The document summarizes a game developer's work over 11 days to research and plan a video game production project. In the first week, the developer researched other game designers, began drafting a proposal, and focused on scheduling. In the second week, the developer analyzed existing games, conducted a survey, and continued production research. Problems were identified and solutions were brainstormed. Experiments with techniques began in the fourth week to address practical challenges. The overall summary covers the progression of research, planning, and preparation over multiple weeks to lay the groundwork for a video game production project.
Day 6: The student analyzed the website LFCTransferRoom, noting both positive and negative aspects to potentially incorporate or avoid in their own work. Positives included a live banner displaying the latest news in bold, clear text to grab attention. Negatives were the low placement of the navigation menu and poor font color/contrast making it hard to see, highlighting the importance of clear navigation. Overall the analysis of existing websites is helping the student understand effective design techniques to apply and pitfalls to avoid in their own products.
The document provides an evaluation of Tommy Lister's research process. It discusses his initial case study on a video game where he analyzed elements like gameplay modes, audio, graphics, and box art. It then discusses his product research PowerPoint where he analyzed similar games. It notes he conducted primary research through interviews that helped inform additional features. The document evaluates the strengths and weaknesses of various aspects of his planning, time management, technical qualities, aesthetic qualities, and audience appeal of his project. In summary, it provides a reflective evaluation of the different stages of Tommy Lister's research and game development project.
Harry Taylor began production of his final media project by creating initial plans, including mind maps of ideas and a mood board for inspiration. He narrowed his ideas down to a CD cover with additional promotional elements. In week 1, he felt confident in his developed idea but saw room for improvement. In week 2, he researched existing products and conducted a survey to inform his work. He realized he may need to rely more on interviews for detailed feedback. In week 3, he began experiments in Photoshop to learn new techniques and expand his skills. He recognized the need to integrate multiple techniques. In week 4, he finished experiments and began pre-production, including selecting fonts, colors, and initial layouts. He started production on
- The student has been experimenting with different graphic design techniques like neon effects and 3D elements to influence their magazine production. They completed tutorials on neon glasses, adding shapes to images, and 3D flowers.
- The experiments helped the student learn what effects they enjoy making and will include in their project. It also helped them identify any problems to address before production.
- While the experiments are influencing their work, the student wants to further study magazine cover designs to create an attractive, unique cover that draws in their target audience for their graphic design magazine.
This document provides a weekly summary and reflection of the production process for a final major project creating alternative film posters and a website. In week 1, the student created proposals to plan their ideas. In week 2, they researched existing artists who have made similar work. Week 3 involved audience and production research through surveys and interviews. Week 4 covered problem solving and initial experiments. Week 5 focused on further experiments. Week 6 was dedicated to planning and pre-production work. Week 7 wrapped up the planning with additional layout designs, style sheets, and potential ideas. Week 8 marks the start of production, where the student began working on nature-themed posters and learning new editing software.
The student conducted research before creating their magazine, including analyzing existing magazines and surveying people. They created initial plans with mind maps and mood boards, then conducted production experiments with logos, images, and magazine covers. Extensive pre-production planning included style sheets, layouts, resources, contingencies, and health and safety. The student feels they managed their time well and met deadlines. Their magazine cover and spreads are compared to existing magazines, with similarities noted in layout and styles, but differences in effects, fonts, and barcode placement. The student is happy with their work but aims to improve specific elements next time.
Jay Birkin completed a research and planning project for a video game. Their research involved examining existing games and products to gather inspiration. They created detailed existing products pages and conducted interviews and questionnaires. For planning, Jay generated ideas through mind maps and created a mood board and style sheets to help decide on their game concept. They developed layout plans and managed their time well according to a schedule. While the project took a lot of effort, Jay's research, planning and time management helped set them up for success in developing their video game.
Tom conducted background research on graphic design theories and designers. He created a survey to understand his target audience and started analyzing existing products similar to his ideas. While pleased with the detail of his work, he felt he did not complete as much research as planned. Going forward, he needs to work harder to stay on schedule and conduct more in-depth research on additional existing products, tutorials, costs, and other production elements to fully inform his project planning.
Day 6: The student analyzed the website LFCTransferRoom, noting both positive and negative aspects to potentially incorporate or avoid in their own work. Positives included a live banner displaying the latest news in bold, clear text to grab attention. Negatives were the low placement of the navigation menu and poor font color/contrast making it hard to see, highlighting the importance of clear navigation. Overall the analysis of existing websites is helping the student understand effective design techniques to apply and pitfalls to avoid in their own products.
The document provides an evaluation of Tommy Lister's research process. It discusses his initial case study on a video game where he analyzed elements like gameplay modes, audio, graphics, and box art. It then discusses his product research PowerPoint where he analyzed similar games. It notes he conducted primary research through interviews that helped inform additional features. The document evaluates the strengths and weaknesses of various aspects of his planning, time management, technical qualities, aesthetic qualities, and audience appeal of his project. In summary, it provides a reflective evaluation of the different stages of Tommy Lister's research and game development project.
Harry Taylor began production of his final media project by creating initial plans, including mind maps of ideas and a mood board for inspiration. He narrowed his ideas down to a CD cover with additional promotional elements. In week 1, he felt confident in his developed idea but saw room for improvement. In week 2, he researched existing products and conducted a survey to inform his work. He realized he may need to rely more on interviews for detailed feedback. In week 3, he began experiments in Photoshop to learn new techniques and expand his skills. He recognized the need to integrate multiple techniques. In week 4, he finished experiments and began pre-production, including selecting fonts, colors, and initial layouts. He started production on
- The student has been experimenting with different graphic design techniques like neon effects and 3D elements to influence their magazine production. They completed tutorials on neon glasses, adding shapes to images, and 3D flowers.
- The experiments helped the student learn what effects they enjoy making and will include in their project. It also helped them identify any problems to address before production.
- While the experiments are influencing their work, the student wants to further study magazine cover designs to create an attractive, unique cover that draws in their target audience for their graphic design magazine.
This document provides a weekly summary and reflection of the production process for a final major project creating alternative film posters and a website. In week 1, the student created proposals to plan their ideas. In week 2, they researched existing artists who have made similar work. Week 3 involved audience and production research through surveys and interviews. Week 4 covered problem solving and initial experiments. Week 5 focused on further experiments. Week 6 was dedicated to planning and pre-production work. Week 7 wrapped up the planning with additional layout designs, style sheets, and potential ideas. Week 8 marks the start of production, where the student began working on nature-themed posters and learning new editing software.
The student conducted research before creating their magazine, including analyzing existing magazines and surveying people. They created initial plans with mind maps and mood boards, then conducted production experiments with logos, images, and magazine covers. Extensive pre-production planning included style sheets, layouts, resources, contingencies, and health and safety. The student feels they managed their time well and met deadlines. Their magazine cover and spreads are compared to existing magazines, with similarities noted in layout and styles, but differences in effects, fonts, and barcode placement. The student is happy with their work but aims to improve specific elements next time.
