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 detailed evaluation of a student's work creating a video game. It discusses the student's research process, planning activities, time management, technical and aesthetic qualities of the created game, and how it appeals to the target audience. The student conducted in-depth case studies and researched multiple existing games to inform their work. Their planning and layout designs helped the production go smoothly. While the game has some basic qualities, the student provides a self-critical analysis and discusses aspects they would improve if given more time and experience.
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 document provides a weekly summary of a student's progress in producing game assets for a class project over 6 days. On day 1, the student created background art and UI elements in Photoshop. On day 2, the student made additional background art and experimented with animation. By day 3, the student finished background art and created a character, though was unsatisfied with it. On day 4, the student wrote dialogue and refined backgrounds. By the end of the first week, most planned assets were complete. On day 5, the student created text boxes and sound effects. On day 6, the student finalized the title and character walk cycles in preparation for animation.
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.
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.
Luke Ross evaluated his research, planning, and time management for his game development project. For research, he analyzed 4 existing games to identify aspects to incorporate into his own game, such as health bars and background colors. He also conducted interviews but noted their limited scope. For planning, he created mind maps of potential game ideas and went into detail on the selected concept. His schedule helped manage time but lacked detail. He completed work on time except for one late reflection. Overall, he incorporated elements from similar games while developing his own concepts and style for the project.
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.
In week 4 of production, the student filmed additional scenes for their short film about a lonely grandfather at Christmas. They filmed scenes of the family arriving and exchanging presents, which took approximately 1 hour. After importing the new footage, the student edited it into the film, adding transitions between clips. However, the lighting was different between the new clips and older footage, so color corrections had to be applied. The student also wrote an evaluation discussing strengths like on-location sound effects recorded, but also areas for improvement like strictly following the shot list. Overall, the student enjoyed the process of creating their short film, while also learning from challenges experienced along the way.
The document provides a detailed evaluation of a student's work creating a video game. It discusses the student's research process, planning activities, time management, technical and aesthetic qualities of the created game, and how it appeals to the target audience. The student conducted in-depth case studies and researched multiple existing games to inform their work. Their planning and layout designs helped the production go smoothly. While the game has some basic qualities, the student provides a self-critical analysis and discusses aspects they would improve if given more time and experience.
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 document provides a weekly summary of a student's progress in producing game assets for a class project over 6 days. On day 1, the student created background art and UI elements in Photoshop. On day 2, the student made additional background art and experimented with animation. By day 3, the student finished background art and created a character, though was unsatisfied with it. On day 4, the student wrote dialogue and refined backgrounds. By the end of the first week, most planned assets were complete. On day 5, the student created text boxes and sound effects. On day 6, the student finalized the title and character walk cycles in preparation for animation.
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.
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.
Luke Ross evaluated his research, planning, and time management for his game development project. For research, he analyzed 4 existing games to identify aspects to incorporate into his own game, such as health bars and background colors. He also conducted interviews but noted their limited scope. For planning, he created mind maps of potential game ideas and went into detail on the selected concept. His schedule helped manage time but lacked detail. He completed work on time except for one late reflection. Overall, he incorporated elements from similar games while developing his own concepts and style for the project.
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.
In week 4 of production, the student filmed additional scenes for their short film about a lonely grandfather at Christmas. They filmed scenes of the family arriving and exchanging presents, which took approximately 1 hour. After importing the new footage, the student edited it into the film, adding transitions between clips. However, the lighting was different between the new clips and older footage, so color corrections had to be applied. The student also wrote an evaluation discussing strengths like on-location sound effects recorded, but also areas for improvement like strictly following the shot list. Overall, the student enjoyed the process of creating their short film, while also learning from challenges experienced along the way.
Caleb evaluated his production process and felt he worked well with research and planning but could have improved his time management during production. He received peer feedback that praised the abandoned bunker addition but suggested adding more details to the second part of the game. Caleb agreed the gradient helped transition genres but disagreed more was needed in the second part due to its horror focus.
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 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.
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.
Jake Greenwood created four initial video game ideas and additional box art concepts for his final major project (FMP). He conducted research on existing video games and box art designs, including gameplay analyses, surveys, and interviews. Greenwood experimented with animation effects in Photoshop to improve his skills. For pre-production, he designed layouts and selected colors and fonts for the video game and box art. Greenwood created backgrounds and characters for his animated video game using Photoshop before adding sound effects and music in Premiere Pro and GarageBand. Finishing the audio portion took longer than expected but Greenwood was pleased with the 8-bit sound effects created using BeepBox, an online tool he had not used before.
Tom evaluated the video game Far Cry Primal but found it did not closely relate to his own game idea. He then researched four similar games which provided ideas for gameplay elements and aesthetics to include in his own game. Tom also interviewed three people in his target audience about game ideas. However, he felt he should have asked more people more questions.
For planning, Tom created documents on game colors, mood, contingencies, and health and safety. He experimented with pixel art characters and backgrounds. While these helped with practice, the designs did not closely match his final vision.
Tom created one level for his game but wished he had more time to add additional levels and polish. He followed a schedule but
Hannah completed research for her product including a case study on Animal Crossing, initial plans with 3 game ideas, and an in-depth research PowerPoint comparing 4 existing games to her planned games. For planning, she created a prototype match game, proposal document, and pre-production PowerPoint. During the 5 week process, Hannah felt her time management was good as she completed all work on time, though she lacked some time and wishes she could have added more details.
