The document provides feedback from an audience evaluation of the short film "Cried Wolf". The audience felt that one scene where the main characters were drunk was too long and made the film feel like a music video. They suggested shortening this scene or choosing music more suited to the target audience. The creator learned the importance of considering how elements like music choice will affect whether the audience engages with the plot. In planning and producing the film, the creator researched techniques used by other filmmakers online and used Final Cut Pro software to edit shots and apply filters to improve image quality.
This document discusses the color correction techniques used in a short film. It describes lowering the saturation and increasing the contrast in some scenes to draw the audience in. Other scenes use lowered saturation and contrast to depict different moods. Special effects like zoom and pan and kaleidoscope were used to portray intoxication. Black and white was used in a flashback scene to indicate it was in the past. The color grading aimed to enhance the film and support the narrative.
This short film tells the story of a sleep-deprived office worker who discovers a portal while printing paperwork. As his greed grows, he tries to steal money from a safe but ends up locked inside. The lighting in the office is low-key to create a dull, boring mood. As the plot develops and the character's nature changes from hard worker to thief, the lighting gets even darker. The color correction uses blues and greens for a "blockbuster look" that adds to the low-key lighting and creates a sinister, mysterious atmosphere fitting for the narrative.
This document contains notes and work by Phoenix Smith related to graphic design projects for a game called "Squidiverse". It includes analysis of app store logos, market segmentation, representing the target audience, feedback on a logo design, considerations around content in the game, sketches for improving a logo composition, exploring colour schemes, and research into designing a banner ad. The document shows the process of refining a logo design based on feedback, exploring t-shirt and banner ad designs, and receiving client feedback to further improve the designs.
This graphic design schedule outlines key milestones and deadlines for an app, t-shirt, and banner ad design project. It includes selecting final concepts for the app logo by May 16th, finalizing the app design grid in black and white by May 22nd, developing t-shirt concepts by June 3rd, exploring app color options by June 5th, establishing the final app logo by June 7th, choosing the final t-shirt design by June 17th, finalizing the t-shirt and banner ad designs by June 21st and June 23rd respectively, and completing all final designs by June 24th.
The marketing plan summarizes Squidiverse, an upcoming puzzle platformer game featuring a squid boy character. The plan details the game's gameplay, competition, and target audience of casual and indie gamers aged 14-20. Key promotions include a Twitter account to share development updates and images, advertising at indie game conventions like REZZED, YouTube lets play videos, banner ads on gaming sites, and a comedy video advert on YouTube to introduce the character. The free app will have optional in-app purchases of new worlds. It will launch on the Apple App Store on November 20th and be monitored through social media engagement and click-through rates. The total budget is estimated at £2969.34.
The document provides feedback from an audience evaluation of the short film "Cried Wolf". The audience felt that one scene where the main characters were drunk was too long and made the film feel like a music video. They suggested shortening this scene or choosing music more suited to the target audience. The creator learned the importance of considering how elements like music choice will affect whether the audience engages with the plot. In planning and producing the film, the creator researched techniques used by other filmmakers online and used Final Cut Pro software to edit shots and apply filters to improve image quality.
This document discusses the color correction techniques used in a short film. It describes lowering the saturation and increasing the contrast in some scenes to draw the audience in. Other scenes use lowered saturation and contrast to depict different moods. Special effects like zoom and pan and kaleidoscope were used to portray intoxication. Black and white was used in a flashback scene to indicate it was in the past. The color grading aimed to enhance the film and support the narrative.
This short film tells the story of a sleep-deprived office worker who discovers a portal while printing paperwork. As his greed grows, he tries to steal money from a safe but ends up locked inside. The lighting in the office is low-key to create a dull, boring mood. As the plot develops and the character's nature changes from hard worker to thief, the lighting gets even darker. The color correction uses blues and greens for a "blockbuster look" that adds to the low-key lighting and creates a sinister, mysterious atmosphere fitting for the narrative.
This document contains notes and work by Phoenix Smith related to graphic design projects for a game called "Squidiverse". It includes analysis of app store logos, market segmentation, representing the target audience, feedback on a logo design, considerations around content in the game, sketches for improving a logo composition, exploring colour schemes, and research into designing a banner ad. The document shows the process of refining a logo design based on feedback, exploring t-shirt and banner ad designs, and receiving client feedback to further improve the designs.
