The document provides an overview of different character types that could appear in an adventure story, including the hero, villain, helper, donor, dispatcher, princess/prize, and false hero. It then provides three initial story ideas centered around different protagonists - Jiro Yuta, Daiki, and Jaden Reeves. Each idea includes details about the protagonist, what happens in the story, why it happens, when and where the story takes place, and how the story may unfold. Additional pages include a mind map, mood board, and research on existing products to help inform the story development.
The document provides an evaluation of Jay Birkin's FMP project. It summarizes the key stages of the project including research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research involved questionnaires that helped understand the target audience. Planning covered tasks like fonts, colors, and storyboards. Time was managed well and deadlines were met, though some aspects could have used more time. Peer feedback was positive and suggested minor improvements like smoothing the edges of a hand image.
Here are the key observations and insights from the interviews:
Interview 1:
- Likes feeling immersed in different game worlds and storylines
- Enjoys puzzle solving and learning through games
- Favorite aspect is playing online with friends
- Plays daily or several times a week
Interview 2:
- Likes achieving goals and winning in games
- Appreciates educational aspects of games that teach history
- Views gaming positively as an entertaining way to spend free time and socialize
- Plays 3 times a week
Both interviews suggest the target audience enjoys gaming for fun and socializing with friends. They play regularly but not intensely. Educational and story-driven aspects are appreciated. Achieving
The document provides research and analysis on existing gaming magazine products. It notes several common conventions across the products, such as large, bold text and brighter colors. However, it argues these conventions do not well relate to the gaming genre. The analysis states aspects that will be included in the author's own work, such as using dark colors at the bottom graduating to lighter at the top, and not placing text over images. The document also profiles the intended audience for the magazine as mainly male, aged 10-25, from middle-class backgrounds, and with needs-driven psychographics responding to impulse and missing opportunities.
The document provides details on pre-production work for a game project, including color schemes, fonts, HUD designs, character sketches, and a production schedule. Key aspects include:
- Choosing brighter colors inspired by adventure games like Monkey Island.
- Selecting pixelated fonts to match the retro style and ensure legibility when pixelated.
- Favoring a bottom-right HUD layout that resembles common adventure game designs.
- Initial sketches exploring flag, character, and robotic arm concepts to develop the visual style.
- A 3-week production schedule outlining tasks like background art, sound effects, and animation.
This document provides an evaluation of Jay Birkin's magazine production project. It summarizes the research, planning, and time management that went into the project. It also discusses the technical and aesthetic qualities of the finished magazine products. Peer feedback was positive about the variety of images and coverage of the entertainment genre as a whole. Suggested improvements focused on adding more information to the double page spread and potentially making the front cover more eye-catching with brighter colors. The student agrees that the double page could be improved and would make those changes if given more time.
The document provides analysis and feedback on app store icons. It discusses elements that make good icons such as using gameplay elements and characters to represent the game. It also discusses things that make bad icons such as logos that are too simple to understand the game. The document then analyzes specific icons for games and provides examples of icon designs and color schemes, providing feedback on what works and doesn't work visually.
The document summarizes Louis Dodds-Rodgers' process in developing an interactive arcade fighting game. Some key points:
- Research on similar successful games helped inform game design but also uncovered copyright issues that required careful navigation.
- Planning included mind mapping ideas and molding the game around the target demographic, though weaknesses included difficulty creating a wholly original concept and improperly using reference characters.
- Time management was initially efficient but struggled with character/sprite creation due to limited planning and ran into copyright issues with audio samples.
- Peer feedback suggested improving animation quality and movement, adding character details like names/powers, and including more aesthetic elements.
The document outlines Dominik Balint's initial plans for creating various multimedia projects, including a DVD/CD case, graphic novel, video game, and pixelated advergame. Dominik decides to focus on designing a pixelated arcade-style advergame that will be created in Photoshop. The game will involve collecting stars on different levels and will include characters, settings, posters, and an animation to demonstrate gameplay. Dominik plans to conduct research on existing games for inspiration and aims to target all ages with the fun but challenging game.
The document provides an evaluation of Jay Birkin's FMP project. It summarizes the key stages of the project including research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research involved questionnaires that helped understand the target audience. Planning covered tasks like fonts, colors, and storyboards. Time was managed well and deadlines were met, though some aspects could have used more time. Peer feedback was positive and suggested minor improvements like smoothing the edges of a hand image.
Here are the key observations and insights from the interviews:
Interview 1:
- Likes feeling immersed in different game worlds and storylines
- Enjoys puzzle solving and learning through games
- Favorite aspect is playing online with friends
- Plays daily or several times a week
Interview 2:
- Likes achieving goals and winning in games
- Appreciates educational aspects of games that teach history
- Views gaming positively as an entertaining way to spend free time and socialize
- Plays 3 times a week
Both interviews suggest the target audience enjoys gaming for fun and socializing with friends. They play regularly but not intensely. Educational and story-driven aspects are appreciated. Achieving
The document provides research and analysis on existing gaming magazine products. It notes several common conventions across the products, such as large, bold text and brighter colors. However, it argues these conventions do not well relate to the gaming genre. The analysis states aspects that will be included in the author's own work, such as using dark colors at the bottom graduating to lighter at the top, and not placing text over images. The document also profiles the intended audience for the magazine as mainly male, aged 10-25, from middle-class backgrounds, and with needs-driven psychographics responding to impulse and missing opportunities.
The document provides details on pre-production work for a game project, including color schemes, fonts, HUD designs, character sketches, and a production schedule. Key aspects include:
- Choosing brighter colors inspired by adventure games like Monkey Island.
- Selecting pixelated fonts to match the retro style and ensure legibility when pixelated.
- Favoring a bottom-right HUD layout that resembles common adventure game designs.
- Initial sketches exploring flag, character, and robotic arm concepts to develop the visual style.
- A 3-week production schedule outlining tasks like background art, sound effects, and animation.
This document provides an evaluation of Jay Birkin's magazine production project. It summarizes the research, planning, and time management that went into the project. It also discusses the technical and aesthetic qualities of the finished magazine products. Peer feedback was positive about the variety of images and coverage of the entertainment genre as a whole. Suggested improvements focused on adding more information to the double page spread and potentially making the front cover more eye-catching with brighter colors. The student agrees that the double page could be improved and would make those changes if given more time.
The document provides analysis and feedback on app store icons. It discusses elements that make good icons such as using gameplay elements and characters to represent the game. It also discusses things that make bad icons such as logos that are too simple to understand the game. The document then analyzes specific icons for games and provides examples of icon designs and color schemes, providing feedback on what works and doesn't work visually.
The document summarizes Louis Dodds-Rodgers' process in developing an interactive arcade fighting game. Some key points:
- Research on similar successful games helped inform game design but also uncovered copyright issues that required careful navigation.
- Planning included mind mapping ideas and molding the game around the target demographic, though weaknesses included difficulty creating a wholly original concept and improperly using reference characters.