The document provides an overview and evaluation of Fraser Hardwick's game development process over 7 days. It describes how Fraser created the background and sprites from a previous experiment, added gameplay elements like the camera following the player. Fraser also worked on sound editing, voice acting, and inserting sounds into the game video. He exported the final video to YouTube. The document reflects on the planning, time management, technical and aesthetic qualities, and audience appeal of the game.
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.
The document discusses the evaluation of a game production project. It reflects on the research, planning, time management, technical qualities, aesthetic qualities, and audience appeal of the project. The key points are:
1) The research could have been improved by interviewing more people and a wider range of opinions to ensure the genre choice appealed to more people.
2) Better planning, such as spending more time on character designs, would have allowed for more detailed and interesting characters.
3) Time management was generally good but more time spent on animations and experiments could have improved technical aspects like movement and gameplay.
4) Overall the game achieved its goals of a fantasy RPG but technical elements like the fight scene
The document discusses the evaluation of a product created by the author. It covers research, planning, time management, technical qualities, aesthetic qualities, and audience appeal. For research, the author analyzed existing similar games but could have improved interviews. For planning, mind maps helped but character designs were not usable. Time management was mostly good but more could be spent on experiments and animation. Technical qualities like layout and genre were similar to examples, but the author's game had less features. Aesthetics like color and creativity were good but the fight scene could be improved. Audience appeal elements like fantasy aspects and rewards were included but more graphic content may have helped.
This document summarizes Tom Haase's progress on his video game production project over 4 weeks. In week 1, he created initial plans, a mind map of game ideas, and a schedule. In week 2, he experimented with pixel art animations in Photoshop. In week 3, he worked on the background and characters for his graveyard-themed side-scrolling game. He spent time drawing detailed characters and their movements. In week 4 part 1, he continued working on non-gameplay elements like the main menu, level select, pause menu, and game over screens, designing them in pixel art style consistent with his theme.
Thomas created a video game for a class project. He began with pre-production work like researching similar games, developing initial plans, and creating experiments. Due to snow days, he spent extra time on pre-production including a proposal, planning, and experiments. During production, Thomas designed levels and began animating but had to cut content due to time constraints. He added sound effects and music. For evaluation, Thomas reviewed research, planning, time management, technical and aesthetic quality, and audience appeal. Though parts were cut, Thomas was happy with the completed animated game.
The document provides an evaluation of Oliver Keppie's research, planning, time management, and technical work on a production process project. Some key points:
- Research on the target audience and genre helped shape design decisions around graphics, pricing, and gameplay elements. More specific data on comparable games could have provided additional insights.
- Planning through storyboarding, timelines, and pre-production helped structure the work and ensure completion on schedule. Further analysis of visual and interface designs may have improved these aspects.
- Time management with a schedule allowed focus on complex elements while simpler parts required less time. More time could have expanded the fighting sequence and added content.
- The fighting gameplay draws similarities to classic fighting games through
This document contains a strengths, weaknesses, and improvements analysis of the various stages of creating a horror film trailer project, including research, existing products, audience research, planning, locations, style sheets, titles, time management, and more. Some key strengths identified are that the research helped inform trailer elements and target audience, and planning helped ensure all elements were considered. Weaknesses included the limited scope of some research and locations not working out as planned. Improvements would be gathering more data, considering additional ideas, and allowing more filming time. In general, the document reflects on what went well and could be improved at each stage of the project.
Kieran Bradley conducted research on their target audience and genre through interviews and a case study. Their research helped inform the development of their 8-bit action-adventure video game. Planning included experiments, health and safety considerations, and contingency planning. Time management was challenging within the 5 week timeframe but a schedule helped ensure deadlines were met. Technical qualities of Kieran's game compared well to a pre-existing game though room for improvement was noted. Aesthetic qualities like the color scheme and realism were strengths, while character movement could be enhanced. The game concept and freedom of gameplay would appeal to the 18-20 year old target audience.
The student received feedback on a film project from peers. Key points from the feedback included:
1. The cinematography and use of different shots was a strength. Shots were well executed.
2. The music worked well and added suspense.
3. The plot was difficult to follow at times due to some long shots.
The student agreed the shots and actress' performance were strengths. They also agreed the plot could be harder to follow but with more time would have added more context. For future projects, the student would shorten gaps between scenes to improve pacing and clarity.
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.
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.
Tom Batty completed the video game design rotation, where he learned about the various components that go into gaming. He created a character, first level, and began animating movement for his game. Due to snow days, Tom had to catch up on reflection work, production experiments, and pre-production tasks. While he enjoyed designing aspects of the game, Tom ultimately decided print and magazine design would be a better fit than video games for his final major project.
Caleb evaluated his production process and felt he worked well with research and planning but could have improved his time management during production. He received peer feedback that praised the abandoned bunker addition but suggested adding more details to the second part of the game. Caleb agreed the gradient helped transition genres but disagreed more was needed in the second part due to its horror focus.
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 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.
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.
