This document provides a summary of one part of a multimedia project. Dark colours will be used for serious or distressing scenes, while lighter colours will be used for neutral or exciting scenes. Different fonts will be used to convey different character personalities - a bold font for an intense character and a default font for attack options. The document also outlines potential issues and solutions, such as running out of time and leaving on a cliffhanger, or poor voice acting requiring re-recording. A schedule is proposed to complete tasks like character and background design, animation, and post-production over 8 weeks.
This document provides details on the pre-production for an animated project. It includes descriptions of the planned art style which will take inspiration from Deltarune and have colorful backgrounds. Character designs and descriptions are provided, including the main character Ztone and enemies. Interface elements like text boxes and a logo concept are shown. The document also outlines the software and resources needed, potential issues and contingency plans, a schedule, and a list of sound effects required.
The document discusses the style sheet choices for a magazine cover being designed by Daniel Thompson. It includes details on font choices for different elements of the cover and magazine based on the retro gaming style and featured game Spyro. It also includes two potential color palette options that resemble Spyro and the nostalgic colors of retro gaming magazines. The last part discusses layout options for the cover and inside pages.
The document discusses the style sheet choices for a magazine cover being designed by Daniel Thompson featuring the video game character Spyro the Dragon. It includes details on the font choices for different elements of the cover including the header, feature stories, and emphasized text. It also discusses potential color palette options that resemble Spyro or retro gaming magazine color schemes. Layout designs are presented along with resources, contingency planning, and health and safety considerations for the project.
This document outlines the pre-production work for a horror-themed video game. It includes experimenting with fonts, colors, and visual elements like trees, factories, and ghosts to set the dark, creepy atmosphere. Location and prop ideas are listed. Potential issues like not finishing on time, poor design quality, illness, and distraction are addressed along with solutions. An 8-day schedule is provided to complete photoshop artwork and animations for characters.
The document provides details on pre-production work for a game project, including color schemes, fonts, HUD designs, character sketches, and a production schedule. Key aspects include:
- Choosing brighter colors inspired by adventure games like Monkey Island.
- Selecting pixelated fonts to match the retro style and ensure legibility when pixelated.
- Favoring a bottom-right HUD layout that resembles common adventure game designs.
- Initial sketches exploring flag, character, and robotic arm concepts to develop the visual style.
- A 3-week production schedule outlining tasks like background art, sound effects, and animation.
This document provides a planning and production schedule for an animated short film about early signs of depression. The film will be created in After Effects and Illustrator, and will include 4-5 signs highlighted through animation and narration. It discusses ideas for characters, fonts, color schemes, and a backing track to shift from happy to sad. A testing survey is included. The schedule outlines 2 weeks of asset creation, 2 weeks of animation, and 2 weeks of compiling scenes in Premiere for a final edit. The goal is to raise awareness of early depression signs so people can get help.
This document provides details on Oliver Keppie's plans for an animated short film about early signs of depression. The film will be animated in After Effects and Illustrator and will highlight 4-5 signs of depression through flashbacks of a teenager's life. It will end with a voiceover listing the signs and providing help resources. Oliver has created storyboards, character designs, and scheduled production over several weeks, which will include animating scenes, compiling clips, and adding audio and transitions. The goal is to raise awareness of early depression signs to help people seek support.
The document discusses the history and evolution of the Crash Bandicoot video game franchise on PlayStation consoles. It covers the success of the original trilogy developed by Naughty Dog, as well as later games developed by other studios that received mixed reviews. While the first three games were hugely popular, later titles struggled to capture the same magic and started to send the franchise downhill. The document examines the key factors in the original games' success and the missteps of subsequent installments as the Crash Bandicoot franchise moved to new developers and consoles.
This document provides details on the pre-production for an animated project. It includes descriptions of the planned art style which will take inspiration from Deltarune and have colorful backgrounds. Character designs and descriptions are provided, including the main character Ztone and enemies. Interface elements like text boxes and a logo concept are shown. The document also outlines the software and resources needed, potential issues and contingency plans, a schedule, and a list of sound effects required.
The document discusses the style sheet choices for a magazine cover being designed by Daniel Thompson. It includes details on font choices for different elements of the cover and magazine based on the retro gaming style and featured game Spyro. It also includes two potential color palette options that resemble Spyro and the nostalgic colors of retro gaming magazines. The last part discusses layout options for the cover and inside pages.
The document discusses the style sheet choices for a magazine cover being designed by Daniel Thompson featuring the video game character Spyro the Dragon. It includes details on the font choices for different elements of the cover including the header, feature stories, and emphasized text. It also discusses potential color palette options that resemble Spyro or retro gaming magazine color schemes. Layout designs are presented along with resources, contingency planning, and health and safety considerations for the project.
This document outlines the pre-production work for a horror-themed video game. It includes experimenting with fonts, colors, and visual elements like trees, factories, and ghosts to set the dark, creepy atmosphere. Location and prop ideas are listed. Potential issues like not finishing on time, poor design quality, illness, and distraction are addressed along with solutions. An 8-day schedule is provided to complete photoshop artwork and animations for characters.
The document provides details on pre-production work for a game project, including color schemes, fonts, HUD designs, character sketches, and a production schedule. Key aspects include:
- Choosing brighter colors inspired by adventure games like Monkey Island.