Jay Birkin completed a research and planning project for a video game. Their research involved examining existing games and products to gather inspiration. They created detailed existing products pages and conducted interviews and questionnaires. For planning, Jay generated ideas through mind maps and created a mood board and style sheets to help decide on their game concept. They developed layout plans and managed their time well according to a schedule. While the project took a lot of effort, Jay's research, planning and time management helped set them up for success in developing their video game.
Tom conducted background research on graphic design theories and designers. He created a survey to understand his target audience and started analyzing existing products similar to his ideas. While pleased with the detail of his work, he felt he did not complete as much research as planned. Going forward, he needs to work harder to stay on schedule and conduct more in-depth research on additional existing products, tutorials, costs, and other production elements to fully inform his project planning.
Jay Birkin evaluated their production process for a video game project. Their research involved looking at existing games and determining audience and details for their own game. Planning included mind maps, mood boards, and style sheets to develop game ideas and aesthetics. Time management was mostly on schedule except for additional sounds needing to be added late. The visual and technical qualities of the backgrounds, text, and game case were analyzed against existing examples, with some aspects identified as strengths and some noted for potential future improvement.
Jay Birkin completed a research project on developing a video game. Their research involved looking at existing games, conducting questionnaires, and determining their target audience. They analyzed existing games' strengths and weaknesses to inform their own design choices. For planning, Jay created mind maps and a mood board to generate game ideas. They developed style sheets exploring font and color options. Overall, Jay managed their time well and met all deadlines, though they had to rush to finish adding sounds to their game at the last second after files were corrupted.
This document summarizes Jude McMichan's production process evaluation for a magazine. It describes their research process of analyzing existing magazines and conducting surveys. It discusses their initial plans including mind maps and mood boards to develop ideas. It then outlines experiments done with logos, images, and magazine covers to test designs. Finally, it details the pre-production planning including style sheets, layouts, and contingencies to guide the final production work. Overall, the evaluation demonstrates thorough planning and testing of ideas to inform the creation of the magazine.
This document summarizes Jude McMichan's production process evaluation for a magazine. It describes their research process of analyzing existing magazines in the genre and conducting surveys. It discusses their initial plans including mind maps and mood boards to develop ideas. It then outlines experiments done with logos, images, and sample magazine covers to test designs. Finally, it reviews the pre-production planning materials including style sheets, layouts, and contingencies to guide the final production work. Overall, the planning process involved extensive research, idea development, design testing, and organizational materials to inform the magazine creation.
This document contains weekly development diary entries from a student working on their final major project to create a feminist fanzine. Over four weeks, the student focused on research, experiments, and problem solving. Their research included analyzing existing fanzines and magazines, conducting a survey, and secondary research. Experiments involved learning new skills like photography, graphics, and InDesign. The student identified potential problems and solutions, such as reloading software or printing on paper if unable to print the fanzine. They reflected on staying organized and on track during their project work.
Extended Project Evaluation AO4 (Evaluating the project)jake
The document discusses the evaluation of an extended project. It summarizes the time management techniques used, difficulties experienced with software and meeting deadlines, thoroughness of research conducted, how the final outcome differed from initial intentions, skills developed, and audience feedback. Key points include poor time management, software issues causing delays, research could have been more thorough by including more primary sources, and the final outcome was improved from initial ideas through an iterative design process. Feedback was generally positive but indicated some aspects like colors and images could be improved. Reflection on the experience will inform doing the project differently in the future, such as improved time management and more primary research.
Daniel Thompson created a fake photography business for his final major project. He conducted primary and secondary research to inform his concept. For production, he created a business card, photography portfolio, and website. Some technical problems arose, such as his Adobe subscription lapsing and car issues preventing planned photoshoots, but he was able to adapt his portfolio focus to nature photography. Overall his planning and research supported a cohesive multi-product concept, though some goals had to be modified due to unforeseen difficulties.
Daniel Thompson created a fake photography business for his final major project. He conducted thorough primary and secondary research to inform his concept and planning. For his business card production, Daniel experimented with 4 mock designs before settling on a final design featuring neon lights and a gritty background on the front, and contact information on the back. His research and planning helped him successfully produce high quality mock products for his fake photography business.
The document provides an evaluation of the author's research and planning processes for a production project. Some key strengths identified in the research include conducting in-depth research of 7 existing products, which provided many ideas, and primary audience research through surveys and interviews. Weaknesses included not providing enough detail in explaining survey questions and responses. For planning, strengths were generating many ideas in mind maps and choosing a clear final idea. Weaknesses included mood boards not being as useful and lack of detail in some areas. The author felt their time management was good overall.
The document provides an evaluation of a student's production process for creating promotional materials for a rock band. It summarizes the student's research methods, including analyzing existing products, conducting surveys and interviews. It also discusses the strengths and weaknesses of the student's research, planning, time management, and the technical and aesthetic qualities of the final products. The document includes feedback from peers on what they liked and how the products could be improved, as well as the student's response to the feedback.
The document discusses the process of researching, planning, and creating photography-related products. Key details include:
- Research involved surveys and interviews to understand audience preferences around photography topics, effects, and colors. This informed the design of the products.
- Planning mapped out ideas and included mind maps and image boards. This helped determine what to include in the products around themes, colors, and layouts.
- Products created included posters and a portfolio. These incorporated the research findings and allowed testing of different designs before the final products.
The student completed all stages of their extended project on creating a 2D animation, including:
1) Initial planning and idea generation in February.
2) Conducting research on animation styles and concepts in March.
3) Creating drafts of the animation and revising based on feedback.
4) Finalizing the animation and showcasing it at an exhibition in late March.
5) Reflecting on the process and organizing documentation in a blog in April.
The document provides an evaluation of the student's Final Major Project (FMP) process. It summarizes the key stages:
1) Ideation - The student came up with 3 project ideas, ultimately deciding on creating video game cover art and additional promotional products.
2) Research - The student researched game art design techniques and 6 designers, focusing on those in similar genres to their project.
3) Pre-Proposal - This outlined the project at a high level before the full proposal.
4) Proposal - The student provided more details on their concept, previous work, evaluation plans, bibliography, and production schedule. The proposal helped solidify and plan their project.
Jill Allden created an interactive digital portfolio using Flash for university interviews. She conducted research and decided a digital portfolio would be better than a physical one. Jill created a test gallery with sliding navigation and included features like rollovers. While the project was challenging, it provided experience with Flash and portfolio design that will be useful for future projects and interviews.
Oliver Keppie kept a diary documenting his progress on creating an animated short film about depression for a school project over 6 weeks. In week 1, he wrote a pre-proposal and proposal, conducted research on animation inspirations. In week 2, he did secondary audience research and created a survey. He researched the causes and symptoms of depression. In week 3, he analyzed the survey results and researched where and how his animation could be shared. He acknowledged needing more research on men's mental health issues. In week 6, he planned fonts, characters, sound, and created a storyboard for his animated film about raising awareness of depression symptoms.
