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.
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The document summarizes the student's process for their final major project (FMP) creating props for a stop motion video based on The Legend of Zelda: Breath of the Wild game. They decided on this project due to COVID restrictions requiring a home-based project. They conducted research on prop makers, existing products, and their target audience. Production took a week and included sculpting and painting clay props. While happy with the overall quality, the student notes areas for improvement like paint mixing and adding more details. Comparing their props to the original game designs and other products showed successes in accuracy but also opportunities to enhance realism and movement.
This document summarizes Caleb Wilcox's development process for his final major production (FMP) of creating an animated video game. Over the course of 6 weeks, he completed pre-production documents including a pre-proposal, proposal, and research on game consoles, existing games, and game designers. He identified potential problems and experimented with level/character designs. In the final 2 weeks, he planned level locations, sound effects, and fonts for his production. Overall, Caleb broke his planning into stages and documents to thoroughly prepare before beginning the development of his animated video game FMP.
The document summarizes the strengths and weaknesses of the author's research and planning for an animation production project. Some key strengths included thorough research of existing games that provided inspiration, style sheets that guided the design process, and contingency planning that anticipated potential issues. Weaknesses consisted of overly ambitious goals that could not be achieved within time constraints, vague subject research, and an unrealistic production schedule. The author reflects on areas that could be improved such as focusing research more concisely, being more precise in planning sounds and music, and setting more realistic targets and guidelines.
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.
Mel created a website and magazine for a cosplay convention called Cosplay HQ. In week 1, Mel brainstormed ideas and researched existing magazines. Mel conducted surveys and interviews to understand audience interests. In weeks 2-3, Mel continued research and experimented with editing techniques. Week 4 involved proposal planning and designing website layouts. In weeks 5-6, Mel built out the website and edited photos. Week 7 involved more photo shoots and edits. Week 8 was spent improving existing work due to missed class time. In week 9, Mel finished the website and magazine cover and began the evaluation.
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.
Caleb Wilcox evaluates his final major production video game project. He believes he worked well throughout the production process, despite having to start over midway through. He summarizes that he felt his pre-proposal, proposal, research, problem solving, and production experiments were completed well and without issues. Some challenges included losing work and taking time to choose game designers to research. Overall, he believes he made good use of time across the production process.
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.
The document summarizes the student's process for their final major project (FMP) creating props for a stop motion video based on The Legend of Zelda: Breath of the Wild game. They decided on this project due to COVID restrictions requiring a home-based project. They conducted research on prop makers, existing products, and their target audience. Production took a week and included sculpting and painting clay props. While happy with the overall quality, the student notes areas for improvement like paint mixing and adding more details. Comparing their props to the original game designs and other products showed successes in accuracy but also opportunities to enhance realism and movement.
This document summarizes Caleb Wilcox's development process for his final major production (FMP) of creating an animated video game. Over the course of 6 weeks, he completed pre-production documents including a pre-proposal, proposal, and research on game consoles, existing games, and game designers. He identified potential problems and experimented with level/character designs. In the final 2 weeks, he planned level locations, sound effects, and fonts for his production. Overall, Caleb broke his planning into stages and documents to thoroughly prepare before beginning the development of his animated video game FMP.
The document summarizes the strengths and weaknesses of the author's research and planning for an animation production project. Some key strengths included thorough research of existing games that provided inspiration, style sheets that guided the design process, and contingency planning that anticipated potential issues. Weaknesses consisted of overly ambitious goals that could not be achieved within time constraints, vague subject research, and an unrealistic production schedule. The author reflects on areas that could be improved such as focusing research more concisely, being more precise in planning sounds and music, and setting more realistic targets and guidelines.
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.
Mel created a website and magazine for a cosplay convention called Cosplay HQ. In week 1, Mel brainstormed ideas and researched existing magazines. Mel conducted surveys and interviews to understand audience interests. In weeks 2-3, Mel continued research and experimented with editing techniques. Week 4 involved proposal planning and designing website layouts. In weeks 5-6, Mel built out the website and edited photos. Week 7 involved more photo shoots and edits. Week 8 was spent improving existing work due to missed class time. In week 9, Mel finished the website and magazine cover and began the evaluation.
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.
Caleb Wilcox evaluates his final major production video game project. He believes he worked well throughout the production process, despite having to start over midway through. He summarizes that he felt his pre-proposal, proposal, research, problem solving, and production experiments were completed well and without issues. Some challenges included losing work and taking time to choose game designers to research. Overall, he believes he made good use of time across the production process.
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.
The student evaluated their time management for their FMP project. They found that planning initial powerpoints took more time than expected due to adding more details. They started proposals and pre-production simultaneously to complete writing-heavy powerpoints earlier. Experiments were done next as they required less time. During production, the student forgot to add text to final pages and had to rush edits. They also added more details than needed to reflections, causing time pressure. Overall, time management was good except when unplanned issues arose and extra details were added to work.