- Selecting pixelated fonts to match the retro style and ensure legibility when pixelated.
- Favoring a bottom-right HUD layout that resembles common adventure game designs.
- Initial sketches exploring flag, character, and robotic arm concepts to develop the visual style.
- A 3-week production schedule outlining tasks like background art, sound effects, and animation.
This document provides a planning and production schedule for an animated short film about early signs of depression. The film will be created in After Effects and Illustrator, and will include 4-5 signs highlighted through animation and narration. It discusses ideas for characters, fonts, color schemes, and a backing track to shift from happy to sad. A testing survey is included. The schedule outlines 2 weeks of asset creation, 2 weeks of animation, and 2 weeks of compiling scenes in Premiere for a final edit. The goal is to raise awareness of early depression signs so people can get help.
This document provides details on Oliver Keppie's plans for an animated short film about early signs of depression. The film will be animated in After Effects and Illustrator and will highlight 4-5 signs of depression through flashbacks of a teenager's life. It will end with a voiceover listing the signs and providing help resources. Oliver has created storyboards, character designs, and scheduled production over several weeks, which will include animating scenes, compiling clips, and adding audio and transitions. The goal is to raise awareness of early depression signs to help people seek support.
The document discusses the history and evolution of the Crash Bandicoot video game franchise on PlayStation consoles. It covers the success of the original trilogy developed by Naughty Dog, as well as later games developed by other studios that received mixed reviews. While the first three games were hugely popular, later titles struggled to capture the same magic and started to send the franchise downhill. The document examines the key factors in the original games' success and the missteps of subsequent installments as the Crash Bandicoot franchise moved to new developers and consoles.
The document discusses pre-production planning for a children's game, including color scheme, fonts, and layouts. Primary colors like red, blue, and yellow will be used in designs and to symbolize health, water, warmth, and danger. Fonts like Adobe Calson and Black Adder will be used for speech and signs to suit the fantasy setting. Two layouts are shown - an overhead view for exploration and a side view for battling. Software like Photoshop and Premier will be used to create and animate the game, along with gathering resources from the internet. A schedule is outlined to complete scenes and a poster over 8 days.
Make any necessary changes and improvements.
Day 9 ∙ Export Trailer and do final touches ∙ After Effects
∙ Movie Plus
Day 10 ∙ Export all promotional products ∙ After Effects
∙ Photoshop
Day 11 ∙ Get Feedback and make any final changes ∙ After Effects
∙ Photoshop
Day 12 ∙ Final Export and Upload Trailer and Promotional Products ∙ Youtube
∙ Artstation
The document discusses pre-production plans for a zombie-themed video game. It includes descriptions of the game's color palette, fonts, border design, main character art style, and locations/equipment needed. A contingency plan addresses potential issues like computer problems or illness. Health and safety concerns about headaches, neck strain, and posture are also covered. A weekly schedule outlines an 8-day plan to create artwork for the background, enemies, weapons, health bar, and basic animation using Photoshop.
This document contains Jay Birkin's style sheet and pre-production plans for their puzzle game. It includes proposed colors, fonts, menu and level layouts, sound effects, music choices, and contingency planning. Potential health and safety issues are also addressed, such as eye strain, back pain, tripping hazards, and electrical overloads. The style sheet provides visual inspiration and establishes the dark, mysterious aesthetic of the game through gloomy color palettes and pixelated fonts designed to match the genre.
This document outlines Joseph Sam Fulton's pre-production plans for creating a gaming magazine and website. It includes descriptions of the style and layouts he intends to use, as well as the software and resources needed such as Photoshop, Premiere, and images from the internet. A schedule is provided that breaks the work into daily tasks over 8 days, including recording an audio interview, drafting the magazine in Photoshop, creating a logo, and taking screenshots for an evaluation presentation. Contingency plans are also discussed for potential issues like computer or internet problems.
Tom Batty created a fanzine reviewing the Gears of War video game franchise. He provided background information on each game and shared his personal experiences and reviews. He included several images that he edited using various Photoshop effects to relate to the game's themes. The fanzine's design utilized the franchise's black and red color scheme. Tom felt he improved his layout and design skills but could have planned page content better. Overall, he was pleased with his work and learning experience.
This document provides an overview of Caleb Wilcox's game narrative and design process for a cross-genre action and horror video game. It describes the game having an initial action stage with bright colors to draw in players, followed by a darker, tension-building horror stage involving defeating enemies. It also includes color schemes and character/text designs for the different stages, noting how they suit the genres. Caleb plans to further develop layouts and the pause/start menu, and considers contingencies like computer issues or resource limitations. Health and safety precautions are also outlined.
Jack Garner is working on pre-production for a graphic novel. He has decided to use color instead of black and white based on survey feedback that color better shows characters and backgrounds to tell the story. He will use a simple panel layout and change the arrangement based on the story. For the cover, he plans to have the main character in color with the antagonist in the background and the title in a contrasting dark color to stand out.
The document provides details about Gemma Nicholls' pre-production process for creating an animated videogame and promotional poster. For her main project, she will design characters, backgrounds, music, and sounds for an original videogame. Her secondary product is a poster to advertise the videogame. The intended audience is ages 15-24, appealing to different personality types. The videogame will be playable on PC and is meant to entertain users and help pass time. Style sheets explore color schemes, character and background designs, and poster layout ideas.
