Jay Birkin documented their process over 9 days of production on a game project. They created backgrounds, characters, tools, menus and animations in Photoshop and imported them into Premiere Pro to add sound effects and transitions. On day 9, Jay finished animating backgrounds and characters, added fades between videos in Premiere Pro, and made sounds using LeshyLabs to enhance the game experience. They reflected that the project is coming together well and they are spending time polishing the video to get it perfect.
The document provides a weekly summary of a student's progress on a game production project over 10 days. Some of the key tasks completed include:
- Creating pixel art backgrounds of a bridge, house, cave, and interior rooms in Photoshop.
- Designing characters like a dwarf and adding animations for walking and talking.
- Developing tools, health bars, and other UI elements to include in the game.
- Writing dialogue and testing out sound effects.
- Refining the title and logo designs.
- Exporting animated backgrounds and beginning to piece together the game's menus and levels.
The student made steady progress each day in developing art assets and began anim
Mel created an animated video game about a penguin collecting fish to feed its baby. In the first week, Mel learned about game design elements and started planning ideas. Mel researched existing penguin games for inspiration and created pixel art experiments. Mel then animated the penguin walking, fishing, and returning home. Running short on time, Mel combined the character customization with an ending scene. Mel added sound effects and music before assembling the animation in Premiere and completing an evaluation.
The document summarizes the student's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for their final project creating a video game. The research involved analyzing existing puzzle and escape games to inform game design ideas. Planning included mind maps and mood boards to generate game concepts. Time was well managed through a schedule to complete all work on time. The technical and aesthetic qualities of the game focused on simple graphics and sounds to create a spooky, horror-themed atmosphere for the puzzle game. The intended audience was males ages 10-20 interested in darker, violent game topics.
Jay Birkin created experiments for an adventure game by drawing backgrounds and characters in Photoshop. For one experiment, Birkin drew a bright background to set a happy mood for the genre. Birkin also created a character walk cycle animation with four positions to make it feel realistic. For another experiment, Birkin designed a basic layout with boxes and included an animation of a character swinging a sword at a monster. Birkin exported the animations but did not have time to edit them further.
Tom Batty evaluated his research, planning, time management, and final game project. For his research, he felt his general game knowledge and ability to find similar examples were strengths, but he had trouble finding age ratings. His planning helped structure his work, but he struggled to execute his plans. Limited time due to weather cut his production time in half, though he still finished on time by making shortcuts. For his game, he wished he had more levels, characters, and puzzles to better match his vision and audience. Overall, he was pleased with his progress but felt rushed and saw areas that could be improved with more time.
The document provides a summary of the student's interactive game project. Some key points:
- The student researched existing games for inspiration but struggled to find characters, so took a first-person view instead.
- Planning helped with game design but technical issues arose in development. More items could have been added with more time.
- Time management went well overall, though background details took longer than planned.
- Peer feedback suggested adding sound effects/music and making some text larger for readability. The student disagreed with speeding up the game due to text size.
- Overall the game teaches players to find hidden items within time/hint limits to earn stars for progression. The student aims to
The document provides an evaluation of a game development project. It summarizes the student's research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and how well the game appeals to the intended audience. The research involved looking at pixel art images of Chinese cities at night to inspire the design. Planning involved mind maps. Time management was good but some improvements took extra time. Technical difficulties included pixel art and character animation. The aural qualities included a Chinese-inspired tune. Aesthetic qualities captured a Chinese city but could be improved. The game appeals well to the 16-19 year old target audience.
In week one, the student researched the game "Pippa Funnell – Secrets of the Ranch" as a case study and learned about key video game terminology. They began planning their own game idea and created mood boards and schedules. In week two, the student did Photoshop and audio experiments to learn new skills. Week three involved writing a proposal and starting game production by creating backgrounds. Week four was spent developing game assets like characters and obstacles. In week five, the student exported their game from Photoshop to PremierPro, added sound effects and music, and evaluated their work.
The document provides a weekly summary of a student's progress on a game production project over 10 days. Some of the key tasks completed include:
- Creating pixel art backgrounds of a bridge, house, cave, and interior rooms in Photoshop.
- Designing characters like a dwarf and adding animations for walking and talking.
- Developing tools, health bars, and other UI elements to include in the game.
- Writing dialogue and testing out sound effects.
- Refining the title and logo designs.
- Exporting animated backgrounds and beginning to piece together the game's menus and levels.
The student made steady progress each day in developing art assets and began anim
Mel created an animated video game about a penguin collecting fish to feed its baby. In the first week, Mel learned about game design elements and started planning ideas. Mel researched existing penguin games for inspiration and created pixel art experiments. Mel then animated the penguin walking, fishing, and returning home. Running short on time, Mel combined the character customization with an ending scene. Mel added sound effects and music before assembling the animation in Premiere and completing an evaluation.
The document summarizes the student's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for their final project creating a video game. The research involved analyzing existing puzzle and escape games to inform game design ideas. Planning included mind maps and mood boards to generate game concepts. Time was well managed through a schedule to complete all work on time. The technical and aesthetic qualities of the game focused on simple graphics and sounds to create a spooky, horror-themed atmosphere for the puzzle game. The intended audience was males ages 10-20 interested in darker, violent game topics.
Jay Birkin created experiments for an adventure game by drawing backgrounds and characters in Photoshop. For one experiment, Birkin drew a bright background to set a happy mood for the genre. Birkin also created a character walk cycle animation with four positions to make it feel realistic. For another experiment, Birkin designed a basic layout with boxes and included an animation of a character swinging a sword at a monster. Birkin exported the animations but did not have time to edit them further.
Tom Batty evaluated his research, planning, time management, and final game project. For his research, he felt his general game knowledge and ability to find similar examples were strengths, but he had trouble finding age ratings. His planning helped structure his work, but he struggled to execute his plans. Limited time due to weather cut his production time in half, though he still finished on time by making shortcuts. For his game, he wished he had more levels, characters, and puzzles to better match his vision and audience. Overall, he was pleased with his progress but felt rushed and saw areas that could be improved with more time.
The document provides a summary of the student's interactive game project. Some key points:
- The student researched existing games for inspiration but struggled to find characters, so took a first-person view instead.
- Planning helped with game design but technical issues arose in development. More items could have been added with more time.
- Time management went well overall, though background details took longer than planned.
- Peer feedback suggested adding sound effects/music and making some text larger for readability. The student disagreed with speeding up the game due to text size.
- Overall the game teaches players to find hidden items within time/hint limits to earn stars for progression. The student aims to
The document provides an evaluation of a game development project. It summarizes the student's research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and how well the game appeals to the intended audience. The research involved looking at pixel art images of Chinese cities at night to inspire the design. Planning involved mind maps. Time management was good but some improvements took extra time. Technical difficulties included pixel art and character animation. The aural qualities included a Chinese-inspired tune. Aesthetic qualities captured a Chinese city but could be improved. The game appeals well to the 16-19 year old target audience.
