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Diary For Adventure Project
An Existing Product – to begin with I had to pick a film(I picked Moana) and fill in theequilibriumcyclefor the
story line. I found the problems Moana faced in the movie and started the cyclefrom there to fill therest in. I
found this easy as Moana is a simpler story linewith many Equilibriums.I then had to say which characters are
which character types in Moana. To do this I picked a character and decided what character type they are
instead of going through the character types as itmade this task simpler.The final partof this task was to fill in
WWWWWH. This was a simpletask as I know Moana well and can remember the story line.
Initial Ideas – for this section I had to come up with 3 filmideas and fill in WWWWWH.I started off by thinking
of a simplestory lineand then addingtoo each section instead of trying to think of itall atonce. I came up
with 3 ideas and then had to choosethe one I wanted to use. After choosingthe one I wanted to use, I created
a mind map for the story linewhich helped me think about all the smaller detailswhich I could link into my
products.Thinkingabout my products I am goingto make; I made a mind map on each one to come up with
possibleideas and howthey will all link together. The final step of this section is to create a mood board for
inspiration of the filmidea and the products.
Research – for this section I had to research some existingproducts and evaluate them to help me with my
products.I found 1 magazinecover, 1 game and soundtrack,and 2 movies with 3 filmposter each. I thought
about how they have been made and why each aspect has been added. This helped me to come up with more
ideas and aspects to use in my products and smaller things to link my products together to make a higher
quality package.
Planning – the next stage was planningwhich is themost helpful section as you can see how your ideas work.
The firsttask was to make a stylesheet which helped me to see how all my ideas aregoing to work. I added
colours and pictures thatI want my work to look likewhich helped me to see what aspects to use. To support
the colour schemes, I created the trail idea in all thecolours so I could see how the colour combinations will
work. Doingthis helped as I could make any combination of 3 colours which areeasier to s ee and imagine. The
next partto the planningwas to create layouts for a magazine cover, different advertisements and a video
game. I started with the magazine cover and different advertisements as they will havesimilarthemes and
aspects.I decided to drawthe layouts which made this easier as I could do what ever I want instead of finding
pictures.To supportthe layouts,I made another slideaboutclothes,locations and fonts which I needed to
think about as they are the smaller details thatcould be left out. Next, I drew my video game layoutwhich
helped me a lot as I could see my idea in front of me instead of trying to pictureit, which meant I could see
what to change when I designed it on the Photoshop. Next, I had to plan a scriptfor my cut scene which
helped me to see which section of my plan for the cut scene can be used and how it can link to the rest of the
game. The next part was planningwhatmusic and sound effects are need for my video game. Doing this meant
I had thought about how the soundtrack can complement the game, how my game will function and what
aspects of the game needs a certain sound made. The next thing I had to plan was the actors and locations
which was easy for me as I have made my products simpler so I am the only actor a nd I can take the pictures at
home. The final partto the planningsection was the contingency plan and the risk assessments which helped
me to know what could go wrong and how I can prevent it.
Video Game Demo Level – to begin with I had to think about what was going to happen in my demo level so I
could plan the rest. I had a few options which were to create small sectionsof each street, to have the
character run for 20 seconds or for the character to fall down a hole and the game is over. I decided to go for
the ‘game over’ idea so I could showhow it restarts the game as it is an endless runner game so there arenot
separatelevels.Once I had decided this,I knew I had to create 3 streets where the character died on the 3rd
street, so I only needed to design 2.1 streets. I worked out how many frames and then pixels where needed for
1 second of animation then how many for 20 seconds of animation and worked out how many pixels areneed
for each street compared to the time. Doing this helped as I know that the page is longenough for what I am
wanting to do without stretchingthe whole pictureand I can work out how many pixels will beused for each
street. Overall,I will havearound 300 frames for the background as the lastsection will bethe game over
screen. Once I had my page, I decided on a gradient background and then had to think about the scalefor the
character compared to the buildings to make it look as realistic aspossible.I decided to use 10-20 pixels for my
character as I am not sure how many I will need to create it. Next, I create 2 separatelayers for the front
buildings and for the back buildings which helped so I could draw over the front buildings,butitwould not
show up as the layer is behind makingless problems with creating the look with buildings behind and in front.
