Josh Bailey reflects on the production process of creating a game demo. He began by designing the background and level stage using a pixel brush to copy and paste pattern chunks. Only one character was made for the demo, a protagonist with a grapple hook ability. The player HUD was started in the bottom right corner using shape and pixel brush tools. Later, the idea to start at a pause screen was implemented to avoid an intro. Additional HUD elements like hearts were added using copy and paste. Near the end, enemies were added that could be destroyed to end the level. Sound effects were the final addition to complete the demo using Premiere Pro audio tools.
Game Discovery Style Guide Project.
School Project from the Art Institute of California, Challenge was to reinvent or redesign the UI of a given game. I was given Dead Space.
Game Discovery Style Guide Project.
School Project from the Art Institute of California, Challenge was to reinvent or redesign the UI of a given game. I was given Dead Space.
In this powerpoint I reflect upon the entire project and describe the methods I used to create everything, where i got the ideas and it also includes some deleted content from the animation
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2. Process
At the start of my production, the first
thing I began working on was the
background and level stage. It was
made by making a chunk of a pattern
with the pixel brush and copying and
pasting it to enlarge it (instead of
painting the whole wall) to give the
effect of having an underground
setting. I simply changed the colour
scheme of the bricks and re-used it as
the floor for the game.
3. Process
I only got around to making one
character and decided on the
grapple hook power to present in
my demo. I designed the
protagonist to appear heroic and in
armour while holding her grapple.
All aspects of the demo so far are
made with the pixel brush.
4. Process
In this screenshot you can see I
began work on the player’s HUD
with the button placed in the
bottom right corner, this was made
by using the shape tool and
colouring round the border with
the pixel brush. I also starting
making the different sprites for the
protagonist. In retrospect I would
have designed her running motion
differently; in the animation it
appears dodgy.
5. Process
Later in production, I had the idea to
start the demo off at the pause
screen as it would help with having to
produce an intro to the level and
character. I achieved this effect by
putting a layer (fully painted black)
over the rest of them and bringing
the opacity down. Then I added the
text by drawing it on the same layer.
Not with the text tool.
6. Process
Using tools and commands
such as copy and paste and
the paint bucket I made
more of the HUD for the
player, including the now
indicated hearts counter in
the top right. As well as
starting the timeline
animation at the bottom of
screen.
7. Near the end of the demo
and thus production on the
animation I had the idea for
the level to end once our
character destroys the
enemy and in turn this
saved me a lot of time for
working on the Stage
complete screen.
8. For the final frame I used
the same technique as I did
with the pause screen.
Topping the current layers
and lowering opacity. Again,
I used the pixel brush and
drew the ‘Level Complete’
9. For the app logo. I stayed
true to my original layout
plan and used a bomb as
the main element in the
thumbnail although a
bomb does not appear in
the demo I did intend to
re-use material from the
animation and include
them in the game’s logo.
10. Mid way through production
I decided I wanted a
brighter colour scheme for
the logo and one that would
represent the powers that
the characters would have
in the game and add
pictures in the background
depicting each.
11. The final take for the logo
came out a success in my
opinion and uses a lot of
shapes included in the
shape drawer tool. Also
included is this design is
the game title ‘Super
Switch Force’ and was
added using the text tool.
12. The final stage of
production for my game
was the addition of sound
to the demo. To create my
final product I used the
basic tools on Premiere Pro
such as ripple, razor, hand
tools and audio gain. Sound
brought the game together
and gave it the finishing
touches it needed.
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.