This graphic design schedule outlines key milestones and deadlines for an app, t-shirt, and banner ad design project. It includes selecting final concepts for the app logo by May 16th, finalizing the app design grid in black and white by May 22nd, developing t-shirt concepts by June 3rd, exploring app color options by June 5th, establishing the final app logo by June 7th, choosing the final t-shirt design by June 17th, finalizing the t-shirt and banner ad designs by June 21st and June 23rd respectively, and completing all final designs by June 24th.
The marketing plan summarizes Squidiverse, an upcoming puzzle platformer game featuring a squid boy character. The plan details the game's gameplay, competition, and target audience of casual and indie gamers aged 14-20. Key promotions include a Twitter account to share development updates and images, advertising at indie game conventions like REZZED, YouTube lets play videos, banner ads on gaming sites, and a comedy video advert on YouTube to introduce the character. The free app will have optional in-app purchases of new worlds. It will launch on the Apple App Store on November 20th and be monitored through social media engagement and click-through rates. The total budget is estimated at £2969.34.
Motion capture is a process that tracks live actor performances and applies that data to animate game characters. It allows for more realistic character animations that resemble film acting. While motion capture has improved animations, it is also very expensive due to costs of equipment, studio space, and processing power needed. The high costs mean that cutting-edge motion capture is out of reach for many smaller game studios. Motion capture also risks appearing uncanny if animations do not match the quality of graphics, so further work by animators is often still needed.
Walt Disney Studios began in the 1920s and has produced animated feature films since the 1930s. Their animation style is characterized by round, soft characters with exaggerated motions. Disney had early success with Mickey Mouse and Snow White but struggled in the 1970s. The studio was revived in the 1980s and transitioned to computer animation around 2006. Current projects include Frozen and Big Hero 6. Key people who shaped Disney animation include Walt Disney, the Nine Old Men animators, and John Lasseter who oversaw the transition to CGI.
Buzz Lightyear is a character from Pixar's Toy Story franchise. He is a space ranger action figure who believes he is a real space hero. Buzz was created for the 1995 film Toy Story and has appeared in all three Toy Story movies. He contrasts with and complements the design of Woody, the other main toy character. Buzz went through many design changes during development, from a one-man band toy to a military space action figure, before arriving at his final look as a toy-like astronaut character.
The document summarizes the production of a short film titled "Hunted." It describes the initial idea for a psychological thriller following a man being stalked through a series of shots. It outlines the roles and responsibilities of the film crew, including directing, camera operating, editing, and production design. It discusses the filming process, which was improvised and energetic. Editing techniques like color correction and adding static were used. Feedback was generally positive, praising the production design and confusing storyline, while noting room for improvement in editing.
The document provides details for photographing subjects for the cover of a science fiction, fantasy, and horror magazine called SFX. It outlines that the shoot will take place in a studio space and focus on one main subject, Aaron, with optional additional subjects. Props like futuristic helmets or long coats may be used. Portrait shots will be the primary focus to show facial expressions and place the subject in context. Color correction, brightness/contrast adjustments, and simple compositing may be done in post-production to emphasize each character's mood and personality. The overall goal is to make the images look synthetic and film-like to capture the fantasy genre.
This document discusses and compares two different Doctor Who t-shirt designs - one mainstream and one niche. The mainstream shirt features the TARDIS and Doctor Who logo, making it recognizable and casually wearable by both fans and non-fans. The niche shirt depicts a specific costume from the 1980s classic series, meaning only deep fans familiar with that era would understand the reference. This niche design is bold and not stylized, intended to connect the wearer with other serious fans rather than be casually worn.
The document analyzes and summarizes the visual elements of a game logo. The background uses blue gradients and structures to imply platforms and levels. The ninja figure is drawn in a vector comic book style with thick outlines, heavy shadows, and green eyes to draw attention. Detailed skin shading and an angry expression convey a dark, dramatic character ready for combat. A large throwing star and hand use extreme perspective to emphasize the comic book style and dramatic action of the game, differing from the in-game pixel art graphics. The logo exaggerates key features like combat and the ninja theme to sell the game.