The document provides details on pre-production planning for a fantasy game concept, including choosing color palettes and fonts, designing layouts and HUDs, scheduling production, and planning assets like characters, environments, music, and sound effects. The production schedule spans 8 weeks and includes tasks like sketching concepts, 2D and 3D design, modeling, sound design, and evaluation. Resources needed include software like Photoshop, GarageBand, and video editing tools. The goal is to create an engaging fantasy adventure game with bright colors, pixelated fonts, and an open forest environment.
The document provides details on pre-production for a video game project, including the target audience, art style, screenshot layouts, sound effects, and dialogue. The target audience is identified as white male teenagers aged 15-19 given the game's 15 rating and predominantly male characters. Screenshot layouts show ideas for a fight scene with two dialogue options and a text box at the bottom with save/load/settings options. Contingency planning and health and safety issues are also addressed.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as being teenagers and young adults aged 15-26. The game aims to have RPG elements with a fantasy theme that appeals slightly more to male audiences. It proposes continuing the story and characters from a previous video game project, improving the visuals, gameplay, and story. Key aspects to develop include the overworld, battle sequences, character models, environment, and soundtrack. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". The proposal provides details on the target audience, which is teenagers and young adults aged 15-26, mostly male. It discusses influences from previous projects and concepts for improving upon a previous video game project. The FMP will be an RPG video game created in Photoshop, featuring improved characters, environments, battles and music from the previous game. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
The document discusses fonts, colors, and layout designs that will be used in a 2D game animation. It includes screenshots of two potential layouts for the game that feature a title, background image, and character. It also provides storyboards showing shots of the game's levels from a distance and including the character. The document lists resources and software needed, potential issues and solutions, and a 17-day schedule to complete the animation and app logo/poster.
Jack Morton is considering options for his final major project. He is initially thinking of creating a video game animation using Photoshop and Premiere Pro since he has experience with these programs. However, he acknowledges the risk of not finishing on time. As alternatives, he considers filming a short film since he has prior experience, or creating a gaming magazine using layout and design skills from previous rotations. He analyzes the pros and cons of each option, noting his strengths in gaming and design but also the challenges of things like copyright and time management.
This document provides details for pre-production on a game project. It includes suggestions for a mobile menu, map design, color scheme, character designs, fonts, and character stances. It also lists potential sound effects and how to create them, suggested background music, and contingency plans for issues like equipment problems or work being lost. Finally, it identifies some health and safety concerns like electrical equipment, trip hazards, spills, and eye strain.
This document provides an overview and planning for an animated short film about early signs of depression. It includes sections on the idea, contents, font, color scheme, characters, backing track, script, and storyboard. The film will show signs of depression through flashbacks of a teenager and raise awareness of early detection. It will be animated in After Effects with illustrations created in Illustrator. The document explores creative choices for visual elements and receives feedback on potential backing music to match the shifting tone from happy to sad.
Oliver Keppie plans to create a short animated film about the early signs of depression. It will show flashbacks from a teenager's perspective and highlight 4-5 signs through animation. Oliver has chosen the art style and fonts, and is considering color schemes and characters. He has also drafted a storyboard and script. For the soundtrack, Oliver is testing two options and exploring mixing techniques to match the shifting mood of the animation from happy to sad.
Factual research pro forma (1) (1) (1) (2)ItzFaith
The document discusses pre-production details for a documentary, including color scheme, fonts, animated character, images, audio, and production schedule. Blue and white will be the main colors, with purple and yellow used occasionally. The second font listed is the preferred option for readability. The animated character will match the documentarian's features and wear dark colors. Images will come from Google Images. Audio will be recorded remotely by a friend and edited in Adobe Audition. The production schedule allocates one week for script delivery and character creation, then two weeks each for editing and completion.
The document provides details for pre-production of a rap album including style sheets, layouts, props, locations, contingency planning, health and safety considerations, and a schedule. Fonts and colors were selected to suit a cartoon-style album cover including gold to represent wealth, red for danger, and blue for royalty or belonging. Photos would be taken and edited in Photoshop to create the cover and poster designs. A week-long schedule outlines the plan to take photos, edit them, design the cover, record an interview, and finalize the materials.
The document provides an overview and initial plans for an interactive project featuring the author and their friends as characters. It includes mind maps, mood boards, and descriptions of each character's abilities inspired by existing franchises. The characters will work together to defeat the author's character, who will be the villain possessed by a cursed object. The project will be created in Photoshop and Premiere Pro and feature both gameplay and a story with references to past work.
This document provides a proposal for a game called "Harrisons Bizarre Curse". The game would tell the story of Harrison finding a cursed gem that creates an evil doppelgänger named Berserk Harrison. Harrison and his friends, who each have unique abilities, must work together to defeat Berserk Harrison. While the game references other works in its art style and elements, it aims to be sufficiently distinct to avoid copyright issues. The target audience is male players ages 16-18, though some censoring is included to restrict younger players. No offensive or inappropriate content would be included.
The document discusses pre-production planning for a children's game, including color scheme, fonts, and layouts. Primary colors like red, blue, and yellow will be used in designs and to symbolize health, water, warmth, and danger. Fonts like Adobe Calson and Black Adder will be used for speech and signs to suit the fantasy setting. Two layouts are shown - an overhead view for exploration and a side view for battling. Software like Photoshop and Premier will be used to create and animate the game, along with gathering resources from the internet. A schedule is outlined to complete scenes and a poster over 8 days.