In week one, the student researched the game "Pippa Funnell – Secrets of the Ranch" as a case study and learned about key video game terminology. They began planning their own game idea and created mood boards and schedules. In week two, the student did Photoshop and audio experiments to learn new skills. Week three involved writing a proposal and starting game production by creating backgrounds. Week four was spent developing game assets like characters and obstacles. In week five, the student exported their game from Photoshop to PremierPro, added sound effects and music, and evaluated their work.
Tom Batty evaluated his research, planning, time management, technical qualities, and aesthetic qualities for his game development project. For his research, he felt his general game knowledge and ability to find examples was a strength, but finding age ratings was a weakness. For planning, brainstorming ideas and creating a schedule were strengths, but executing the plan was a challenge. Time management was good overall, but a week missed due to weather caused delays. Technical qualities like character animation and health bars worked well, but more levels and puzzles were desired. Aesthetically, the game was creative though could be more polished, and more time would have allowed for improvements.
The student created a short pixel art game for their project. They provided summaries of their research, planning, time management, technical qualities, audio qualities, aesthetic qualities, and audience appeal. For most sections, the student identified both strengths and areas for improvement. They felt their research, initial plans, and audio were strengths. Their time management suffered as they had to cut content from their vision for the project. They wanted to add more story, gameplay features, enemies, and variety if given more time. Overall, the student learned from the experience but felt their game lacked polish and detail compared to examples they referenced.
Jay-Birkin created various art assets and animations to develop a first-person puzzle/thriller video game. This included characters, weapons, hands, backgrounds, and mini-games. BeepBox was used to compose simple 8-bit music. All assets were drawn as pixel art and later animated in Photoshop. Premier Pro was used to assemble the various animations, script, and soundtrack into a video demonstrating the full game experience. While more polish was desired, the final video provided an overview of the planned game.
Grace Gilbert outlines her initial plans and ideas for a 2D pixel art game design project. She considers doing an escape room game but realizes it would be too difficult visually. Her alternative ideas are a character jumping between levels, similar to Super Mario Bros, or a game like Pacman. Her mood boards and character ideas focus on aliens and space themes. Her schedule plans experimentation in the first week, research and proposal in the second, production in weeks 3-4, and evaluation in the fifth week. She cites 7 sources for research, including books, videos, and articles about platform and pixel art games.
Grace Gilbert outlines her initial plans and ideas for a 2D pixel art game design project. She considers doing an escape room game but realizes it would be too difficult visually. Her alternative ideas are a character jumping between levels, similar to Super Mario Bros, or a game like Pacman. Her mood boards and character ideas focus on aliens and space themes. Her schedule plans experimentation in the first week, research and proposal in the second, production in weeks 3-4, and evaluation in the fifth week. She cites 7 sources for research, including books, videos, and articles about platform and pixel art games.
The student conducted research on 2D platform games like Super Mario Bros to inform their final game project. They focused on simple but effective designs. For their game, the student chose a space theme and designed simple block characters to focus on movement. Feedback indicates the game could be improved with a more complex character design, smoother animation, and additional time spent on sound effects. Overall, the student is happy with how their final project turned out but recognizes areas that could be strengthened with more time.
The document provides a weekly summary of the progress made in developing a game over 4 weeks. In week 1, the developer created animations for the loading screen and title screen. They designed pixel art for the dog character and tutorial screen. In week 2, they animated the cat character's mouth movements and completed the first two scenes. They designed characters for scene 2. In week 3, they created backgrounds, added effects, and developed the fight scene. In week 4, they finished the fight scene, added gameplay elements, and created advertisements and packaging for the game. Overall the developer was able to make steady progress and overcome minor issues along the way.
Tamzin Twose evaluated her FMP game design project. For research, looking at existing games helped with planning elements but also made her want to add more detail than she had time for. Her planning process was helpful, but finding templates online was difficult. During production, some elements took longer than planned and technical issues caused rushing of the logo design. Overall she was happy with how the game turned out given the small resolution but would improve background design and add more detail and gameplay levels with more time.
This document is a production log from a student named Patryk Kleczkowski enrolled in a BTEC Level 3 Extended Diploma in Creative Media Production course. Over the course of 4 weeks, the student worked on developing a character for a science fiction video game. In the first week, the student researched the sci-fi genre and wrote a synopsis. In subsequent weeks, the student created a character profile, background artwork in Photoshop using traced images, and finally traced the artwork in Illustrator while considering color schemes.
The document summarizes the process of creating a game from start to finish over multiple sessions. It describes creating the background, character, animations, and sound effects. Key details include using pixel art to draw the background and character, adding layers for realism, struggling most with drawing the character, feeling surprised by own progress in animating, and importing some sound effects while making others in BeepBox. The process concluded by ordering all screens, adding sound, and exporting the final game.
The student has been focusing on creating animations and practice pixels for their video game project. They created sample prince and princess pixels using Dino Pixel to help plan their final animations. The pixels did not turn out as well as hoped. Drawing out ideas beforehand was identified as a successful planning technique. Areas for improvement include finishing animations instead of moving on halfway and ensuring pixel elements like hair are even on both sides. The next steps are to complete the final animations and then work on other aspects like the menu and music.
The author created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels unevenly and not including planned elements like necklaces made the outcomes less successful. However, planning ideas beforehand and coordinating colors for the prince's cape were successes. For their game project, the author focused on creating the demo level background in Pixilart and adding animated pixel characters and icons. Successes included learning how to use frames and coordinating colors, while struggles included layer organization and character pixels disappearing between frames. The next steps are finishing the demo level and moving to cut scenes.
The student created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels evenly and matching colors on both sides were challenges. They were happy with how the prince's cape turned out. Creating ideas on paper first was a success. For their game project, the student focused on the demo level, creating pixel characters and animating them using frames on Pixil Art. They added icons and were happy with progress but struggled with layers and frames occasionally cutting characters. Their next steps are finishing the demo level and starting the cut scene.
The author created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels unevenly and not including planned elements like necklaces made the outcomes less successful. However, planning ideas beforehand and coordinating colors for the prince's cape were successes. For their game project, the author focused on creating the demo level background in Pixilart and adding animated pixel characters and icons. Successes included learning how to use frames and coordinating colors, while struggles included layer organization and character pixels disappearing between frames. The next steps are finishing the demo level and moving to cut scenes.
The student has been focusing on creating animations and practice pixels for their video game project. They created sample prince and princess pixels using Dino Pixel to help plan their final animations. The pixels did not turn out as well as hoped. Drawing out ideas beforehand was identified as a successful planning technique. Areas for improvement include finishing animations instead of moving on halfway and ensuring pixel elements like hair are even on both sides. The next steps are to complete the final animations and then work on other aspects like the menu and music.