The document evaluates the strengths and difficulties of the game development platform Gamesalad. Some key strengths include the intuitive drag-and-drop interface, visual programming approach, and helpful community tutorials. Some difficulties include the inability to zoom in scenes, incompatibilities between the PC and Mac versions, and bugs appearing during the publishing process when rules turned off in development were reactivated.
A game designer creates the core gameplay elements and vision for a game. They work with the development team to implement this vision. Game designers need strong logical thinking and understanding of game theory to plan out the game mechanics. Key skills for game designers include strong communication both written and verbal to convey the vision to different teams working on the game. Game designers also need a creative imagination and storytelling ability to create engaging worlds and characters. Most game designers work their way up from lower positions like programming or art and gain experience before becoming a game designer.
Games artists work under the supervision of a lead artist and perform a variety of tasks including concept art, 3D modeling, and texture creation. They need strong observational skills and an understanding of anatomy and architecture to quickly draw what they see. A background in comic books or storytelling is beneficial to convey emotion and story visually. Key skills include 3D modeling software proficiency, independent work, and effective communication. A degree in art, graphic design, or illustration provides relevant education, as do internships to build skills and portfolio.
Phoenix and Aaron came up with the concept for Squidiverse, a platformer game starring a squid character. They established an 8-bit art style inspired by classic Mario and Sonic games. Phoenix created concept art for the squid and villains while Aaron composed the soundtrack. Throughout production, they refined the user interface and gameplay based on testing feedback. To promote the game, they shared concept art, videos, and gameplay footage on social media and YouTube. While the gameplay was fun and engaging, they noted that adding more enemy variety and fixing minor glitches could improve the game.
Neil Druckmann and Bruce Straley served as co-directors for The Last of Us. Druckmann focused on the story and characters as creative director, writing the script and directing voice actors. Straley managed gameplay as game director, overseeing game designers. Both directors worked their way up through Naughty Dog on previous games like Uncharted, and collaborated closely to ensure the story and gameplay complemented each other.
The cover art summarizes the key elements of the game. It depicts a combat setting with weaponry and a war-torn landscape, indicating the game is set in a war or combat scenario. It also shows the unique mechanic of piloting a large robot (Titan) by depicting a small soldier standing next to an open hatch on the robot, suggesting the soldier can enter and control the Titan. Additional details like a glowing light from inside the robot and the soldier crouching low to the hatch further reinforce this core gameplay element. The cover art establishes the genre as a combat first-person shooter and conveys the mood and tone through stylistic design choices like sharp, angular text and glowing elements that reference the technology of
The document provides instructions for navigating a level in a video game where the player controls Squid. Squid must collect all the clues in the level while avoiding enemies like crabs and hazards like crushers and water bursts. There are moving platforms and turtles that can help Squid navigate. The document outlines how to access the first clue by hitting a button with a rock to activate a platform. It also describes navigating the crusher obstacle course to get the second clue and platform jumping puzzles to find the final clue and complete the level.
This document provides an overview of the web-based platformer game "Squidiverse". The player controls Squid to complete levels across different planets by finding clues. Squid can jump, throw rocks to solve puzzles and defeat enemies. Each level introduces new obstacles and mechanics for the player to master. The game's target audience is teenagers and has a rating of PEGI 7. It aims to be challenging but provide a sense of achievement upon completing levels.
Edmund McMillen is an indie game developer known for co-founding Team Meat and creating award-winning games like Gish, Aether, and Super Meat Boy. He got his start making indie comics which helped him develop a talent for simply capturing character movement and expression through game sprites. McMillen's games like The Binding of Isaac deliberately tackle dark themes avoided in most video games, but he says he makes the art cuter to compensate for the darkness. His style is bizarre yet child-like, as seen in the chubby but unconventional character design of Meat Boy.
The document provides feedback on a beta game test. It summarizes that testers had issues with controls being too spaced out and hard to use. Instructions were also unclear or missed for some players. Visuals were liked with no negatives. Audio was absent due to browser issues. Difficulty frustrated many female players, though some males and females enjoyed the challenge. A checkpoint system was suggested to make the game less punishing but still engaging. Most said they wanted to replay but difficulty deterred some.
The document describes fixes made to prevent players from endlessly throwing rocks by holding down the "K" button in a game. Originally, a timer was used to reset attributes after 0.3 seconds that controlled whether a rock could be thrown and the throwing animation. To instead require the player to release and press the button again, the timer was removed and a rule was added to reset the throw attribute when K is released. However, this stopped the animation from completing. So the rules were separated, with a new timer added to just reset the animation attribute, allowing it to finish while keeping the throw attribute reset until K is pressed again.