The document provides an evaluation by Caleb Wilcox of his fanzine production work. He discusses the color schemes he chose, techniques used like glow effects and 3D text, his target audience of gaming and music festival enthusiasts, and his time management. While most of the production was on schedule, he fell ill near the end and had to return after a break to complete it, which slightly delayed his evaluation but he finished it quickly afterwards. Overall he believes he managed his time well and stuck to his production schedule apart from the brief illness-related delay.
The document provides a self-evaluation by Fin Sedgwick of their research, planning, and production process for creating a fanzine. Some key strengths identified include developing initial ideas based on personal passion, researching existing fanzines to inform design choices, and managing time well to complete tasks on schedule. Some weaknesses acknowledged are putting little effort into the research summary and including irrelevant ideas in the mood board that did not inform the final product. Feedback received suggested improving details and font legibility. Overall, the evaluation reflects on both strengths and areas for improvement in the creative process.
The document provides an evaluation of the author's fanzine project. Some strengths included putting effort into initial ideas that were passionate, researching existing fanzines to get design inspiration, and managing time well to complete tasks on schedule. Weaknesses included not putting enough effort into the research summary and planning ideas that ended up not being useful. Improvements could be spending more time on weaker areas, focusing planning on what was actually implemented, and ensuring fonts are legible. Feedback noted some artists' features could be more detailed and one font needed changing. Overall the evaluation critically examines strengths, weaknesses and opportunities for growth.
- The strengths of the research so far have been gaining solid ideas for the graphic design project through learning about the topic. However, more work could be done, like conducting surveys or including more secondary research.
- An unexpected finding was that most graphic design work is now focused online and through social media, rather than print, which was unexpected but makes sense given technology trends.
- This research will specifically impact the project by helping understand what people like and don't like about different graphic designs through their feedback, to test out designs in experiments before finalizing the project.
The peer feedback for the art project was mostly positive. Feedback noted that the photos were well-edited and unique in style, and liked how different products had varying styles while still combining photos and graphics. Suggestions for improvement included linking all images together under a common theme or topic, and showing what the art exhibition layout would actually look like with examples of the work. The student agreed more criticism could have helped improvement and agreed their work did not link together enough. They felt showing a mock exhibition layout would be a creative way to demonstrate skills.
- 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.
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.
The document provides a self-evaluation by Emma Garthwaite of her research, planning, production, post-production, and final product for a project creating a magazine and clothing brand. She found her research and audience research especially helpful. Her planning could have been more detailed. Production went well overall despite some challenges with models and photo shoots. Post-production editing took longer than planned but turned out well. Technical issues prevented her from creating the clothing brand as intended. While her final product did not fully meet her original intentions, she was ultimately happy with the magazine she created.
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.
The document provides an evaluation of the author's FMP project. It summarizes the strengths and weaknesses of the author's research, planning, time management, technical and aesthetic qualities of their photos, audience appeal, and peer feedback. The research helped define the animal theme but weather impacted photo collection. Planning covered styles and scheduling, though health and safety ideas were limited. Time management was mostly good despite some delays. Peer feedback praised photo quality and effects but suggested varying locations. The author agrees improvements can be made to photo locations and camera angles.
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.
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.
The document summarizes Leah Ellis's production diary for her children's book project over 7 weeks. In week 1, she found the initial proposal and research stage difficult. By week 2-3, her market and audience research helped her decide on a simple art style. In week 4, she identified potential problems like computer issues. Week 5 saw her research printing options. Week 6 involved planning nursery rhymes and pages. By week 7, she completed planning and felt ready to begin production on Monday.
The document provides an evaluation of Jamie Kessel's vegan workbook project. It discusses comparing the project to the existing Veganuary website, receiving positive peer feedback with some criticisms of the article page. Surveys of 14 people also provided feedback, noting the article layout as confusing. The document outlines Jamie's time management approach, extensive planning process including research, mood boards and a draft booklet. It evaluates the technical execution and consistency of the project, and notes it lacked creativity compared to previous work, but was overall satisfying and effective for its purpose despite not being innovative.
The document provides an evaluation of Emma Garthwaite's research, planning, production, post-production, technical problems, management problems, and emotional problems for her final project of creating a magazine and clothing brand. Some key points include: her research helped her understand the industry but she could have researched specific things like clothing design more; her planning lacked detail and mind maps would have helped; production went well overall but making clothes was left too late; post-production editing was rushed but the final product looked good; her only technical problem was transfer paper not working so clothes weren't made; time management was a challenge; and falling out with a model caused stress but she overcame challenges to focus on her priorities. Overall,
A04 - Review The Project - Extended Project Evaluation ash
Ashley Gunshorn completed an extended project evaluating their time management and research for a documentary promoting a Creative and Media diploma program. They experienced difficulties like changing their project idea and technical issues, but overcame them through perseverance and practice. Feedback on the final outcome was mixed, with comments on improving audio levels, including more classroom scenes, and using a more interview-style format. For future projects, Ashley would plan more thoroughly, research more in-depth using different sources, explore more locations for filming, and gather more feedback.