Oliver created a schedule and finished explaining their storyboard for their animation project about early signs of depression. They reflected on the hardest parts of planning being integrating the signs subtly into the story flow. Oliver is happy with their storyboard and planning overall. They note potential challenges of working remotely during COVID-19 but have written proposed solutions. Oliver will improve their research based on feedback and report back next time on those changes.
Oliver Keppie kept a diary detailing his work on creating an animated short film about depression for his final major project. Over several weeks, he conducted research on depression, created character designs and storyboards, tested different animation techniques, and planned out his production schedule. While the Covid-19 situation presented some challenges, Oliver found solutions such as completing as much work as possible remotely and revising his research. He also began a separate mini-project focused on character design to develop his skills and stay creative during this time.
Oliver Keppie kept a diary of his work on a pre-proposal, proposal, and research for an animated film project. In week 1, he wrote his pre-proposal and proposal, conducting research on inspirations and finding sources for his bibliography. In week 2, he did secondary research on audiences and primary research with a survey. He also researched the causes and context of depression as the film's topic. In week 3, he analyzed the survey results and researched places to display the film. In week 4, he planned for problems by experimenting with animation styles and techniques. In week 5, he tested animation tools and rigging methods, conducting experiments to influence his project approach.
- The document summarizes Oliver Keppie's progress on his animation project over 4 weeks. In week 1, he created a pre-proposal and proposal, conducting research on inspirations. In week 2, he did secondary research on audiences and primary research with a survey. In week 3, he analyzed survey results and researched where his animation could be displayed. In week 4, he started problem-solving, experimenting with animation styles and planning for potential issues.
This document summarizes a student's extended photography project. It discusses how the student planned their time using a Gantt chart but ended up spending more time on research. It describes problems exhibiting the work and getting feedback. The student's final outcomes differed from their original plans and they would approach certain aspects differently in the future, such as better planning photographs and exhibitions. Overall, the student felt they managed the project efficiently and were happy with their final outcomes and feedback received.
weekly reflective diary for fmp lol.pptxJayBrown79
This weekly reflective diary discusses the student's progress on their final major project over 4 weeks. In week 1, the student revised their original idea and decided to focus on life as a student athlete through a participatory documentary. In week 2, the student researched existing inspirational documentaries and conducted a survey. They analyzed 3 existing products and learned how to apply lessons from other works. In week 3, the student completed additional research including survey results, interviews, and topics for their documentary. They felt it was one of their most productive weeks. In week 4, the student began problem solving by considering potential issues like equipment access and inexperience filming interviews. They also identified solutions like booking equipment early and practicing skills. The largest potential
Jay Birkin evaluated their production process for a video game project. Their research involved looking at existing games and determining audience and details for their own game. Planning included mind maps, mood boards, and style sheets to develop game ideas and aesthetics. Time management was mostly on schedule except for additional sounds needing to be added late. The visual and technical qualities of the backgrounds, text, and game case were analyzed against existing examples, with some aspects identified as strengths and some noted for potential future improvement.
Jay Birkin completed a research project on developing a video game. Their research involved looking at existing games, conducting questionnaires, and determining their target audience. They analyzed existing games' strengths and weaknesses to inform their own design choices. For planning, Jay created mind maps and a mood board to generate game ideas. They developed style sheets exploring font and color options. Overall, Jay managed their time well and met all deadlines, though they had to rush to finish adding sounds to their game at the last second after files were corrupted.
This document summarizes Jude McMichan's production process evaluation for a magazine. It describes their research process of analyzing existing magazines and conducting surveys. It discusses their initial plans including mind maps and mood boards to develop ideas. It then outlines experiments done with logos, images, and magazine covers to test designs. Finally, it details the pre-production planning including style sheets, layouts, and contingencies to guide the final production work. Overall, the evaluation demonstrates thorough planning and testing of ideas to inform the creation of the magazine.
This document summarizes Jude McMichan's production process evaluation for a magazine. It describes their research process of analyzing existing magazines in the genre and conducting surveys. It discusses their initial plans including mind maps and mood boards to develop ideas. It then outlines experiments done with logos, images, and sample magazine covers to test designs. Finally, it reviews the pre-production planning materials including style sheets, layouts, and contingencies to guide the final production work. Overall, the planning process involved extensive research, idea development, design testing, and organizational materials to inform the magazine creation.
This document contains weekly development diary entries from a student working on their final major project to create a feminist fanzine. Over four weeks, the student focused on research, experiments, and problem solving. Their research included analyzing existing fanzines and magazines, conducting a survey, and secondary research. Experiments involved learning new skills like photography, graphics, and InDesign. The student identified potential problems and solutions, such as reloading software or printing on paper if unable to print the fanzine. They reflected on staying organized and on track during their project work.
Extended Project Evaluation AO4 (Evaluating the project)jake
The document discusses the evaluation of an extended project. It summarizes the time management techniques used, difficulties experienced with software and meeting deadlines, thoroughness of research conducted, how the final outcome differed from initial intentions, skills developed, and audience feedback. Key points include poor time management, software issues causing delays, research could have been more thorough by including more primary sources, and the final outcome was improved from initial ideas through an iterative design process. Feedback was generally positive but indicated some aspects like colors and images could be improved. Reflection on the experience will inform doing the project differently in the future, such as improved time management and more primary research.
Daniel Thompson created a fake photography business for his final major project. He conducted primary and secondary research to inform his concept. For production, he created a business card, photography portfolio, and website. Some technical problems arose, such as his Adobe subscription lapsing and car issues preventing planned photoshoots, but he was able to adapt his portfolio focus to nature photography. Overall his planning and research supported a cohesive multi-product concept, though some goals had to be modified due to unforeseen difficulties.
Daniel Thompson created a fake photography business for his final major project. He conducted thorough primary and secondary research to inform his concept and planning. For his business card production, Daniel experimented with 4 mock designs before settling on a final design featuring neon lights and a gritty background on the front, and contact information on the back. His research and planning helped him successfully produce high quality mock products for his fake photography business.
The document provides an evaluation of the author's research and planning processes for a production project. Some key strengths identified in the research include conducting in-depth research of 7 existing products, which provided many ideas, and primary audience research through surveys and interviews. Weaknesses included not providing enough detail in explaining survey questions and responses. For planning, strengths were generating many ideas in mind maps and choosing a clear final idea. Weaknesses included mood boards not being as useful and lack of detail in some areas. The author felt their time management was good overall.
The document provides an evaluation of a student's production process for creating promotional materials for a rock band. It summarizes the student's research methods, including analyzing existing products, conducting surveys and interviews. It also discusses the strengths and weaknesses of the student's research, planning, time management, and the technical and aesthetic qualities of the final products. The document includes feedback from peers on what they liked and how the products could be improved, as well as the student's response to the feedback.
The document discusses the process of researching, planning, and creating photography-related products. Key details include:
- Research involved surveys and interviews to understand audience preferences around photography topics, effects, and colors. This informed the design of the products.
