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Production Reflection
Jack Henderson
Process
I began my production by finding an image
that I could base my initial ideas off. The
image that I found on Google images was a
good start point for my ideas as I am not
the most talented in freehand drawing. I
started by making a brief sketch taking
inspiration from this image. I did not
completely copy the image however I
created a foreground layer from some of
the shrub line as I planned to created a
foreground layer to create the scenery
more immersive when the character moved
through it. I created 3 separate layers
getting lighter as they moved further back
to emulate the shadows cast in the forest.
By using the brush tool I free-handed the
foreground with the brush tool pixel by
pixel. I used the original image as
inspiration to create basic models of the
leaves and different types of grass that I
could use to create variations of throughout
the foreground.
Process
This made the basis of my scene and gave me
a foundation to build another layer to create
a path, treeline and canopy layer. I started by
once again building around the stock photo I
had found and creating some a treeline
based around the image. I once again
decided to create a dynamic layered
background. The tree and upper grass-line
were modelled off the stock image and gave
me the models to create my own trees and
shrubbery in the background. I then used a
brush with a colour dodge option to make
the trees shadowed around the outside The
tree line was then layered back to create a
depth of field. I did this by making the
original green colour more grey and blue to
bring the make the tones paler and sit easier
into the background. I then created an upper
canopy layer for which I could add leaves and
other natural decorations to the overlay. The
next step was to add a path to the forest
from dirt and sand colours. The yellow sand
colour stood nicely away from the
background in contrast to the browns and
greens.
Process
I created the main menu screen freehand
apart from the text which I altered the font
flat earth spire from DaFont.com. I traced
the font then added the blue and white
colour ways myself and added the dragging
ends. The log effect was drawn all
freehand. I used logs as I felt this worked
well with the natural themes of the game. I
added rings in the centre of the logs and
and blended the edges with brush tool to
make the logs look more authentic. The
detailing around the edge of the logs
includes branches and twigs growing from
the logs when they are pressed. To create
the effect of selection in the animation, I
made the logs become smaller when they
were selected. I also added a basic sound
effect to show a clear change of selection. I
then key framed the changes between the
selections as if the player was selecting the
different options. Once selected, the
selected option expands into the grown
version through different frames of growing
animation.
Process My character design proved to be very difficult
due to the amount of variations I had to make for
the walk animations and actions. I started by
finding an image that I could base my character
off as I found it very difficult to freehand the
bear shape. Briefly, I outlined the bear changing
the shape of its limbs and facial structure. Once I
had the basic outline of the character, I then
coloured the bear in a brown colour which stood
from the background but also look very well in
place. I used the brush tool with a colour dodge
of the original colour to create the shading which
would add my details for joints and folds of the
bears skin. I then created variations of this
character which would prove as the walk
animation. This was the most difficult part of the
process as I had to create 7 variations whilst
mapping the leg movements. I intended to make
a basic walk animation and the return to it at the
end to clean up the process however I found my
self short on time so did not get round to it. The
original I created was okay, however I believe
that with more time I could have completed it to
a better standard.
Process
These are the 11 variations of the walk cycle. They
took an incredible amount of time to create and I do
believe they could have been more successful however
I did not have time to go back and redesign the
animation to run completely smoothly.
Process
The secondary character in the game is a small bird which encounters the bear
whilst it is travelling. The bear scares the bird and it flies away. I found this difficult
to animate as well as it required creating multiple variations of the same layer to
create the next frame. The design of the bird was fairly easy to create, as were the
frames where the bird lifts its head and chirps. To do this I layered the head of the
previous bird in a different position so that I could plan where the next movement
would be then used the brush tool to blend the new head on and change the
shading and other features. This part was easy, however when it came to editing
the flight animation. This used 5 frames to do this using the same technique as
before by layering new wings over then editing accordingly. I believe that adding
another detailed character into the game made it more of a dynamic environment
and I am happy I did.
Process Other features I created for the game were the loading
screen which is a simple flower growing and falling
relentlessly and the word loading with an active loading
symbol comprised of an ellipsis fill up then emptying
again. I added this as it is a feature found in almost
every single game which gives it authenticity. This was
easy to create and was not time consuming in the
slightest. It was a fun feature to add in and really helped
the feel of the game.
Another feature I added was all original music which
was created on beepbox.com. This was a lot of fun to
create and as I already have some experience in music
production, it was not a problem. The game comprises
of 3 main pieces of music which include; the menu
screen, loading screen and ending sequence. For the
menu scree I wanted to create a cheery yet memorable
tune that would be recognizable when playing. I took
inspiration from games like Mario and Sonic which both
have there distinctive tunes. The loading screen music I
created to be repetitive like the visuals on the screen as
the tune climaxes then begins again. The final sequence
music was created to reflect the mood of the character
in that moment in the story as the character is sad that
it scared the bird away. A lot of cinematic style games
do this during cutscenes and I thought it added a more
dynamic feel and made the environment more
immersive