Jake Greenwood created four initial video game ideas and additional box art concepts for his final major project (FMP). He conducted research on existing video games and box art designs, including gameplay analyses, surveys, and interviews. Greenwood experimented with animation effects in Photoshop to improve his skills. For pre-production, he designed layouts and selected colors and fonts for the video game and box art. Greenwood created backgrounds and characters for his animated video game using Photoshop before adding sound effects and music in Premiere Pro and GarageBand. Finishing the audio portion took longer than expected but Greenwood was pleased with the 8-bit sound effects created using BeepBox, an online tool he had not used before.
Tom evaluated the video game Far Cry Primal but found it did not closely relate to his own game idea. He then researched four similar games which provided ideas for gameplay elements and aesthetics to include in his own game. Tom also interviewed three people in his target audience about game ideas. However, he felt he should have asked more people more questions.
For planning, Tom created documents on game colors, mood, contingencies, and health and safety. He experimented with pixel art characters and backgrounds. While these helped with practice, the designs did not closely match his final vision.
Tom created one level for his game but wished he had more time to add additional levels and polish. He followed a schedule but
Hannah completed research for her product including a case study on Animal Crossing, initial plans with 3 game ideas, and an in-depth research PowerPoint comparing 4 existing games to her planned games. For planning, she created a prototype match game, proposal document, and pre-production PowerPoint. During the 5 week process, Hannah felt her time management was good as she completed all work on time, though she lacked some time and wishes she could have added more details.
The document provides an overview and evaluation of Fraser Hardwick's game development process over 7 days. It describes how Fraser created the background and sprites from a previous experiment, added gameplay elements like the camera following the player. Fraser also worked on sound editing, voice acting, and inserting sounds into the game video. He exported the final video to YouTube. The document reflects on the planning, time management, technical and aesthetic qualities, and audience appeal of the game.
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.
The document discusses the evaluation of a game production project. It reflects on the research, planning, time management, technical qualities, aesthetic qualities, and audience appeal of the project. The key points are:
1) The research could have been improved by interviewing more people and a wider range of opinions to ensure the genre choice appealed to more people.
2) Better planning, such as spending more time on character designs, would have allowed for more detailed and interesting characters.
3) Time management was generally good but more time spent on animations and experiments could have improved technical aspects like movement and gameplay.
4) Overall the game achieved its goals of a fantasy RPG but technical elements like the fight scene
The document discusses the evaluation of a product created by the author. It covers research, planning, time management, technical qualities, aesthetic qualities, and audience appeal. For research, the author analyzed existing similar games but could have improved interviews. For planning, mind maps helped but character designs were not usable. Time management was mostly good but more could be spent on experiments and animation. Technical qualities like layout and genre were similar to examples, but the author's game had less features. Aesthetics like color and creativity were good but the fight scene could be improved. Audience appeal elements like fantasy aspects and rewards were included but more graphic content may have helped.
This document summarizes Tom Haase's progress on his video game production project over 4 weeks. In week 1, he created initial plans, a mind map of game ideas, and a schedule. In week 2, he experimented with pixel art animations in Photoshop. In week 3, he worked on the background and characters for his graveyard-themed side-scrolling game. He spent time drawing detailed characters and their movements. In week 4 part 1, he continued working on non-gameplay elements like the main menu, level select, pause menu, and game over screens, designing them in pixel art style consistent with his theme.
Thomas created a video game for a class project. He began with pre-production work like researching similar games, developing initial plans, and creating experiments. Due to snow days, he spent extra time on pre-production including a proposal, planning, and experiments. During production, Thomas designed levels and began animating but had to cut content due to time constraints. He added sound effects and music. For evaluation, Thomas reviewed research, planning, time management, technical and aesthetic quality, and audience appeal. Though parts were cut, Thomas was happy with the completed animated game.
The document provides an evaluation of Oliver Keppie's research, planning, time management, and technical work on a production process project. Some key points:
- Research on the target audience and genre helped shape design decisions around graphics, pricing, and gameplay elements. More specific data on comparable games could have provided additional insights.
- Planning through storyboarding, timelines, and pre-production helped structure the work and ensure completion on schedule. Further analysis of visual and interface designs may have improved these aspects.
- Time management with a schedule allowed focus on complex elements while simpler parts required less time. More time could have expanded the fighting sequence and added content.
- The fighting gameplay draws similarities to classic fighting games through
This document contains a strengths, weaknesses, and improvements analysis of the various stages of creating a horror film trailer project, including research, existing products, audience research, planning, locations, style sheets, titles, time management, and more. Some key strengths identified are that the research helped inform trailer elements and target audience, and planning helped ensure all elements were considered. Weaknesses included the limited scope of some research and locations not working out as planned. Improvements would be gathering more data, considering additional ideas, and allowing more filming time. In general, the document reflects on what went well and could be improved at each stage of the project.
Kieran Bradley conducted research on their target audience and genre through interviews and a case study. Their research helped inform the development of their 8-bit action-adventure video game. Planning included experiments, health and safety considerations, and contingency planning. Time management was challenging within the 5 week timeframe but a schedule helped ensure deadlines were met. Technical qualities of Kieran's game compared well to a pre-existing game though room for improvement was noted. Aesthetic qualities like the color scheme and realism were strengths, while character movement could be enhanced. The game concept and freedom of gameplay would appeal to the 18-20 year old target audience.