The student created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels evenly and color schemes did not match their plans. Successes included ideas for a prince's cape and planning drawings beforehand. Less successful parts included difficulties with Dino Pixel and rushing animations. The student intends to complete their final animations and then work on other game aspects like the menu.
The author created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels unevenly and not including planned elements like necklaces made the outcomes less successful. However, planning ideas beforehand and coordinating colors for the prince's cape were successes. For their game project, the author focused on creating the demo level background in Pixilart and adding animated pixel characters and icons. Successes included learning how to use frames and coordinating colors, while struggles included layer organization and character pixels disappearing between frames. The next steps are finishing the demo level and moving to cut scenes.
This document summarizes the student's FMP evaluation. It discusses their research process, planning, time management, technical and aesthetic qualities of their game and side products. For their research, they created a questionnaire to gather ideas from classmates. Their planning went well and helped develop their game concepts. They struggled with time management for their main game product but completed side products on time. Their game was similar to Mario but with their own characters and levels. They could have improved the starter screen background and technical features but felt their work was creative overall.
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.
The student created box art for their final major project (FMP) on a video game. They used tools like the mouse, pencil, and crop tools to design the background, banners, ratings, and logos. Finding and using the tools was difficult but the process was easy overall. References like Asteroids helped inspire the design. The box art was exported as a JPEG file upon completion.
The document describes the process of creating a map and background for a game project. It discusses using Photoshop to create a map with land and ocean areas, adding effects like glow and textures. It then discusses using Unity to build a 3D landscape using terrain tools and textures from the asset store. The document notes challenges with directional cameras and adding trees in Unity. It also describes creating concept art characters by sketching and scanning them in, and focusing on fantasy elements. The background was made in Photoshop with details like a bridge and floating island, using layers and Steampunk elements. Lighting and textures were explored in Unreal to understand perspectives and properly cast shadows to make objects look natural.
Jay Birkin spent the first week of production working on backgrounds for their game. On day 1, they created a background bridge in Photoshop and selected a color palette. On day 2, they made a cave background and took ideas from their planning documents. By day 3, they created final top-down and cave backgrounds and an initial character. Over the course of the week, they built tools for the game and drew character faces.
Tom Batty evaluated his research, planning, time management, technical qualities, and aesthetic qualities for his game development project. For his research, he felt his general game knowledge and ability to find examples was a strength, but finding age ratings was a weakness. For planning, brainstorming ideas and creating a schedule were strengths, but executing the plan was a challenge. Time management was good overall, but a week missed due to weather caused delays. Technical qualities like character animation and health bars worked well, but more levels and puzzles were desired. Aesthetically, the game was creative though could be more polished, and more time would have allowed for improvements.
The student created a short pixel art game for their project. They provided summaries of their research, planning, time management, technical qualities, audio qualities, aesthetic qualities, and audience appeal. For most sections, the student identified both strengths and areas for improvement. They felt their research, initial plans, and audio were strengths. Their time management suffered as they had to cut content from their vision for the project. They wanted to add more story, gameplay features, enemies, and variety if given more time. Overall, the student learned from the experience but felt their game lacked polish and detail compared to examples they referenced.
Jay-Birkin created various art assets and animations to develop a first-person puzzle/thriller video game. This included characters, weapons, hands, backgrounds, and mini-games. BeepBox was used to compose simple 8-bit music. All assets were drawn as pixel art and later animated in Photoshop. Premier Pro was used to assemble the various animations, script, and soundtrack into a video demonstrating the full game experience. While more polish was desired, the final video provided an overview of the planned game.
Grace Gilbert outlines her initial plans and ideas for a 2D pixel art game design project. She considers doing an escape room game but realizes it would be too difficult visually. Her alternative ideas are a character jumping between levels, similar to Super Mario Bros, or a game like Pacman. Her mood boards and character ideas focus on aliens and space themes. Her schedule plans experimentation in the first week, research and proposal in the second, production in weeks 3-4, and evaluation in the fifth week. She cites 7 sources for research, including books, videos, and articles about platform and pixel art games.
Grace Gilbert outlines her initial plans and ideas for a 2D pixel art game design project. She considers doing an escape room game but realizes it would be too difficult visually. Her alternative ideas are a character jumping between levels, similar to Super Mario Bros, or a game like Pacman. Her mood boards and character ideas focus on aliens and space themes. Her schedule plans experimentation in the first week, research and proposal in the second, production in weeks 3-4, and evaluation in the fifth week. She cites 7 sources for research, including books, videos, and articles about platform and pixel art games.
The student conducted research on 2D platform games like Super Mario Bros to inform their final game project. They focused on simple but effective designs. For their game, the student chose a space theme and designed simple block characters to focus on movement. Feedback indicates the game could be improved with a more complex character design, smoother animation, and additional time spent on sound effects. Overall, the student is happy with how their final project turned out but recognizes areas that could be strengthened with more time.
The document provides a weekly summary of the progress made in developing a game over 4 weeks. In week 1, the developer created animations for the loading screen and title screen. They designed pixel art for the dog character and tutorial screen. In week 2, they animated the cat character's mouth movements and completed the first two scenes. They designed characters for scene 2. In week 3, they created backgrounds, added effects, and developed the fight scene. In week 4, they finished the fight scene, added gameplay elements, and created advertisements and packaging for the game. Overall the developer was able to make steady progress and overcome minor issues along the way.
Tamzin Twose evaluated her FMP game design project. For research, looking at existing games helped with planning elements but also made her want to add more detail than she had time for. Her planning process was helpful, but finding templates online was difficult. During production, some elements took longer than planned and technical issues caused rushing of the logo design. Overall she was happy with how the game turned out given the small resolution but would improve background design and add more detail and gameplay levels with more time.
This document is a production log from a student named Patryk Kleczkowski enrolled in a BTEC Level 3 Extended Diploma in Creative Media Production course. Over the course of 4 weeks, the student worked on developing a character for a science fiction video game. In the first week, the student researched the sci-fi genre and wrote a synopsis. In subsequent weeks, the student created a character profile, background artwork in Photoshop using traced images, and finally traced the artwork in Illustrator while considering color schemes.
The document summarizes the process of creating a game from start to finish over multiple sessions. It describes creating the background, character, animations, and sound effects. Key details include using pixel art to draw the background and character, adding layers for realism, struggling most with drawing the character, feeling surprised by own progress in animating, and importing some sound effects while making others in BeepBox. The process concluded by ordering all screens, adding sound, and exporting the final game.
The student has been focusing on creating animations and practice pixels for their video game project. They created sample prince and princess pixels using Dino Pixel to help plan their final animations. The pixels did not turn out as well as hoped. Drawing out ideas beforehand was identified as a successful planning technique. Areas for improvement include finishing animations instead of moving on halfway and ensuring pixel elements like hair are even on both sides. The next steps are to complete the final animations and then work on other aspects like the menu and music.
