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
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.