The student received feedback on a film project from peers. Key points from the feedback included:
1. The cinematography and use of different shots was a strength. Shots were well executed.
2. The music worked well and added suspense.
3. The plot was difficult to follow at times due to some long shots.
The student agreed the shots and actress' performance were strengths. They also agreed the plot could be harder to follow but with more time would have added more context. For future projects, the student would shorten gaps between scenes to improve pacing and clarity.
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.
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.
Tom Batty completed the video game design rotation, where he learned about the various components that go into gaming. He created a character, first level, and began animating movement for his game. Due to snow days, Tom had to catch up on reflection work, production experiments, and pre-production tasks. While he enjoyed designing aspects of the game, Tom ultimately decided print and magazine design would be a better fit than video games for his final major project.
Luke Ross evaluated his research process for developing a video game. He looked at 4 existing games - Space Invaders, Dune Buggy, Bloons Tower Defense, and Dark Souls - to identify aspects to incorporate into his own game. This research helped him determine common features needed across different game types. He also conducted interviews to understand what audiences want, though he notes the small sample size limits insights. For planning, Luke created mind maps of potential game ideas and went into detail on the selected concept. He made a schedule but feels it lacked detail. Overall, Luke feels he managed his time well and completed deliverables on time except for one reflection.
The document summarizes the research and pre-production process for a pixel art game trailer targeted at a younger audience. It discusses researching other games' target audiences, mechanics, and presentations. Backgrounds, characters, and animations were created in pixel art style. Challenges included creating varied yet similar assets and managing time. The trailer shows the main character landing on a planet and meeting another character to hint at the story while keeping it simple for its young target audience.
The document provides an evaluation of a PowerPoint presentation and video game production project by Alice Leeman. In the evaluation, Alice discusses several strengths and weaknesses of her research PowerPoint, planning PowerPoint, time management during production, technical qualities of the finished game, aural qualities, and aesthetic qualities. Overall, Alice felt her research and planning were strong, but that time management issues led to some unfinished technical aspects of the final production. She provides specific examples to support her evaluation.
The document summarizes the student's process of creating a video game for a school project. It discusses research conducted on different games, planning activities like mind maps, time management challenges, technical aspects like pixel art and animation, use of BeepBox for audio, horror theme aesthetics, and targeting an audience of 14-18 year olds. Weaknesses identified include limited additional research, scheduling, music creation, and bat animation.
Thomas created a video game for his final major project. He began by planning the game, a platformer, and conducting research on similar games. Thomas created experiments in Photoshop to practice animations for the game. After finishing proposals and planning, Thomas created backgrounds for a city-themed level over 85% complete. Issues arose with sprites, but were resolved. Menus and level animations were finished. Thomas added music and sound effects created in BeepBox, though felt the music was rushed. Box art creation was not completed due to time spent on sound.
This document provides an evaluation by Imogen Minto of her work on a research, planning, and production project. It summarizes her process in researching running games, planning her own similar game, and creating the game using various technical elements. For her game, she focused on bright colors, sound effects to mark jumping and collecting items, and a background that fades between colored stripes. While her game is basic compared to professional games, she felt it achieved her goal of creating something that looks like a game. The target audience is seen as those aged 16-19 who may enjoy the bright colors and goal of collecting items.
The document provides an evaluation of the author's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for a game creation project. For their research, the author chose games they enjoyed but acknowledges they could have explored a wider range of games. Their planning benefited from already having a strong idea, but they note they could have opened up to new ideas. They managed their time well and completed the game quickly. Technically, they used Photoshop tools like the pen tool and timeline tweening to create sprites and animations. Aesthetically, they aimed for a retro pixelated style and could have improved the maze section. They feel the simple gameplay would appeal to their target younger audience.
The document proposes a video game project titled "Sky-walkers magic" aimed at male teenagers ages 15-24 from middle-class households. Research was conducted including surveys and interviews to determine the target audience. The concept is an adventure game with puzzles and quests in an open world similar to "Monkey Island." Production will include creating backgrounds, characters, animations, and sound over 8 weeks. Evaluation will consist of daily reflections, a self-evaluation, and peer feedback to improve the game.
The document provides an evaluation of the author's game design project. It summarizes the research, planning, production, and technical aspects of the project. The author researched three different games to inform their project. Their planning process included mind maps and initial ideas. Weak areas included time management and the musical elements. The author focused on technical and aesthetic details to create an atmospheric horror game but notes it may be too simple for the intended older audience.
The document provides an evaluation of the student's production process for their final major project (FMP) creating a game. It summarizes their research process, planning, time management, technical and aesthetic qualities of the game, audience appeal, and feedback from peers. The student felt their research was effective but they could have managed time better. Technically, they were pleased with how they implemented scene transitions and use of opacity. Aesthetically, they were happy with the art style and use of opacity to blend elements. Based on surveys, they tried to appeal to common interests but found the target demographics hardest. Peer feedback praised backgrounds, characters and concept but noted the need for a longer story and finished plot. In their summary,
The document provides an evaluation of the student's production process for their final major project (FMP) creating a game. It summarizes their research process, planning, time management, technical and aesthetic qualities of the game, audience appeal, and feedback from peers. The student felt their research was effective but they could have managed time better. Technically, they were pleased with how they implemented scene transitions and use of opacity. Aesthetically, they were happy with the art style and use of opacity to blend elements. Based on surveys, they tried to appeal to common audience preferences. Peer feedback praised backgrounds/characters but suggested a longer story and finishing the plot. The student agrees more planning was needed to complete the game fully.