The author created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels unevenly and not including planned elements like necklaces made the outcomes less successful. However, planning ideas beforehand and coordinating colors for the prince's cape were successes. For their game project, the author focused on creating the demo level background in Pixilart and adding animated pixel characters and icons. Successes included learning how to use frames and coordinating colors, while struggles included layer organization and character pixels disappearing between frames. The next steps are finishing the demo level and moving to cut scenes.
The student created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels evenly and matching colors on both sides were challenges. They were happy with how the prince's cape turned out. Creating ideas on paper first was a success. For their game project, the student focused on the demo level, creating pixel characters and animating them using frames on Pixil Art. They added icons and were happy with progress but struggled with layers and frames occasionally cutting characters. Their next steps are finishing the demo level and starting the cut scene.
The author created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels unevenly and not including planned elements like necklaces made the outcomes less successful. However, planning ideas beforehand and coordinating colors for the prince's cape were successes. For their game project, the author focused on creating the demo level background in Pixilart and adding animated pixel characters and icons. Successes included learning how to use frames and coordinating colors, while struggles included layer organization and character pixels disappearing between frames. The next steps are finishing the demo level and moving to cut scenes.
The student has been focusing on creating animations and practice pixels for their video game project. They created sample prince and princess pixels using Dino Pixel to help plan their final animations. The pixels did not turn out as well as hoped. Drawing out ideas beforehand was identified as a successful planning technique. Areas for improvement include finishing animations instead of moving on halfway and ensuring pixel elements like hair are even on both sides. The next steps are to complete the final animations and then work on other aspects like the menu and music.
The student created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels evenly and color schemes did not match their plans. Successes included ideas for a prince's cape and planning drawings beforehand. Less successful parts included difficulties with Dino Pixel and rushing animations. The student intends to complete their final animations and then work on other game aspects like the menu.
The author created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels unevenly and not including planned elements like necklaces made the outcomes less successful. However, planning ideas beforehand and coordinating colors for the prince's cape were successes. For their game project, the author focused on creating the demo level background in Pixilart and adding animated pixel characters and icons. Successes included learning how to use frames and coordinating colors, while struggles included layer organization and character pixels disappearing between frames. The next steps are finishing the demo level and moving to cut scenes.
This document summarizes the student's FMP evaluation. It discusses their research process, planning, time management, technical and aesthetic qualities of their game and side products. For their research, they created a questionnaire to gather ideas from classmates. Their planning went well and helped develop their game concepts. They struggled with time management for their main game product but completed side products on time. Their game was similar to Mario but with their own characters and levels. They could have improved the starter screen background and technical features but felt their work was creative overall.
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.
The student created box art for their final major project (FMP) on a video game. They used tools like the mouse, pencil, and crop tools to design the background, banners, ratings, and logos. Finding and using the tools was difficult but the process was easy overall. References like Asteroids helped inspire the design. The box art was exported as a JPEG file upon completion.
The document describes the process of creating a map and background for a game project. It discusses using Photoshop to create a map with land and ocean areas, adding effects like glow and textures. It then discusses using Unity to build a 3D landscape using terrain tools and textures from the asset store. The document notes challenges with directional cameras and adding trees in Unity. It also describes creating concept art characters by sketching and scanning them in, and focusing on fantasy elements. The background was made in Photoshop with details like a bridge and floating island, using layers and Steampunk elements. Lighting and textures were explored in Unreal to understand perspectives and properly cast shadows to make objects look natural.
Jay Birkin spent the first week of production working on backgrounds for their game. On day 1, they created a background bridge in Photoshop and selected a color palette. On day 2, they made a cave background and took ideas from their planning documents. By day 3, they created final top-down and cave backgrounds and an initial character. Over the course of the week, they built tools for the game and drew character faces.
Megan created several scenes and animations for her game over multiple weeks. She designed characters, items, buildings and environments. Megan improved her skills in animation and perspective. In the final week, Megan assembled her animations and scenes into a trailer, added details to environments, composed original music, and published her work online. Though there were challenges, Megan was pleased with the progress made on her game project.
Megan created animations and scenes for her game over several weeks. She animated walk cycles for the main character and an idle animation for an NPC. Megan designed two game scenes - one with a house and one with additional houses and a cafe. In the final week, Megan pieced together the animations and scenes to create a trailer, adding detail to environments and changing a character design. She created original music for the trailer and uploaded final assets to her website.
The student began their video game production rotation by completing case studies on existing games to learn about different elements of video games. They started creating their own pixel art game by making background images and characters. While most of the production went well, the student struggled with creating detailed pixel art backgrounds but was pleased with how the additional shades they added to one background improved the realism.
Megan created animations and scenes for her game over several weeks. She animated walk cycles for the main character and an idle animation for an NPC. Megan designed two scenes - one with a house and another with two houses and a cafe. In the final week, Megan pieced the animations together into a trailer, adding detail to the forest and grass. She struggled with tree shading but added a color to her palette. Megan chose music for the trailer and exported and uploaded the video to her website.
Video Game Project - 6. production reflectionTigs0102
Tegan created the background for their cat chase game first to establish the theme. They created two backgrounds - one night sky scene and one with cherry blossom trees. Building the backgrounds took time, particularly drawing the huts and cherry blossoms with precision. Tegan also added buildings, stars, and game elements like the cat character, coins, and health bars. Frames were created for the beginning and end of the game to introduce and conclude levels. While some elements proved challenging, Tegan was pleased with the overall visual look and feel created for their game.
The document provides a summary of the production process for an animation project. It describes various challenges faced at different stages, including issues with software, needing to redo work due to color mistakes, difficulties with character movements, and delays caused by technical problems. It also discusses progress made, such as completing scenes, recording audio, designing logos and titles, and working on transitions. The overall process involved trial and error, asking others for help, and finding better techniques through experimentation and feedback.
The student completed the video games rotation, creating a case study, initial plans, and product research. During production, they created a background twice after realizing the first was the wrong size. They animated elements and added sound effects and music in Premiere Pro. To finish, the student evaluated all parts of the process, finding it easy to discuss their own work.
The student created several assets for their game project in Photoshop over three sessions. In the first session, they created character sprites and backgrounds. In the second session, they created the game box art and cartridge, which they were proud of. In the third session, they created the battle scene background but were less pleased with the outcome. They used various tools in Photoshop like the pencil, pen, and shape tools.
Today the document's author worked on finalizing the voice over work and sound effects for their animation project. They arranged a recording session with their voice actor to get the final clip they needed. They also found and edited the final few sound effect clips. While fine-tuning audio can be tedious, the author recognizes its importance and was happy to complete the task to the best of their ability as they near the end of the project.
The document provides a summary of the production process for an animation project. It describes various tasks completed each day, including scanning drawings, adding color in Photoshop, animating words and explosions, recording voiceovers, editing scenes together, adding sound effects, and working on the title design and end credits. It also notes some challenges faced along the way, such as software issues, missing images, and ensuring enough audio assets are collected.
