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Production Reflection
Your Name
Process
When creating the map I was thinking on what the
player would want to see, and thought of how when
you increase the difficulty some things wouldn’t be
visible on the map.
I had a feeling people would prefer a changeable map
since players rely on them more than they think since
it’s become second nature. Having the different
changes provide the increase difficulty with not only
hard enemies but also the feeling of mystery behind
each door you would go through. This links to how in
my research people kept saying that they wanted a
better U.I and this map would be the start towards
that since it provides many things other games don’t.
To complete the map was very simple since it would be a beginning area so I didn’t want it to difficult. The
main thing in the starting area is that you get a map key to tell you what everything is so you can experiment
with looking around. This was done by using the shape tool, the fill bucket, and paint tool for the small dots.
Things I could of used which would improve it would be the different designs of the map, since I was using
basic tools it was easy to make a map but not at all relatable to the modern era of U.I maps
Process
When beginning this asset I was pondering how to include the
main character and his friend without revealing to much of him.
That’s where I came up wit the idea of the eye since they can
reflect many different attitudes and personalities. This refer to
my research where people were saying how many characters
don’t have enough detail with their story.
To include his friend I got completely lost until looking in a
mirror and seeing the reflection of my sister in my eye on the
mirror which gave me the idea to put his friend in a reflection
like the main characters looking at him.
This also has relevance to how my audience wanted mystery in
my game and find a way to make them looking for something in
the image.
To further show the main characters mood I added crying to
show he’s either missed his friend or something has just
happened to him and he looked at him for hope.
The audience also wanted emotion inside the game, and having
some on the cover implies there could be more
Finally the title was thought through for a while, after going
through 10 pages of thoughts I’d had in the past I created the
name.
The tools I used to create this was firstly the brush/pencil tool to create outlines and blobs of paint I could
work with and edit. Secondly I used the smudge tool to create the dripping blood from his eye along with
the blur tool to fix some rough areas of the blood and the eye. Using the magic wand tool I edited out white
backgrounds from text I created and from logos used, to then fill any black logo with white to stand out on
the black background. I feel like the tools I used for the cover were all essential since they all helped in
certain areas. That said, If I had more time I would have been able to use more of photoshops tools and
potentially improve the quality of the cover
Process
Before creating this I was on the internet going through
characters I could resemble, whilst having about 5-7 characters on
the my other screen I started drawing and outline ending with a
very basic but already detail character. After putting in detailing
lines I started shading which I feel like has pushed the image to a
quality I thought i couldn’t do.
This reflects to how the audience wanted games to look more life-
like and reflect different atmospheres, which is exactly what
shadows do. I feel with the time used this came out perfectly and
maybe with more time I could have tried out different colours.
To complete this I used the pencil tool to outline everything and
making different layers to fit certain areas over each other. After
compelling the layers I used colours that I though would suit the
character, using the fill bucket and a large brush tool I fill
everything with colour that matched. I thought I was done after
that until noticing I wasn’t really 3d like, to fix that I added a
“shading” layer where I made the opacity about 50-65% and
coloured areas black to make it look like shadows. If I had extra
time I would have tried to blend some areas which look to sharp
like some areas of the coat
Process
This drawing was full of feeling since I had already
complete a backstory for him so I had his emotions
already imprinted in my brain. My thoughts when
finished being my first proper drawing in a few years
made me proud but now I can see plenty of
improvements, similar to the drawing before but I
acted on my thoughts with the other drawing but not
this on. Maybe with more time I could have included
some shading and made areas of the clothing
smoother and make them flow.
To complete this drawing it was solely made with the
brush tool and a couple fill bucket moments where I
thought it would take to long. Additionally, I use the
pencil tool for detail like the patterns on the swords
and belt along with the head. Tools I could have used
to improve my work would be the use of the different
layers and the tools you can use within layers to make
shadows. Additionally, I could use the blur or smudge
tool to make some strong lines fade a bit more.
Process
My thoughts of these images were to be scenes that would be in
the manga I planned and kept them in case I managed to create a
detailed version of it in the time limit. I had the feeling I might not
use them but I thought they were to good to scrap
To create these images I used quite a few of the tools photoshop
provides. As usual I started with an outline of the walls, doors, and
bridge. to create the bridge I used the shift-click to make the
straight lines and the paint brush to smoothly fill them in. after
the bridge was complete I used the contrast tool to make a void
like shadow beneath it to show fear and how well defended the
castle is. Using the line shape tool I created to brick pattern and
filled it with a smooth grey. To complete the door I added a red
carpet and smaller bricks and using the contrast tool again but
with yellow to make a light effect coming out the door
The second image was me trying to draw a scene with different
perspectives and small details in this sort of worked since it
shows what’s simply going on if you had the script in front of
you. From my research it shows me that the audience wanted to
have a memorable enemy which they could grow to like as a
villain in the way they could easily hate if he killed one of the
main characters. I feel like this scene could have been as good as
the first scene if I had the extra time.
To create this I mainly used the brush tool with my drawing pad
to create detailed characters even though they’re small it shows
the basics of how the layout works with the different actions in
the scene. With extra time I would have improved this by using
more than just the brush tool, since if I included different
shades, shadows and tools to make the corners fade more.