Make any necessary changes and improvements.
Day 9 ∙ Export Trailer and do final touches ∙ After Effects
∙ Movie Plus
Day 10 ∙ Export all promotional products ∙ After Effects
∙ Photoshop
Day 11 ∙ Get Feedback and make any final changes ∙ After Effects
∙ Photoshop
Day 12 ∙ Final Export and Upload Trailer and Promotional Products ∙ Youtube
∙ Artstation
The document discusses pre-production plans for a zombie-themed video game. It includes descriptions of the game's color palette, fonts, border design, main character art style, and locations/equipment needed. A contingency plan addresses potential issues like computer problems or illness. Health and safety concerns about headaches, neck strain, and posture are also covered. A weekly schedule outlines an 8-day plan to create artwork for the background, enemies, weapons, health bar, and basic animation using Photoshop.
This document contains Jay Birkin's style sheet and pre-production plans for their puzzle game. It includes proposed colors, fonts, menu and level layouts, sound effects, music choices, and contingency planning. Potential health and safety issues are also addressed, such as eye strain, back pain, tripping hazards, and electrical overloads. The style sheet provides visual inspiration and establishes the dark, mysterious aesthetic of the game through gloomy color palettes and pixelated fonts designed to match the genre.
This document outlines Joseph Sam Fulton's pre-production plans for creating a gaming magazine and website. It includes descriptions of the style and layouts he intends to use, as well as the software and resources needed such as Photoshop, Premiere, and images from the internet. A schedule is provided that breaks the work into daily tasks over 8 days, including recording an audio interview, drafting the magazine in Photoshop, creating a logo, and taking screenshots for an evaluation presentation. Contingency plans are also discussed for potential issues like computer or internet problems.
Tom Batty created a fanzine reviewing the Gears of War video game franchise. He provided background information on each game and shared his personal experiences and reviews. He included several images that he edited using various Photoshop effects to relate to the game's themes. The fanzine's design utilized the franchise's black and red color scheme. Tom felt he improved his layout and design skills but could have planned page content better. Overall, he was pleased with his work and learning experience.
This document provides an overview of Caleb Wilcox's game narrative and design process for a cross-genre action and horror video game. It describes the game having an initial action stage with bright colors to draw in players, followed by a darker, tension-building horror stage involving defeating enemies. It also includes color schemes and character/text designs for the different stages, noting how they suit the genres. Caleb plans to further develop layouts and the pause/start menu, and considers contingencies like computer issues or resource limitations. Health and safety precautions are also outlined.
Jack Garner is working on pre-production for a graphic novel. He has decided to use color instead of black and white based on survey feedback that color better shows characters and backgrounds to tell the story. He will use a simple panel layout and change the arrangement based on the story. For the cover, he plans to have the main character in color with the antagonist in the background and the title in a contrasting dark color to stand out.
The document provides details about Gemma Nicholls' pre-production process for creating an animated videogame and promotional poster. For her main project, she will design characters, backgrounds, music, and sounds for an original videogame. Her secondary product is a poster to advertise the videogame. The intended audience is ages 15-24, appealing to different personality types. The videogame will be playable on PC and is meant to entertain users and help pass time. Style sheets explore color schemes, character and background designs, and poster layout ideas.
The document provides details on pre-production planning for a fantasy game concept, including choosing color palettes and fonts, designing layouts and HUDs, scheduling production, and planning assets like characters, environments, music, and sound effects. The production schedule spans 8 weeks and includes tasks like sketching concepts, 2D and 3D design, modeling, sound design, and evaluation. Resources needed include software like Photoshop, GarageBand, and video editing tools. The goal is to create an engaging fantasy adventure game with bright colors, pixelated fonts, and an open forest environment.
The document provides details on pre-production for a video game project, including the target audience, art style, screenshot layouts, sound effects, and dialogue. The target audience is identified as white male teenagers aged 15-19 given the game's 15 rating and predominantly male characters. Screenshot layouts show ideas for a fight scene with two dialogue options and a text box at the bottom with save/load/settings options. Contingency planning and health and safety issues are also addressed.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". It outlines the target audience as being teenagers and young adults aged 15-26. The game aims to have RPG elements with a fantasy theme that appeals slightly more to male audiences. It proposes continuing the story and characters from a previous video game project, improving the visuals, gameplay, and story. Key aspects to develop include the overworld, battle sequences, character models, environment, and soundtrack. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
This document is a proposal for a video game final major project (FMP) titled "Infinite Annihilation X". The proposal provides details on the target audience, which is teenagers and young adults aged 15-26, mostly male. It discusses influences from previous projects and concepts for improving upon a previous video game project. The FMP will be an RPG video game created in Photoshop, featuring improved characters, environments, battles and music from the previous game. Progress will be evaluated through weekly blog posts and a final evaluation presentation.
The document discusses fonts, colors, and layout designs that will be used in a 2D game animation. It includes screenshots of two potential layouts for the game that feature a title, background image, and character. It also provides storyboards showing shots of the game's levels from a distance and including the character. The document lists resources and software needed, potential issues and solutions, and a 17-day schedule to complete the animation and app logo/poster.