The document summarizes the process of creating music and sound effects for a video game. It describes using Beep Box to create simple music that fits well within the game. It also discusses recording basic sound effects like door locks and match lighting at home with a microphone to represent in-game sounds, despite not capturing every intended effect. The process of making music was easier than expected, while some sound effects like flames required more creativity to mimic in recordings.
The document summarizes the process of creating music and sound effects for a video game. It discusses using Beep Box to create simple music that fits well within the game. Foley sounds were recorded at home using a microphone and Audacity, including a door lock for lock picking, flame sounds using matches, and picking up a wooden beam to represent picking up a fishing rod. The process of adding sound elements to enhance the game experience is described.
- The document is a production log for a student named Brienna Hick completing a games design course. It details the tasks and progress made over several weeks, including completing tutorials, creating a project definition, game ideas, character profiles and raster/vector images.
- Brienna created a Gantt chart to schedule work, completed Photoshop and Illustrator tutorials, developed ideas for game genre/storyline through spider diagrams, took photos for a character and created raster and vector images.
- In the final weeks, Brienna gathered feedback from friends on her work and completed submission documents to finish the required tasks for the course.
The document describes the process of creating an advertisement gif. It began with designing pixel art characters which was time consuming but an important first step. Next, a green background was added with different shades to add depth. Details like trees and shadows were included to give a woodland setting. A hidden Bigfoot figure was drawn among the trees to maintain mystery. Animation was added with a blue question mark appearing in a footprint. Final touches included flashing eyes and a release date. The process was more complicated than anticipated but the creator was pleased with the finished product.
The document provides a summary of Leah Ellis' process in creating an animation project over multiple sessions. It describes tasks like scanning drawings, adding color in Photoshop, animating words and explosions, dealing with technical issues, recording voiceovers, designing logos and title screens, editing clips together, and adding sound effects. The process involved learning new techniques, getting help with software, fixing mistakes, and working within time constraints.
In the first three weeks of production, the creator animated a Mario piece and began a Legend of Zelda animation. They also filmed scenes for their story but encountered issues exporting long video files from After Effects. In week 3, they edited footage and added effects in Premiere instead to avoid lengthy exports. They reflected that they should have planned their animations and paperwork better to save time and that some of their background designs were harsh on the eyes.
The document provides a summary of the production process for each day that Leah Ellis worked on animating a project. On the first day, she started with basic line art and coloring in Photoshop using a tutorial. She struggled to animate words changing size in Photoshop and had to use AfterEffects instead. Later, she improved an explosion scene using layered color splashes. Scanner issues prevented work but were later resolved. Progress was made adding mouth movements and finishing scenes. Technical issues delayed work but time was used to improve character designs. Voice recording sessions captured effects. Crowd animation was created but movement needs refinement.
Hannah created a retro-style video game for a school project. On the first day, she experimented with game ideas and designs. She settled on a space-themed game featuring a spaceship character defending Earth from enemies. Over subsequent days, Hannah designed backgrounds, menus, instructions slides and animated character movements. She spent a long time ensuring her animations were smooth. By the end of the week, Hannah had animated the full game mechanics but lacked sound effects and soundtrack due to computer issues. She planned to complete these details after the weekend.
This project has been one of the author's favorites of the year. They enjoyed every part of it and are looking forward to similar projects in the future. While the project could have been better planned, the author has fixed issues with changing ideas frequently by thoroughly explaining everything created for the project.
The author's ambitious game world draws people in with its striking vision and awesome graphics. The project, called "The Wrath of Kenkalis," involved researching existing games to develop a new and unique concept. Research also helped determine target audiences of 16-22 year olds, with a focus on appealing more to females who enjoy fantasy games. Planning included developing backstories and character scenes to guide the project.
The author
The Wrath of Kenkalis is a proposed open world fantasy MMORPG set in the world of Twindlephane. Players take on the role of Josh, a man transported to Twindlephane from our world. Josh must team up with companions Dr. Alpin and Melkay to defeat the evil wraith Kenkalis. The game would feature a large explorable world with various environments, quests, dungeons, and enemies. Players can customize Josh and level up different skills as they progress through the story and objective of defeating Kenkalis.
This document provides an overview of a fantasy open-world video game called "The Wrath of Kenkalis". It describes various aspects of the game's world, such as locations on the map, character backstories, enemy types, and architectural styles. It also shows concept art for in-game environments, structures, and the playable character. The game aims to provide players with hundreds of hours of gameplay by allowing them to explore freely and complete quests at their own pace in the large 3D game world.
I am applying to study video game production because I am passionate about video games and animation. I am currently studying Creative Media Production where I have developed skills in software like Premiere Pro and Photoshop. I find that games and animation have a fascinating ability to entertain and affect people, which I want to be a part of. At college I have gained skills in writing, communication, editing, design and camera techniques from working on projects individually and in teams. I hope to gain more experience and work on challenging courses in university to develop both personally and professionally.
Jay Birkin is applying to university through UCAS. He has achieved a Merit grade in his Level 3 Diploma in Creative Media Production and Technology and is predicted a Merit for his second year. He is considering courses in Games and Digital Media, Video Games Digital Art, Games Design, Filmmaking, and Visual Effects and Animation. The Visual Effects and Animation course at Leeds Beckett University is rated as the most suitable with a 9 out of 10.
The developer is pitching a new fantasy MMORPG called "The Wrath of Kenkalis". They started with the goal of creating something new in the gaming world and settled on a fantasy genre. The game will follow what the community wants most in the fantasy MMORPG genre. It aims to provide players with hundreds of hours of gameplay. The game is currently in testing on PC and will be sold at a relatively low price of £25 upon full release across all platforms. The primary target audience is 16-22 year olds who have significant gaming experience and prefer this genre.
The document summarizes the stages of a student's video game concept project over 14 weeks. It began with research on game ideas and genres. Planning involved designing characters and a backstory. Research on games like Skyrim and Baldur's Gate helped determine the fantasy genre and audience. Production involved creating 2D background art and 3D assets in Unity to demonstrate the concept. Evaluation reflected on each project stage and how further time could improve the concept presentation. The student is pleased with the new skills learned and personal connection to the project.
This document provides an overview and background for a fantasy MMORPG called "The Wrath of Kenkalis" created by JMB Studios. The game takes place in the parallel world of Twindlephane and follows a character named Josh who is sent there after death to stop the evil wraith Kenkalis from destroying the world. Josh is joined by teammates Dr. Alpin and Melkay as they travel through diverse environments, completing quests and dungeons while battling enemies. Concept art is shown for the characters and sample backgrounds. A team of 10 people would be needed to develop the game, which is planned for a beta phase in 9 months and full release in 1.5 years at a price of £25
The document discusses various ways the author plans to present their game project, including creating a minimalist Wix website to showcase images and details about the game, a Facebook page to promote the game's release, posting on gaming forums like Reddit to gather feedback, and giving a PowerPoint presentation and screening of the game at a final event. The multiple presentation methods are intended to reach a wide audience and promote the game.