This document summarizes Sumiah Rose's research and planning for a video game project. Some key points:
- Research included analyzing 4 existing games, interviewing 3 gamers, researching game addiction, and a case study on Rise of the Tomb Raider. Weak points were inconsistent interviews and not fully understanding technical terms in the case study.
- Planning lacked defining what would be created, wasting production time. Strong points were contingency planning, style sheet with color schemes and inspiration images, and screenshot layouts.
- Time management was good until production, where snow days, migraines, lack of interest in gaming, and not fully planning tasks impacted progress. More discipline is needed to stay on track
The document is a production diary for a children's book project. Over several weeks, the diary details the planning and research process. In week 1, the author struggled with the proposal but hoped to learn more over time. Research in weeks 2-3 taught the author about children's book styles and presentations. In week 4, the author identified potential problems like computer issues and looked at printing options. Week 5 involved further problem-solving. Week 6 was spent planning nursery rhymes and pages. By week 7, planning was largely complete ahead of production starting in week 8. The diary shows the progression from early challenges to being well prepared through thorough research and planning.
The document is a production diary for a children's book project. Over several weeks, the diary details the planning and research process. In week 1, the author felt unprepared for the proposal stage but hoped to learn more over time. Research in weeks 2-3 taught the author about children's book styles and presentations. In week 4, the author identified potential problems like computer issues and looked at printing options. By week 5, printing was researched and most problems were solved. Weeks 6-7 involved detailed planning for layouts, rhymes, and a production schedule. The author felt well prepared to begin the production stage in week 8.
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.
The student evaluated their time management for their FMP project. They found that planning initial powerpoints took more time than expected due to adding more details. They started proposals and pre-production simultaneously to complete writing-heavy powerpoints earlier. Experiments were done next as they required less time. During production, the student forgot to add text to final pages and had to rush edits. They also added more details than needed to reflections, causing time pressure. Overall, time management was good except when unplanned issues arose and extra details were added to work.
The document provides an evaluation by Caleb Wilcox of his fanzine production work. He discusses the color schemes he chose, techniques used like glow effects and 3D text, his target audience of gaming and music festival enthusiasts, and his time management. While most of the production was on schedule, he fell ill near the end and had to return after a break to complete it, which slightly delayed his evaluation but he finished it quickly afterwards. Overall he believes he managed his time well and stuck to his production schedule apart from the brief illness-related delay.
The document provides a self-evaluation by Fin Sedgwick of their research, planning, and production process for creating a fanzine. Some key strengths identified include developing initial ideas based on personal passion, researching existing fanzines to inform design choices, and managing time well to complete tasks on schedule. Some weaknesses acknowledged are putting little effort into the research summary and including irrelevant ideas in the mood board that did not inform the final product. Feedback received suggested improving details and font legibility. Overall, the evaluation reflects on both strengths and areas for improvement in the creative process.
The document provides an evaluation of the author's fanzine project. Some strengths included putting effort into initial ideas that were passionate, researching existing fanzines to get design inspiration, and managing time well to complete tasks on schedule. Weaknesses included not putting enough effort into the research summary and planning ideas that ended up not being useful. Improvements could be spending more time on weaker areas, focusing planning on what was actually implemented, and ensuring fonts are legible. Feedback noted some artists' features could be more detailed and one font needed changing. Overall the evaluation critically examines strengths, weaknesses and opportunities for growth.
- The strengths of the research so far have been gaining solid ideas for the graphic design project through learning about the topic. However, more work could be done, like conducting surveys or including more secondary research.
- An unexpected finding was that most graphic design work is now focused online and through social media, rather than print, which was unexpected but makes sense given technology trends.
- This research will specifically impact the project by helping understand what people like and don't like about different graphic designs through their feedback, to test out designs in experiments before finalizing the project.
The peer feedback for the art project was mostly positive. Feedback noted that the photos were well-edited and unique in style, and liked how different products had varying styles while still combining photos and graphics. Suggestions for improvement included linking all images together under a common theme or topic, and showing what the art exhibition layout would actually look like with examples of the work. The student agreed more criticism could have helped improvement and agreed their work did not link together enough. They felt showing a mock exhibition layout would be a creative way to demonstrate skills.
- 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.
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.
The document provides a self-evaluation by Emma Garthwaite of her research, planning, production, post-production, and final product for a project creating a magazine and clothing brand. She found her research and audience research especially helpful. Her planning could have been more detailed. Production went well overall despite some challenges with models and photo shoots. Post-production editing took longer than planned but turned out well. Technical issues prevented her from creating the clothing brand as intended. While her final product did not fully meet her original intentions, she was ultimately happy with the magazine she created.
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.
The document provides an evaluation of the author's FMP project. It summarizes the strengths and weaknesses of the author's research, planning, time management, technical and aesthetic qualities of their photos, audience appeal, and peer feedback. The research helped define the animal theme but weather impacted photo collection. Planning covered styles and scheduling, though health and safety ideas were limited. Time management was mostly good despite some delays. Peer feedback praised photo quality and effects but suggested varying locations. The author agrees improvements can be made to photo locations and camera angles.
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.
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.