The document lists various graphics, animations, and sounds needed for a game including logos, menus, planets, characters, obstacles, and effects. It outlines graphics for levels representing fire, water, chalk, and space; animations for characters like a squid, crab, and turtle; and sounds for actions like jumping, collecting items, dying, and winning. It also mentions menu, level, and ending music.
Motion capture is a process that tracks live actor performances and applies that data to animate game characters. It allows for more realistic character animations that resemble film acting. While motion capture has improved animations, it is also very expensive due to costs of equipment, studio space, and processing power needed. The high costs mean that cutting-edge motion capture is out of reach for many smaller game studios. Motion capture also risks appearing uncanny if animations do not match the quality of graphics, so further work by animators is often still needed.
Walt Disney Studios began in the 1920s and has produced animated feature films since the 1930s. Their animation style is characterized by round, soft characters with exaggerated motions. Disney had early success with Mickey Mouse and Snow White but struggled in the 1970s. The studio was revived in the 1980s and transitioned to computer animation around 2006. Current projects include Frozen and Big Hero 6. Key people who shaped Disney animation include Walt Disney, the Nine Old Men animators, and John Lasseter who oversaw the transition to CGI.
Buzz Lightyear is a character from Pixar's Toy Story franchise. He is a space ranger action figure who believes he is a real space hero. Buzz was created for the 1995 film Toy Story and has appeared in all three Toy Story movies. He contrasts with and complements the design of Woody, the other main toy character. Buzz went through many design changes during development, from a one-man band toy to a military space action figure, before arriving at his final look as a toy-like astronaut character.
The document summarizes the production of a short film titled "Hunted." It describes the initial idea for a psychological thriller following a man being stalked through a series of shots. It outlines the roles and responsibilities of the film crew, including directing, camera operating, editing, and production design. It discusses the filming process, which was improvised and energetic. Editing techniques like color correction and adding static were used. Feedback was generally positive, praising the production design and confusing storyline, while noting room for improvement in editing.
The document provides details for photographing subjects for the cover of a science fiction, fantasy, and horror magazine called SFX. It outlines that the shoot will take place in a studio space and focus on one main subject, Aaron, with optional additional subjects. Props like futuristic helmets or long coats may be used. Portrait shots will be the primary focus to show facial expressions and place the subject in context. Color correction, brightness/contrast adjustments, and simple compositing may be done in post-production to emphasize each character's mood and personality. The overall goal is to make the images look synthetic and film-like to capture the fantasy genre.
This document discusses and compares two different Doctor Who t-shirt designs - one mainstream and one niche. The mainstream shirt features the TARDIS and Doctor Who logo, making it recognizable and casually wearable by both fans and non-fans. The niche shirt depicts a specific costume from the 1980s classic series, meaning only deep fans familiar with that era would understand the reference. This niche design is bold and not stylized, intended to connect the wearer with other serious fans rather than be casually worn.
The document analyzes and summarizes the visual elements of a game logo. The background uses blue gradients and structures to imply platforms and levels. The ninja figure is drawn in a vector comic book style with thick outlines, heavy shadows, and green eyes to draw attention. Detailed skin shading and an angry expression convey a dark, dramatic character ready for combat. A large throwing star and hand use extreme perspective to emphasize the comic book style and dramatic action of the game, differing from the in-game pixel art graphics. The logo exaggerates key features like combat and the ninja theme to sell the game.
The document evaluates the strengths and difficulties of the game development platform Gamesalad. Some key strengths include the intuitive drag-and-drop interface, visual programming approach, and helpful community tutorials. Some difficulties include the inability to zoom in scenes, incompatibilities between the PC and Mac versions, and bugs appearing during the publishing process when rules turned off in development were reactivated.
A game designer creates the core gameplay elements and vision for a game. They work with the development team to implement this vision. Game designers need strong logical thinking and understanding of game theory to plan out the game mechanics. Key skills for game designers include strong communication both written and verbal to convey the vision to different teams working on the game. Game designers also need a creative imagination and storytelling ability to create engaging worlds and characters. Most game designers work their way up from lower positions like programming or art and gain experience before becoming a game designer.