- Planning mapped out ideas and included mind maps and image boards. This helped determine what to include in the products around themes, colors, and layouts.
- Products created included posters and a portfolio. These incorporated the research findings and allowed testing of different designs before the final products.
The student completed all stages of their extended project on creating a 2D animation, including:
1) Initial planning and idea generation in February.
2) Conducting research on animation styles and concepts in March.
3) Creating drafts of the animation and revising based on feedback.
4) Finalizing the animation and showcasing it at an exhibition in late March.
5) Reflecting on the process and organizing documentation in a blog in April.
The document provides an evaluation of the student's Final Major Project (FMP) process. It summarizes the key stages:
1) Ideation - The student came up with 3 project ideas, ultimately deciding on creating video game cover art and additional promotional products.
2) Research - The student researched game art design techniques and 6 designers, focusing on those in similar genres to their project.
3) Pre-Proposal - This outlined the project at a high level before the full proposal.
4) Proposal - The student provided more details on their concept, previous work, evaluation plans, bibliography, and production schedule. The proposal helped solidify and plan their project.
Jill Allden created an interactive digital portfolio using Flash for university interviews. She conducted research and decided a digital portfolio would be better than a physical one. Jill created a test gallery with sliding navigation and included features like rollovers. While the project was challenging, it provided experience with Flash and portfolio design that will be useful for future projects and interviews.
Oliver Keppie kept a diary documenting his progress on creating an animated short film about depression for a school project over 6 weeks. In week 1, he wrote a pre-proposal and proposal, conducted research on animation inspirations. In week 2, he did secondary audience research and created a survey. He researched the causes and symptoms of depression. In week 3, he analyzed the survey results and researched where and how his animation could be shared. He acknowledged needing more research on men's mental health issues. In week 6, he planned fonts, characters, sound, and created a storyboard for his animated film about raising awareness of depression symptoms.
Oliver created a schedule and finished explaining their storyboard for their animation project about early signs of depression. They reflected on the hardest parts of planning being integrating the signs subtly into the story flow. Oliver is happy with their storyboard and planning overall. They note potential challenges of working remotely during COVID-19 but have written proposed solutions. Oliver will improve their research based on feedback and report back next time on those changes.
Oliver Keppie kept a diary detailing his work on creating an animated short film about depression for his final major project. Over several weeks, he conducted research on depression, created character designs and storyboards, tested different animation techniques, and planned out his production schedule. While the Covid-19 situation presented some challenges, Oliver found solutions such as completing as much work as possible remotely and revising his research. He also began a separate mini-project focused on character design to develop his skills and stay creative during this time.
Oliver Keppie kept a diary of his work on a pre-proposal, proposal, and research for an animated film project. In week 1, he wrote his pre-proposal and proposal, conducting research on inspirations and finding sources for his bibliography. In week 2, he did secondary research on audiences and primary research with a survey. He also researched the causes and context of depression as the film's topic. In week 3, he analyzed the survey results and researched places to display the film. In week 4, he planned for problems by experimenting with animation styles and techniques. In week 5, he tested animation tools and rigging methods, conducting experiments to influence his project approach.
- The document summarizes Oliver Keppie's progress on his animation project over 4 weeks. In week 1, he created a pre-proposal and proposal, conducting research on inspirations. In week 2, he did secondary research on audiences and primary research with a survey. In week 3, he analyzed survey results and researched where his animation could be displayed. In week 4, he started problem-solving, experimenting with animation styles and planning for potential issues.
This document summarizes a student's extended photography project. It discusses how the student planned their time using a Gantt chart but ended up spending more time on research. It describes problems exhibiting the work and getting feedback. The student's final outcomes differed from their original plans and they would approach certain aspects differently in the future, such as better planning photographs and exhibitions. Overall, the student felt they managed the project efficiently and were happy with their final outcomes and feedback received.
weekly reflective diary for fmp lol.pptxJayBrown79
This weekly reflective diary discusses the student's progress on their final major project over 4 weeks. In week 1, the student revised their original idea and decided to focus on life as a student athlete through a participatory documentary. In week 2, the student researched existing inspirational documentaries and conducted a survey. They analyzed 3 existing products and learned how to apply lessons from other works. In week 3, the student completed additional research including survey results, interviews, and topics for their documentary. They felt it was one of their most productive weeks. In week 4, the student began problem solving by considering potential issues like equipment access and inexperience filming interviews. They also identified solutions like booking equipment early and practicing skills. The largest potential
The document summarizes the student's reflections from weeks 1-4 of developing their film proposal project. In week 1, the student expresses initial nervousness about the scope of the project but believes researching genres and techniques will help. They need to research sci-fi conventions and the target audience. In weeks 2-3, the student learns from surveys that their ideas are appealing but need to simplify the plot. Technical research uncovered skills to learn. In week 4, the student identifies problems and proposes solutions, such as using existing equipment and software, but finance and scheduling remain unsolved issues requiring flexibility. The research process is ongoing to continuously improve planning.
- The student has been working on improving documents for their filmmaking project during time off from college due to Covid-19, including improving their proposal and planning documents.
- They are trying to access files from their college computer that contain important project work like their film script. Not having these files is a challenge to completing their planning.
- Limited equipment and software at home due to the pandemic restricts the student's ability to do practical filmmaking work, but they are considering alternative tasks like exploring shot ideas on their phone.
For week 5 of his filmmaking project, the student:
1. Completed problem solving experiments testing color tones, music mood, and camera angles to convey themes.
2. Finished his problem solving mind map and notes documenting potential issues and solutions.
3. Tested contrasting color tones to match different themes and changing mood with music, crucial elements for his film.
The document summarizes the student's work over 5 weeks on their filmmaking project (FMP). In Week 1, they created inspiration and proposal documents, researching directors and themes. In Week 2, they began a research document on existing films and audience research. In Week 3, they conducted primary research through surveys and interviews. In Week 4, they created a problem-solving document identifying potential issues. In Week 5, they tested solutions through practical experiments on color, music, and camera angles. The student reflected on strengths and areas for improvement each week.
- The student completed their initial plans and proposal for their FMP project in the first week, which involved creating tasks like a pre-proposal and influences. They felt their idea became clearer as they worked.
- In week 2, the student began research by looking at similar animation styles and conducting surveys to understand their target audience. They analyzed the responses and how it could impact their project.
- In the final week, the student focused on creating an evaluation that analyzed the technical and aesthetic qualities of their work, gathered feedback, and made final improvements to their presentations. They felt doing a thorough evaluation was important to achieving success in the project.
The student reflected on their progress in designing a graphic design product targeted at 15-25 year olds. They researched graphic design and photographers to inform their project ideas. Through experimenting with Photoshop tutorials, the student identified computer issues as a potential problem and the importance of regular saving. Later weeks involved collecting graphic design images for inspiration, considering survey feedback, and continuing experiments with different styles to make the final product interesting and engaging.