The document outlines research and designs created for a mobile game app called "Snail Trail", including logos, icons, t-shirt designs, and website banners. Feedback was provided on initial designs which helped refine the concepts. The process, materials used, target audience, and suggestions for further improvement are evaluated.
The document summarizes the student's evaluation of their research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for their game development project. Some key points:
- The research covered multiple game styles which provided more ideas but wasn't as specific as it could have been once a style was chosen.
- Planning was rushed due to lost time from weather closures. More detail and annotations could have been added.
- Time was generally well managed despite lost days, though some evaluation time was sacrificed.
- The technical and aesthetic qualities drew from Pokémon-style games but had some distinguishing elements like borders and softer colors.
- Audience research provided mixed feedback, but
Stefan Hughes created a game by first designing the background elements like the school, terrain, and sky. He then spent a significant amount of time designing the main character avatar to have different positions and animations for movement. Additional game elements like power ups, cars, rocks, and clouds were also designed. The most time-consuming part was animating all the different elements together across multiple frames in the game. Finally, Stefan added custom music to the finished rendered video.
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.
The document summarizes Jessica Crosland's process for creating an interactive evaluation of an 8-bit puzzle game. Some key points:
- Her research involved looking at existing 8-bit games on YouTube as examples, which helped with ideas but she wished to explore more sources.
- Her planning included creating a style sheet with font and color choices as well as layout ideas, but she wanted to use Photoshop for more experimentation.
- Time management was a challenge as she rushed some parts and wanted more time to add sound effects and details.
- Peer feedback noted strengths like the background details but suggested adding more animations, complexity, and smoothing gameplay.
The document provides an evaluation by Benjamin Lawrenson of the research, planning, time management, technical qualities, aesthetic qualities, and audience appeal of a video game project. Some key points:
- Secondary research of existing games provided inspiration for techniques, pixel art style, and how to make the game appealing. However, the research space was limited.
- Planning included mind maps of game ideas, focusing on audience, and mood boards for inspiration. More sources could have been gathered earlier.
- Time management was generally good but some tasks like audio took too long. Sticking closer to the timeline could have resulted in a more polished product.
- Technical qualities like detail, zoom level, and colors were
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 provides information on presentation ideas and options for screening a documentary film project. It discusses creating a Facebook page, Instagram account, and Wix website to promote the film. It lists upcoming screening opportunities at a college and private venue. It also includes links and contact information for the social media and Wix sites created to share the film.
The document provides feedback from several people on a short film about religious vocations. The feedback was generally positive, praising aspects like the smooth editing, fitting music, and interesting interview content. However, some criticisms were offered as well, such as having the interviews be intertwined rather than separated, making it shorter to hold attention, and ensuring the audience could relate to interviewees of varying ages. The creator reflects that the feedback provides useful suggestions for improving engagement and representation if they were to edit the film again.
The document discusses several technical and creative issues the filmmaker considered when planning their documentary production. This included experimenting with different camera equipment like steadicams and shoulder mounts to determine what would best suit filming interviews. Audio equipment was also tested to decide the best way to capture clear interview sound. Lighting experiments helped improve the filmmaker's skills at preventing overexposed shots near windows. Issues around finding photographs of interview subjects and editing the narrative structure once interviews were complete were also contemplated. The filmmaker concluded brief talking head interviews without additional camera operators would work best and they would wait to edit until all footage was acquired.
The document discusses the evaluation of the research and production process for a documentary project. Some key points:
- The questionnaire used for research did not reach many people, limiting the variety of responses.
- Researching existing documentaries helped with understanding techniques to use.
- During production, issues with equipment cutting off and loud background noise occurred in one interview.
- More crew members and planning of locations could have improved lighting, sound quality, and ability to get additional shots.
- Overall, the research and production methods were effective, but some aspects could be improved for future projects.
The document outlines a proposal for a short documentary film between 5-10 minutes examining why individuals choose careers in the Catholic church rather than a secular path. Interviews will be conducted with a priest, nuns, and a Catholic school teacher about their vocations. A schedule is provided detailing the pre-production, production, evaluation, and presentation phases of the project across 20 weeks.
This week the student continued research for their documentary film project. They analyzed responses to a questionnaire they distributed to gather information about audience interest in documentaries and religion. The student used this information to define their target audience and aims. They also contacted potential interview subjects to schedule filming. The student reviewed existing documentary films and styles to inform technical decisions for their own film, such as camerawork and crew size. Researching film festivals helped the student plan for presenting their completed film. Overall, the research is helping the student tailor their film to better engage their target audience.
This document provides information about the applicant's educational background and goals for studying filmmaking. It includes:
1) Details of the applicant's college studies in Creative Media where they discovered a passion for filmmaking, producing their first short film and documentary.
2) Their application to various universities, ultimately choosing Greenwich for its welcoming campus and environment.
3) Their interest in directing and producing films that can positively impact audiences, and desire to develop professional skills through challenging projects at university.
4) Experience working part-time in a bakery to gain work ethic and a passion for storytelling, along with trips taken to film festivals to expand their knowledge of the industry.