Games artists work under the supervision of a lead artist and perform a variety of tasks including concept art, 3D modeling, and texture creation. They need strong observational skills and an understanding of anatomy and architecture to quickly draw what they see. A background in comic books or storytelling is beneficial to convey emotion and story visually. Key skills include 3D modeling software proficiency, independent work, and effective communication. A degree in art, graphic design, or illustration provides relevant education, as do internships to build skills and portfolio.
Phoenix and Aaron came up with the concept for Squidiverse, a platformer game starring a squid character. They established an 8-bit art style inspired by classic Mario and Sonic games. Phoenix created concept art for the squid and villains while Aaron composed the soundtrack. Throughout production, they refined the user interface and gameplay based on testing feedback. To promote the game, they shared concept art, videos, and gameplay footage on social media and YouTube. While the gameplay was fun and engaging, they noted that adding more enemy variety and fixing minor glitches could improve the game.
Neil Druckmann and Bruce Straley served as co-directors for The Last of Us. Druckmann focused on the story and characters as creative director, writing the script and directing voice actors. Straley managed gameplay as game director, overseeing game designers. Both directors worked their way up through Naughty Dog on previous games like Uncharted, and collaborated closely to ensure the story and gameplay complemented each other.
The cover art summarizes the key elements of the game. It depicts a combat setting with weaponry and a war-torn landscape, indicating the game is set in a war or combat scenario. It also shows the unique mechanic of piloting a large robot (Titan) by depicting a small soldier standing next to an open hatch on the robot, suggesting the soldier can enter and control the Titan. Additional details like a glowing light from inside the robot and the soldier crouching low to the hatch further reinforce this core gameplay element. The cover art establishes the genre as a combat first-person shooter and conveys the mood and tone through stylistic design choices like sharp, angular text and glowing elements that reference the technology of
The document provides instructions for navigating a level in a video game where the player controls Squid. Squid must collect all the clues in the level while avoiding enemies like crabs and hazards like crushers and water bursts. There are moving platforms and turtles that can help Squid navigate. The document outlines how to access the first clue by hitting a button with a rock to activate a platform. It also describes navigating the crusher obstacle course to get the second clue and platform jumping puzzles to find the final clue and complete the level.
This document provides an overview of the web-based platformer game "Squidiverse". The player controls Squid to complete levels across different planets by finding clues. Squid can jump, throw rocks to solve puzzles and defeat enemies. Each level introduces new obstacles and mechanics for the player to master. The game's target audience is teenagers and has a rating of PEGI 7. It aims to be challenging but provide a sense of achievement upon completing levels.
Edmund McMillen is an indie game developer known for co-founding Team Meat and creating award-winning games like Gish, Aether, and Super Meat Boy. He got his start making indie comics which helped him develop a talent for simply capturing character movement and expression through game sprites. McMillen's games like The Binding of Isaac deliberately tackle dark themes avoided in most video games, but he says he makes the art cuter to compensate for the darkness. His style is bizarre yet child-like, as seen in the chubby but unconventional character design of Meat Boy.
The document provides feedback on a beta game test. It summarizes that testers had issues with controls being too spaced out and hard to use. Instructions were also unclear or missed for some players. Visuals were liked with no negatives. Audio was absent due to browser issues. Difficulty frustrated many female players, though some males and females enjoyed the challenge. A checkpoint system was suggested to make the game less punishing but still engaging. Most said they wanted to replay but difficulty deterred some.
The document describes fixes made to prevent players from endlessly throwing rocks by holding down the "K" button in a game. Originally, a timer was used to reset attributes after 0.3 seconds that controlled whether a rock could be thrown and the throwing animation. To instead require the player to release and press the button again, the timer was removed and a rule was added to reset the throw attribute when K is released. However, this stopped the animation from completing. So the rules were separated, with a new timer added to just reset the animation attribute, allowing it to finish while keeping the throw attribute reset until K is pressed again.
The document lists various graphics, animations, and sounds needed for a game including logos, menus, planets, characters, obstacles, and effects. It outlines graphics for levels representing fire, water, chalk, and space; animations for characters like a squid, crab, and turtle; and sounds for actions like jumping, collecting items, dying, and winning. It also mentions menu, level, and ending music.