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7. production reflection

  • 2. Process I began my production by finding an image that I could base my initial ideas off. The image that I found on Google images was a good start point for my ideas as I am not the most talented in freehand drawing. I started by making a brief sketch taking inspiration from this image. I did not completely copy the image however I created a foreground layer from some of the shrub line as I planned to created a foreground layer to create the scenery more immersive when the character moved through it. I created 3 separate layers getting lighter as they moved further back to emulate the shadows cast in the forest. By using the brush tool I free-handed the foreground with the brush tool pixel by pixel. I used the original image as inspiration to create basic models of the leaves and different types of grass that I could use to create variations of throughout the foreground.
  • 3. Process This made the basis of my scene and gave me a foundation to build another layer to create a path, treeline and canopy layer. I started by once again building around the stock photo I had found and creating some a treeline based around the image. I once again decided to create a dynamic layered background. The tree and upper grass-line were modelled off the stock image and gave me the models to create my own trees and shrubbery in the background. I then used a brush with a colour dodge option to make the trees shadowed around the outside The tree line was then layered back to create a depth of field. I did this by making the original green colour more grey and blue to bring the make the tones paler and sit easier into the background. I then created an upper canopy layer for which I could add leaves and other natural decorations to the overlay. The next step was to add a path to the forest from dirt and sand colours. The yellow sand colour stood nicely away from the background in contrast to the browns and greens.
  • 4. Process I created the main menu screen freehand apart from the text which I altered the font flat earth spire from DaFont.com. I traced the font then added the blue and white colour ways myself and added the dragging ends. The log effect was drawn all freehand. I used logs as I felt this worked well with the natural themes of the game. I added rings in the centre of the logs and and blended the edges with brush tool to make the logs look more authentic. The detailing around the edge of the logs includes branches and twigs growing from the logs when they are pressed. To create the effect of selection in the animation, I made the logs become smaller when they were selected. I also added a basic sound effect to show a clear change of selection. I then key framed the changes between the selections as if the player was selecting the different options. Once selected, the selected option expands into the grown version through different frames of growing animation.
  • 5. Process My character design proved to be very difficult due to the amount of variations I had to make for the walk animations and actions. I started by finding an image that I could base my character off as I found it very difficult to freehand the bear shape. Briefly, I outlined the bear changing the shape of its limbs and facial structure. Once I had the basic outline of the character, I then coloured the bear in a brown colour which stood from the background but also look very well in place. I used the brush tool with a colour dodge of the original colour to create the shading which would add my details for joints and folds of the bears skin. I then created variations of this character which would prove as the walk animation. This was the most difficult part of the process as I had to create 7 variations whilst mapping the leg movements. I intended to make a basic walk animation and the return to it at the end to clean up the process however I found my self short on time so did not get round to it. The original I created was okay, however I believe that with more time I could have completed it to a better standard.
  • 6. Process These are the 11 variations of the walk cycle. They took an incredible amount of time to create and I do believe they could have been more successful however I did not have time to go back and redesign the animation to run completely smoothly.
  • 7. Process The secondary character in the game is a small bird which encounters the bear whilst it is travelling. The bear scares the bird and it flies away. I found this difficult to animate as well as it required creating multiple variations of the same layer to create the next frame. The design of the bird was fairly easy to create, as were the frames where the bird lifts its head and chirps. To do this I layered the head of the previous bird in a different position so that I could plan where the next movement would be then used the brush tool to blend the new head on and change the shading and other features. This part was easy, however when it came to editing the flight animation. This used 5 frames to do this using the same technique as before by layering new wings over then editing accordingly. I believe that adding another detailed character into the game made it more of a dynamic environment and I am happy I did.
  • 8. Process Other features I created for the game were the loading screen which is a simple flower growing and falling relentlessly and the word loading with an active loading symbol comprised of an ellipsis fill up then emptying again. I added this as it is a feature found in almost every single game which gives it authenticity. This was easy to create and was not time consuming in the slightest. It was a fun feature to add in and really helped the feel of the game. Another feature I added was all original music which was created on beepbox.com. This was a lot of fun to create and as I already have some experience in music production, it was not a problem. The game comprises of 3 main pieces of music which include; the menu screen, loading screen and ending sequence. For the menu scree I wanted to create a cheery yet memorable tune that would be recognizable when playing. I took inspiration from games like Mario and Sonic which both have there distinctive tunes. The loading screen music I created to be repetitive like the visuals on the screen as the tune climaxes then begins again. The final sequence music was created to reflect the mood of the character in that moment in the story as the character is sad that it scared the bird away. A lot of cinematic style games do this during cutscenes and I thought it added a more dynamic feel and made the environment more immersive

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.