- Time management was initially efficient but struggled with character/sprite creation due to limited planning and ran into copyright issues with audio samples.
- Peer feedback suggested improving animation quality and movement, adding character details like names/powers, and including more aesthetic elements.
The document outlines Dominik Balint's initial plans for creating various multimedia projects, including a DVD/CD case, graphic novel, video game, and pixelated advergame. Dominik decides to focus on designing a pixelated arcade-style advergame that will be created in Photoshop. The game will involve collecting stars on different levels and will include characters, settings, posters, and an animation to demonstrate gameplay. Dominik plans to conduct research on existing games for inspiration and aims to target all ages with the fun but challenging game.
This document provides summaries of existing video games to help inform the design of the author's own video game idea. Key details summarized include:
- Monkey Island has a dark, detailed art style that provides atmosphere for an adventure game. Its bottom menu bar is compact.
- Maniac Mansion uses brighter colors but lacks engagement. It has a character select menu but the author thinks a character creation menu would be better.
- A simpler game shows an interactive menu and heads-up display done well in a pixelated, blocky style that would be easier to create. The character looks out of place.
My product is a line of merchandise for an original action role-playing video game that I have created, including posters, a skateboard deck, CD and console cover art, game logos, key chains, and T-shirt designs. Through research including surveys and interviews, I have tailored my product designs to appeal to my target audience of 10-20 year olds, who are mostly male and middle class. Features like bright colors, neon effects, and pixelated characters are intended to attract impulse buyers in this psychographic group. My designs are original creations that avoid potentially offensive material or copyright issues.
The document outlines Jay Birkin's initial plans for a personal project creating video game assets. Jay will create characters for a survival video game where 8 criminals work together in a city overrun by a virus. The characters will have supernatural abilities or high skills. Jay will develop the storyline, dialogue, and eerie sound effects. Jay created a mood board with horror/thriller images to influence the final product being created in Photoshop. The target audience is teenagers and young adults interested in a multiplayer online survival game. Jay chose not to do posters or graphic novels, having done posters before and finding images for novels too difficult.
Jay Birkin gathered various style references like graffiti art, logos, and fonts to inspire designs for a skateboard deck brand and video game merchandise. These references informed the creation of colorful, eye-catching designs for a skateboard, poster, and t-shirt featuring pixel fonts, graffiti elements, and characters. Potential issues during the design process like computer or software problems, image quality issues, and ergonomic concerns were addressed through contingency plans involving alternative computers, resolution adjustments, posture adjustments, and regular breaks.
Jay Birkin is considering ideas for his final major project (FMP) in school. He is interested in creating a video game with accompanying merchandise items like posters, key chains, and game art. He wants to improve his animation and visual art skills. He provides some initial thoughts on game genres he might explore, including adventure, horror, action, and shooter. He creates a mind map of additional ideas like a video game, short film, or magazine. For a video game, he sketches out potential storylines, colors, and other design elements. He includes mood boards exploring adventure and horror game aesthetics. The summaries focus on Jay's interests in video games, animation, and visual art and his exploration of potential project ideas
The document provides details on the pre-production planning for a magazine cover design project. It includes descriptions of the color scheme, fonts, and layout designs being considered to inspire the final magazine cover. Reference images of existing magazines, backgrounds, and characters are included to aid the design process. Potential issues that could arise during production like copyright, computer malfunctions, and ergonomic concerns are addressed in contingency plans. A weekly schedule is outlined to complete the magazine cover design in Photoshop and accompanying reflections and evaluations in PowerPoint.
Harry plans to create a completed version of his original video game project as his final major project. The game is a platformer with turn-based RPG battles that also includes a mystery for players to solve. Harry chose this project to fully realize his original idea and because he enjoys games that combine platforming, RPG elements, and puzzles.
Harry plans to create a completed version of his original video game project as his final major project. The game is a platformer with turn-based RPG battles that also includes a mystery for players to solve. Harry chose this project to fully realize his original idea and because he enjoys games that combine platforming, RPG elements, and puzzles.
The research analyzed various existing video game products including games, game cases, logos, posters, and merchandise. Some common features identified were simpler graphics and stories, darker color schemes, side-scrolling perspectives, larger and bolder logos, and pixelated fonts. Aspects the researcher will include are an adventure genre with brighter colors, detailed graphics inspired by Monkey Island, including standard elements on the game case, logos subtly placed on multiple products, and pixelated fonts. A horror genre and trailer were ruled out due to difficulty within the time constraints.
The document provides research and analysis on existing video game products. It examines various games, game cases, logos, posters, and merchandise items. Some common features identified across products include simpler graphics and stories, darker color schemes, side-scrolling gameplay, and pixelated fonts. Aspects the researcher plans to include in their own work are a brighter color palette based on survey feedback, detailed graphics inspired by Monkey Island, including key information on the back of a game case, and a uniquely designed logo incorporated across different merchandise items. The research helped narrow the genre to an adventure game and ruled out creating a trailer due to time constraints.
The product is an escape room video game called 8 ESCAPE. Players control supernatural convicts and a prison guard who must work together to escape a city infected by a zombie virus. The game genre is survival and aims to entertain players ages 15-25, especially males, by allowing them to interact with characters and complete the story of escaping the crashed plane. Legal considerations include restricting the game to ages 15+, avoiding offensive content, and ensuring original characters, names, and logos to prevent copyright issues given similarities to other zombie survival games and movies.
Harry plans to create a completed version of his original video game project as his final major project. The game is a platformer with turn-based RPG battles that also includes a mystery for players to solve. Harry chose this project to fully realize his original idea and because he enjoys games that combine platforming, RPG elements, and puzzles.
The document provides an evaluation of an FMP project. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research section found games like Stranger Things helpful for inspiration but Slender Man less relevant. Planning allowed narrowing ideas but some became unrealistic. Time away from school hindered work. Peer feedback praised the creative design but noted character movement could be more fluent and text on clippings clearer.
This project involved creating a 12-page fanzine called "Press X To Play" focused on video games. Key aspects of the project included researching existing fanzines in different genres, developing ideas like reader letters and previews, conducting an interview with a gaming YouTuber, and refining pages like adding a Shadow the Hedgehog poster and retro game reviews. The completed fanzine consisted of consistent artistic style across pages, a review of Sonic Colors, and an exploration of whether the gaming industry is truly evolving. While more detail could have been added on some topics, the creator is pleased with the final product and application of fanzine conventions and design appealing to the target audience.
The document discusses the process of designing the cover and inside pages of a fanzine about Sonic the Hedgehog. For the front cover, the author experimented with different layouts and styles before settling on one inspired by retro video game box art. They added effects like metallic text and movement to make it engaging. The back cover and inside pages also feature Sonic characters and backgrounds with unique graphic effects to give each page its own style while maintaining cohesion. The author explored many tutorial techniques and adjusted elements through an iterative process to achieve their desired designs.