The document summarizes the key stages of the author's final project - evaluation, research, methods, planning, and production/post-production. For research, the author conducted both primary and secondary research to determine their audience and game idea. For methods, they learned how to use game engines like Unity and Unreal. For planning, they developed a concept for pitching a game idea along with some initial assets. Production involved creating character designs, landscapes, and other assets in Photoshop and game engines to demonstrate their game concept. The author reflects on changes made throughout the process and lessons learned.
The document provides information on various aspects of the game Sniper Elite 3, including:
1) Objects that can be collected include ammunition and grenades found around the map, as well as enemy weapons. The architecture includes detailed buildings, trees, rocks, and sandbags that can be used for stealth or cover. The terrain includes any ground surfaces or structures that can be stood on.
2) The main playable character is Karl Fairbourne, an expert sniper. Non-playable characters populate the map and will alert others if spotted. Cut scenes advance the story but do not provide much context between missions.
3) The game has a third-person perspective but switches to first-person for sniping
The feedback provider enjoyed the creativity and detail in the map images but felt the characters lacked depth and polish compared to the other elements. It was unclear what art style was being used since the pieces had a mix of realistic, pixelated, and cartoon graphics. To better showcase it as a game, additions like HUDs, menus and a start page were recommended. While the maps were a favorite part, improving the characters to match their quality level would make the overall work more consistent and professional.
Unity is a real-time platform used to create half of the world's games that offers powerful tools and services for game and other creative developers. The document discusses a student's process of learning Unity from scratch to create a unique showcase project. They started by watching YouTube tutorials to learn the basics of the interface and importing assets. Unity tutorials then taught how to move and assign values to objects. Creating terrain involved shaping a base plate into peaks and drops. Camera movement was the hardest part, requiring positioning, lighting, and help from the Unity community. Overall, the experience of making the project step-by-step in Unity was greatly enjoyable and provided skills applicable to future work.
This document summarizes the student's reflections from the first 7 weeks of their Final Major Project (FMP). In week 1, the student wrote a detailed proposal outlining their project idea. They conducted background research and felt confident in their proposal. In week 2, the student performed primary and secondary research to inform their project, including interviews. In week 3, the student continued research and decided on certain game characteristics. Problem solving was the focus of week 4, where the student experimented with audio and gaming software options. Week 5 included additional experiments and preparation to begin the project. By week 6-7, the student's planning was going well and they were ready to start production, feeling confident in the research and experiments completed so
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.
This document discusses experiments conducted for a video game project, including:
- Creating backup storage for project work to prevent loss from corrupted USB drives.
- Planning for potential delays from missed voice actor recordings by scheduling backups.
- Saving work regularly to prevent loss from software crashes.
- Having backup plans in case of missed work days due to illness.
- Exploring options for audio recording and soundproofing, including using rugs, blankets and GarageBand.
- Designing a walk cycle for character animation using key frames in Photoshop.
- Experimenting with the OGRE game engine and creating isometric shapes in Photoshop.
- Considering a graphics tablet but finding a pencil produces
This document discusses experiments conducted for a video game project. It explores potential problems that could arise like losing project files or actors not showing up for recordings. Solutions discussed are backing up work to multiple drives and scheduling backup recording dates. Other experiments include soundproofing a recording space, using different audio recording and editing software, creating walk cycles and isometric textures in Photoshop, and evaluating game engines like OGRE. The document indicates most of these experiments, especially walk cycles and fundamental game elements, will be included in the final product.
The document discusses several existing video game products that could provide inspiration for the student's upcoming FMP video game project. It analyzes Skyrim's open world design, leveling up mechanics, and soundtrack. It also examines Baldur's Gate's medieval fantasy setting, party size, and visual aspects. Final Fantasy VI's retro graphics, dark color palette, and use of multiple playable characters are discussed. Concept art from Feng Zhu is highlighted for its fantastical landscapes and structures. Hearthstone's use of the Warcraft universe and cross-platform multiplayer are noted. The student expresses interest in Skyrim's creation aspects, Baldur's Gate's backgrounds, Final Fantasy VI's interface, and Feng Zhu's concept art style
This document provides information about Feng Zhu, a concept artist and founder of the FZD School of Entertainment Design. It discusses Zhu's background and career working on films, video games, toys, and other entertainment projects. It also mentions that the document's author researched Zhu because he is an inspirational concept artist and the author aspires to be like him. References are provided to Zhu's YouTube channel showing his designs and tutorials. The document explores using Zhu's work for inspiration in creating concept ideas for a video game project. Overall, the document is researching Feng Zhu as a source of inspiration for a video game concept art project.
Jay Birkin proposes creating a fantasy open world video game called "Wrath of Kenskelis" for his college project. He has experience making video games and wants to expand his skills in graphical design, animation, and 3D modeling. The game will allow players to explore a colorful futuristic fantasy world and engage in an intricate story and side quests. Birkin plans to conduct research on existing games, surveys, interviews and experiments to inform his design. He will evaluate his work through progress diaries, self-evaluations, and feedback from others to improve the game. The 20 week schedule outlines tasks for pre-production, production, evaluation, and showing the completed project.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
A Free 200-Page eBook ~ Brain and Mind Exercise.pptxOH TEIK BIN
(A Free eBook comprising 3 Sets of Presentation of a selection of Puzzles, Brain Teasers and Thinking Problems to exercise both the mind and the Right and Left Brain. To help keep the mind and brain fit and healthy. Good for both the young and old alike.
Answers are given for all the puzzles and problems.)
With Metta,
Bro. Oh Teik Bin 🙏🤓🤔🥰
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
How to Download & Install Module From the Odoo App Store in Odoo 17Celine George
Custom modules offer the flexibility to extend Odoo's capabilities, address unique requirements, and optimize workflows to align seamlessly with your organization's processes. By leveraging custom modules, businesses can unlock greater efficiency, productivity, and innovation, empowering them to stay competitive in today's dynamic market landscape. In this tutorial, we'll guide you step by step on how to easily download and install modules from the Odoo App Store.
How to Setup Default Value for a Field in Odoo 17Celine George
In Odoo, we can set a default value for a field during the creation of a record for a model. We have many methods in odoo for setting a default value to the field.