The document outlines Georgia Brown's plans for a documentary film project interviewing three individuals about their Catholic vocations: Sister Agatha, Father Ross Thompson, and Anthony Devanney. It includes schedules for filming and editing interviews, details on the interview subjects and crew, location release forms, interview questions, storyboards, and shot lists. The goal is to create three short profile videos of each subject and compile them into a 10-minute final documentary.
Georgia Brown is applying to university through UCAS to study film-related degrees. She achieved a range of GCSE grades from B to F. For her AS levels she received grades of C in Business and General Studies. She completed a Creative Media Production and Technology Extended Diploma with a Distinction grade equivalent to 84 UCAS points. Her top choice is the Film Practice degree at UAL, which is very competitive to enter. She is also considering Film and Television at UAL or Film and Television Production at the University of Greenwich.
The document summarizes the results of a questionnaire about documentaries and religion. It found that most respondents were female aged 16-30, subscribed to streaming services like Netflix, and watched at least one documentary per week. While not religious themselves, respondents were still interested in religious documentaries. Most would choose to watch based on the topic rather than the presenter. Based on these results, the creator decided not to include themselves as a presenter, and to take a middle approach of being serious but not too heavy or light in discussing religious topics for their short student documentary.
This document provides an opportunity for the student to reflect on what they have learned over the first 7 units of their course. It asks the student to think about how their knowledge and skills have improved since starting the course, and how this has influenced their choice of final major project (FMP). The student then provides details about their proposed FMP, which is a documentary exploring how the Catholic church engages with and approaches young people today. It will examine whether a gap is widening between the church and new generations. The student wants to improve their documentary skills and finds the topic interesting given their Catholic school background. They outline influences like Louis Theroux and Netflix documentaries and their goal to make the audience think differently about the topic.
The document provides planning details for a client project involving creating various marketing materials for a spa and salon business. It includes brainstorming ideas for a promotional video focusing on the massage section, discussing graphic designs for price lists, posters, and a website. Meeting notes and correspondence with the client are documented. Filming and editing schedules are planned to create a short advertisement video and complete the project within the agreed upon timeline. Storyboards and shot lists are drafted.
Honeycomb Cabin:Salon & Spa is a hair and beauty salon located in a log cabin in Huby, York. It is owned and operated by Janet Brown, who has over 35 years of experience in the industry. The salon offers services such as haircuts, coloring, nails, waxing, facials, and massages using Neal's Yard Organic and L'Oreal products. The target market is middle-aged women between 35-65 years old living in the rural area around Huby. Demographic data shows this area has an affluent population of married homeowners with disposable income, making them suitable customers for the salon.
This document provides an evaluation of a short documentary produced by Georgia Brown. It discusses the various stylistic and technical choices made in producing the documentary. These included using talking head interviews, a voiceover narration, still images, and choral music. The document also compares the documentary to similar films that use techniques like voiceovers, interviews, and music. Finally, it outlines some strengths of the documentary, such as its unique subject matter and professional production quality, as well as some weaknesses and plans for future improvements, such as better time management and additional interview content.
Here are a few suggestions for improving your documentary in future iterations:
- Include a title card at the beginning to clearly identify the name and topic of the documentary. This helps set context and expectations.
- Vary your interview locations rather than just talking heads. Filming in relevant locations can help illustrate points and engage viewers.
- Consider b-roll footage to supplement the interviews. Relevant photos, videos or graphics can reinforce what is being discussed.
- Cite any facts or statistics mentioned to build credibility. Viewers will want to know the sources.
- Check audio quality during interviews. Some responses were hard to hear at times which detracts from the message.
- Tighten the
The document outlines an idea for a 2-5 minute video about nuns. It details that interviews will be conducted with 1-2 nuns in a chapel or their living quarters. Old photographs and footage of nuns as well as illustrations with facts about nuns in the UK will be included. Shots of the chapel ceiling in slow motion are also proposed. The video will have a voiceover of nuns talking over old photographs and possibly showing their own photographs from the past. It will discuss their former jobs and current work, as well as the decline in their numbers. Organ and choir music will play in the background.
This document discusses potential ideas for a short documentary film. The first idea is to interview Catholic nuns in modern England to understand what their lives are like now compared to historically when they played a larger role in society. Old photographs and found footage would be used to illustrate the past, with interviews providing context. The second idea is to examine the Catholic church in 2018 England and discuss controversial modern issues like LGBTQ+ rights, abortion, and women's rights to understand the church's stances and how they may be changing with the times. Illustrations, interviews, and location footage would be incorporated into either documentary.
Georgia Brown summarizes her work over the first four weeks of her final major project. In week 1, she generated several film ideas and ultimately decided on a psychological thriller about a girl who realizes she is dead. She created mind maps and mood boards to plan the idea. In week 2, she finished research including audience surveys and film analysis. In week 3, she conducted production experiments with filming, editing in Premiere Pro, color grading, and sound editing in Audition. She reflected on how these experiments will help with her actual film production. In week 4, she began pre-production planning by creating a contingency plan and organizing various production elements.
The document provides an evaluation of the student's research, planning, and time management for their final major project filming a short film. Some key points:
- The student's research included analyzing similar existing films and conducting primary research via interviews and surveys with the target audience. This helped shape the film's story, camerawork, and appeal to viewers.
- Planning included casting, crew recruitment, location scouting, scheduling, storyboards, and contingency plans. Thorough preparation helped deal with issues that arose during filming.
