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Production Reflection
By Libby Whitehorn
Process
As you can see, i have attempted to create a pixel character. To create this i
used the pencil tool and drew around a template. I drew around a template
because i felt it would help improve my detail and would give me a basis of a
simple pixel character. After using the template as a outline, i then began to
shade in the person and created a beard and clothing. This helped create
more intense and detailed character by adding more definition. To shade in the
character i used the pencil tool and selected the colour swatch section. This
gave me different gradience of each colour which i then selected from there. It
did become difficult selecting the characters colours due to using a lot of
colours in my scenery designs. I also tried to make the colours reflect the tone i
was trying to achieve with the game, by linking the characters. I used greens to
connate a new beginning which in this case is a apocalypse. I also felt like it
gave the classic pixel style to the game. This makes the art style obvious and
effective. The positives of this characters is that even though it is simple, it is
effective and bold. This means the character is unique and the audience wont
have a issue with identifying the main characters (playable characters) to the
non playable characters. Also, i made the colours different to my scenery so
that the characters don't blend in. This is because the main colours i used were
purples and rather dark colours. This made it hard to select the colours but i
managed to make the character fit.
Process
As you can see, i have created a enemy and a playable
character. As you can see, i have attempted to display the
zombie in different ways. I experimented with the sizing,
making smaller sizers of the zombies. This did prove difficult
due to trying to add the right amount of detail but making the
features obvious. Whilst creating the little zombies, i had to
start from scratch by using the pencil tool. From this i tried to
scale out what size the trousers would be, and began to draw
the outline of the figure. This then lead to me filling the
blanks in and adding more detail. As you can see i have
contoured the cheek bones to give a more death feel to the
character. I felt like this reflected the zombie better. This
proved difficult with sizing because the more pixel blocks
used, the harder it became to recognise the smaller zombies.
This would make them look boxy and wouldn't give the pixel
effect i wanted to create. This would ruin the tone and would
make the enemies look poorly made. I feel like in the future i
wont have to use a template. If i didn't it would of made the
zombie more unique and original.
Process
As you can see from the screenshot to your left, this is the
scenery i have included in my animation.
This took a while due to trying to come to terms with how to
shade it correctly. I also struggled to gather a basis for my
settings. This made it more difficult due to having to draw
everything from scratch. I did use some type of template to
gather the basics of the buildings. This helped with my
shading and the structure of what to style the rest of my
scenerys like.
Through out the rest of the week we began to develop our
setting and terrain. I designed a purple, landscape of
buildings as a home page. This gave the illusion of mystery
and gave the classic tone for a zombie game. This is due to
purple connotes magic and mystery. These are two aspects
which i wanted to include in my game. I also wanted to
include a colour which helps show hope. This depends on
what the character selection the audience chose, but purple
gives off a sense of hope and independence. Doing the
scenery was very time consuming which took up the majority
of my week. This is due to needing the basics before trying to
animate. This made my planning more structured and less
messy. In the future, i will try and manage my time better so
that when it comes to production, i can make my work more
effective in a sufficient amount of time.

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7. Production Reflection

  • 2. Process As you can see, i have attempted to create a pixel character. To create this i used the pencil tool and drew around a template. I drew around a template because i felt it would help improve my detail and would give me a basis of a simple pixel character. After using the template as a outline, i then began to shade in the person and created a beard and clothing. This helped create more intense and detailed character by adding more definition. To shade in the character i used the pencil tool and selected the colour swatch section. This gave me different gradience of each colour which i then selected from there. It did become difficult selecting the characters colours due to using a lot of colours in my scenery designs. I also tried to make the colours reflect the tone i was trying to achieve with the game, by linking the characters. I used greens to connate a new beginning which in this case is a apocalypse. I also felt like it gave the classic pixel style to the game. This makes the art style obvious and effective. The positives of this characters is that even though it is simple, it is effective and bold. This means the character is unique and the audience wont have a issue with identifying the main characters (playable characters) to the non playable characters. Also, i made the colours different to my scenery so that the characters don't blend in. This is because the main colours i used were purples and rather dark colours. This made it hard to select the colours but i managed to make the character fit.
  • 3. Process As you can see, i have created a enemy and a playable character. As you can see, i have attempted to display the zombie in different ways. I experimented with the sizing, making smaller sizers of the zombies. This did prove difficult due to trying to add the right amount of detail but making the features obvious. Whilst creating the little zombies, i had to start from scratch by using the pencil tool. From this i tried to scale out what size the trousers would be, and began to draw the outline of the figure. This then lead to me filling the blanks in and adding more detail. As you can see i have contoured the cheek bones to give a more death feel to the character. I felt like this reflected the zombie better. This proved difficult with sizing because the more pixel blocks used, the harder it became to recognise the smaller zombies. This would make them look boxy and wouldn't give the pixel effect i wanted to create. This would ruin the tone and would make the enemies look poorly made. I feel like in the future i wont have to use a template. If i didn't it would of made the zombie more unique and original.
  • 4. Process As you can see from the screenshot to your left, this is the scenery i have included in my animation. This took a while due to trying to come to terms with how to shade it correctly. I also struggled to gather a basis for my settings. This made it more difficult due to having to draw everything from scratch. I did use some type of template to gather the basics of the buildings. This helped with my shading and the structure of what to style the rest of my scenerys like. Through out the rest of the week we began to develop our setting and terrain. I designed a purple, landscape of buildings as a home page. This gave the illusion of mystery and gave the classic tone for a zombie game. This is due to purple connotes magic and mystery. These are two aspects which i wanted to include in my game. I also wanted to include a colour which helps show hope. This depends on what the character selection the audience chose, but purple gives off a sense of hope and independence. Doing the scenery was very time consuming which took up the majority of my week. This is due to needing the basics before trying to animate. This made my planning more structured and less messy. In the future, i will try and manage my time better so that when it comes to production, i can make my work more effective in a sufficient amount of time.

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.