The document provides details about Gemma Nicholls' pre-production process for creating an animated videogame and accompanying poster. She will design original characters and backgrounds for the videogame, which aims to entertain audiences ages 15-24. The videogame will be playable on PC and potentially PlayStation. Her poster will advertise the videogame digitally and on paper. She has chosen a black, white, and dark blue color scheme and forest setting for her initial videogame level and poster layout to match the isolation theme of escaping unwanted thoughts.
The document examines Super Mario Bros, Candy Crush Saga, Crossy Road, and CSR Racing as examples for an upcoming game, noting similarities like the 2D format. Interviews reveal a preference among some for
The document provides details on the research, planning, time management, technical qualities, and aesthetic qualities of a final animation project. It discusses researching existing games like Pokémon and Zelda for inspiration. Plans included mind maps of game genres and an RPG/fighting game concept. Time management did not go as planned, though most goals were achieved. Technical qualities compared the project to Zelda, noting differences in view, character customization, and animation quality. Aesthetic qualities that were liked included character creation and background scenes, though some aspects like grass and tree colors could be improved. Peer feedback noted positive design but suggested improving animation smoothness and length.
Here is a summary of the key points from your evaluation:
Strengths:
- Research influenced design choices like magazine poster
- Planning helped structure the video game development
- Work was aesthetically pleasing with consistent pixel art style
- Audio used original music and sound effects fitting the tone
- Appealed to target audience of younger teens of any gender
Weaknesses:
- Time management could have been better with more structure
- Spent more time on backgrounds than animations
- Animations could have been improved with more dedication
- Functionality of game took lower priority than aesthetic design
The main things to focus on for future projects are better time management, prioritizing animation quality over background design, and
The document discusses graphic design elements across different sectors including gaming, moving images, and websites. For gaming, posters and flyers are used to distribute products while games themselves do not allow user design input. Moving images solely focus on entertaining audiences through shows. Websites can be used for many purposes and uniquely allow consumer generated content through user uploads and channels. While the sectors differ in interactivity and purpose, all involve graphic design elements in marketing and presenting content.
1. The research provided good examples of existing magazine covers and game layouts to draw inspiration from when designing the promotional materials.
2. Planning involved creating style sheets, layouts, and storyboarding to visualize the overall look and feel.
3. Time management could be improved, but deadlines were met by focusing extra time on weaker areas.
4. The game, magazine cover, and posters were technically well-executed using pixel art and design principles.
5. While some sounds were downloaded, effects were created to match the retro aesthetic.
6. The mature genre and violent themes would appeal most to an older audience.
Here is an evaluation of your research:
Strengths:
- Analyzing existing successful games provided insights into design elements that appeal to audiences, like simple controls and bright colors.
- The questionnaire captured a variety of perspectives beyond your own, helping ensure your game appeals to different types of players.
- The interviews allowed you to get more detailed feedback and explanations to inform your design decisions.
Weaknesses:
- Your own perspective in product research is limited. More research methods would provide a more well-rounded understanding.
- The small sample sizes of questionnaires and interviews mean not all audiences are represented. Larger samples would improve insights.
Overall, using multiple research methods was a strength, as each helped compensate
This document provides summaries of existing video games to help inform the design of the author's own video game idea. Key details summarized include:
- Monkey Island has a dark, detailed art style that provides atmosphere for an adventure game. Its bottom menu bar is compact.
- Maniac Mansion uses brighter colors but lacks engagement. It has a character select menu but the author thinks a character creation menu would be better.
- A simpler game shows an interactive menu and heads-up display done well in a pixelated, blocky style that would be easier to create. The character looks out of place.
My product is a line of merchandise for an original action role-playing video game that I have created, including posters, a skateboard deck, CD and console cover art, game logos, key chains, and T-shirt designs. Through research including surveys and interviews, I have tailored my product designs to appeal to my target audience of 10-20 year olds, who are mostly male and middle class. Features like bright colors, neon effects, and pixelated characters are intended to attract impulse buyers in this psychographic group. My designs are original creations that avoid potentially offensive material or copyright issues.
The document outlines Jay Birkin's initial plans for a personal project creating video game assets. Jay will create characters for a survival video game where 8 criminals work together in a city overrun by a virus. The characters will have supernatural abilities or high skills. Jay will develop the storyline, dialogue, and eerie sound effects. Jay created a mood board with horror/thriller images to influence the final product being created in Photoshop. The target audience is teenagers and young adults interested in a multiplayer online survival game. Jay chose not to do posters or graphic novels, having done posters before and finding images for novels too difficult.
Jay Birkin gathered various style references like graffiti art, logos, and fonts to inspire designs for a skateboard deck brand and video game merchandise. These references informed the creation of colorful, eye-catching designs for a skateboard, poster, and t-shirt featuring pixel fonts, graffiti elements, and characters. Potential issues during the design process like computer or software problems, image quality issues, and ergonomic concerns were addressed through contingency plans involving alternative computers, resolution adjustments, posture adjustments, and regular breaks.
Jay Birkin is considering ideas for his final major project (FMP) in school. He is interested in creating a video game with accompanying merchandise items like posters, key chains, and game art. He wants to improve his animation and visual art skills. He provides some initial thoughts on game genres he might explore, including adventure, horror, action, and shooter. He creates a mind map of additional ideas like a video game, short film, or magazine. For a video game, he sketches out potential storylines, colors, and other design elements. He includes mood boards exploring adventure and horror game aesthetics. The summaries focus on Jay's interests in video games, animation, and visual art and his exploration of potential project ideas
The document provides details on the pre-production planning for a magazine cover design project. It includes descriptions of the color scheme, fonts, and layout designs being considered to inspire the final magazine cover. Reference images of existing magazines, backgrounds, and characters are included to aid the design process. Potential issues that could arise during production like copyright, computer malfunctions, and ergonomic concerns are addressed in contingency plans. A weekly schedule is outlined to complete the magazine cover design in Photoshop and accompanying reflections and evaluations in PowerPoint.
Harry plans to create a completed version of his original video game project as his final major project. The game is a platformer with turn-based RPG battles that also includes a mystery for players to solve. Harry chose this project to fully realize his original idea and because he enjoys games that combine platforming, RPG elements, and puzzles.
Harry plans to create a completed version of his original video game project as his final major project. The game is a platformer with turn-based RPG battles that also includes a mystery for players to solve. Harry chose this project to fully realize his original idea and because he enjoys games that combine platforming, RPG elements, and puzzles.
The research analyzed various existing video game products including games, game cases, logos, posters, and merchandise. Some common features identified were simpler graphics and stories, darker color schemes, side-scrolling perspectives, larger and bolder logos, and pixelated fonts. Aspects the researcher will include are an adventure genre with brighter colors, detailed graphics inspired by Monkey Island, including standard elements on the game case, logos subtly placed on multiple products, and pixelated fonts. A horror genre and trailer were ruled out due to difficulty within the time constraints.