- Time management allowed the student to complete all assignments and film/edit their project within deadlines, though daily reflections could have been done closer to events.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
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বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2. Week 1
In week one of production I started off by researching a case study. I decided to research the game ‘Pippa
Funnell – Secrets of the Ranch’ which is a game that I have played a lot since around 2007. we started off by
watching a big PowerPoint presentation which explain and taught us all of the key aspects of video games.
Then we had to match all of the terminology that we had learnt to the game we were doing our case study
on. This really helped me to understand what each term meant and how you should properly implement
them when making a game. This task was meant to be completed on the Tuesday and then finished off on
the Friday as it was very long. Doing this really helped me t understand how complex games really are and
how there are so many different things like the characters and world and rules and interface to consider
when planning our own game. On the Wednesday we started our initial plans which consisted off coming up
with potential game ideas and then whittling them down to one main idea which we would end up making.
We then went into more detail on a different slide about as many aspects of the game that we could so that
when we came to making it we already knew what we had to do and we knew that the game wouldn’t be
missing any major parts. We also made a mood board to get ideas from and then made a schedule so that
we wouldn’t fall behind in our allotted time. This schedule helped to keep me on track as I referred to it
when needed to know what to do when I was unsure, it also helped me to get things done as I then knew,
once looking at it, how much work I had left to do and how long I should spend on each specific task. The
finial thing that we did in week one was research of four games and the interviews of some of our target
audience. The research wasn’t that in depth as it was just an overview of the type of game it was and how
that compared to my game idea. This helped me to understand how these popular games appealed to the
target audience, which was a similar one to mine, and how I could do that too. We then did interviews of
some people from our target audience so that we could understand what aspects of these other games we
should include in ours and why. This definitely helped me to appeal to them more as I took on board many
of the things they said in order to create a better game for my target audience.
3. Week 2
The first thing we did in week two was our production experiments. I did two Photoshop experiments, one
was a match four and the other was animated. Then I also did an audio experiment on BeepBox to learn how
to use their website so that I could use it to create songs and sound effects for my game. The match four that I
made wasn’t very god, it was only an experiment and as I only had to animate one I didn’t do that to this one.
Another reason I didn’t put much effort into it was because at that point I knew that I wasn’t going to make a
match up game. Because I knew this I decided to try to create a side scroller and therefore I made an
experiment where a dog jumps over hurdles to get hotdogs. I think that it was very successful as the dog had
a very good walk cycle where it could jump up over the jumps and land well. Tis was very good practice as I
hadn’t done any animation since the Irn-Bru project so it was a good way to get into it again. Even though it
was good the background on the dog experiment didn’t move yet that was time due to time restraints and the
fact that it wasn’t necessary. Towards the end of week two I also finished off any work from week one that I
hadn't completed as we had been set three PowerPoints and there was a lot of work in them and I wanted to
make sure I had done them all correctly. However on the Wednesday, Thursday and Friday I wasn’t able to get
to college as it had closed due to really bad snow which was unexpected. Because of this is pent the week
doing the audio experiment and writing it all up on the fourth PowerPoint. The audio snippet that I did for my
experiment was okay however I am not very good at music and therefore it wasn’t very advanced. If I could re-
do it I would maybe try to add more instruments and change the settings around as mine was very plain and
straight forward. After this I then wrote up a reflection on each experiment including the audio saying how I
felt it was good or how I could improve. I also wrote about the process that I used to get to that final product
which is shown on the production experiment PowerPoint. Despite doing this there wasn’t really much else to
do that week as we hadn't been set any work and therefore everything else had to wait until the third week
which was meant to be for production which obviously set us back slightly.
4. Week 3
At the beginning of week three we started off with the proposal which was the fifth out of eight documents we
had to complete. The proposal covered the things that, if it were real, you would pitch to someone about your
video game and the reasons why and how you would do it. It covered the name, the audience, your rationale,
the projects concept and how you would evaluate it once it had been made. I decided on the name ‘Crazy
Mare’ because it reminded me of a game which is called crazy taxi yet mine is about horses and therefore I
though crazy mare sounded good. Then I researched and decided upon the audience for my game however I
had to factor in the part of the audience that had already been set for us in our brief. As we had to do a game
for people aged between 16-19 I researched what I thought they would be like and came up with an audience
who liked and own smart phones, they were all genders and sexualities and were of the psychographic
‘achiever’ or ‘needs driven’ as my game was aimed towards peoples competitive nature. I then explain how I
had learnt a lot of Photoshop skills over the course on the Irn-Bru project, video rotation and most importantly
the print rotation and how I thought that would therefore benefit me greatly when creating my video game.
Once I had finished the rest of my proposal I started to do my pre-production PowerPoint and the first part of
that was to do a style sheet. Despite making one I don’t feel as though I used it enough as I just made the game
to what I thought it should look like in my head. For example the background wasn’t related to the colours I
had chosen it just looked realistic as it was set outside. In addition as I did everything in pixels I didn't use a
font at all and therefore that part was additionally wasted. the only part f this planning that I did use was the
layouts that I had created as they were a really good reference for how I was going to set out my game and
how it would look and work. After finishing that PowerPoint I finally started the actual production of my video
game. I started off at the end of week three by creating the background for my game which was a racetrack. It
took quite a long time as I had to count each pixel across the top of the screen so that it was all equal as I
wanted it to be as professional as possible. I then had to draw out the railings and lines in the floor which took
quite a long time as well because the lines had to get from one point to the other but equally and that is
difficult when you only a set number of squares/pixels available. I think that the floor was really good as it
genuinely looks like a race track however I now regret having it go all the way up to the top of the screen as it
looks as though it goes up into the sky.