The document provides an evaluation of Harry Taylor's research, planning, production, and technical qualities for a video game project. Some key points:
- Research included a case study of Call of Duty WW2 to understand important game areas. Primary research through interviews helped generate ideas.
- Planning consisted of mind maps, mood boards, style sheets, and schedules. This provided foundations for the work but could have been more detailed.
- Production saw some changes from initial plans, like changing the background color. The game concept was simple but colors and menus could be improved.
- Technical qualities like audio were different than the similar game Dune, providing some originality, but Dune had smoother gameplay and
The document provides an evaluation of Harry Taylor's research, planning, production, and technical qualities for a video game project. Some key points:
- Research included a case study of Call of Duty WW2 to understand important game areas. Primary research through interviews helped generate ideas.
- Planning consisted of mind maps, mood boards, style sheets, and schedules. This provided foundations for the work but could have been more detailed.
- Production saw some changes from initial plans, like changing the background color. The game concept was simple but colors and menus could be improved.
- Technical qualities like audio were different than the similar game Dune, providing some originality, but Dune had smoother gameplay and
Jake worked on case studies, initial plans, and research for his video game production project. He researched Dragon Age: Inquisition and video game addiction. From his case studies and initial plans, he learned about different camera angles used in games and factors that can contribute to video game addiction. For his production, Jake created character models, backgrounds, and animations in Photoshop. He evaluated his work by discussing strengths, weaknesses, and comparing his game to existing titles. The evaluation will help him improve his final major project.
The student evaluated their product design, branding, research, planning, time management, and social media/website for their chocolate company project. They found their product design and research were strong areas, but their time management and consistency of branding could be improved. Overall they were happy with most elements of their project but recognized ways they could strengthen it if given more time.
Tamzin Twose conducted research and planning for an FMP evaluation project on creating a gaming magazine brand. Some key findings from her research included that simulation gaming was popular among her survey respondents and that magazines with a style similar to PC Gamer would be most appealing. Conducting interviews provided useful insights into preferred article styles. Her planning included creating many product ideas that she did not have time to complete. Technical issues with video editing software impacted her time management and ability to create all planned products. Overall, the research and planning process helped guide her magazine and article creation, but additional time would have allowed for more refined products.
This evaluation form is designed to help students evaluate their projects. It provides guidance on using appropriate terminology, staying concise, focusing on key points, and evaluating statements rather than narrating the process. The student completed a documentary project on snooker but faced challenges with planning, research, and finding interview subjects that impacted the final outcome. Overall, the project was rated as satisfactory and the student identified areas for improvement around planning, research, and time management for future projects.
This document provides a personal evaluation of Rachel O'Connell's final fanzine product. Rachel expresses that she is very happy with how her fanzine turned out, feeling it included all the components she wanted in terms of aesthetic, design, and content. She notes each section has a different style and theme, which was her original aim. Rachel also feels her fanzine combines many of her skills into one product and explores things that interest her personally, making it a very successful product overall.
The document summarizes the student's final major project (FMP) process for creating props for a stop motion video based on The Legend of Zelda: Breath of the Wild game. Some key points:
- The student chose to make props due to COVID restrictions and their interest in prop making. They struggled with motivation during lockdown which caused delays.
- Contextual research focused on inspirational prop makers but lacked audience analysis. Production research was also added later.
- Audience research for stop motion films was difficult at first but improved when focused on the Zelda audience.
- Sculpting the props went well but painting was a challenge, though issues were addressed.
-
The document provides an evaluation of the student's research, planning, time management, and final product for a photo manipulation project on promoting York by train. Some strengths noted were that the research expanded the student's knowledge and inspired aspects of the final product. Planning helped the student determine what to photograph and how the finished product should look. Time was managed well for production work. Some weaknesses included researching unnecessary points and not exploring more fonts. The student's final product and an existing product both used a cloud and smoke effect to make the train appear as if it is flying, but the student's image promoted a company while the existing image was just a creation. The student likes how their reflection effect and color choices turned out for the image.
The student conducted research to help develop their film proposal. They surveyed potential audiences about plot elements and themes, finding the response was overwhelmingly positive. This increased their confidence and provided guidance on tailoring the project. Market research revealed how similar content is consumed, influencing the format choice. Technical research covered cinematography, editing, and new skills. While some problems were identified, solutions were proposed for many, such as equipment access and storage. Further research is still needed and some issues may require project changes later, but overall research supported the proposal development.
This document provides a self-evaluation of the author's final major project. For research, the author's strengths included conducting in-depth target audience research and primary research through surveys and interviews. Weaknesses included not researching production timelines of similar projects or conducting more detailed audience profiling. For planning, strengths were creating storyboards and a shot list, but weaknesses included unrealistic planning and lack of alternative plans or a detailed production schedule. For time management, strengths were meeting deadlines, but weaknesses included an unrealistic initial plan that led to changes. Overall, the author is happy with the completed project but identifies areas for improvement in future projects.
This document provides a self-evaluation of the author's final major project. For research, the author's strengths included conducting in-depth target audience research and primary research through surveys and interviews. Weaknesses included not researching production timelines of similar projects or including more detailed audience profiling. For planning, strengths were creating storyboards and a shot list, but weaknesses included unrealistic planning and lack of contingency planning. For time management, strengths were meeting deadlines, but weaknesses included an unrealistic initial plan that led to changes. Overall, the author is happy with the completed project but identifies areas for improvement in future planning and project management.
Harry Taylor is a recent graduate of York College seeking new opportunities. He has strong qualifications in creative media as well as science, engineering, computing and other subjects from secondary school. Harry has work experience in teaching swimming and a technology placement. References are available from his former secondary school teachers.
This document is a portfolio by Harry Taylor showcasing his Photoshop work from 2017-2019. It includes pages from a fanzine he created, client work such as logos and business cards, game packaging designs from his second year FMP work, and experiments and projects from his first year including magazine covers and an infographic. Each piece is credited to his Instagram page @hgt.edits to promote his Photoshop skills.
This document contains information for a UCAS application, including the applicant's personal details, academic history of GCSE and college grades, proposed university courses, and a personal statement. The applicant has studied subjects including English, maths, history, science, and computer science at GCSE level. They are currently completing a Level 3 Diploma in Creative Media Production and Technology and aim to study video game design, composition for media/games, or esports at university.
The document summarizes the process of creating a 5-minute presentation in Adobe Premiere Pro about 9 graphic design products. It describes laying out the audio recording and images, editing out mistakes, and adding transitions, effects, and background music. The presentation was shared on Instagram and YouTube to get feedback from peers and professional designers.
The summaries provided feedback on a game cover art project. For the first cover, both summaries said the cartoon style was effective and professional. For the color scheme, they suggested adding more color or changing to white/colors to distinguish the two sides. For the third cover, one suggested making the characters more opaque while the other liked the style but thought it better for cheaper editions. They both thought the DLC card was good but the artwork piece did not fit the theme or style as well. Suggestions were made to improve consistency and distinguish between realistic and cartoon styles.