The document summarizes Leah Ellis's production diary for her children's book project over 7 weeks. In week 1, she found the initial proposal and research stage difficult. By week 2-3, her market and audience research helped her decide on a simple art style. In week 4, she identified potential problems like computer issues. Week 5 saw her research printing options. Week 6 involved planning nursery rhymes and pages. By week 7, she completed planning and felt ready to begin production on Monday.
The document provides an evaluation of Jamie Kessel's vegan workbook project. It discusses comparing the project to the existing Veganuary website, receiving positive peer feedback with some criticisms of the article page. Surveys of 14 people also provided feedback, noting the article layout as confusing. The document outlines Jamie's time management approach, extensive planning process including research, mood boards and a draft booklet. It evaluates the technical execution and consistency of the project, and notes it lacked creativity compared to previous work, but was overall satisfying and effective for its purpose despite not being innovative.
The document provides an evaluation of Emma Garthwaite's research, planning, production, post-production, technical problems, management problems, and emotional problems for her final project of creating a magazine and clothing brand. Some key points include: her research helped her understand the industry but she could have researched specific things like clothing design more; her planning lacked detail and mind maps would have helped; production went well overall but making clothes was left too late; post-production editing was rushed but the final product looked good; her only technical problem was transfer paper not working so clothes weren't made; time management was a challenge; and falling out with a model caused stress but she overcame challenges to focus on her priorities. Overall,
A04 - Review The Project - Extended Project Evaluation ash
Ashley Gunshorn completed an extended project evaluating their time management and research for a documentary promoting a Creative and Media diploma program. They experienced difficulties like changing their project idea and technical issues, but overcame them through perseverance and practice. Feedback on the final outcome was mixed, with comments on improving audio levels, including more classroom scenes, and using a more interview-style format. For future projects, Ashley would plan more thoroughly, research more in-depth using different sources, explore more locations for filming, and gather more feedback.
This document summarizes Sumiah Rose's research and planning for a video game project. Some key points:
- Research included analyzing 4 existing games, interviewing 3 gamers, researching game addiction, and a case study on Rise of the Tomb Raider. Weak points were inconsistent interviews and not fully understanding technical terms in the case study.
- Planning lacked defining what would be created, wasting production time. Strong points were contingency planning, style sheet with color schemes and inspiration images, and screenshot layouts.
- Time management was good until production, where snow days, migraines, lack of interest in gaming, and not fully planning tasks impacted progress. More discipline is needed to stay on track
The document is a production diary for a children's book project. Over several weeks, the diary details the planning and research process. In week 1, the author struggled with the proposal but hoped to learn more over time. Research in weeks 2-3 taught the author about children's book styles and presentations. In week 4, the author identified potential problems like computer issues and looked at printing options. Week 5 involved further problem-solving. Week 6 was spent planning nursery rhymes and pages. By week 7, planning was largely complete ahead of production starting in week 8. The diary shows the progression from early challenges to being well prepared through thorough research and planning.
The document is a production diary for a children's book project. Over several weeks, the diary details the planning and research process. In week 1, the author felt unprepared for the proposal stage but hoped to learn more over time. Research in weeks 2-3 taught the author about children's book styles and presentations. In week 4, the author identified potential problems like computer issues and looked at printing options. By week 5, printing was researched and most problems were solved. Weeks 6-7 involved detailed planning for layouts, rhymes, and a production schedule. The author felt well prepared to begin the production stage in week 8.
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.
- 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.
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.
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 discusses the student's research and planning process for their final major project on eating disorders. Some key points:
- Researching existing photography projects on eating disorders helped the student understand possible visual styles and color schemes.
- Additional research on lighting setups and their effects was useful for experimenting during the production stage.
- Thorough planning including style sheets and prop lists helped the student stay organized during production.
- Backup plans could have been stronger, as a change in location caused some delays.
- The 12 image series aimed to educate viewers on eating disorders in a short time through meaningful compositions and use of different media.
George Wetton evaluates the strengths and weaknesses of his film project, including initial plans, research, and planning. Some strengths included thorough research covering different media and choosing two sets of survey results. Weaknesses included not having enough storyboards to clearly convey his vision and not planning technical aspects like audio quality earlier. With more time, he would have improved filming quality, included more scenes to explain the narrative, and made it a more professional production.
Sumiah fell behind in her production project due to illness during the pre-production week. She spent the time off catching up on previous work. Upon returning, she focused on completing her pre-production PowerPoint with help from her tutor [to ensure it contained high-quality work]. She is aware she will be busy with production work but wants to finish the pre-production PowerPoint first before starting new tasks [to stay organized].
Oliver Keppie wrote about their progress on researching and planning an animated educational product about depression for teenagers. In week 1, they created a pre-proposal and proposal, conducted inspirational research, and gathered sources for their bibliography. In week 2, they did secondary research on the target audience and primary research through a survey. They also researched the causes and symptoms of depression. In week 3, they analyzed the primary research results, looked at where the product could be displayed, and found validation for creating the educational animation, though noted they could do more research on men's mental health.
