my production and adding in my animations, hence why I am half way through the second part of my game only after a few days. The whole animating part of this game has made to be much easier as it has literally been a matter of selecting the right movement layer and place it into the correct frame animation and so on, which as you can see makes it very easy to do so. On a whole so far I believe to think that my work looks to be looking good to a high standard and if I was to be anyone viewing/playing my game I would be very impressed by the quality of this video game, but we will have to wait until the end so we can see what the final product will look like.
  • 15. process • From looking at this screengrab you can see that I have successfully come to the end of my production, on a whole I feel that I have worked well with my production when it came down to my time management as it only actually took me a few days for me to put in all of my animations for my FMP production video game. When it has come to putting in my actual animations I have found it to be quite easy and there hasn’t been many areas of which I have struggled to get done, the only area of animating of which I struggled to get down was the areas where my character kills the enemies with the sword, this is mainly because it took time to put the animations in and not only that there was multiple animations that had to be put in for the sword areas and they also had to be very close together through each frame animation which also was annoying to get done as in some places it took me multiple attempts to get it done. The next stage for my production will be to getting the final stages of my production done which includes adding in my starting menu and ending screen in, which should be quick and easy to get done as they have already been created so I literally just have to drag the files across and paste them in, once I have done this I will only have to add in sound effects via. Premier and complete my evaluation.
  • 16. process • At this stage of my production I am now at the point where I have added in the start menu and ending screen, so I am now at the point were I have put in my FMP video game production into premier and at the stage were I can start adding in sound effects to go a long with my production. But before I can come to the point were I can add in sound effects I have had to re-arrange everything so that it is in the correct order i.e. putting in the start menu and instructions screen in before the game starts and the ending screen at the end of the level, which is what I have done when I first put my game into premier, on a whole It was a quick and very easy process to get done which took no time at all leaving me plenty of time for me to be moving onto adding in my sound effects.
  • 17. process • At this point I am now at the stage where I have successfully completed my production and am ready to export which can be seen from looking at the screengrab in this slide. The last stage of which I had to carry out before the completion of my production was adding in sound effects to my video game, this I found to be quite easy to do as I already knew what kind of sound effects I was wanting to add into my production as they were mainly based around the idea of the movements that my character makes i.e. when my character is walking/running I would obviously have put in walking sound effects (footsteps/faced paced footsteps) and when my character is jumping I am again obviously going to include the idea of a jumping sound effect, so as you can see it was easy for me to add in sound effects and when it comes to time management it really didn’t take me long to get my sound effects in at all, which I found to be beneficial as I was left with time to go back and check over my work to make sure that everything was running aright. Once I had done this it came to exporting my FMP production video game, which was a quick and easy process and now it is time for me to move onto my final stage of my FMP production which is my evaluation powerpoint.
  • 18. process • This is one of the main tools of which I have used throughout the time of my production and it is in fact the pencil tool and I have used it a lot throughout the time of my production for the creation of pretty much nearly every asset that has been added to my production, I have used mainly this tool as I have found it to be one of the best tools to use as I have been able to turn the pixels down to just ‘1 pixel’ which was excellent as I was able to create/fill everything in much more precisely, although it meant that it took slightly longer to get everything done for my production, it was definitely worth it though. • This is another example of a tool of which I used quite a lot throughout the process of creating my FMP production, however I don’t feel that I used this tool a much as I did with tool above in this side, however I still used it quite a lot. With this tool I have worked on more using it as a short cut to pick up a colour that I was wanting to use I simply selected on this tool and selected over the colour of which I wanted to re-use that was already on my production, although this tool is just used as a shortcut it is still a tool which has benefited me a lot and saved me time as I haven’t had to go back and find the colour again via colour wheel.
  • 19. process This is the main tool that I used to be able to create my animation that resulted in becoming my FMP final production, this tool is actually called ‘frame animation timeline and it is more based around being used to create animation games, hence why I used this tool throughout my production when it came to putting in movements. It is simply used by every time you make a movement in your game you will create a new frame ,via a different tool of which I will show in a minute and you continue this process until you have added in all the movements that u wanted to make. If you look closely you see under each frame box there is a area that says ‘0 sec’, this is the area where you can change the time length of each frame animation so basically you can have each frame to be either really quick and short or to be quite long and slow which will also make to animation/movement in that frame to be quite slow. 1. 2. 3. These are 3 of the key tools of which you will end up using when it comes to creating frame animations. The most common tool of which you will use and what I used is the second tool labelled ‘2.’, this tool is the tool of which you use to create a new layer for your frame animation, this has to be done every time you want to add a new movement into your game production, in total with my production I used this button over 200 times, which shows that I used this tool a lot. The ‘1.’ tool in this screengrab can be seen as a shortcut for tool ’2.’ by using this tool you can create multiple frames at once rather than having to create one at a time which will save you a lot more time if it came to it and it definitely saved me a lot of time. The final tool ‘3.’ is a very simple but easy tool of which I have been using for my frame animation and it is the idea of using this tool to delete frames when necessary e.g. if I had put the wrong animation in a certain frame and in some cases it is what I had to do, which I found to be quite annoying as it took time to go back and correct any mistakes, but it is a useful tool when it comes to needing to use it.

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.