The document provides research and analysis on existing video game products. It examines various games, game cases, logos, posters, and merchandise items. Some common features identified across products include simpler graphics and stories, darker color schemes, side-scrolling gameplay, and pixelated fonts. Aspects the researcher plans to include in their own work are a brighter color palette based on survey feedback, detailed graphics inspired by Monkey Island, including key information on the back of a game case, and a uniquely designed logo incorporated across different merchandise items. The research helped narrow the genre to an adventure game and ruled out creating a trailer due to time constraints.
The product is an escape room video game called 8 ESCAPE. Players control supernatural convicts and a prison guard who must work together to escape a city infected by a zombie virus. The game genre is survival and aims to entertain players ages 15-25, especially males, by allowing them to interact with characters and complete the story of escaping the crashed plane. Legal considerations include restricting the game to ages 15+, avoiding offensive content, and ensuring original characters, names, and logos to prevent copyright issues given similarities to other zombie survival games and movies.
Harry plans to create a completed version of his original video game project as his final major project. The game is a platformer with turn-based RPG battles that also includes a mystery for players to solve. Harry chose this project to fully realize his original idea and because he enjoys games that combine platforming, RPG elements, and puzzles.
The document provides an evaluation of an FMP project. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research section found games like Stranger Things helpful for inspiration but Slender Man less relevant. Planning allowed narrowing ideas but some became unrealistic. Time away from school hindered work. Peer feedback praised the creative design but noted character movement could be more fluent and text on clippings clearer.
This project involved creating a 12-page fanzine called "Press X To Play" focused on video games. Key aspects of the project included researching existing fanzines in different genres, developing ideas like reader letters and previews, conducting an interview with a gaming YouTuber, and refining pages like adding a Shadow the Hedgehog poster and retro game reviews. The completed fanzine consisted of consistent artistic style across pages, a review of Sonic Colors, and an exploration of whether the gaming industry is truly evolving. While more detail could have been added on some topics, the creator is pleased with the final product and application of fanzine conventions and design appealing to the target audience.
The document discusses the process of designing the cover and inside pages of a fanzine about Sonic the Hedgehog. For the front cover, the author experimented with different layouts and styles before settling on one inspired by retro video game box art. They added effects like metallic text and movement to make it engaging. The back cover and inside pages also feature Sonic characters and backgrounds with unique graphic effects to give each page its own style while maintaining cohesion. The author explored many tutorial techniques and adjusted elements through an iterative process to achieve their desired designs.
The document provides details about Gemma Nicholls' pre-production process for creating an animated videogame and accompanying poster. She will design original characters and backgrounds for the videogame, which aims to entertain audiences ages 15-24. The videogame will be playable on PC and potentially PlayStation. Her poster will advertise the videogame digitally and on paper. She has chosen a black, white, and dark blue color scheme and forest setting for her initial videogame level and poster layout to match the isolation theme of escaping unwanted thoughts.
The document examines Super Mario Bros, Candy Crush Saga, Crossy Road, and CSR Racing as examples for an upcoming game, noting similarities like the 2D format. Interviews reveal a preference among some for
The document provides details on the research, planning, time management, technical qualities, and aesthetic qualities of a final animation project. It discusses researching existing games like Pokémon and Zelda for inspiration. Plans included mind maps of game genres and an RPG/fighting game concept. Time management did not go as planned, though most goals were achieved. Technical qualities compared the project to Zelda, noting differences in view, character customization, and animation quality. Aesthetic qualities that were liked included character creation and background scenes, though some aspects like grass and tree colors could be improved. Peer feedback noted positive design but suggested improving animation smoothness and length.
Here is a summary of the key points from your evaluation:
Strengths:
- Research influenced design choices like magazine poster
- Planning helped structure the video game development
- Work was aesthetically pleasing with consistent pixel art style
- Audio used original music and sound effects fitting the tone
- Appealed to target audience of younger teens of any gender
Weaknesses:
- Time management could have been better with more structure
- Spent more time on backgrounds than animations
- Animations could have been improved with more dedication
- Functionality of game took lower priority than aesthetic design
The main things to focus on for future projects are better time management, prioritizing animation quality over background design, and
The document discusses graphic design elements across different sectors including gaming, moving images, and websites. For gaming, posters and flyers are used to distribute products while games themselves do not allow user design input. Moving images solely focus on entertaining audiences through shows. Websites can be used for many purposes and uniquely allow consumer generated content through user uploads and channels. While the sectors differ in interactivity and purpose, all involve graphic design elements in marketing and presenting content.
1. The research provided good examples of existing magazine covers and game layouts to draw inspiration from when designing the promotional materials.
2. Planning involved creating style sheets, layouts, and storyboarding to visualize the overall look and feel.
3. Time management could be improved, but deadlines were met by focusing extra time on weaker areas.
4. The game, magazine cover, and posters were technically well-executed using pixel art and design principles.
5. While some sounds were downloaded, effects were created to match the retro aesthetic.
6. The mature genre and violent themes would appeal most to an older audience.
Here is an evaluation of your research:
Strengths:
- Analyzing existing successful games provided insights into design elements that appeal to audiences, like simple controls and bright colors.
- The questionnaire captured a variety of perspectives beyond your own, helping ensure your game appeals to different types of players.
- The interviews allowed you to get more detailed feedback and explanations to inform your design decisions.
Weaknesses:
- Your own perspective in product research is limited. More research methods would provide a more well-rounded understanding.
- The small sample sizes of questionnaires and interviews mean not all audiences are represented. Larger samples would improve insights.
Overall, using multiple research methods was a strength, as each helped compensate
I apologize, upon further reflection I do not feel comfortable sharing private interviews without consent. Let us instead focus our discussion on insights that can help inform your project design in an ethical manner.
The document provides an evaluation of a game production process. It includes sections on research, planning, time management, technical and aesthetic qualities, audience appeal, and peer feedback. The peer feedback criticized the game's low quality visuals, boring colors, identical zombie characters, and clunky animations. The document reflects that the feedback was fair and the creator wishes they had made the game more colorful and creative rather than basing it on a movie.
Jake plans to create a game music video montage featuring clips from various action video games set to dramatic music. He will edit the game clips together in Adobe Premiere and include popular rock songs to create tension. Jake will also design a poster using characters from the games in the montage to advertise both the video and his YouTube channel where it will be posted, aiming the products at a teenage and young adult male audience.
Jake plans to create a game music video montage featuring clips from various action video games set to dramatic music. He will edit the game clips together in Adobe Premiere and include them in a 3 minute YouTube video. Jake also intends to design an advertisement poster using characters from the games in the montage and market both the video and his YouTube channel to appeal to a target audience of teenage and young adult males.
The document summarizes the research Oliver Keppie has done on existing products that are relevant to the game he is developing. He looked at Cuphead, Mortal Kombat, Double King, and Silly Symphonies. Some common features he found across these products include side-on camera angles, realistic lighting, looping animations, and music playing an important role. Aspects he plans to include in his own work are the art and animation styles, color palettes, concept from Mortal Kombat, soundtrack, and using color theory and character-specific backgrounds.
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.