The document summarizes the student's process for creating a crime magazine as part of a school project. Some key points:
- Secondary research was more helpful than primary research for discovering the magazine's style.
- Planning went well and helped develop the style and schedule.
- Production of the magazine pages and cover went as intended and the student is happy with the final product, though some pages could be improved.
- The main challenges were lack of primary images due to the sensitive subject matter, but secondary images were edited to address this.
- Time management was good due to an effective production schedule, though motivation waned towards the end of the project.
- Overall, the final magazine
The student completed their initial plans and proposal for their FMP project in the first week. They felt their idea became clearer as they worked. In the second week, the student conducted research on similar animation styles and surveyed audiences. They found time may be an issue due to the length of animating. In the third week, the student experimented and researched subjects for ideas. Pre-production was started and finished in the fourth week, including shotlists, music planning, and contingency planning. The shotlist was found most useful for visualizing the project.
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.
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.
Abbie began their final major project rotation creating initial plans and mind maps for potential nature-themed products including a photography magazine, calendar, and portfolio. They conducted research on existing nature calendars and photography exhibitions to help inform their product designs. Abbie created surveys and interviews to understand audience preferences, finding that older audiences were more interested in their ideas. Throughout the rotation, Abbie experimented with photography, editing techniques, and early product designs. They worked on pre-production tasks like selecting colors, layout designs, and contingency planning while also catching up on missed work from being ill.
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.
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 conducted research on existing book and film products to inform their own fanzine product. They analyzed different genres and ensured their research covered a variety of sources and genres. The student also interviewed intended audience members to understand preferences. For planning, the student created ideas centered around adaptations differing from original works. They created an image board and considered audience appeal factors like colors and themes. However, they lacked similar existing products for inspiration. The student struggled with time management due to illness, and would have benefited from mock-ups and a schedule. Their Photoshop skills were basic due to software limitations. The final product used simple fonts and layouts inspired by other works but with their own color scheme. The student felt they could improve
- 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 document discusses different options for presenting a film and media production (FMP) work project online, including YouTube, Adobe Sparks, social media platforms, and online forums. It determines that Adobe Sparks would be the best way to clearly show the work and process through photos with explanations, and that spreading the link on social media and forums could help reach a larger audience than just a standalone website.
The document discusses different options for presenting course work, including creating a website, video, or using Adobe Spark. The author thinks a website showing photos of their prop making process along with explanations would be the best way to showcase their work, as people could view it at their own pace. A video is deemed less suitable as the work relies on pictures. Adobe Spark is also considered but may be difficult to make look presentable.
The document provides details on the props the creator plans to make for a stop motion animation project based on The Legend of Zelda: Breath of the Wild. Some of the key props that will be made include statues, offering trays, apples, and a Korok character. Clay and paint will be used as the main materials. Reference images from the game are included in a mood board for design guidance. Sketches of the statue and Korok props show construction techniques and important design details. A production schedule is also provided, prioritizing the statue, Korok, tray, and apple props in that order over the course of a week.
This document analyzes set designs from the films Coraline and Lord of the Rings to understand techniques used to immerse audiences. For Coraline, the set of Mr. Bobinsky's house reflects his eccentric circus-obsessed character through props like a cannon and Ferris wheel. Dark colors and cracks suggest a neglected home. For Lord of the Rings, round shapes and warm colors in the Hobbiton set create a cozy, homely feeling. Both sets use color, props, lighting, and clutter effectively to establish different atmospheres that immerse audiences in the stories.
The document summarizes the process of making three sculptures - a statue, a korok, and a tray with an apple. For the statue, foil and clay were used to shape the base and details were added to the face. For the korok, clay was used to shape the rounded body and details were painted. The tray was made with clay, painted beige and grey for depth, and sealed. The sculptures were created using materials like foil, clay, acrylic paint, and glazing medium to achieve the desired textures and details.
The document provides planning details for a stop motion animation project based on The Legend of Zelda: Breath of the Wild. The creator will make props to tell the story of Link collecting Korok seeds. Props will include statues, offering trays, apples, and a Korok. Clay and paint will be used to make and detail the props. A studio will be used to photograph the completed miniature set against a plain background in order to showcase the details. Planning includes purchasing materials, creating a schedule with deadlines, and taking references from the game.
This document provides research on production techniques for a Legend of Zelda-inspired set design project. It discusses the advantages of using 3D printing for mini models and props, including fast design and production, cost effectiveness, and ability to add fine details. Lighting techniques are also explored, such as using softboxes on both sides of the set for even illumination and adding colored gels for aesthetic effects. The bibliography cites sources on Zelda games, reviews, books, and technical information about 3D printing and lighting.
Through creating a faux cake prop, the author gained experience problem solving that will help with their final mini set design project. Issues addressed included proper storage of works in progress, backing up digital files, protecting work surfaces from mess, managing costs, and taking breaks to avoid injury. Trying different materials helped identify effective options. Getting feedback improved outcomes. Looking online provided tutorials for using new materials. This experiment supported developing checklists, gathering references, and finding solutions to potential production problems.