The document provides a summary of the production process for standard and limited edition video game cover art over the course of 5 days. On day 1, the creator laid out the standard edition cover in Photoshop and began designing the title. On day 2, photos were taken and edited, with faces composited together. Day 3 involved adding clothing details and tattoos digitally. On day 4, tweaks were made to improve aesthetics, such as adding a map and text effects. Work began on the more complicated limited edition cover on day 5.
This document lists 8 products including 3 different cover editions of a standard product, a season pass card, downloadable content card, and a concept art book with custom covers and inside pages. The products range from basic to limited and gold editions, additional digital content, and a special art book documenting the creative process.
The document provides planning details for a project to create video game cover art. It discusses two potential photo shoot locations - an alleyway near the creator's house and a college studio. The alleyway offers an urban backdrop but lacks lighting control, while the studio allows custom lighting and backdrops. Financial plans estimate costs below £30 for props like bandannas, shirts, caps and a toy gun. Production timelines aim to complete half a cover per week over 6 weeks. Equipment like a Canon DSLR and tripod from the college will be used, along with Photoshop for editing. Props, costumes in black and white, and minimal copy text are discussed. Potential color schemes and fonts are considered for their visual
The document analyzes the front and back covers of the video game Call of Duty: Modern Warfare 2. It discusses the imagery, colors, fonts and other design elements used and how they help set the tone for the game's story and themes of war. Key points include how the contrasting colors on the front cover represent the chaos of war, and how images on the back cover depict different environments and perspectives to immerse the player in the action.
The document discusses several potential problems and solutions related to an outdoor photography project. Some key issues addressed include weather problems like rain or wind, achieving proper lighting outdoors, finding suitable models, locating appropriate outdoor shooting locations, ordering supplies in a timely manner, and health and safety concerns while shooting outdoors or in a studio. The document also outlines practical problems that may arise with equipment, storage, power, software, and backing up data, and provides solutions for addressing each problem.
Harry Taylor proposes a graphic design project creating artwork for a video game. This will include game covers, advertisements, and merchandise designs. Taylor will take reference photos and edit them to look like game imagery. Research will include studying existing game art styles and techniques. Evaluation will involve daily reflections during production and a final self-assessment. Peer feedback will also be gathered to help improve the work from different perspectives. The project will span 20 weeks including pre-production research, experiments, production, and evaluation phases.
This document provides an opportunity to reflect on the progress made in the first 7 units of the course. It asks the student to think about what they have learned so far and how this has influenced their choice of final major project (FMP). The student then provides details about their FMP idea, which is to create promotional products for a video game, including posters, box art, animation, and an artwork book. They explain that they chose this idea because they are interested in and knowledgeable about video games. The goal is to create products that audiences can relate to and that convey the serious tone and photorealistic style of the hypothetical game.
My first idea for my FMP is to create a promotion for an original video game about sniping and stealth that would include box art, an animation, a poster, and a small booklet with character artwork. My second idea is to create a musical promotion including an album cover, poster of the artist, animation, and track list. A third idea is to make a gaming magazine with a front cover, back cover, multiple spreads, and a poster about gaming tech, games, and gaming news events.
This document provides an overview of the roles and process involved in video game art design. It discusses the following:
- Video game art design begins in pre-production with concept art sketches and drawings. Artists then move to the graphic design stage.
- There are various roles in game art design including 2D artists, 3D artists, concept artists, storyboard artists, texture artists, environmental artists, lighting artists, and animators.
- A lead artist or art director guides the art team and ensures all art works cohesively through development. They collaborate with other teams like designers.
1. The document discusses how to analyze a media product by examining its context, themes, content, representations, and technical elements like mise-en-scene and sound.
2. It then analyzes the 2007 first-person shooter video game "Call of Duty 4: Modern Warfare" made by Infinity Ward. It discusses the developers, characters, and story influences.
3. The analysis explores the characters in depth, discussing their voice actors and real-life inspirations. It finds many characters were inspired by previous media or voiced by experienced actors to feel realistic.
The peer feedback provided insights for the client to improve their designs. One peer said the business cards were eye-catching and the colors worked well together. They suggested demonstrating Photoshop skills more. Another peer liked the shapes used but said the purple was too bright and hard to read. The client found the feedback helpful to get different perspectives to strengthen their designs for future projects.
This document discusses client products. It likely contains information about the types of products a company offers to its clients. In 3 sentences or less, the document aims to provide an overview of the products and services available to customers.
The document summarizes a graphic designer's 7-day process of creating logo designs and other branding materials for a client. On day 1, the designer began working on the client's logo, experimenting with different fonts, colors, and effects. They created alternative designs and encountered some technical issues. On subsequent days, they refined existing logos, created new minimalist and polygonal designs, and designed business cards incorporating the logos. After feedback, they combined elements of two logos. On the final day, they created experimental products like calendar concepts and merchandise designs for the client's consideration. Overall, the designer learned through trial and error while aiming to represent the client's brand vision.
The document provides information and guidance for developing ideas for a client project. It includes sections for brainstorming ideas, evaluating which to develop further, creating mood boards and mockups to visualize ideas, and experimenting with logo, business card, and website designs. For the logo development, the creator analyzes different color palettes, fonts, and provides example images. The goal is to develop ideas that represent the client's brand and meet their needs.
The client is rebranding from Three Four Consultancy Ltd to Impact Consultancy Ltd and provides services to education, public, and charity sectors. The target audience includes a range of clients but mainly schools, so the age group is estimated to be 30-60 years old. Research shows headteachers average 50 years old. The branding will need to appeal to both males and females, using a sans-serif font and neat, sharp designs to appeal to older audiences without looking boring. The target socioeconomic class is estimated to be lower-middle (C1) to middle (B) class based on teacher and headteacher salaries in the UK. The target audience is niche but will require a balance between niche and mainstream.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
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.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
3. Day 1
• Today I began researching into video game designers and video game artists. I researched into
these people to find out about their approaches to work so that I can be inspired by this. I also
researched into that person for example where they were educated so I can see everything
leading up to how they developed/designed their game. This is a useful part of my research
because I need to learn how the professionals do it but it was really hard to find any information
on some of the people as they aren’t very famous. This hindered a lot of my time that I could have
spent working on my document because I had to use a lot of different sources to get a small piece
of information.
4. Day 2
• I have begun my proposal today. I have further developed the basic ideas that I
had from my pre-proposal. I feel that my proposal is somewhat detailed, but the
word limit prevented me from clearly getting my ideas across in a highly
informative way. I have not yet finished my proposal as I need to finish my
schedule The schedule will be a fairly easy task to complete because it wont be
set in stone and I can always adapt to any changes that I make. I went a bit over
my word count on the rationale because I found it hard to explain 2 years worth
of work in 150 words. I think that I explained my concept well despite only having
200 words to explain it. I can definitely work on my bibliography more by finding
more sources. I think that I need more original sources instead of having lots of
websites.