Jack Morton is considering options for his final major project. He is initially thinking of creating a video game animation using Photoshop and Premiere Pro since he has experience with these programs. However, he acknowledges the risk of not finishing on time. As alternatives, he considers filming a short film since he has prior experience, or creating a gaming magazine using layout and design skills from previous rotations. He analyzes the pros and cons of each option, noting his strengths in gaming and design but also the challenges of things like copyright and time management.
This document provides details for pre-production on a game project. It includes suggestions for a mobile menu, map design, color scheme, character designs, fonts, and character stances. It also lists potential sound effects and how to create them, suggested background music, and contingency plans for issues like equipment problems or work being lost. Finally, it identifies some health and safety concerns like electrical equipment, trip hazards, spills, and eye strain.
This document provides an overview and planning for an animated short film about early signs of depression. It includes sections on the idea, contents, font, color scheme, characters, backing track, script, and storyboard. The film will show signs of depression through flashbacks of a teenager and raise awareness of early detection. It will be animated in After Effects with illustrations created in Illustrator. The document explores creative choices for visual elements and receives feedback on potential backing music to match the shifting tone from happy to sad.
Oliver Keppie plans to create a short animated film about the early signs of depression. It will show flashbacks from a teenager's perspective and highlight 4-5 signs through animation. Oliver has chosen the art style and fonts, and is considering color schemes and characters. He has also drafted a storyboard and script. For the soundtrack, Oliver is testing two options and exploring mixing techniques to match the shifting mood of the animation from happy to sad.
Factual research pro forma (1) (1) (1) (2)ItzFaith
The document discusses pre-production details for a documentary, including color scheme, fonts, animated character, images, audio, and production schedule. Blue and white will be the main colors, with purple and yellow used occasionally. The second font listed is the preferred option for readability. The animated character will match the documentarian's features and wear dark colors. Images will come from Google Images. Audio will be recorded remotely by a friend and edited in Adobe Audition. The production schedule allocates one week for script delivery and character creation, then two weeks each for editing and completion.
The document provides details for pre-production of a rap album including style sheets, layouts, props, locations, contingency planning, health and safety considerations, and a schedule. Fonts and colors were selected to suit a cartoon-style album cover including gold to represent wealth, red for danger, and blue for royalty or belonging. Photos would be taken and edited in Photoshop to create the cover and poster designs. A week-long schedule outlines the plan to take photos, edit them, design the cover, record an interview, and finalize the materials.
The document provides an overview and initial plans for an interactive project featuring the author and their friends as characters. It includes mind maps, mood boards, and descriptions of each character's abilities inspired by existing franchises. The characters will work together to defeat the author's character, who will be the villain possessed by a cursed object. The project will be created in Photoshop and Premiere Pro and feature both gameplay and a story with references to past work.
This document provides a proposal for a game called "Harrisons Bizarre Curse". The game would tell the story of Harrison finding a cursed gem that creates an evil doppelgänger named Berserk Harrison. Harrison and his friends, who each have unique abilities, must work together to defeat Berserk Harrison. While the game references other works in its art style and elements, it aims to be sufficiently distinct to avoid copyright issues. The target audience is male players ages 16-18, though some censoring is included to restrict younger players. No offensive or inappropriate content would be included.
This document outlines the creative process for an animation project. It describes various character designs, including changes made to colors and accessories. Dates are provided for recording voice lines and starting work on scenes of characters walking to class, which will feature pixelated posters and references to friends.
6.5 Production Refelection part Two (FMP).pptxHarrisonWilds
Harrison Wilds is working on a game project featuring himself and his online friends as characters. He has created character designs for Sam, Ben, Jack, Hayden, Leon, and Berserk Harrison. The characters will battle in a classroom setting, with references to Harrison's other projects visible on computers in the background. Harrison is refining the character designs and working on background art, including a field that Ztone and Halo will appear in after Berserk Harrison is sent to another dimension. Making adjustments to layers and using hue/saturation tools to modify colors.
The document provides details on the initial plans for a student's final project, which will involve creating characters for a video game featuring the student and their friends. It includes mind maps and a mood board to convey the overall tone and style. Descriptions are given for each friend's character and their abilities, which will be based on references from popular games, TV shows, and comics. The student seeks to be the main villain whose power is activated by stress. The document analyzes the mood board and proposes the project will be created in Photoshop and Premiere Pro, targeting a male audience aged 16-18. Discounted ideas include adapting a previous rhythm game project and a Street Fighter-inspired fighting game.
6.75 Production Refelection part THREE (FMP).pptxHarrisonWilds
Harrison provides updates on the progress of creating pixel art sprites and animations for a turn-based fighting game. Various attacks and hit effects are shown and reference other works, such as Dragon Ball Z, Mega Man, Spider-Man, and Touhou. Issues with scaling and backgrounds are addressed. Reference lists are provided for the visual effects and sounds used for different characters.
This document provides an evaluation of the FMP project by the student. Originally, the story involved friends Chris and Chantelle but they had to be removed due to not being able to photograph staff. The gem was a reference to Sonic, and the forest to a local woods. Feedback from friends influenced character abilities. Poor time management meant some planned elements like gameplay were cut. The project is compared to popular YouTube series Eddsworld for including friends in animated adventures with fictional characters.
