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Production Reflection
Jake Greenwood
Process
• This past week of video game production I worked on case studies,
initial plans and research. On the case studies I research one game, the
game I researched was dragon age inquisition, I talked about its
narrative and graphics and many other features about the game. Also in
the case studies I researched video game addiction, and wrote about
the causes of it. From case studies I have learnt that there are many
different camera angles and not just first person and third person, I
have also learnt that video game addiction is mostly caused by the
rewards that players get from completing a mission.
• On my initial plans I came up with three different ideas for video games
that I could make, I then picked the best one, and expanded on it by
talking about all the features that it will have such as an inventory
system. After writing about my ideas, I made a mood board that relates
to my product, and then I reflected on it. What I have learnt from this,
is that most medieval video games have a dark and gloomy setting,
which is what I’ll incorporate into my video game. I think the initial
plans where very important, because it helped me find out what I
wanted to make.
• Finally I did my research, which was where I wrote about all the
features in four similar video games, features like audio, effects,
characters and setting, from this I have learnt that most if not all video
games have a reward system from kill high level enemies, which is
another thing that I’ll incorporate to my video game, I didn’t really need
to search up and research about most of the video games, because I
already knew a lot about them, so it was an easy task for me to
complete, but that also meant that I didn’t learn much.
Process
• Because of the weather we mist a week of work, so in the third
week I had to do extra work and work faster. In the third week I
had to complete my production experiments, proposal and
pre-production. I had already finished my experiments in the
one day that we where in last week so all I had to do was
reflect on it, I wrote about all the features I used and how I’ll
use them in my final product. I think the experiments are one
of the most important parts of the production, because you
can test out and practice making your ideas and see if they
work well.
• Next was the proposal, I basically described what I was making,
I also wrote about my target audience and how I will make my
product appeal to them. The proposal is useful however it was
still early in the production so I found it very difficult to write
about my product, because I was continually thinking of new
features for it, but I still wrote down everything knew was
defiantly going to be in the game.
• I then went on to pre-production, this is where I planed out
and wrote about everything that would be on my product, for
instance the colours, I wrote about why I will be using them
and how they fit the genre.
Process
• In the fourth week, we started our actual product. To
make the animation I used Photoshop, I think it was
perfect that we got to use Photoshop because I have a
lot of experience in using it. I started off by making the
character models and backgrounds, I didn’t use any
existing templates so everything completely my own.
After making the basic designs I started to create the
animation layers, it was quite challenge to create the
running animation without a template but through trial
and error I managed to do it, I felt using this technique
would be useful for my future, because if I learn to create
my own things I won’t have to deal with copyright issues.
• I originally expected the sword animations to be easy to
make, I was wrong and instead of wasting time to create
complex animation I decided to do it the easier way, the
sword animations ended up looking simple but they
where quicker to make. For me audio felt like the
quickest and easiest part, because I had already planned
for what I wanted, I made my own music on a software
called garage band.
Process
• On the last week I did my evaluation. I wrote about
about everything that I had done in the past couple of
weeks. I discussed the strengths and weaknesses of
my research, planning and time management. After
that I compared my work to existing products, on
there technical qualities and aesthetic qualities. And
finally I discussed how appealed to my audience.
• I think it helps to write about the weaknesses of your
project because I can now improve when I do my FMP.
When comparing the qualities of my product to
existing products I discussed the similarities and
differences, and I also talked about what games
inspired me and how, I think compare my product was
good because it can give you a perspective on how far
you need to go before you make a really good game.

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7. production reflection vg

  • 2. Process • This past week of video game production I worked on case studies, initial plans and research. On the case studies I research one game, the game I researched was dragon age inquisition, I talked about its narrative and graphics and many other features about the game. Also in the case studies I researched video game addiction, and wrote about the causes of it. From case studies I have learnt that there are many different camera angles and not just first person and third person, I have also learnt that video game addiction is mostly caused by the rewards that players get from completing a mission. • On my initial plans I came up with three different ideas for video games that I could make, I then picked the best one, and expanded on it by talking about all the features that it will have such as an inventory system. After writing about my ideas, I made a mood board that relates to my product, and then I reflected on it. What I have learnt from this, is that most medieval video games have a dark and gloomy setting, which is what I’ll incorporate into my video game. I think the initial plans where very important, because it helped me find out what I wanted to make. • Finally I did my research, which was where I wrote about all the features in four similar video games, features like audio, effects, characters and setting, from this I have learnt that most if not all video games have a reward system from kill high level enemies, which is another thing that I’ll incorporate to my video game, I didn’t really need to search up and research about most of the video games, because I already knew a lot about them, so it was an easy task for me to complete, but that also meant that I didn’t learn much.
  • 3. Process • Because of the weather we mist a week of work, so in the third week I had to do extra work and work faster. In the third week I had to complete my production experiments, proposal and pre-production. I had already finished my experiments in the one day that we where in last week so all I had to do was reflect on it, I wrote about all the features I used and how I’ll use them in my final product. I think the experiments are one of the most important parts of the production, because you can test out and practice making your ideas and see if they work well. • Next was the proposal, I basically described what I was making, I also wrote about my target audience and how I will make my product appeal to them. The proposal is useful however it was still early in the production so I found it very difficult to write about my product, because I was continually thinking of new features for it, but I still wrote down everything knew was defiantly going to be in the game. • I then went on to pre-production, this is where I planed out and wrote about everything that would be on my product, for instance the colours, I wrote about why I will be using them and how they fit the genre.
  • 4. Process • In the fourth week, we started our actual product. To make the animation I used Photoshop, I think it was perfect that we got to use Photoshop because I have a lot of experience in using it. I started off by making the character models and backgrounds, I didn’t use any existing templates so everything completely my own. After making the basic designs I started to create the animation layers, it was quite challenge to create the running animation without a template but through trial and error I managed to do it, I felt using this technique would be useful for my future, because if I learn to create my own things I won’t have to deal with copyright issues. • I originally expected the sword animations to be easy to make, I was wrong and instead of wasting time to create complex animation I decided to do it the easier way, the sword animations ended up looking simple but they where quicker to make. For me audio felt like the quickest and easiest part, because I had already planned for what I wanted, I made my own music on a software called garage band.
  • 5. Process • On the last week I did my evaluation. I wrote about about everything that I had done in the past couple of weeks. I discussed the strengths and weaknesses of my research, planning and time management. After that I compared my work to existing products, on there technical qualities and aesthetic qualities. And finally I discussed how appealed to my audience. • I think it helps to write about the weaknesses of your project because I can now improve when I do my FMP. When comparing the qualities of my product to existing products I discussed the similarities and differences, and I also talked about what games inspired me and how, I think compare my product was good because it can give you a perspective on how far you need to go before you make a really good game.

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.