5. Day 3
• I have finished my proposal today. I focused heavily on the schedule, carefully
planning out each day with each task. To be really specific, I talked about what I
would try and accomplish each lesson. I will not follow the schedule exactly in
case I finish something early or take longer than expected to finish something. I
have around 8 weeks of production so if I finish something early, I always have a
bit of extra time to improve it. I feel that I have enough production to occupy 8
weeks with and I think I may be able to fit more in. I do not want to overwhelm
myself though and have loads of products that aren’t good quality.
7. Day 4
• Today I have started doing primary, secondary and audience research. I started
off by doing secondary research. This included researching into existing products.
I have decided to analyse around 5 existing products that include merchandise,
game covers and possibly an animation. All the products I research need to have
some sort of relevance to my production. The first product I analsysed was “Call
Of Duty: Modern Warfare 2”. I chose this product because I liked the colours and
the way it was structured. I managed to analyse this product heavily and ended
up writing 3 slides on just the front cover. I am happy with how in depth I
managed to go with this product.
• I also began analysing another product which was a game called “Spec Ops The
Line”.
8. Day 5
• I have continued with my existing products today. I wrote less for my second product than I did for
my first but they were quite similar in some respects. To improve on this next time, I will choose
some products that aren’t of the same genre to make sure my research is varied and covers all
bases.
• I also began analysing my third existing product today as well. This product was another game,
called “Mafia III”. I wrote the least for this game as I had other areas of my research to focus on as
well. I probably could have spread out my time for this a little bit better but I wanted to make all
my areas of research strong and not just concentrate on one area of research.
• For each product I analysed, I also looked at the context to give me more information about the
product. Context also means that I can look into the minds of the creators and see how they
design games and how they release a game at a certain time to increase sales.
9. Day 6
• I have conducted a survey today using SurveyMonkey.com. I used this website
because it is free and extremely easy to use. It also makes it easy to share your
created survey to other people. When making my survey, I had to make sure that
the questions would benefit my research or production, or both. The questions
were all multiple choice so that it was less time consuming and easy for the
audience to use. I had to review the questions after I wrote them and this was a
good use of my time as I actually ended up changing a couple of them. I also
reorganised the order of the questions as it was really erratic. When I had the
questions written, I sent them off through email and put the survey link on my
social media. This meant that I was reaching out to all sorts of age ranges which
narrows down what I need to do for my audience during production.
11. Day 7
• I have continued with the exiting products today. I have structured it slightly
different this time however, by doing a mini comparison between a standard and
special edition of a game. I have decided to structure this differently because it
will help me more in production if I can pick out what makes a special edition
game cover different to a standard edition game cover. Analysing more content
would not have been a good use of my time as I have already done this three
times. The game covers that I compared were “Battlefield 3” and “Battlefield 3:
Limited Edition”. I chose this particular game because during the theories
research stage, I found the “Battlefield” art to be really interesting so I decided to
look further into it. I have gained some new knowledge about how to structure a
different version of the same product. I will most likely analyse some
merchandise either tomorrow or by the end of this week.
12. Day 8
• Today I have focused on doing production research. Production research involves looking
into what I will need to do during production and what is out there that can influence me
for my production. For example, I first looked at what tutorials on YouTube I could
potentially follow. I looked at an ice hand and a fire hand tutorial. I have explained why I
chose these in my research PowerPoint. Secondly, I looked at how I would structure my
products. To do this, I looked at my previous production and discussed what I could
improve and how I would change the structure of existing games to make my game stand
out. I then discussed the pros and cons of different production methods such as
photography. This really helped me generate ideas about what I would do differently this
time. The last section of production research I looked at today was the photography
settings for the camera. To do this, I looked at various websites that gave tips on how to
get the “perfect” photo. This included camera settings, lighting and background. I also
looked into the type of camera that we are going to use so I can make the quality better
than previous products.
13. Day 9
• Today I have finished off my existing products. I focused my work today on
analysing my primary research. I asked 10 questions and received 26 answers. I
feel that this amount of answers probably isn’t sufficient enough. However, the
answers I received were enough to understand my audience and make educated
guesses at the type of content they liked. I have never found primary research
that useful in the past because I can only reach out to a small audience and this
small audience may only contain a few people that are actually really interested
in my product. I shared my survey amongst 4 different social media apps and also
emailed it out to a few people. I am surprised at how many responses I got as I
expected to get a lot more. This has not hindered anything, it just means that I
will have to rely on other types of research such as exisiting products. I find this
more helpful anyway because I am looking at a professional product that has sold
millions of copies worldwide. If I can learn something from this then this is much
more of an advantage than my audience survey.
15. Day 10
• Today I have started problem solving. This will help me to pick out the main problems that I may potentially come across,
and then find a solution. I split the types of problems into theoretical and practical problems. This was so I could avoid
confusion. When listing out the sorts of problems I had in the past, it was also important to list problems that I may have
so that I have all grounds covered. I think that I have listed all the problems that can effect my production and this makes
me feel more confident because I can have a solution instantly if I should come across any problem.
• Practical problems focused mainly on the actual production side so I had to think about equipment, storage and software
etc. The area that I had most problems for was issues with equipment. This was because it is such a vast area so there was
obviously going to be more problems. The solutions were fairly self explanatory but it was useful to note down what I
would have to do. I feel that I covered most of the practical problems fairly well and also fairly in depth, by coming up with
multiple solutions for each problem.
• Theoretical problems focused mainly on the preparation for my production such as finance and scouting out a location for
photography. I have looked up certain locations to see if they are privately owned and I have given my self a budget that I
will spend for clothing, costume and props. Doing this is extremely helpful to me because it means I am not doing
everything randomly and it means I can buy the items efficiently because I have it planned out.
• I also took some photos today so I could prepare some photos for doing some experiments.
16. Day 11
• Today I have begun my experiments. I am experimenting with various different technique and
effect tutorials because they act as a solution to the practical problems that I came up with. The
first tutorial I followed was a skin crack effect. I chose this effect because I can replace the crack
texture with something else that fits the theme of my product. The product turned out fairly good
but I had one issue with the blending of two images to make the product look realistic.. This is an
area that I can work on before I start production. I feel that this is a necessary step to take
because it is not just blending in this situation that may effect the quality of my products. If I learn
a certain technique for blending then I can apply this to all my products or the ones that need it
to make them look as aesthetic as possible.
• Another technique that I did today was an effect that showed someone's face turning into fire. I
liked the look of this effect but I feel that it did not test my skills. There were very few steps to this
effect however it does have nice aesthetics. I can vary this effect to apply most images. The fire
technique also fits a major theme within my products so it will useful to take this effect further.
• Overall, the effects that I have completed so far I am fairly happy with. I think that there is
definitely room for improvement but it was good to experiment with new tools and effects.
17. Day 12
• Today I have continued with my experiments. I started off by making a glitch style effect from
memory. The effect does not really relate to anything within my project but I wanted to test my
skills. I think this was a good idea because it will improve my Photoshop skills as a whole and it
will also help me become more efficient when using the software. The glitch effect does not look
as professional as the ones I have created in the past but I am happy that I have a decent looking
product that I have created from memory.