This audio project aims to parody typical fighting anime tropes in a humorous way for entertainment purposes. The story follows the main character and various friends and villains, all voiced by the creator, as they go on an adventure full of anime references and jokes. The intended audience is males ages 16 and older who enjoy anime. While there will be censored swearing, the creator plans to avoid offending any groups through a lighthearted tone and disclaimer. Short anime songs and sound effects may be included under fair use. The original story and characters aim to differentiate it from existing copyrighted works.
This document contains a pre-production plan for a creative project that includes music, sound effects, and voice acting. It lists the tracks, sound effects, and voice actors that will be used, along with how and where each will be used. Potential issues that may arise and their solutions are outlined. A schedule is provided that breaks the project into 8 tasks focused on acquiring assets, voice recording, editing, and final production. Resources required to complete each task are also included.
The document outlines a script for an animated series featuring different characters with unique voices. The main character battles various villains who are defeated through fights involving sound effects. After being defeated by the main villain, the main character receives training to gain strength. They then defeat the villain in an epic final battle, avenging a fallen friend.
1) The document discusses various audio editing techniques the author learned while working on an audio project in Adobe Premiere Pro, including adding special effects to voices, fading audio clips in and out, shortening and slowing down audio, and balancing audio levels.
2) Key techniques covered include using the Audio Track Mixer to edit voices, fading clips using effects or by manipulating clip icons, speeding up or slowing down clips using the Speed/Duration tool, and challenges with keeping audio at an appropriate volume level.
3) Examples are provided showcasing how these techniques were applied to the author's audio project, such as adding reverb to voices, fading clips to transition scenes or characters, and slowing down
The document provides an evaluation of an FMP project. It discusses research, planning, time management, technical qualities, aural qualities, audience appeal, and peer feedback. For research, the strengths were knowing what to search for, while keeping old and new audio files organized was a challenge. Planning helped with preparing a script, songs, and effects. Time management was good, finishing in 4 hours. Technical qualities drew inspiration from other audio projects. Peer feedback noted that balancing audio levels could improve and disagreeing that pauses were to pause and reflect.
The document outlines initial plans for Harrison that include creating a mind map. A mind map will be used to help organize and visualize ideas and information related to Harrison's initial plans. The mind map approach aims to provide structure to better develop the plans in a clear and concise manner.
TeamFourStar creates abridged parody videos of anime shows like Dragon Ball Z on YouTube, known for their humorous takes on characters and plots while still following the overall story. Their voice acting and use of sound effects has improved over time. Other creators profiled make "what if" scenario videos that alter anime storylines or produce fantasy audio dramas with impressive sound design to immerse listeners in fictional worlds.
The document provides a self-evaluation of an animation project. It discusses research conducted on games like Deltarune, Final Fantasy, and Pokémon for inspiration. Weaknesses identified include a lack of idle animations. Planning was thorough but time management was impacted by school closures. Technical qualities drew from other projects but took a different approach. Aesthetic qualities turned out well though could be improved with more animation. The intended audience was identified as males aged 13-18 due to violent content. Peer feedback praised sound design, character design, and attention to detail, suggesting adding more shapes and color or walking animations. The creator agrees more could have been added with more time.
This document discusses the production process for a project. It mentions making the image size bigger to add more detail, improving the background, and needing to add action boxes, dialogue text, and a darkened background for enemy attacks. The document also notes that powerpoint would not upload a video so it may be shown on a blogger instead. It explains that last week the college was closed on Monday and Tuesday due to holidays and lack of staff, so only Thursday was available to work on stuff. It is now Monday and the year 11 students will have a taster day at college on Tuesday and Thursday. The production work is complete and the document is now moving to the evaluation stage.
This proposal is for an animated demonstration of a fan-made game called "Humans Vs Not Ztone" based on the game Deltarune. The animation will show a battle between characters from the creator's story where the player chooses fight or act options to determine the outcome, and may include enemy attack sequences. The target audience is male teenagers interested in Deltarune. Research from a prior Deltarune presentation will inform the animation. No offensive, explicit, or copyrighted content will be included without proper credit or permission.
3. production experiments (interactive)HarrisonWilds
The document describes experiments conducted for a ghost-themed pixel art game project. The experiments included: [1] Creating a pixel art ghost drawing to experiment with opacity and lighting effects; [2] Discovering that increasing the canvas size allows adding more detail; and [3] Quickly animating an enemy "Boo!" attack as an example of what may be included in the final project, if time allows. Reflection notes that the ghost drawing, character designs, and attacking animations will influence the final product, which will be a more detailed version of the mini-game described.
Deltarune is a turn-based role-playing game where the player controls Kris and interacts with other animal-like characters. The game has a dark, mysterious tone and focuses on Kris' journey through different worlds and battles. Toby Fox created most of the game himself, including the music, art, and programming. The game has a large fan community that creates additional animations, art, and music inspired by the game.
Fashionista Chic Couture Maze & Coloring Adventures is a coloring and activity book filled with many maze games and coloring activities designed to delight and engage young fashion enthusiasts. Each page offers a unique blend of fashion-themed mazes and stylish illustrations to color, inspiring creativity and problem-solving skills in children.
KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
The cherry: beauty, softness, its heart-shaped plastic has inspired artists since Antiquity. Cherries and strawberries were considered the fruits of paradise and thus represented the souls of men.