2. Process-Day 1
Today I made much progress, the first task I started
with was making my background for the game. The
background was made in a Photoshop document
which was the size 480x320, this size was great
because it was large enough to include just the right
amount of detail and if I made it any smaller then it
wouldn’t have been up to good standers. I spent
most of the day doing this background which is still
yet to be finished. I drew in pixels with a pencil and
first started with the bridge, I like this bridge and
think that it looks great and realistic and I cant really
see changing it in any way. From this bridge I then
had to choose my colour pallet for the background
for the game, I used my colours from planning which
suit the genre very well. The house down on the
bottom of the background was made in isometric,
which I wasn’t really planning on using from my
planning but I changed my mind and I think it turned
out well, with the house I used a already existing
picture and then drew mine as similar as I could but
without making it the exact same. I really like this
first background and think that I started off the
production process well.
Because I was creating so many different components to the background I had to use many layers all of which I renamed so when I come to
animating I can do it with ease. The game obviously needs a logo which Is made up of the title and question mark, this is because it makes it
mysterious and unknown which is what I am aiming for in this game, I didn’t have a title for the game yet and what I created I don’t really like
at all and I am going to have to work on it at a later date. The final task I worked on today was a speech box and character face and this is a
part of the game which is important for the context. I didn’t use many tools at all and I have done many projects such as this one previously so
it was nothing new too me. I think I made good progress for this first day and I think that this project is going to turn out well and is what I am
looking for/expecting.
3. Process-Day 2
For this day I made myself a different
background of the game and this was a
cave area which I have yet too finish
because making a background is a really
big part of the project and I may spend
much more time on it than I thought. I
just used the same methods that I
always use when I draw things on
Photoshop and that is the pencil tool
because I draw in pixels. I took the idea
of a HUD from my planning because I
will be using this HuD in game and I like
it because it suits my game most I will
be using all the text and items along at
the bottom as well except for the
lantern. I had to shift the background up
to place the bottom black box on so it
didn't cover half of my work and I don’t
know if it’s the right size but this was
good and it turned out the way I wanted
it too. I didn’t do much extra work on
the first background all I did was place
an extra piece of land to the left and
added a few extra tiny details. I then
also took the legs from my experiment
animation because it is a really great
looking walk cycle and all I have to do is
design a character which will then just
go with these legs.
This day went okay but I didn’t have as much time as yesterday and think I could have got a little
more done, what I did do however was important and laid out the rest of my production for the
week or 2 to come. The background that I did I like and think it looks like a game background and
suits the style of adventure also using blackness around the edge allowed me to link it with the
unknown.
4. Process-Day 3
I made my final background today and I made it an
inside background, when making it I decided to view it
top down and this was so I could allow some variation in
my game. I yet again didn’t finish this background but I
made a lot of progress with it so far placing it all
together. The rooms look like they come from a video
game and then I added bits of furniture on, these
furniture items were great for detail. All of the
backgrounds are the same size and this was consistent
and so the game doesn’t mess up In any way. I enjoyed
doing this last background and think that it looks like it
should be placed in a game.
I made a character which I don’t like too much but I
might keep him due to the amount of time I have and
the complicatedness of it. In my research I decided that I
would include character customisation so I am going to
have to include an animation showing this.
I worked on the cave background a little more as well
and placed a colour on the actual background. I also
made little details like adding rock variations in the wall
and even adding a crate all of which I think match well
and work. My backgrounds were outside tropical in
planning so I didn’t have colour pallets for these
backgrounds so I had to make them in the creation.
These backgrounds were drew all from scratch and
made by me. The character looked plain so I placed a
cloak on him and a hat to vary him up but they just
didn’t look right so I will have to remove them and stick
to simplicity. No new tools were used yet again in this
day but I need to do something more complicated to
show off my skills later.
This day was very
productive and I made
great progress on my
work.
5. Process-Day 4
I wrote some text on a word document for the
dialogue that was going to be a script to include in
my game. The script had uncomplicated dialogue
that went into enough detail for the game to be
understood by the audience. I think that the dialogue
in a game is important which Is why I decided to do it
today so I had the idea of where I was going with the
animation and an idea for a new character that I
should create which was a dwarf who has a quest. I
practically finished the main background and the
cave today, I just placed a few extra pieces around
which I think will realty bring the game together.
Most of the background wont be accessible in the
animation so it is just placed their for visual aspects.
I built some tools for the hot bar these were similarly
based from previous games and they will be placed
in the HuD bar at the bottom which was like in my
planning, I will also be adding a few more such as a
key and shovel which I decided will really finish it off.
I also added a colour pallet background into the
background with a sea and sky which finished it off
and made it look amazing. Finally I made a dwarf
face because I want a dwarf character in the mines
for quests. The dwarf was not good at all and I think
that it was a waste of my time however I learnt from
this. I want to change the dwarf and make it look
realistic so I will search up on the internet probably.
Also i will make a detailed face using my previous
one but placing dwarf features around it instead.
For the end of this week I have made some superb looking products and think that
they look partially professional for a video game. I have made good progress for
production but my schedule hasn’t been followed very well but I have got most of what
I wanted and think that I may finish a few days early at the end due to the progress.
6. End of week 1- Everything I have done
production
7. Process- Day 5I started by making a text speech box for the talk
animation. I chose the font, size and spacing,
these are important because they can make the
text more interesting. Already I had written my
script on an early day of production so this was
just a case of copying the words across in the
style I wanted. When finished animating I think
this will fit in well with the game as it shall look
like its own cut scene, which I will have to do in
premier pro. I made a dwarf as a side character
which I am going to be placing In the mines. For
the dwarf I drew him in pixels and decided I
would stick simplistic with him. He is the only
NPC character that I have designed and he
doesn’t move or have any interaction but I feel
that this is unnecessary and the game just doesn’t
need it. I created my first sound effect. This was a
small effect which will indicate a pick up noise but
it was more or less just testing to get grips on
how I am going to carry out the task of sounds
because loads of different things can come into
play such as the distortion or amps, I really
enjoyed using this method though and think that I
can make some great sound effects that will suit
my game well. I started to do some animation
and I exported a speech text animation. This was
only small but it was the start of something much
larger that will probably take me the rest of the
project too complete and will hopefully be one of
the best and greatest looking projects I have
designed so far.
So far I have
created
different
backgrounds
and these are all
useful because
they have
different
perspectives so
it varies my
game, making it
more interesting
for the audience
to see.
This day was very
useful for me as I
got to test and
experiment with
some new tasks
just to get my
bearings for how
the rest of the
project is going
to go.
8. Process- Day 6
This day is the day before I plan on starting animating and this I can start
to do because I have achieved almost completion of everything I had
decided. Today I had decided upon my title which I quiet like and enjoy
and think it suits the game, I Changed the title to Island of Misery
because the game is set on an island and I wanted that feel of mystery
and uncertainty that it comes with. After that I finished my character
walk cycle and made each body placement on the legs and I think it is
simple because I just used my template and made this come together in
almost absolutely no time at all so I think I should have spent more time
on this which is something I will take notes on for my next project but to
be honest I don’t really have any more time spare to make it any better.