• An improvement to make with this product is to perhaps consider learning other methods that
would be useful. For example, the steps to creating this glitch effect are specific to that effect and
cant be manipulated to fit another effect. It would be more useful to find effects that can fit most
themes.
19. Day 13
• I am close to finishing off my experiments. I have made cartoon looking experiment so that I can see what
the cartoon effects I have planned to use look like.
• This was an extremely basic attempt at making something in a cartoon style and I think that with a lot of
time and effort I can make something a lot better than this.
• This was really simple to do. Firstly I placed the dry brush filter over the model and then a used the brush
tool to draw the background. I think this hand drawn effect looks very basic and I will find a way to massively
improve this when it comes to production as I am not very happy with it.
20. Day 14
• The penultimate experiment I have made is a really effective and simple experiment. I traced round a photo
of the model so it looks like a drawing. I got the outline using a thick brush and then did the details with a
slightly thinner brush.
• I really like this effect despite how simplistic it is. I don’t think I’ll be able to use this too much in my actual
products as it doesn’t really match any themes of the designs I’m planning.
• To improve on this experiment, I could maybe add some colour to it to make it more exciting.
21. Day 15
• This was the final day of my problem solving. I made one last experiment and then moved onto writing
about potential problems with the camera.
• The last experiment I made was a logo for a game developer studio. I am very happy with this experiment
because I think it has a professional look to it. I like the way I have made the letter “S” match up as well. I
think that the underline is maybe a little bit unnecessary but it looked a bit empty without it.
• The potential problems I talked about with the camera are a reflection of how I used the camera effectively
and also how I used the camera not to its full potential. For example, most of the photos I took were taken in
auto mode instead of manual mode.
• Next week I begin the planning stage of my project.
23. Day 16
• This week I have started the planning stage of my FMP. This will last 2 weeks. I have been given a list of the main areas that
I will need to cover. I can and will expand on this list to give the most detailed planning I can. I started off with the colour
scheme because I had the most ideas for this. I selected a range of colour palettes from Google and then talked about how
I would use these particular colours alongside each other.
• I then talked about the facilities and what I will be needing to use. I first talked about the camera and how I plan to use it
and how I will need to book it out so that it fist my schedule. It is important that I do manage to book it out in time for
when production starts because the main effects and techniques will be applied to the images that I take. Next, I talked
about the backdrop, tripod and lights. I talked about how the backdrop needs to be green as the colours of the costume
will contrast best with the green backdrop. This is a major priority that I take pictures with a green backdrop because it
could determine the quality of my whole work. The tripod and lights were the least two important objects, but still
important enough to talk about because I can always use editing on Photoshop to create lighting and then I can rotate the
images if they haven't been taken at the right angle. Next I talked about the iMac that I would use for production. I stated
how it was an old model and how this could affect its reliability. I don’t have any doubts about using the iMac for
production because it has held up in previous projects.
• Tomorrow I will aim to get the finance, material and fonts section sorted as these will require the most research so I need
more time on them.
24. Day 17
• Today I have continued with my planning. I have researched into some fonts. The first two fonts I looked at
were fonts that I could potentially use as the main font for the title of my game. I picked out some weaknesses
and strong points of each font because I think that for my product to be effective, I need it to stand out. For my
product to stand out, I need it to choose an appropriate font that not only fits the theme of my game, but also
has a look that isn't too generic.
• The last font I have picked out is for use on the back cover and the DLC cards that I plan to make. This font is
really nice and I think that its modern edge will fit the theme of my game well. This font does contrast the
other fonts though. For example, this font is better structured and doesn’t look as rough which could
contradict peoples views on the connotations of a gang.
• I have also talked about the materials that I will need to construct my products. This was me talking about the
costume, props and anything else that I will need to consider to use within my production. I found this section
to be fairly similar to the finance section but I managed to write a fair amount that can easily be distinguished
from that particular section. I haven’t started on the finance like I planned but I will start this next week.
• I have also done some experiments using these fonts. This helped me to see what the fonts look like so that I
don’t plan too much with them and then decide I don’t like it. The experiments were extremely basic versions
of what I actually plan to do with them, but I wasn’t interested in the quality of the experiment, only the
general look of what it would actually be on a product.
25. Day 18
• This is the third day of my planning. I think I have mad appropriate progress over the last three days. I am
happy with my progress as well because I know that my work is detailed and it also isn’t rushed.
• Today I have concentrated on planning the locations. I realised that this may take up a fair chunk of my time
so it seemed best to get it out the way. I began by declaring which locations I would most likely, or would at
least try to use. The first location I am planning on using is an alley way that is near my house. I listed the
advantages and disadvantages of this location and in summary, it seems like a good spot to use due to the
main factor that it is quiet so there will be no interference. I am confident with the amount of detail I went
into.
• The second location I listed was the studio. I followed the same structure of listing the advantages and
disadvantages as I feel that this is a good way to plan something because it helps me to come to a
conclusion. I think that I put less amount of detail into talking about the studio but this was because I had
talked about it in previous slides.
• Next week, I have a lot of slides and topics to work through so I need to make sure that I am working at a
progressive level.
27. Day 19
• This week is the last week that I will get on planning before I start production next week.
• Today I have started on the layout plans. To me, I think that this is one of the most important stages of
planning because it where I start to put my brainstormed ideas into some sort of structured visualisation.
• I have made a layout plan for all the products that I planned to make from my schedule. During production, I
may choose to make more products if I have enough time. I have made a basic layout and then a layout that
replaces the basic shapes with images. The layouts do not look like a finished product at all but that was not
the aim of making these products. The aim was to provide a template of where the images and text should
go, roughly.
• For me, a visual learner, this turned out to be a really useful process as I could see my ideas coming together.
II am more confident to start production with these basic plans than I would be if was starting production
with just style sheets and colour schemes etc. I can still see how these other areas of planning would be
useful, but I would say that layout plans are the most useful.
• Tomorrow, I will focus on finishing the layout plans and then finish the remaining sections of my planning.
28. Day 20
• This is the second day of the week that I am aiming my focus towards the layout plans. I think that these are
the most useful parts of planning because it helps me when I am making my products.
• I have made multiple concepts for each layout plan I made. For example, I made the standard layout plan
and then made an alternative layout for the same product.
• All together, I have made 15 layout plans. I think that this is enough plans to make me feel comfortable when
I am making my products as I have enough plans to refer to so I don’t start improvising due to a lack of plans.
• I am happy with the amount of progress that I have made today and I have one more day to check through
my planning so I can add anything I may have missed.
29. Day 21
• This is the last day of my planning stage of the project.
• I have added a slide into my pro forma where I have discussed the dimensions of all the products that I plan
to make.
• I think that this is a necessary part of my planning because if I went into production without planning the
size of my documents then I could have potentially wasted some valuable time that I could have spent on
production.
• Next week I begin the production stage of my project and I think I am fully prepared.