PJ Liguori is a British/Italian YouTube and film producer known for works like Tiny Planet Explorer (2012) and Oscars Hotel for Fantastical Creatures (2014-2015). He enjoys experimenting with different film roles and believes in trying new things. Es Devlin is renowned for imaginative set designs that complement performances. Her 2017 opera stage in Austria was complex and symbolized the story. Neil Gaiman is a prolific writer known for works like Coraline and Neverwhere. He encourages creatives to write for pride over money and see mistakes as a sign of progress.
This document contains a proposal for a film and photography project focused on set design. The student proposes to design a set based on analyzing the mood, environment, and tone of a scene from an existing book. Over 17 weeks, the student will research set designs, experiment with designing props and miniature furniture, develop a concept and mood board, and create the set. Progress will be tracked through a weekly diary and evaluations will incorporate feedback from peers. The final weeks will include a presentation and show of the completed set design project.
The student proposes to create a set design for a story or scene to better understand the process of designing and constructing a set. Some influences for the project include the filmmaker Kick the PJ and author Neil Gaiman. Research will also be done into the Netflix show A Series of Unfortunate Events for inspiration. The goal is for the audience to intuitively understand the tone and mood of the set design through use of colors and materials similar to how Foley sounds subconsciously set the atmosphere in film. The style will be fantasy adventure to inspire the student and experiment with a new genre they have not worked in before.
Aasiyah conducted research on her target audience which is young adults and teenagers interested in nature and cottagecore aesthetics. She interviewed 10 people and found that they prefer magazine covers with good color schemes and interactive elements like fold-out pages. Most respondents preferred physical copies over digital. Her secondary research on nature zine Instagram accounts found they have visually pleasing posts and engaged audiences. She also researched common fungi in the UK, noting their names, habitats, seasons, and features to include information in her zine.
1) The author created a handmade fanzine focused on herbs and nature to learn a new skill during COVID lockdown. Researching modern and historical fanzines helped inspire the idea to make it fully by hand.
2) Planning went well in developing ideas but lacked detail on page designs. Experimenting with page styles would have helped avoid mistakes. Production challenges included a page that strayed from the intended style and inability to fix errors by hand.
3) Time management was difficult due to mental health impacts of COVID, but taking the first steps helped progress. The fanzine appealed to its target audience of teens interested in nature through interactive elements but could have been improved with more photos.
The document provides details on the process of creating a factual fanzine. It describes steps taken to bind pages of the fanzine using embroidery thread. It also outlines the creation of various elements of the fanzine including a contents wheel with cutouts, illustrations on pages about drying herbs and herbal tea, recipes presented with watercolors, and a front cover design inspired by stamps. Updates are provided on designs and layouts, with notes on desired aesthetics and any changes or improvements needed.
This document provides the schedule and descriptions for films being shown at the Aesthetica Short Film Festival 2020. It includes 9 short films spanning genres like drama, thriller, dance, documentary and music video. Film topics explore mental health, gang violence, gender identity, prosthetics and more. The document also summarizes 2 masterclasses on stop motion cinematography and visual effects. Finally, it describes the University of the Arts London student showcase and a documentary program on modern Britain.
The document outlines plans for a fanzine with a cottage core aesthetic focusing on nature, gardening, herbalism, crafts, and tutorials. It includes analyses of mood boards exploring themes, page layouts, front cover designs, and content sections. The production schedule allocates 4 weeks to write articles, take photos, edit content, and finalize the fanzine.
This document analyzes several fanzines and discusses their contexts, styles, techniques, and contents. It compares two fanzines called "Now What" and "Changes" that were created during the COVID-19 pandemic to provide information and inspiration. It also analyzes fanzines focused on specific interests like anime ("Fly High" and "Film Garden"). The document finds that while fanzine styles have modernized, their purpose remains for communities to connect over shared passions and give voice to topics not represented by mainstream media, reflecting the issues relevant to their times of release.
This applicant is currently studying an Extended Diploma in Creative Media Production and Technology. They enjoy using creative software like Photoshop and Premiere Pro. Their favorite project so far was making a music video, which has sparked an interest in studying video production further. They want to specialize in a creative field at university to pursue a career they are passionate about. Outside of college, they work part-time and volunteer, helping to build independence and life skills. Their top choices for university study are filmmaking, prop making, and visual effects due to the versatile career opportunities in these fields.
This document outlines a 5-year plan for pursuing a career in media. The individual is currently studying creative media to gain practical skills and build a portfolio. They plan to continue their studies and achieve high grades. Potential university courses mentioned are prop making at Royal Central School of Speech & Drama, filmmaking at Leeds Art University, and film at Middlesex University. Work experience with prop makers or on film sets is suggested. Personal skills like motivation and confidence need improvement. The 5-year goal is to complete university and gain experience in the media industry.
This document summarizes the analysis of existing pop-up books and products. Key findings include:
1) Pop-up books analyzed had well-designed covers that fit the genre/story and clearly conveyed what the book was about.
2) Page layouts were visually pleasing and intentionally designed to enhance the storytelling and reader experience. Clever use of pop-ups, illustrations, and text placement immersed the reader.
