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Stephen Royle
Production
Reflection
Process
At first I had the idea to use a canon in my game. I used a similar image that I wanted to use as a
template. Eventually I realized that the canon would be out of proportion and as I wouldn’t have
been able to resize it, because of the image becoming pixelated, I re thought my idea and
removed the canon and the base. However the attempt of the canon helped me to think more
about shading and different lighting in other assets that I could also make.
Process
I changed my idea from a cannon being the main protagonist to a space soldier. I used a light blue
and grey colour scheme to highlight the fact that the soldier was the protagonist. I thought a lot
more about shadowing and highlighting key features. For example I coloured a few pixels black on
the arms and legs of the character. This was mainly to define the character more and to make him
look more professional. This has helped me to develop my skills in shadowing and defining
characters and other assets a lot more and a lot more professionally.
Process
I had learned how to change a video animation to a frame. I couldn’t do this in my experiments
which held me back. The same problem occurred when I was making my final product so learning
how to change it came in well. I also drew some of my assets such as the chest on the
background layer. This would have stopped me animating it. I had to select the layer and click on
it. Then I had to press cut via layer and that separated the layers so that my asset was on its own
layer.
Process
I drew my main character too big in my final product. I could not resize my image as it
would go pixelated and I did not want to redo it as it would take a lot of time. I made all
of the assets such as the bricks and the treasure chest a lot bigger than I anticipated it
to be. This came out really well in the end and didn’t make my character look out of
place or badly sized.
Process
I had to turn some of the sounds up on the master soundboard to full. This was
things such as the jetpack sound effect. It could not be heard over the music and
the laser sound effects so I prioritised the jetpack noise over everything else as it
was only short and at the end.
Process
I used different effects
on the sounds such as
constant gain to make
the sound effects come
in slowly and build up
power to enhance the
audience instead of the
music or sound effect
coming in straight away
and possibly sounding
clumpy and
unprofessional. I also
used an exponential
fade. This was to make
the product sound like a
proper ending and not
just a complete cut out
at the end. It makes it
more professional
overall.
Process
To export the video I had to make the format a H264 and use a 720p HD YouTube preset. I
then saved it where I wanted it and exported it. This was now an MP4 format that I could
send off as my final piece.
Process
I had to analyse the image a lot as the sizing is different as one of the pixels
in my main game is 5 pixels of the app logo image head. I had to go back
and double check the character in my game a lot

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6. production reflection (interactive)

  • 2. Process At first I had the idea to use a canon in my game. I used a similar image that I wanted to use as a template. Eventually I realized that the canon would be out of proportion and as I wouldn’t have been able to resize it, because of the image becoming pixelated, I re thought my idea and removed the canon and the base. However the attempt of the canon helped me to think more about shading and different lighting in other assets that I could also make.
  • 3. Process I changed my idea from a cannon being the main protagonist to a space soldier. I used a light blue and grey colour scheme to highlight the fact that the soldier was the protagonist. I thought a lot more about shadowing and highlighting key features. For example I coloured a few pixels black on the arms and legs of the character. This was mainly to define the character more and to make him look more professional. This has helped me to develop my skills in shadowing and defining characters and other assets a lot more and a lot more professionally.
  • 4. Process I had learned how to change a video animation to a frame. I couldn’t do this in my experiments which held me back. The same problem occurred when I was making my final product so learning how to change it came in well. I also drew some of my assets such as the chest on the background layer. This would have stopped me animating it. I had to select the layer and click on it. Then I had to press cut via layer and that separated the layers so that my asset was on its own layer.
  • 5. Process I drew my main character too big in my final product. I could not resize my image as it would go pixelated and I did not want to redo it as it would take a lot of time. I made all of the assets such as the bricks and the treasure chest a lot bigger than I anticipated it to be. This came out really well in the end and didn’t make my character look out of place or badly sized.
  • 6. Process I had to turn some of the sounds up on the master soundboard to full. This was things such as the jetpack sound effect. It could not be heard over the music and the laser sound effects so I prioritised the jetpack noise over everything else as it was only short and at the end.
  • 7. Process I used different effects on the sounds such as constant gain to make the sound effects come in slowly and build up power to enhance the audience instead of the music or sound effect coming in straight away and possibly sounding clumpy and unprofessional. I also used an exponential fade. This was to make the product sound like a proper ending and not just a complete cut out at the end. It makes it more professional overall.
  • 8. Process To export the video I had to make the format a H264 and use a 720p HD YouTube preset. I then saved it where I wanted it and exported it. This was now an MP4 format that I could send off as my final piece.
  • 9. Process I had to analyse the image a lot as the sizing is different as one of the pixels in my main game is 5 pixels of the app logo image head. I had to go back and double check the character in my game a lot

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.
  6. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  7. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  8. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.