5. Week 4
For week four I continued with the production of my video game. I had to create my avatar and it’s walk cycle if it was necessary
which it ended up really needing to be done. My avatar was a horse however the perspective was from behind and aerial and
therefore it had to be the back of the horse which was difficult to get right where you could still tell it is a horse however I feel as
though I completed it well. The way the game played the horse had to jump over the jumps that were coming towards it and so the
way I should it jumping was just through lifting his body up and retracting his legs and it worked quite well and successfully looked
like a horse jumping. I also had to create the jumps that the horse would jump over yet because some had to look like they were
further away I had to draw them really small and then the next would get bigger and bigger etc. this would really well as the jumps
were obviously show jumps and the did look like they were far away and were getting closer and closer. A tricky thing that I
encountered was the sky and making it look realistic. This was because I had made the track to go all the way to the top of the page
and therefore if I put the sky at either side it would look like the track was going up into the sky. The way I finally got around that was
by only colouring in the diagonal corners in blue for the sky. I thought that this was best as it looked like that was the sky from the
slightly aerial perspective that it was shot from. After completing everything that was on the center of the page I had to create the
hud and the trees and things to go at the side of the track. I decided to draw trees and bushes as they are generally outside near
grass and I thought that they would be easier to do in the time I had left rather than drawing loads and loads of people which would
take too long especially as it wasn’t a really important part of the game. To make the trees as good as possible I tried to add shading
and multiple colours and I think that it worked as they look good and it is easier to understand what they are. If I could go back and
re-do my game I would definitely make the things on the hud bigger as I don’t think that they’re obvious during the game. Another
thing would change if I could re-do this would be the fact that the side of the track doesn’t move. Originally the barrier moved
showing how we were getting further down the track, however I realised that if that moved, everything along the side would have to
move as well. Since I didn’t really have enough time for this I decided to just keep the barriers how they were when they were still
and just leave the outside objects in their places. After I had made sure that I had drawn all of the objects in my game on different
layers I had to make numerous slides at the bottom of my page on the timeline to create my animation. This took a very long time
and it was quite tedious as it just involved placing everything on each slide where it needed to be so that it would move along yet not
be too jumpy. After making around 50+ slides I thought that it was enough as it sowed my game running through once at one speed
and then again slightly faster for the second level. After I had finished the main game I had to make my start menus, this was easy as I
just duplicated it once I had made it as one had to say ‘horses’ and the other had to highlight the ‘start’ instead. I animated this page
too to give it something extra by making the horse go down to eat grass, I think that it looks really good actually and it makes the
game look more professional and less rushed. The last part of production that I completed on Photoshop was the horse choice page
where the player would theoretically be able to choose which avatar they wanted to be. I did this by drawing one big horse in a
certain colour then drawing over it in a different colour on another layer. If I could re-do this I would change the horses available and
have a part where the player would have to pay with the coins they had won during the game for a new coloured horse.
6. Week 5
Once I had finished all of my production work on Photoshop I had to export it however to do this I had to
change the image size and then export it so that it wouldn’t be blurry. Once I had exported all four of my
animated Photoshop documents I put them on PremierPro and put them in the order that I wanted them to
go which was the first home page where horse was highlighted, then the horse choice page, then the home
page with the start highlighted and then finally the main game play. Once the visual part of my game flowed
smoothly and made sense I had to start doing the audio sound effects and music. Most of the sound effects
for my game were just beeps at a different frequency (higher or lower) and therefore that part was quite
easy to do and I made them sound effects on BeepBox. I think that being a different sound helped you to
differentiate was was happing on screen like when you were just scrolling or actually selecting something. I
also decided to add a neigh/whinny to the firsts screen because I thought it linked to the fact that the game
was about horses and it made the game seem more realistic as this sound was real and not animated. Once I
had added all of the sound effects under the appropriate part of the video I had to start doing the actual
music for the game which was very difficult. As I have previously stated I am not very musically gifted and
therefore creating a song even on a website as easy as BeepBox was near impossible so I had to just
download one that was royalty free instead. It was difficult to find a song that fitted with the game play and
that wasn’t too fast or slow however in the end I think that the song fitted with the game well as it was
happy and jolly. I know that for my future projects I will have to improve my audio skills by either making it
myself or getting someone I know to play/create something and I could record it as I know that I cannot just
keep downloading things every time I need music. Once I had finished the audio part of the production it
meant that I had completely finished my video game and that I could export it which I did. I then put it on
YouTube so that it was easily accessible and so that I could put a link to it in my PowerPoint. The final thing I
had to do was to evaluate my work which I completed in good time. I think that my evaluation was good
however I could maybe have done more for my audience appeal however at the time it didn’t seem as
though there was much to write about. Another thing that I had to complete in week five was this reflection
as I had a couple of weeks to finish because we had missed a lot of Fridays I had fallen behind however I feel
as though I have written enough and I think that I went into enough detail in the appropriate places.
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.