2. Style sheet
Colours:
This is just a rough idea of what one part of my project will look like
in a quick nutshell. When it comes down to the colours, dark colours
will show up a lot more in times where its more serious and mostly
show up more when it comes to backgrounds. whiles lighter colours
will show up more when either Neutral things are happening and
Exciting things as well like picking attacks or if a character is being
selected to choose their attacks. So the main idea is that dark
colours is used more to focus on certain characters when under
attack or in distress and having negative emotions, whiles lighter
colours are shown in more positive moods and shows emotions in
one character a lot more, an example of this would be Berserk
Harrisons bright yellow aura, which shows Speed, Confidences and
focus.
3. Text and Fonts
For when it comes down for fonts and text styles, my ideas for these might change overtime, but he are a phew
fonts and styles that I liked and might consider being in my project.
I might consider using Showcard Gothic font for when it comes down to making text appear when Berserk Harrison
is in battle. The reason to why I chose this for Berserk Harrison is because his personally is well … Berserk, so I
thought to give him an extreme bold font for when he talks in game.
I will however use Franklin Gothic for the text for the attack options since it’s a nice font and works really well as
your every day default font, since the attack options will have colour applied to them and the fonts for attacking
doesn’t need to be confusing and over complicated.
And might even try using the IMPACT FONT for names and dialogue text for cutscenes because with enough editing
with using the Blending Option, I could make it really stand out and show emontions by just simply changing the
colours of the text. An example of this if someone is REALLY ANGRY!! Then changing the colour to red really
shows that they are furious and upset with the person because red can give off very angry feelings.
4. Layout This health bar determines an overall on who
winning which calculates the health of the
player and enemy. I chose this idea because it
gives the player a brief idea on who Is actually
winning in the fight. And it also shows how
well you are doing in the game
Because fitting more than 3 people into one screen would be challenging to do, I thought it would be a good idea to
split the group into two and have them switch out each turn so that the game makes it more interesting that you must
balance out your characters in a group of two. This is a refences to a game called FNAF world (that’s why the characters
are marked but I got mixed with the characters so ignore why they are marked like that) and to make it more of a
challenge, the third turn will be randomized with characters meaning only the first and second turn get an organized
group.
The hearts colour will determine
which character is being attack
(the character itself will have an
outline to show as well.) and gives
these hearts a more uqniue
design.
Here the enemy is attack the
heart shaped object and its
your goal to avoid the attack as
the heart, and if you get hit, the
selected group will also get hit.
This is a refences to the game
Undertale and Deltarune sinces
the same princeable is here as
well but with the catch being
that the design of the box that
the heart is in and the heart
itself is different in both looks
and shape.
5. Props & Locations
Props/Costume needed Locations needed
People to record their lines for my script. Either their home or a quiet area within
college using my or their phones.
I will be needed the following
Ben, Chris, Sam, Hayden, Leon, Chantelle
and me for voice acting.
Not a lot to say since this is more used for
movis
6. Track Name/Artist How/Where will it be used Source
Let's Meet in the
Mysterious Forest (Inside
Bowser) - Mario & Luigi:
Bowser's Inside Story Music
The very start of the animation showing
me in the forest.
https://www.youtube.com/watch?v=7-
ujRigR4k8&list=PLwQt24PP3Le7HEQJBxiJrC
zEjLPKwMAHv&index=19
Final Castle - Mario & Luigi:
Bowser's Inside Story Music
Extended
Berserk Harrison is born! https://www.youtube.com/watch?v=EiApFr
4nzww&list=PLwQt24PP3Le7HEQJBxiJrCzEj
LPKwMAHv&index=14
Have a Nice Talk - Mario &
Luigi: Bowser's Inside Story
Music Extended
My friends questioning where I am. https://www.youtube.com/watch?v=6lhga
YhJN1w&list=PLwQt24PP3Le7HEQJBxiJrCzE
jLPKwMAHv&index=17
The Giant - Mario & Luigi:
Bowser's Inside Story Music
Extended
Meeting Berserk Harrison. https://www.youtube.com/watch?v=b9haK
1NAR2g&list=PLwQt24PP3Le7HEQJBxiJrCzE
jLPKwMAHv&index=32
Incoming! - Xenoblade
Chronicles 2 OST [009]
Fighting Berserk Harrison https://www.youtube.com/watch?v=7AvR4
pxLweM
Dark Bowser! - Mario &
Luigi: Bowser's Inside Story
Music Extended
Berserk Harrison wins... https://www.youtube.com/watch?v=NMj2
RNC6cwk&list=PLwQt24PP3Le7HEQJBxiJrC
zEjLPKwMAHv&index=6
Sonic Colors - Event Tense
~DS Ver.~
Harrison meets himself. https://www.youtube.com/watch?v=RoA3
onP9-yo
O L D
7. • Harrison Vs Berserk Harrison
• Metal Gear Rising: Revengeance OST - Red Sun Extended
• https://www.youtube.com/watch?v=jynTNYSKNuk
• This song will most likely play only half way since this will
be the last song and the story will be left on a cliff hanger
• IF I have enough time, I will more songs onto my Production
Reflection If needed
• Future me again! This is also old work and will be explained
more in evaluation!
8. Software & Resources
Software needed Resources needed
Photoshop (will be used for the production
of my project whenever im in college or at
home)
Google. (For when I need to find refences
for my powerpoints, refences for my
production and to find sound affects and
music for my project.
Photoshop Element (For when im at home
and need to work on my production of my
project.)