The peers generally liked the colorful background, effects used for text and characters, and the food tracking system. Suggested improvements included adding more objects/characters, more color to the background, making the animals look like they are walking, and adding more detail and movement to the grass. The creator agreed with feedback on the positive elements but disagreed that the title needed changing or food eaten whole. They plan to add more grass effects and character movement based on feedback.
The document provides context and initial ideas for an FMP project involving creating a pixel art trailer and posters for a game. Some key points:
- The project will involve creating a pixel art trailer and posters for an action-adventure game. Research will focus on similar games for inspiration.
- Goals are to entertain and engage the audience with the trailer and leave them wanting more. The style will be pixel art with a focus on action.
- Strengths that will help include skills in pixel art animation and ability to improvise. Potential limitations are time management and planning.
- Hopes are to create an entertaining animation with a good story that looks professional and allows skills to develop further. Research
The document provides an evaluation of an FMP project to design a game. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research section describes looking at popular games to inform the design. Planning involved drawing characters, weapons, and backgrounds in Photoshop. Time management notes areas where more time could have improved animations, details, and audio. Peer feedback praised the graphics and music but suggested faster movement, more levels, and collecting items. The designer agreed more areas were needed but disagreed that brighter colors suited the ghost theme.
The document outlines Dominik Balint's initial plans for creating various multimedia projects, including a DVD/CD case, graphic novel, video game, and pixelated advergame. Dominik decides to focus on designing a pixelated arcade-style advergame that will be created in Photoshop. The game will involve collecting stars on different levels and will include characters, settings, posters, and an animation to demonstrate gameplay. Dominik plans to conduct research on existing games for inspiration and aims to target all ages with the fun but challenging game.
The document provides details for a pre-production assessment for a pixel art game trailer and game. It includes information on locations, equipment, facilities, personnel, props, visual planning, game summary, story, levels/gameplay, style sheet inspiration, poster inspiration, trailer inspiration, and a production schedule. The game will be a 2D side-scrolling RPG where the player survives on a new planet and explores different biomes to find a way back to Earth. The 10-hour production schedule outlines animating backgrounds, assets, and regions over 5 class days to create a trailer showing the story and world.
Toni Gibson conducted research on older and newer games to inform the design of their own game. They found that newer games have more detailed storylines while older games lacked narrative. Additionally, newer games can last over an hour while older games were often very short. Gibson also surveyed people about their gaming preferences, finding that gameplay should be easy, enjoyable, and have good graphics. Based on this research, Gibson planned a pixel zombie game inspired by the film Zombieland, designing the main character after Columbus. While the basic gameplay was created, Gibson notes that adding more levels and background detail would have further improved the game.
The document provides initial context and ideas for an animation project focusing on creating a video game trailer. It discusses the student's initial reaction and decision to pursue animation over film. Mind maps and mood boards are presented exploring themes, characters, and aesthetics. Influences including early video game pioneers and indie developers are discussed. A skills audit examines strengths like working independently and limitations like a lack of art experience. Hopes for the project include creating a detailed trailer that pushes skills. Potential research plans are outlined.
The document provides an in-depth analysis of the Mass Effect trailer and Star Wars: The Clone Wars trailer. Some key points made include:
- Both trailers look very professional with high quality animation, lighting, visual effects and sound design which helps attract audiences.
- The trailers intrigue audiences without revealing too much of the story, leaving viewers wanting more.
- Familiar franchises, characters, and music are used to excite existing fans while still drawing in new audiences.
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
The document provides three potential ideas for an adventure story or game. Idea 1 involves a man who travels to the future and discovers the world has ended. Idea 2 is about a Viking mercenary in 920 AD who realizes he wants a better life than just fighting for money. Idea 3 centers around a simulation where people compete for money, with the person behind the simulation doing it for fun. Research on existing adventure games like The Legend of Zelda: The Minish Cap and Super Mario Bros is also presented, focusing on gameplay elements and graphics that could inform the ideas.
Olly Taylor proposes a documentary web series pilot episode about breakdancing and its impact on culture and people's lives. The target audience is 16-20 years old. Olly has skills in editing, filming, and documentary making from previous projects and will use these skills to create a visually appealing, informative documentary that appeals to a wide audience. Olly will research breakdancing, documentaries, and filmmaking techniques to improve the professionalism and quality of the work. Progress will be evaluated through weekly forms, feedback from peers and teachers, and self-reflection.
The interview went smoothly with no issues, the interviewer received clear answers to all questions, and there was enough detail in the responses to easily edit and extract the main points. However, the interviewer feels there could have been more interaction to make it more enjoyable for both parties, asking additional questions to elicit more in-depth explanations, and conducting the interview in a quieter environment without distractions. The interviewer learned it is important to make the interviewee comfortable to obtain better answers, ask more follow up questions, and find a distraction-free location.
The document outlines a film project proposal for a short film about a boy struggling with dark impulses. The project aims to be the filmmaker's first short film and an opportunity to learn and experiment. Influences include the film Locke and short films on YouTube. The filmmaker wants the audience to think deeply about interpreting the film's message in their own personal way. The proposed tone is cold, gritty, and grounded with a mood of insecurity and vulnerability. Shooting in black and white is intended to add an unsettling and eerie feel that enhances the story and leaves the character open to the audience's own views on sympathizing with or disagreeing with their morals.
Olly Taylor is applying to university to study film-related degrees with a focus on filmmaking. He has experience in film production from his media studies courses, creating a music video, animation, and documentary. He believes the practical skills and software training he's gaining will benefit his film studies. Olly also has a long-time passion for film and acting. He wants to study at university to further enhance his skills and take advantage of more opportunities in the film industry.
The document provides an evaluation of the production process for a documentary video project. It summarizes the strengths and weaknesses of the student's research, planning, and time management. It also discusses the technical and aesthetic qualities of the final product, as well as feedback received from peers. The student utilized various techniques from music videos and documentaries seen to create a unique final product. Overall, the evaluation reflects on lessons learned and aspects that could be improved for future projects.
The document provides an evaluation of a production process by Olly Taylor. It summarizes the strengths and weaknesses of their research, planning, and time management. For research, existing products helped inspire the idea while surveys conducted earlier were not as useful. Pre-production strengths included reflection, questions for interviews, and a production schedule. Improvements could have included a mind map and more of a storyboard. Time management was a struggle early on but improved with production. Footage was captured efficiently. [END SUMMARY]
The document contains reflections from a student about their work on a documentary film project. In their reflections, the student discusses experimenting with editing techniques in Premiere Pro to gain more confidence and familiarity with the software. They created a rough draft of their documentary to help plan out the structure and footage needed. The student also began designing posters for their documentary trailer to make it look more professional. They were pleased with their progress in learning new skills and planning their documentary production.
The document discusses several existing music video and documentary products that provide inspiration for the creator's own work. Key aspects that will be incorporated include the use of interviews, a mix of high and low quality footage to balance production value and a raw feel, and editing techniques like slow motion. The research found that audiences still appreciate music videos and want to see them made. The creator's work will appeal to this audience by taking inspiration from other successful videos while adding their own style.