After the layers were sorted, I used dark grey for the front buildingsand lightgrey for the back buildings for
the 1st street to be able to see the comparison which also makes itmore realisticas thelightwould be
different further away from the focus point. I have also thought for each street I can change the colours of the
buildings and theaccent colours to create a strong contrastbetween the streets. As shown further in my
production log, you can see that I have used a simpledesign for a more minimal look as I did not want to over
complicateitand for me to run out of time. I can then control the colours easier and add the accentcolours
which stand out more for each street. Carryingon from the firststreet, I created the second street which is 200
pixels longer than the firststreet, so the streets gets longer the further you are into the game. I also created
the first350 pixels for the third street as that is when the character will fall and the game will end, so I can
show the game over page. To help keep a uniform look in the buildings,I used guides to keep the floors and
doors at the same height so when the background is moving, there is not any big movements to distractthe
player.After finishingthe buildings,I changed the colour of the background usingthe gradienttool and
isolatingthe layers,I then changed the colours of the buildingsusingthebucket tool, to go with the new
background and to create a late-nightlook I added stars in the sky. The final section of my background is
addingthe signs on top the buildings which I used a pairingof colours in an analogouscolour scheme.Once I
had added the colours to the signs,I was ableto translateEnglish words into Japaneseand copy them for my
signs which helps make the streets more realisticfor beingin Tokyo. I then designed some trophies but
thought I should add these to the animation so they can disappear which worked out better for the game and
the final look. I then merged all thelayers together and transferred it to the small documentand usingthe
tween tool, I was ableto add 300 frames between the startof the background and the end of the background.
The next stage was designingthe character and making all the sequences for the walking,jumpingand falling
process of the game which was done by makinglots of layers and hidingthe layers I did not want on for that
frame. For my firsttry, the character looked likethey were walking,so I changed that to make the character
run. I also had to add to the background to make the ending flowbetter as the character fallsinto the hole. To
pull the game together, I added animation - a countdown atthe startand collectingthe trophies at the end of
the streets. The final partto my video game was to make the game over screen which appears when the player
dies.I have shown in my production log the development of the design as I changed littlebits so the final
design fits with the game. To help keep the theme in the game, I used the neon colours and went for a minimal
design inspired by Jumanji.

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Moana Storyline Diary Adventure

  • 1. Diary For Adventure Project An Existing Product – to begin with I had to pick a film(I picked Moana) and fill in theequilibriumcyclefor the story line. I found the problems Moana faced in the movie and started the cyclefrom there to fill therest in. I found this easy as Moana is a simpler story linewith many Equilibriums.I then had to say which characters are which character types in Moana. To do this I picked a character and decided what character type they are instead of going through the character types as itmade this task simpler.The final partof this task was to fill in WWWWWH. This was a simpletask as I know Moana well and can remember the story line. Initial Ideas – for this section I had to come up with 3 filmideas and fill in WWWWWH.I started off by thinking of a simplestory lineand then addingtoo each section instead of trying to think of itall atonce. I came up with 3 ideas and then had to choosethe one I wanted to use. After choosingthe one I wanted to use, I created a mind map for the story linewhich helped me think about all the smaller detailswhich I could link into my products.Thinkingabout my products I am goingto make; I made a mind map on each one to come up with possibleideas and howthey will all link together. The final step of this section is to create a mood board for inspiration of the filmidea and the products. Research – for this section I had to research some existingproducts and evaluate them to help me with my products.I found 1 magazinecover, 1 game and soundtrack,and 2 movies with 3 filmposter each. I thought about how they have been made and why each aspect has been added. This helped me to come up with more ideas and aspects to use in my products and smaller things to link my products together to make a higher quality package. Planning – the next stage was planningwhich is themost helpful section as you can see how your ideas work. The firsttask was to make a stylesheet which helped me to see how all my ideas aregoing to work. I added colours and pictures thatI want my work to look likewhich helped me to see what aspects to use. To support the colour schemes, I created the trail idea in all thecolours so I could see how the colour combinations will work. Doingthis helped as I could make any combination of 3 colours which areeasier to s ee and imagine. The next partto the planningwas to create layouts for a magazine cover, different advertisements and a video game. I started with the magazine cover and different advertisements as they will havesimilarthemes and aspects.I decided to drawthe layouts which made this easier as I could do what ever I want instead of finding