Possibly a phew websites that contain art
such as YouTube or DeviantArt. (for more
refences than anything else in this list
Premiere Pro (for when I need to convert
the project into a mp4 file and add music,
voice acting and sound effects into my
project)
Future me here, and I would like to point
out I didn’t use the element apps in my
project because I ended up getting the full
photoshop and premiere pro
Premiere Pro Element (For when im at
home and need to add music, voice acting
and soung effects into my project)
Audio Recorder (Mobile App.) (for when I
need to record any extra lines or redo all of
my lines when either im at home or in
college)
9. Contingency Planning
Potential Issue Solution
Do I have enough time to work on all of what im trying to do
this for product?
I have planned for this potential issue and have thought long and hard
about how long/how much time it will take for me to do this and with
confidences, I can say that I should have enough time to finish this
product to its fullest. Which I did :)
What If you run out of time? If I did end up running out of time, I can always leave a cliff hanger at
any point of the story, around where the fight is over or make the
gameplay smaller so I can fit more of the story in. because personally,
I would like to show more of he story than the gameplay
What would you do if your unable to access your computer? Will have to really take a lot of my time in college and possibly have
to come in on days where I don’t have classes (only if this happened
during the two week holiday.)
What if its too hard? It shouldn’t really be too hard but if there's some parts that become
a bit too challenging then I can always find easier ways around certain
things. Like for example, if making the hand drawn characters
becomes too much of a challenge then ill use the pixel charaters and
size them two times bigger. Or if photosop glitches out and causes an
accident where it made me lose some of my work, ill work around it.
What if he voice acting is a bit poor and things need
changing?
I will try and make sure that my friends can do the best they
can when It comes to the voice acting and give them hones
criticism in case it sound a bit off. Or if by any chances I'm not a
fan of the current story and need to change it, I will redo all my
voices if needed. And if the voices don’t work, then ill do what I
did in my personal project and make the voices sound more
retro
What if your work becomes too much to handle for you
computer?
If this ever happened and the college computers couldn’t
handle the amount of work that I created, I could possibly use a
usb to save my work and bring to my home computer, or I could
also just make finish the work at home since I'm in my home
when in college weeks.
10. Health and Safety
Potential Issue How will the issue be
avoided?
If I get burned out by working on my final
major project.
best thing to do is to stay calm and rest well
until you think you can go back and do some
more.
if eyes start to hurt by looking at the screen
for a long period of time.
Take a step back from the computer and do
other things that doesn’t have anything to do
with screens for 15-20 minutes. And possibly
use either a night mode on my computer to
reduce the brightness and effect my eyes even
else or wear glasses that blocks the rays of a
monitor.
getting thirsty. drink plenty of water because working on the
computer for hours will get you thirsty and
without enough water might make you dizzy.
Sitting weird on chair. making sure I sit correctly with possibly a pillow
behind my back. Because I have a very bad
habit on sitting on the chair in weird positions
and end up hurting my back.
If my computer explodes, burning down the
house and giving me third degree burns.
then I think I would rest for quite a long while
and might not be able to finish my project.
11. Schedule
Week Plan of Action Resources Required
1
Finish any previous work and possibly start with first part of FMP,
which is to make sprite sheets for the non combat part of my
project using photoshop to create the characters on a small canvas
whiles also having a refences to Pokémon red and blue character
design.
Photoshop for making and google
for inspiration.
2
Possibly finish working on the non combat design and finishing the
backgrounds for the non combat part of the game and starting or
finishing (if fast enough) the design for the characters in the in
game part of my game.
Photoshop for making and google
for inspiration.
3
Then either finish the design for the combat characters and start
working on the attacks for the characters (my friends and I) and try
to at least finish that. Then work on the backgrounds for the
combat parts of my project
Photoshop for making and google
for inspiration.
4
Finish the backgrounds, then start working on the in game
mechanics for when the enemy attacks the player and after that,
start working on a front cover and possibly start with text boxes
and cutscene.
Photoshop for making and turning
the canvas into 1080p height and
720p width. and google for
inspiration.
5
Create all the texts, names and screen effects and get any extra
bits in our plans from the script all finished and put into the project
Photoshop and the timeline tool to
possibly begin making the animation.
6
Get the animations done and make sure that the animation is
not to slow or to fast and get sound effects and music ready,
since I changed my ideas for the music.
Photoshop to finish the last bit of
animations and then premier pro to
start with the video editing for the
project.
7
Finish video editioning and double check to make sure the video is
in the best quality possible and post the video onto YouTube (make
sure its allowed to be on YouTube in case some of the music gets
copyrighted)
Premier pro for the video editing and
adding sound effects, voice lines and
music into my project whiles also
using YouTube to post to both on my
blogger and to the world!
8
Start and finish the evaluations because this is the last week and
make sure that all spelling mistakes are fixed within all my other
PowerPoints and submit work to class note book for Chantelle to
see my glorious work whiles also submitting all my work to blogger.
PowerPoint for finishing my
evaluation and using Microsoft
teams to submit my work to class
notebook and using blogger to show
my work to the examiner.
Editor's Notes
Explore colours, fonts and image styles similar to what you want to produce. Discuss all three elements in relation to why you chose them and where you may use them in your project. Go over as many pages as you need to
Mock up of a potential design using the colours and fonts established in your style sheet and sourced images