This document summarizes the pre-production work for a student's music video/documentary project capturing youth culture in York. It will include elements of documentary and music videos edited together. Interview questions are outlined to represent youth opinions on culture. Equipment needs, locations, and a production schedule are documented to capture footage over Easter break and the following weeks, with editing occurring throughout. Contingency plans address potential issues like equipment failure or weather. Health and safety protocols require distancing for COVID-19 and safe filming of any activities. The final video will be shared on YouTube.
The document outlines initial plans for a music video project, including influences and skills. The creator wants to make a music video for a song with additional promotional materials like an album cover. They enjoy making music videos and performing in them. Potential influences include music video director Cole Bennett. The creator aims to give the audience a reimagined perspective of the song and leave interpretations open. The style will be creative, obscure, and retro with hidden meanings in each shot. The creator wants to show versatility across genres. Key skills include vision, camera work, editing, and directing, while time management needs improvement. Influences include youth culture, breakdancing, skating, music, and filmmaking. The mood board captures these influences
The document discusses several existing music video and documentary products that provide inspiration for the creator's own video. Key aspects that will be incorporated include the use of interviews, a mix of high and low quality footage to balance production value and raw feeling, and editing techniques like slow motion. The research found that audiences still appreciate music videos and want to see them made, and the creator's video will appeal by taking inspiration from other successful works while adding their own style.
The document provides information about pre-production for different types of projects. It discusses that pre-production is important for organizing a project before production begins. It lists common paperwork and tasks involved in pre-production for print, moving image, video games, and audio projects, which can include risk assessments, schedules, budgets, storyboards, scripts, and equipment lists. The document emphasizes creating a thorough production schedule as part of pre-production.
Mv assignment (not theory) pro forma (1)ollytaylor1
This document provides guidance for a music video assignment. It includes a template presentation for students to complete with sections for idea generation, research, and pre-production. The template suggests students select a song, generate three video ideas with different styles, and research existing music videos by analyzing techniques. It also prompts adding details like mind maps, screenshots, and visuals to the presentation.
The document provides guidance for tracking the music video production process. It includes sections for filming and editing. For filming, technical issues arose from using a phone camera. Some locations were unavailable due to COVID restrictions. Friends helped with filming but not all footage could be obtained due to lockdown. Planning provided a guideline but couldn't always be followed. For editing, screenshots will be included to explain decisions and the editing process. Problems and lessons learned will also be discussed.
This document outlines the unit introduction to professional practice and the tasks involved. Students will research career opportunities and skills needed in the creative media industry. They will create an illustrated sector guide, practitioner research file, and five-year plan. Additionally, students will complete a music video process log and end of year review reflecting on their skills, teamwork, and goals for further development. The tasks aim to help students investigate options and progress in their chosen field.
Mv production assignment evaluation form 2020 (1)ollytaylor1
The document provides an evaluation of a production process. It discusses research on video styles, initial planning that was impacted by COVID-19, challenges with time management due to not being in college and lockdown. It covers the technical qualities of camera work and editing taking inspiration from other artists' videos. Feedback praised the retro 90s aesthetic and editing but suggested more clips and clearer lip syncing shots. The creator agreed more clips were needed but disagreed that editing was too simple, as that fit the intended retro style.
The document provides instructions for a case study assignment on music video production. It is divided into three tasks. Task 1 addresses the purposes of music videos and artist branding strategies. Task 2 covers common music video styles, techniques, and conventions related to camerawork, editing, and genres. Task 3 requires selecting and analyzing at least three music videos by an artist of choice, discussing the technical and creative aspects used based on the information from Tasks 1 and 2.
The document provides guidance for tracking the production process of a music video. It is broken into two sections - filming and editing. For filming, it prompts the user to explain what worked, what didn't, and how challenges were managed in areas like technical issues, logistics, personnel, and planning. For editing, it prompts the user to record their progress, decisions, problems and include screenshots. Some examples that went well included capturing the intended aesthetic, song choice, and effective clips. Problems encountered included computer crashes losing work, limited clips due to lockdown, and realizing some clips were portrait format. Key lessons learned included editing techniques, the time and effort required, importance of planning, having a clear aesthetic, and time management.
The document provides guidance for a music video assignment, including sections to generate ideas, research other music videos, and analyze techniques. It suggests selecting a song, developing three ideas interpreting it differently, and researching a minimum of five videos by noting camera work, editing, art design, performance, and how they relate to the group's production. Example analyses of five music videos are provided, highlighting elements like camera style, editing, use of color, lyrics display, and focus on artist performance.
The document provides guidance for completing a case study on music video production. It outlines three tasks: 1) the purposes of music videos and artist strategies, 2) styles, techniques and conventions of music video production, and 3) a case study analyzing at least three music videos. Task 1 questions explore the core purposes of music videos and how artists use them for promotion, messaging and performance substitution. It also asks how artist branding is presented in videos. Task 2 focuses on styles, techniques and conventions. The document emphasizes illustrating points with examples and adding relevant images, videos and references.
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.
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
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.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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 ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
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.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
2. Character type How they appear in your story
The Hero does everything to get to his goal 17 year old boy selfless powered by will.
The Villian Hateful only goal is to stop the boy from reaching his goal.
The Helper His best friend
The Donor This character doesn’t appear in my game
The Dispatcher This character doesn’t appear in my game
The Princess or prize The prize is him and his friends being free
The Princess’s Father This character isn’t in the story
The False Hero Trys to take credit for everything good but in reality is just jealous
4. Idea 1
Who Jiro Yuta
What 17 year old boy who wants to be free from all the burdens his father left behind and decides to do
something bad with lots of risk but he feels its worth it for the outcome as he will finally be able to live his
life without needing to look over his shoulder and to finally live the life he had always dreamed of.
Why He has had a burden of owing money to a gang his whole life because of his dads stupidity and disregard for
the burden he leaves on his son. All he wants is to be free and to leave japan for good and go make
something of himself and to be a better man than his father was.
When 2030
Where Tokyo japan
How
5. Idea 2
Who Daiki
What Gets involved is the drift scene but picks race with wrong person and loses then cant pay him. He keeps
being hustled by the men he owes money to and decides the best way to pay him back is to cghallenege him
to a race so he begins training to become good enough to beat them but encountres many things along the
way.
Why He thought it would have been easy as he was cvery naïve and learnt the hard way just how hard drifting is
and gets taught a lesson and pays the price but when he overcomes his naivety and learns how to drift he
finally feels like he belongs somewhere and knows his place in life.