I thought I should make the dwarf character talk animation next so I
made his face in greater detail and I did this by copying the previous face
of the other character and then I looked at the dwarf on the cave
background and chose the colour pallet using the colour selection tool, a
handy one that allows you to never forget a colour that has been used,
then drew around the face adding on all his facial details. I have enjoyed
this day and think that everything I have created has been useful and is
great. Next I Finished the talk animation for dwarf character and I
decided to start exporting my work and to do this I had to first go into
image-> image size and then change the document to 1080, after this I
then exported and this will give me the best quality and sized frame
video however I did not save because if I did that then I can not make
any changes if I want to later on which I will most likely be doing on
some part of my project. To finish off I Worked on my house interior
background completely finishing it off in my opinion although it is a
house and it looks a little blank which isn't realistic I think that this
shows off my skill rather well and is in fact a great addition to the game.
I just free hand styled all of this design and got it looking the best I could
with the amount of time that I have.
9. Process- Day 7
I needed to scale down my character otherwise my animation wouldn’t
have worked and It would have looked fairly terrible, so I researched it
up and set it up so I could change all things from the documents without
blurring them which was previously happening, all I had to do was set it
too nearest neighbor and that fixed my problem which is one that I had
been having for a while, this will definitely come in handy for the future.
Although I wanted to focus on animation today I detailed my first
background a little more because I felt it was too simple and I didn’t
show off enough of what I could do in it. I am pleased with the new
changes to the background and think that it looks better.
I then went onto making a menu page. This menu page I do not like at
all and should spend more time on it, it is way too simple and
unprofessional looking I like the font and background colour but it needs
something extra. The Font that I chose was from planning and it is called
rayman adventure. This suits my game rather well because it relates to
the genre and it is not to plain and original so it is interesting. The Grass
along the bottom is from a paint brush selection in Photoshop. This was
really useful to me and looks very realistic, I think that the grass is
spectacular and I should use it in future if I ever need use of it for this
purpose.
I thought about including some
kind of plank around or over
the title to make it seem more
related to the adventure genre
but instead it turned out with
something that I don’t really
like.
To download the font I just
used dafont and then
opened up the file, it was
simple and efficient. With
the details that I added they
add extra depth and
meaning to the game which
will hopefully be understood
by the audience.
10. Process- Day 8
I decided to rework my logo for the game because the other one was
temporary because I couldn't think of a title for the game and so I couldn't
decide upon a look. What I decided for here was to make it look
adventurous sign to match the genre so I used the shape tool and selected
a banner which went behind the arced title. The banner was a little plain so
on either side I decided to select and make them a darker shade of brown
for texture. Hopefully this sign will allow the game to seem interesting and
doesn’t need any more changes because I don’t really know what else to
do with it.
I got the animation on the cave background finished and exported it, this
was a huge and important step in my project and I believe that it is of
greater quality and does not need to be changed in any way. This is exactly
how I wanted my game to look and think that it has been portrayed across
greatly. The other background I got half way with, this was good progress
this day and I got a lot done nearly finishing my animating which is a large
part of my project.
I placed the text and tools down on the bottom of all backgrounds because
this was the last thing that needed to be done to finish them off. The HuD
adds those extra bits of detail which just make the game seem more
enjoyable and understanding.
I also decided to add some more options on the starting page to get rid off
the plainness that it had on it but that this didn’t play out so instead I just
removed them and will try some different options later and also decided to
change the wood colour which actually allows the title to stand out and
pop which is helpful and a large technique because it is used to attract
audiences.
This day was very productive and I got much work done, my project is going
great and I think I will get a rather good grade for it so I wouldn’t change
anything about it as of yet, just continue working as I am.
11. End of week 2- Everything I have done
production
12. Process- Day 9
I started the day off by doing some more animation and finishing them off more or less. I touched up the animation on the cave background
and made it run more smoothly and timed it correctly because this is important to make my game appeal more and generally look better.
Then I completely finished the interior background animation and made the character walk in the house and find a key, this was top down
and was of a good length to show my game parts off. The final was the first which I showed the character more around free open world all of
these show of the games assets and because it has a different few it allows the game to be more desirable to the audience.
With the first background I had to use perspective and make the character smaller to larger to allow it too seem further away but in the end
this just didn’t work right so I had to change my plans and just animate it from the middle because I couldn’t get it too work and it would
have taken up time which I couldn’t spare. The character walk animation is great and is detailed and works because it lo0oks realistic.
I started working in premier pro, I important my animations and then added a fade on each video to allow a transition between them. This is
the final task and I am going to be spending a lot of time on this part to get the video perfect. I have used premier pro before so it was not
new too me and I knew mostly what to do. One new thing I decided to try was fades which I looked up in effects and decided it was perfect
for my animation and videos. I also made some sounds this day using leshylabs. These sounds will be placed over the video and are short but
just allow the game to seem more real and interesting in others eyes. This day I did less tasks but I finished a few and am rounded my project
off rather nicely.
13. Process- Day 10 I made a soundtrack in beepbox, this
was around 15-20 seconds and would be
overlaid on my starting screen and
animation. I think this suits this section
most because it is very calm and relaxing
and gives the audience something else
to focus on and be interested in. I am
not that focused on the music aspect of
my game because I am not that talented
at it however I think that this which I
have created works rather well. I started
by trying in garage band but it didn't
work out because it is a very hard music
app to work with so I changed and used
something much easier that still works
just as well.
Secondly I made an animation which
would start the game and show the logo
but I made it really quick and think I can
make it better with more time spent on
it. The logo went from top to bottom in
the animation, this was made possible
by the tween tool which is useful
because I didn’t have to spend loads of
time being tedious capturing every
frame. Another part of my animation
went wrong with the character walking
across the bridge because the layers
were all wrong so it didn't look realistic
so I had to change it and animate from
after that moment which Is not what I
originally planned but I had to do it.
To finish off the day I worked in premier pro
more, making my video run more smoothly
and adding to it. I am slowly improving it for
the better in my opinion and I think that it is
going to turn out spectacularly. This day was
just another simple day in production and I
got a good amount done I just have to watch
my time for how I am going to spend it doing
all of this writing as this is also an important
aspect of any project.
14. Process- Day 11
I only had 3 days this week because i missed the Thursday which complicated my schedule but I worked around it and although I
had less time I still got a sufficient amount done for the week. However I didn’t really achieve much this day and think it was my
least useful during the whole production process so far.
The tasks that I carried out and achieved were that of a
Character select screen, this seemed important and was a
major part of my research which was what I was going to
base most of my game off of. The task was carried out by
changing the colours of different parts of the character and
then adding some random accessories on him which vary
him up to make him look different. The last animation to
work on was a loading screen which in my opinion should
really finish off a project which I believe mine has done and
it will work if I lace it on certain areas of my video.
After today I only have 3 more weeks to finish off the entire
project which i am confident in myself that I can do and will not
really have a problem with it.
15. End of week 3- Everything I have done
production
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.