3) Different styles and techniques were observed for varying audiences, from simple designs and bright colors for children, to limited color palettes and scary tones for horror genres aimed at older readers.
4) Common successful elements identified were iconic scene selection, detailed illustrations, and smooth-
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2. Why I decided to make this product
When thinking about what I wanted to do at first I was quite stuck as I am interested in a lot of different things,
so I could’t decide on what to do. So in the end I asked for my form tutors help and we decided on creating a
stage design.
The concept for my final product was to make some props that would be used in a short stop motion video
based on legend of Zelda: breath of the wild game. I decided to base it off a task in the game where the player
goes around looking for korok seeds (that they can use to expand their inventory space).
The reason I decide to make props for my FMP are for 2 main reasons. Firstly because of covid, I needed to
make something I could do at home or at college, and since I don’t have software I would need to make a video
or print project, making something physical was a good way to go. The second reason is because I want to
become a prop maker. I also could’t make a whole set design since I didn't have enough time left time for
production.
I was quite nervous to make something like this since its quite different from all of the other project I have
done so far which have mostly been done digitally.
3. Proposal
When making my proposal I still wasn't sure on what exactly I was going to make. Because of this didn't add that
much detail in my project concept or schedule. I just knew that I would be making some ort of prop design.
I ended up completing my proposal whilst in the middle of working on my contextual research. This was because
I was really unsure about what I was going to make.
From my weekly diary I can see that I really struggled finding things to put in my bibliography. This was because I
did want to only put websites, but because we weren't a college I wasn't able to go to the library to see what
book they had, this made it a lot harder to find book as online you have to pay for them.
In the end I found some books online and read the reviews to get a good idea on what it was like and if it had
information in it that I needed. I also put things like documentaries and master classes. this was to make sure I
had a range of different resources and that I wasn't just depending on websites.
The schedule I made in the proposal I didn't end up following, this was because I became really behind on my
work during quarantine and struggled to finish things.
4. Contextual research
In contextual research I focused on gathering background information on
people that inspire me and that. I wrote about their lives, morals and
works and how that'll all could influence my work. This helped me to be
more confident going into this project and gave me some inspiration for
what I could have potentially done for my final project
I think this research lacked in looking into the audiences reaction to the
practitioner and their works. I did touch on the audience. A few times but I feel
as though I could have further analyzed it. I also struggled when it came to
finding a third practitioner.
In my weekly diary there are some weeks that are missing since I was really
struggling to get the work I needed to do done(so I didn't write anything for
those weeks). At this point we were still in lockdown I really struggled to get
this work done. Being constantly at home and not at college/in a working
environment really effected my motivation to do the work. This meant that I
became pretty behind with work.
5. Research
When I got to doing my research we were all back in college. I was able to
get my work done a faster then at home and to a better standard. However I
was still behind schedule.
My research looking into my target audience went really well, I managed to
gather a good amount of information that really helped me to get a better
idea of what my target audience looked like. One thing that really helped me
was looking at the successful existing products and the reviews under them.
By analyzing this I could identify what exactly my target audience likes and
dislikes, and eventually started to see similarities such as how much they
appreciate attention to detail.
Whilst the target audience research went well, my research into existing
products could have been better. I think my analysis was not that well
written and there was a lot more I could have added such as their
effectiveness on the audience or the materials.
I also added in production research whilst in I was in production as there
were some thigs that I needed to research such as what types of clays and
paints I could use.
6. research
Looking back at my weekly diary there were a couple thing that I struggled with:
Struggled to find existing product to analyses since I still was unsure on what I was going to be making. This meant I was
unsure as to what would be useful product to look into.
I avoided working on my audience research which lead me to be behind on my work. I avoided it because I didn't know
what to do for my audience research at the time. I thought that in order to get my audience research done I had to do a
questionnaire, which I couldn't really do because I still wasn't sure on what I was planning to make.
I started my audience research when I was back in college. At first I looked into the audience for stop motion films.
However I struggled to find a good amount of evidence and information. And when I did find some there wasn't much I
could add to it.
Because I didn't have much time left, as well as doing my research I was still trying to finalize mon my final idea. So when
I decided to make my FMP based of the Zelda games I quickly restarted my audience research and looked into the Zelda
audience.
This worked out a lot better as I knew what to look for and what information I wanted/needed to find out. The work I
was doing at this point was way better quality then what I had done whilst in quarantine. I worked faster and more
productively.
7. Problem solving
I identified potential problems I could face whilst in production (both practical and theoretical) and a way to counter
them in problem solving.
I also did an experiment to test if I would face any of these potential problem or new problems. For my experiment I
made a prop model of a cake. I did this since I already had all the materials I needed for the project and I wasn't sure
on what exactly I was going to make yet.
The benefits of doing this experiments were that I was able to see note on the problems I faced and how I could
improve on this in production.
A negative is that in the end I didn't use any of the materials I used in experiments. However this wasn't too much of I
problem since I still got experience at prop making and that itself gave me more confidence going into making my
props .I think had I spend more time on really thinking bout what I was going to do for my FMP I could have done an
experiment that was more related to what I was going to make.