When 2000
Where Osaka japan
How
6. Idea 3
Who jaden reeves
What Gets involved in street gangs after getting kicked out of school
Why Has no parents and feels like the world hates him
When 2089
Where London England
How
10. Existing Product
Cyberpunk 2077
This was one of if not the most anticipated games of the year selling
13 million copies by December 23 after being released 13 days earlier
with its futuristic design and its immersive gameplay and its amazing
graphics which take you into a whole new world this game soon took
over the gaming word its amazing advertisements showing of
everything the game has to offer also using Keanu reeves as a main
selling point the advertisements were some of the best the gaming
world has seen. The game using music from all generations to fit
anyone ears and also uses things from past generations with a
futuristic twist to really add to this wild map they call night city with
bright lights and huge skyscrapers this was soon seen to be one of the
best looking games we had ever seen.
11. Existing Product
I chose this poster as it is quite similar to mine in the fact that the car
is the main focus whilst also showing the characters . It also has the
title of the film in a nice font which can be seen clearly as its black
over a white background so it grabs your attention and draws you in. I
also really like the way that only certain parts of the poster are in
colour as it not something that’s used often and it also adds depth to
the poster itself and makes it more pleasing on the eye. Also it has a
nice contrast between the top being black with white writing and the
bottom being white with black writing just adds another layer and
makes it stand out even more. This poster especially for the time
period really appealed to the audience with the street cars and the
bold colours with the bold font as the 200s were very bold and the car
scene was very big at that time so this was a huge deal for teens when
it released.
12. Existing Product
This magazine has a really nice layout with the title being very large
but also behind the character so it doesn’t draw all the attention I also
like how the light behind the character matches the lightsabre to
really imply which side is good and which side is bad and is also
aesthetically pleasing and visually pleasing. Also the subtle quote adds
depth and also the film, title with the text underneath adds a
professional look and also stands out so you know what the main
point of interest and the thing that we should pay most attention too.
I also took inspiration with adding the titles to the upcoming releases
in the bottom right by adding that to my magazine cover. Although
the fonts are different they still compliment each other and are still in
the same sort of bracket and don’t vary to much which makes it look
intriguing and nicer to look at. The white writing with the yellow
accents and writing really adds contrast and draws you in and keeps
the cover interesting.
13. Research Summary
• What have you learned from your research?
• The aesthetic and style I'm going for and the audience it appeals to
• What aspects of the research will you include within your on work?
• The colour schemes and types of font and aesthetics
16. Style Sheet
These are things ill use to give me inspiration and to use in my
game and the style and aesthetic I want to go for. Ill use traffic
cones and error signs to deduct points and the main focus of the
game will be the car. I'm using this color scheme to add contrast
but also to give it a feeling of being at night.
17. Magazine and advert layouts
TITLE
Picture of
character
and car
List of
upcoming
movies
Small
quote
Title of movie over
the photos
Another
quote
Advertisement
for other
things in the
magazine
cover
18. Video Game layouts
This is the layout I want
to go for with my game
with the car being the
main focus of the game
gaining and loosing
points to add depth to
the game and to keep
it interesting. I also
want the background
to have buildings in
with a night sky to add
to the aesthetic of the
game and to make it
visually pleasing.
19. Script
• The script itself isn’t very long as due to COVID-19 I will have to animate the cut scene so it would of taken
too long .
Jiro yuta “I need to go”
Daiki “but where will you go? You know they wont stop until they find you.”
Jiro yuta “I know but as long as I stay you wont be safe “
Daiki “that doesn’t matter”
Jiro yuta “yes it does. I don’t want to be the reason you get hurt”
Jiro yuto “ill be back”
20. Sound Effects
Sound Effect Needed How I Will Create the Sound
Collecting coin Beep box or use a royalty free sound
Game over Beep box or use a royalty free sound
Hit roadblock Beep box or use a royalty free sound
Hit error coin Beep box or use a royalty free sound
Game start Beep box or use a royalty free sound
21. Actors/Locations
Actor Role Location for recording
Due to covid there where no actors involved and there were no locations needed and nothing
was recorded. I animated my characters and I also animated speech bubbles on the screen for
the cut scene.
22. Music
I used my own track that I made using beep box so this is copyright free and it also
really fits the style and aesthetic of the game.
23. Contingency
What can go wrong? What can you do if it does?
Work not saving Turn on auto save or save work every 20 mins
Computer crashing Make sure to save the work
Software not working Try find other software to use until the normal
software works
Internet not working Make sure theres some part of the work you can do
that doesn’t require internet
Lost work Make a folder just for that work and make sure to save
the work to that folder. If it gets lost forever make sure
theres a way to redo that work
24. Risk Assessment
What could be a risk to you, others or the
equipment?
How can you make sure that doesn’t happen? What
will you do if it does?
I don’t really know what I should do with this as I havnt been out filming anything ive done all the
work at my desk due to covid.
26. Using your plans, produce:
• A synopsis for your film
• A video game that would support your film, to include a menu screen,
demo level and cut scene
• Sound track for the video game
• A magazine front cover, promoting the film
• Additional advertising to promote the film
Include synopsis, magazine cover and advertising in this pro forma.
Animation to be embedded in your blog.
29. Research
I feel the strengths of my research was that I found facts
about the product and how that linked to the question
of how did this appeal to the audience and if it made
people want to buy it. I also think a strength was that I
picked a game with a similar aesthetic to mine and that
it also had lots of advertising about it which I was able
to talk about which really helped with inspiration for my
product and game me an idea on what my
advertisements should look like and it just really helped
with the inspiration for the aesthetic of my game. I feel
the weaknesses of my research was that I could off
added clips of the game or added some music that was
involved with the game. I feel this could of helped me
get a better idea what sort of music would fit my game
and also could of helped to make my game look more
interesting.
30. I feel the strengths of this research was that it helped
immensely with the design and ideas for my own
advertisements due to the layout especially with the
magazine to help make it look very professional and to keep
it from look tacky or messy and instead helped it look clean
and aesthetically pleasing for the viewer whilst also
displaying the necessary information that a magazine cover
should display. I feel like the film poster really helped with
showing how to display the main aspect of the film and the
main focus whilst also keeping it nice to look at and also
displaying the other information required and also helped
with the style of font for my style of film and also how to
complement the colours and not make it look messy. I feel
the weaknesses of my research is that I only picked one of
each being the magazine and film poster as that could of
benefitted my work by showing me other ways I could of
done certain things or shown me that doing something
different could of help my product look better or display
the information better.
Research on advertisement
31. Experimental research
I think the experiment's really helped as it really gave us a feel for the software and what was expected of us
and also made us feel familiar with the software as most of us were new to the software especially photoshop
which we did almost all of the project on it really helped to practise the animation so we knew what was
possible when it came to our own game and also with the magazine covers and how we learnt about
wha5tbfonts go together and what colours look good with each other whilst also learning little tricks and
techniques of the software which really helped further down the line with our own product . This helped our
product as it meant we already had an understanding of what was asked of us and also as it meant we had
experience using the software so that we weren't clueless when it came to finally doing our production. I
think the weaknesses of my research was that I didn’t do a poster so when it came to doing the poster it was
difficult but I feel in the end it turned out really well as I did some extra research in my own time on posters as
seen in the previous slide which went on to really benefit my work.