pictures.To supportthe layouts,I made another slideaboutclothes,locations and fonts which I needed to think about as they are the smaller details thatcould be left out. Next, I drew my video game layoutwhich helped me a lot as I could see my idea in front of me instead of trying to pictureit, which meant I could see what to change when I designed it on the Photoshop. Next, I had to plan a scriptfor my cut scene which helped me to see which section of my plan for the cut scene can be used and how it can link to the rest of the game. The next part was planningwhatmusic and sound effects are need for my video game. Doing this meant I had thought about how the soundtrack can complement the game, how my game will function and what aspects of the game needs a certain sound made. The next thing I had to plan was the actors and locations which was easy for me as I have made my products simpler so I am the only actor a nd I can take the pictures at home. The final partto the planningsection was the contingency plan and the risk assessments which helped me to know what could go wrong and how I can prevent it. Video Game Demo Level – to begin with I had to think about what was going to happen in my demo level so I could plan the rest. I had a few options which were to create small sectionsof each street, to have the character run for 20 seconds or for the character to fall down a hole and the game is over. I decided to go for the ‘game over’ idea so I could showhow it restarts the game as it is an endless runner game so there arenot separatelevels.Once I had decided this,I knew I had to create 3 streets where the character died on the 3rd street, so I only needed to design 2.1 streets. I worked out how many frames and then pixels where needed for 1 second of animation then how many for 20 seconds of animation and worked out how many pixels areneed for each street compared to the time. Doing this helped as I know that the page is longenough for what I am wanting to do without stretchingthe whole pictureand I can work out how many pixels will beused for each street. Overall,I will havearound 300 frames for the background as the lastsection will bethe game over screen. Once I had my page, I decided on a gradient background and then had to think about the scalefor the
  • 2. character compared to the buildings to make it look as realistic aspossible.I decided to use 10-20 pixels for my character as I am not sure how many I will need to create it. Next, I create 2 separatelayers for the front buildings and for the back buildings which helped so I could draw over the front buildings,butitwould not show up as the layer is behind makingless problems with creating the look with buildings behind and in front. After the layers were sorted, I used dark grey for the front buildingsand lightgrey for the back buildings for the 1st street to be able to see the comparison which also makes itmore realisticas thelightwould be different further away from the focus point. I have also thought for each street I can change the colours of the buildings and theaccent colours to create a strong contrastbetween the streets. As shown further in my production log, you can see that I have used a simpledesign for a more minimal look as I did not want to over complicateitand for me to run out of time. I can then control the colours easier and add the accentcolours which stand out more for each street. Carryingon from the firststreet, I created the second street which is 200 pixels longer than the firststreet, so the streets gets longer the further you are into the game. I also created the first350 pixels for the third street as that is when the character will fall and the game will end, so I can show the game over page. To help keep a uniform look in the buildings,I used guides to keep the floors and doors at the same height so when the background is moving, there is not any big movements to distractthe player.After finishingthe buildings,I changed the colour of the background usingthe gradienttool and isolatingthe layers,I then changed the colours of the buildingsusingthebucket tool, to go with the new background and to create a late-nightlook I added stars in the sky. The final section of my background is addingthe signs on top the buildings which I used a pairingof colours in an analogouscolour scheme.Once I had added the colours to the signs,I was ableto translateEnglish words into Japaneseand copy them for my signs which helps make the streets more realisticfor beingin Tokyo. I then designed some trophies but thought I should add these to the animation so they can disappear which worked out better for the game and the final look. I then merged all thelayers together and transferred it to the small documentand usingthe tween tool, I was ableto add 300 frames between the startof the background and the end of the background. The next stage was designingthe character and making all the sequences for the walking,jumpingand falling process of the game which was done by makinglots of layers and hidingthe layers I did not want on for that frame. For my firsttry, the character looked likethey were walking,so I changed that to make the character run. I also had to add to the background to make the ending flowbetter as the character fallsinto the hole. To pull the game together, I added animation - a countdown atthe startand collectingthe trophies at the end of the streets. The final partto my video game was to make the game over screen which appears when the player dies.I have shown in my production log the development of the design as I changed littlebits so the final design fits with the game. To help keep the theme in the game, I used the neon colours and went for a minimal design inspired by Jumanji.