8. planning
When I started planning I had come up with some options/ideas on what I could make, so I had to decide on a final idea. I
needed to consider the amount of time I had left to make my product, because I was so behind on my work before it meant
that I had less time o get production done. which is why I decided that I would only make the props and not the whole set.
In my research I had gone over some point that set designers needed to look at in order to get a goof understanding on the
set they need to make. I went over some of these point in planning (the context and story of the set) which really helped me
to get a clearer understanding of what I was going to make
I really focused on setting out exactly what I was going to do. This included naming out specific props and materials I would
need to use. Finances was also I thing I needed to consider since I would need to buy some of the materials
I made mood board that would help me through making the
props which included reference photos. This proved useful in
production when I needed to look at a reference.
I also did sketches of the props that I was making, this helped me
to get a better idea of the props and see what details I needed to
include.
When working on planning I only had a few days since I was
already behind really behind on my work. This meant I needed to
work fast so that I could have enough time for production.
9. production
Production took around a week to complete. Sculpting my props went really well. Because the stature was the
biggest prop I was making I needed to use different techniques. This included using foil as a base to build around.
This helped me to get the structure right and I didn't have to use as much clay (making the prop lighter)
Something that I really struggled with was the painting. When it came to mixing up the colors I really struggle to
get the exact tones I wanted. I especially struggled with this when it came to the statue since it was mostly
different sides of grey and beige. In the end I found that painting a thin layer of white over top of it gave it the
effect that I wanted(look more stone like).
When sealing my painted clay props with a glazing medium some of the paint came off. This was due to the sealer
being really sticky and the paint sticking to other things. I solved this by being really careful with where the sealer
went and only doing one side at a time .
10. My product
Although I didn't make s much as I wanted to for my final product, I'm glad that
I at least made something, because at one point I didn't know if I would even
have a final product at all.
The products I have made are up to a good standard over all. I'm not super
impressed but at the same time I think it could have been a lot worse.
The prop that came out the best was the Korok. It has a lot of detail on both the
body and the mask. The paint came out really well and over all it was pretty
accurate to game.
The statue however I think came out the worst. I spent a lot of time trying to get
the details right. From the structure to the painting, everything is a little off in
my opinion. I think because I gave myself such a short time to finish it I wasn't
able to fully step back and see how I could make it better/ more accurate.
The main reason why I had so little time to make my final product was because I
was behind on work/ schedule. As I had mentioned previously, during covid I
had a really hard time getting my work done. I think had we been in college
from the start I would have ended up with a better final product.
11. Comparing my product to existing products.
One key compression of these two product is the movement. In my product the
props feel quite still, where as source B looks like its about to move somewhere.
By designing something like this it makes the product feel more alive and makes
it more immersive.
The details on both product are good. Especially on the korok, I paid attention to
fine details with both the painting and the structure. On the statue i did add
details such as shadows to add definition, however I think it could have done
with more work.
the finish on my product is very glossy (because of the sealer I used. I was fine
with this as in the game when it rains this is what they look like. The finish on
source B is a lot less glossy and more on he matte side. This give it a realer look
and works better when taking pictures or using it in a video as it doesn't reflect
the light back.
Source B
Source A
12. Comparing my product to existing products.
When comparing my product to the original design (in the game) I can see a lot of areas where I succeeded, as well
as areas where I could have improved.
I think the most accurate prop I have made is the korok. Both the shape and paint job came out just the way i
intended it to. the proportions were also spot on
When it come to the statue I see a lot of areas of improvement. one of them being shape of the statue which in
looking t it now isn't at the right angle, if I could change it now I would have structure it to face down a little more.
The paint could have done with more work, in production getting the right colour for the statue was something i
really struggled with.
13. conclusion
Overall I don’t feel as though I did the best I could have done in my FMP, had I been on track with my work I would have
had more time to make a full set (for a stop motion). It may have been better to pick a project that I was more familiar
with such as print or film, this way I may have come out with a better quality product . However I wanted to do something
different and test my skills. I don’t think this was a good option for my FMP in the end.
On the plus side I glad that I went out of my comfort zone and did something really different. In any creative projects there
are always going to be times when your project doesn't turn out the way you wanted and fails, but that doesn't mean it all
goes to wasn't. from this project I have gained some experience and insights on what It takes to plan out and make part of
a set design.
Looking back at my weekly diary I think its easy main reasons for why I became so behind on my work. I really don’t enjoy
the writing parts of the projects, however when at college I find its easier to get done and I work a lot faster. Because I was
at home I really struggled to get the motivation to get the writing done. Because I kept avoiding it it became harder to
start.
the project over all felt like a mess to me since we had no idea of what was happening with covid, I took a toll over my
metal health. Because it wasn't face to face learning I really struggled to understand what exactly we were doing and what
I needed to do. When we came back to college I saw a clear difference in the work I produced, I was able to get it done to
a better standard and faster.
I think had I been in a better frame of mind could have done better.