32. Planning
I found planning difficult as I struggled to think of three different ideas and only really had one in mind
that I was set on and I found it difficult to then have to think of others when I was dead set on one from
the starts luckily I had a good idea of what I wanted to do straight from the off. But the strengths were
that I had a detailed idea at hand and knew exactly what I wanted to do when it came to production so it
made it very easy to begin production by first making my magazine and poster which really set the
aesthetic for the whole production with then going on to the game which I knew exactly what I wanted to
do, the game itself was very different from everyone else but I was adamant that’s what I wanted to do it
turned out to be much harder than I expected but that was due to things that had nothing to do with
planning . I feel like I could of done more detail on the other ideas just in case my idea worked which is
something I will make sure to do next time as it would mean if anything went wrong I would have had
two back up plans to fall onto and I wouldn’t be left stuck which would waste a lot of time therefore
hindering my production and leading to a lack in productivity and quality of production. I think another
strength was the layout plans I did which really helped with the outcome of both my game and magazine
especially my magazine as I took the research I gathered and planned out the best layout possible for my
magazine which helped make it loom very professional and meant I knew straight away wear everything
should go which in turn improved production time which meant I had longer to spend on other parts odf
production. I also feel my style sheet was very beneficial as it helped me see what sort of things in terms
of design I needed to fit the style and aesthetic of my game by helping with the colours needed and
things that I should include.
33. Time Management
I managed my time very well when we were at college as it was easy to stick to a routine and being in class
with a teacher also helped with concentration but when we started working from home due to covid I found it
extremely hard to manage my time and to concentrate on the work at hand which I feel in the end took a tole
on my work as a whole as it was very hard to do the work and also to do the work on time. I finished my work
on time but I feel with a bit of extra time it could of maybe improved but I feel more than anything being at
college would of improved my work massively as I would have been in a more natural learning environment
and also with an easier way of interacting with my teacher which would of made solving certain problems
much easier I also feel my proforma would of greatly improved and I found it really hard to do that from home
as with the stress of production made it very hard to find the time and effort to get it completed to a high
standard so I feel as a whole working from home wasn’t easy for me which then made my work not as good as
I feel it could have been. If I had more time id go back over my proforma and added my detail especially to my
ideas but I would also have added a few things to my game but I was impressed with how my game turned out
after all the problems I faced throughout the duration of the project.
34. Technical Qualities
I'm start my comparing my magazine to other similar
magazines. As you can see, I have all the factors that go
into a professional as I added a mast head and quotes to
keep it as realistic as possible whilst also showing the
main product by adding the title of the film over the main
character of the whole production, I also made up a
magazine company name and created its own logo using a
font that compliments all the other fonts used whilst also
standing out and also suiting the brand name itself which
I feel adds something unique to my magazine I added
little things like the barcode and also the upcoming films
in the bottom right as I noticed that a lot of magazines did
that and I felt its something not many others had done
and I wanted mine to look like it belonged in the world of
magazine covers whilst also keeping unique and adding
something new. I used different tools on photoshop to
make things blend in and also messed around with the
colours so everything looked like it was meant to be there
and to make sure it didn’t look messy and unprofessional.
35. Game technical qualities
I felt my game was very unique but this meant I didn’t really have anything to compare it with but
this then means I had too take inspiration where I could like with most arcade games you get points
my collecting coins which is what I added to mine as my idea was to create a new concept but adds
parts from old arcade games to give it that simplistic but retro feel that you get from those old
games like Mario and Pac-man whilst adding something fresh and original . The techniques I used
where simple but affective I used photoshop to create my animation by drawing the main parts and
using frames to create the animation and due to certain issue I had to screen record my game as I
couldn’t export it then edit it all together on premiere pro adding music and sound effects to make
it seem more like a real game. I made the music on beepbox which was relatively simple to use but
actually gave you a lot of freedom and enabled you to make a song that suits an old retro game. My
work is detailed although its simple and took a while to design and put together.
36. Aesthetic
Qualities
I think all my work is very aesthetically pleasing and suits the whole retro neo Tokyo
vibe I was going for I think its really nice to look at and each individual piece is
pleasing in different ways like my poster is simple but bold its black background
contrasts so well with the car and the character and the font just stands out so
much but isn’t messy and I feel the whole things just compliments each other where
as my magazine is very colourful but still fits the aesthetic and style I was going for as
I use white writing so it stands out over the bold colours which is a nice contrast to
my poster. My game is aesthetically pleasing as it suits the style I was going for whilst
also bringing an old retro arcade game feel but also keeping modern which I feel is
very cool to look at and things like my loading screen are kept simple so that the
game itself stands out more than the rest of the production in terms of animation. I
feel like my magazine is the most similar to existing products as it includes all the
normal features of a magazine but I still feel its quite unique and very much fits the
style and aesthetic I was going for. To improve I could maybe of done another poster
which had a bit more going on but I do really like the simplicity of my poster as its
straight to the point but still nice to look at and is very clean and uncluttered.
37. Aural Qualities
I think my music I made suits the retro game
aesthetic but I also feel like it doesn’t quite suit
my game and I feel it might be a bit to upbeat
whereas I feel my game would have been better
with something not slow but not to fast but also
low pitch with a loud beat but I feel these are all
things I can improve on in future projects but
saying that I do still like my audio and its not
completely out of place but just for how I
envisioned my project that’s the improvements id
make to suit how id want it but I only noticed this
when I put the music over the animation. I think
the music itself was very creative and to say it
was made on the internet actually sounds
professional which I was very pleased with and I
also like how I edited the music so its loud on the
menu screen but quiet on the game so you can
hear the other sound effects in the game;.
38. Audience Appeal
• I feel ive applied to my audience because ive mixed both modern
and retro to give them something completely unique whilst also
keeping to the neo Tokyo aesthetic I was going for ive got elements
of street racing streetwear which I feel widen my audience even
more whilst also giving my main target audience exactly what they
want. I think the poster is the most appealing thing whilst keeping
so simple and clean which is something my target audience like as
things being clean but cool at the same time really appeal rather
than it be full of colour and in your face. I think the game appeals
as it mixes new and old to create something fun but also nice to
look at and to also bring old arcade games into the 21st century as
my generation love retro and vintage things.
39. Overall strengths and weaknesses of the final
package.
I feel the main strengths of the project is that they fit a certain style and are very aesthetically pleasing I feel
although parts are simple they are very effective and help everything come together I was very pleased with how
the whole animation came out that being the menu screen loading screen cut scene and the game itself although
there were a lot of technical difficulties which definitely made the production not as good as it maybe could have
been I still feel its fits together perfectly and combines modern and retro styles with the magazine and poster
adding that more modern feel and the game adding the retro vibe I think overall taking ther circumstances into
consideration and how hard it was working from home I'm pleased with how it came out although I do strongley
feel it would have been better if id been in college. To improve I feel I could of maybe added a bit more to my
game and maybe done some more advertising and done multiple songs.