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6. fmp production reflection

  • 2. Process When creating the map I was thinking on what the player would want to see, and thought of how when you increase the difficulty some things wouldn’t be visible on the map. I had a feeling people would prefer a changeable map since players rely on them more than they think since it’s become second nature. Having the different changes provide the increase difficulty with not only hard enemies but also the feeling of mystery behind each door you would go through. This links to how in my research people kept saying that they wanted a better U.I and this map would be the start towards that since it provides many things other games don’t. To complete the map was very simple since it would be a beginning area so I didn’t want it to difficult. The main thing in the starting area is that you get a map key to tell you what everything is so you can experiment with looking around. This was done by using the shape tool, the fill bucket, and paint tool for the small dots. Things I could of used which would improve it would be the different designs of the map, since I was using basic tools it was easy to make a map but not at all relatable to the modern era of U.I maps
  • 3. Process When beginning this asset I was pondering how to include the main character and his friend without revealing to much of him. That’s where I came up wit the idea of the eye since they can reflect many different attitudes and personalities. This refer to my research where people were saying how many characters don’t have enough detail with their story. To include his friend I got completely lost until looking in a mirror and seeing the reflection of my sister in my eye on the mirror which gave me the idea to put his friend in a reflection like the main characters looking at him. This also has relevance to how my audience wanted mystery in my game and find a way to make them looking for something in the image. To further show the main characters mood I added crying to show he’s either missed his friend or something has just happened to him and he looked at him for hope. The audience also wanted emotion inside the game, and having some on the cover implies there could be more Finally the title was thought through for a while, after going through 10 pages of thoughts I’d had in the past I created the name. The tools I used to create this was firstly the brush/pencil tool to create outlines and blobs of paint I could work with and edit. Secondly I used the smudge tool to create the dripping blood from his eye along with the blur tool to fix some rough areas of the blood and the eye. Using the magic wand tool I edited out white backgrounds from text I created and from logos used, to then fill any black logo with white to stand out on the black background. I feel like the tools I used for the cover were all essential since they all helped in certain areas. That said, If I had more time I would have been able to use more of photoshops tools and potentially improve the quality of the cover
  • 4. Process Before creating this I was on the internet going through characters I could resemble, whilst having about 5-7 characters on the my other screen I started drawing and outline ending with a very basic but already detail character. After putting in detailing lines I started shading which I feel like has pushed the image to a quality I thought i couldn’t do. This reflects to how the audience wanted games to look more life- like and reflect different atmospheres, which is exactly what shadows do. I feel with the time used this came out perfectly and maybe with more time I could have tried out different colours. To complete this I used the pencil tool to outline everything and making different layers to fit certain areas over each other. After compelling the layers I used colours that I though would suit the character, using the fill bucket and a large brush tool I fill everything with colour that matched. I thought I was done after that until noticing I wasn’t really 3d like, to fix that I added a “shading” layer where I made the opacity about 50-65% and coloured areas black to make it look like shadows. If I had extra time I would have tried to blend some areas which look to sharp like some areas of the coat
  • 5. Process This drawing was full of feeling since I had already complete a backstory for him so I had his emotions already imprinted in my brain. My thoughts when finished being my first proper drawing in a few years made me proud but now I can see plenty of improvements, similar to the drawing before but I acted on my thoughts with the other drawing but not this on. Maybe with more time I could have included some shading and made areas of the clothing smoother and make them flow. To complete this drawing it was solely made with the brush tool and a couple fill bucket moments where I thought it would take to long. Additionally, I use the pencil tool for detail like the patterns on the swords and belt along with the head. Tools I could have used to improve my work would be the use of the different layers and the tools you can use within layers to make shadows. Additionally, I could use the blur or smudge tool to make some strong lines fade a bit more.
  • 6. Process My thoughts of these images were to be scenes that would be in the manga I planned and kept them in case I managed to create a detailed version of it in the time limit. I had the feeling I might not use them but I thought they were to good to scrap To create these images I used quite a few of the tools photoshop provides. As usual I started with an outline of the walls, doors, and bridge. to create the bridge I used the shift-click to make the straight lines and the paint brush to smoothly fill them in. after the bridge was complete I used the contrast tool to make a void like shadow beneath it to show fear and how well defended the castle is. Using the line shape tool I created to brick pattern and filled it with a smooth grey. To complete the door I added a red carpet and smaller bricks and using the contrast tool again but with yellow to make a light effect coming out the door The second image was me trying to draw a scene with different perspectives and small details in this sort of worked since it shows what’s simply going on if you had the script in front of you. From my research it shows me that the audience wanted to have a memorable enemy which they could grow to like as a villain in the way they could easily hate if he killed one of the main characters. I feel like this scene could have been as good as the first scene if I had the extra time. To create this I mainly used the brush tool with my drawing pad to create detailed characters even though they’re small it shows the basics of how the layout works with the different actions in the scene. With extra time I would have improved this by using more than just the brush tool, since if I included different shades, shadows and tools to make the corners fade more.

Editor's Notes

  1. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  2. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  3. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  4. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  5. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.