Proposal
1
Centre Name and Number:
York College 48357
Student Name and Number:
Joseph Duffy 35599
Project proposal title and date:
“Infinite Annihilation X” - March 26th March 2019 > June 2019
Main area of activity:
Video Game/Print
Audience:
For my FMP I believe my target audience will be in the teenage to young adult range, from about
15 to 26, as the RPG elements would be difficult to engage a much younger person with the
narrative style and far too confusing for an older person, with the multiple options for a fight,
especially the elderly.
I would say the game has a slight lean toward the male demographic as there is a more Fantasy
orientated theme which stereo-typically fascinates boys more, with the mythical beasts and battling
emphasis in this specific scenario. However, I believe that all genders can appreciate the game
and girls can look up to the females of the party, of which the leader is, so they feel like they can
be leaders themselves.
In terms of the NRS Grades, I would assume that most people who can comfortably afford leisure
items like video games would fall under the classes between A for the very rich to the C1 who
would probably be expected a wage high enough to buy these items occasionally. The quantity of
people in the ABC1 Grade is just above the mean in percentage of the entire NRS system
meaning the audience would be broad enough to accommodate.
From my analysis of the Psychographics I can assume that Belongers would respond well to the
group dynamic of the cast, appreciating the bonds shown through the dialogue. I also suspect that
Achievers and Need Driven people would get a lot out of the game with similar ambitions to be as
strong and rich as possible, so they can complete the game with little to no struggle.
As for Geodemographics, from my research it appears RPGs have a substantial popularity in their
home of origin, that being Japan. However certain games like Pokémon have hit the main stream
beyond Japan, with the Western audience finding appeal in the simple game mechanics and
unique characters.
The main use of RPGs, and video games in general, is to give the player escapism from their
personal lives, allowing themselves to be enveloped in the story and characters they play and
therefore are a part of. This escape allows the player to enjoy the story as they can forget about
any troubles they have and hope that the characters have enough personality to keep the player
interested in their progression in the game’s story.
Rationale:
The first project was a practise animation task before the Irn-Bru adver-game. This introduced me
to the use of alternating layers between slides on Photoshop, so the figure ran through an
environment without having to create entirely new layers of the scene for every slide. The Irn-Bru
animation incorporated a more direct game aspect with collectables and an end goal. I also
implemented an audial queue into the game when collecting items, adding a layer of depth in the
sound department. I hope to improve upon my music by having a better flow that doesn’t divulge in
repeating often and enhance my ability to understand what layers I need for each slide to make the
movement fluent.
The next project was Print where we had to design a magazine double-page spread as well as its
cover. This project taught me to pre-visualise the pages, so I could layout the information without
disrupting the design throughout. I also had to think of unique ways to give a flare to the look
without drowning out the focus of the writing. I used my already partly made rotoscope for the
cover; building off the original design in my own way and used assets from the subject I chose to
make a collage. These lessons will be useful for my FMP when it comes to the design of the game
as I will have to pre-visualise, with drawings, it will appear as well as how I want my box art to be
made to be informative and appealing to the eyes.
My Music Video project will be useful as in the product I had to create a detailed plan of how and
where I was going to produce the video so when I was in production, the process was efficient. I
also thought about how the music correlated to a specific scene. These skills will be advantageous
in the FMP as I can make a clear plan to follow so I can keep well in time, and make my music fit a
Proposal
2
certain part of the scene to add more atmosphere to the setting.
The final project we did was Video Game. This project has had the most influence in my FMP as
the main premise of the Video Game animation is being carried onto my final piece, being
developed further in both story and visuals at least. The project has taught me about how I should
approach animation, creating layers together so I can see how every part will work together as
they move instead of adding on each new slide and therefore having to look back to see how I did
the same object before. I hope to advance this efficiency by perhaps creating fewer; more detailed
layers so that I don’t have to make sure I didn’t miss any layer change. I also incorporated voices
into the scene, injecting the characters with more personality, which I hope to convey in this project
as well so the player can feel more attachment to the heroes they control.
Project Concept:
The concept for my FMP is Video Game, more precisely an RPG (Role-Playing Game) and will be
produced on Photoshop. The game will hopefully follow a more 16-Bit style, a definite
enhancement over its predecessor and include the overworld segment and a more elaborate
battle, which I plan on producing with the pencil tool creating block drawn art. I plan on using the
same basic setting of the fiery cavern as seen in the original, lifting and improving ideas I enjoyed
from the original but hopefully making the appearance of the area far different to show this
version’s uniqueness. To help me make the flow of liquid like water or lava I will review stages
from games on the SNES and Mega Drive so to get a clearer understanding of flow in pixels. I
might add some more story elements in the environment depending on how I can plan the design,
with the elements and colours consistently through the overworld, and change the perspective to
better match the improved visuals if possible. I will have to research how games blend colours in
their backgrounds and if older games ever change the camera angle mid-movement. I could do
this by having the cavern change, as it gets closer to the enemy who is changing the ecosystem of
the cave. For the battle sequence I want to at least do a couple of attacks and at best have the
defeat of the enemy but as I learned from the previous project I should prepare for the worst and
hope for the best. I want to use the same characters as I really enjoy their appearance I would like
to improve the pixel look of the individuals, especially in their movement in the overworld of which I
will have to analyse the how people’s bodies move naturally while walking so the characters in
game don’t stutter. I am thinking of adding an animal companion to further separate the game from
its more retro precursor but that depends on how they will look in game alongside their human
counterparts, with the equivalent size being a large point of contention. The Hydragon will also
make another appearance with an improved model, perhaps having dialogue of its own but with
less voice and more roar! I want to make the music thematic to the location as I tried with the first
go around, hopefully improving upon it with a longer piece that takes a while to repeat any part, so
the music doesn’t get frustratingly repetitive. I will have to listen to different genres of video game
music, how they match their part of the game and what they do to keep the player interested in the
audio.
How will the project be evaluated and reviewed?:
I plan to evaluate my work by using Blogger to update my review of the week work and how I feel
about the overall productivity throughout the process. These weekly descriptions will support my
future work as I can reflect on aspects of each previous project that I thought could have used
more work, so I know what I should focus on in the present project. At the end of the project we will
complete an Evaluation PowerPoint, understanding the positives and negatives of each part of the
project. This further develops the Blogger posts support as I can have a fuller look at the overall
outcome to spot anything that needs improving.
Proposal
3
Bibliography:
1. Anon. (2017) The Legend of Zelda Cover Available:
http://www.thecoverproject.net/view.php?cover_id=15979 (last accessed 31st Mar 2019)
2. ATLUS, P Studio. (2016). Persona 5 Available: https://atlus.com/persona5/home.html (last
accessed on 31st March 2019)
3. Brownie Brown/HAL Laboratory. (2006) Mother 3 Available:
https://en.wikipedia.org/wiki/Mother_3 (last accessed 31st Mar 2019)
4. Chunsoft (1986) Dragon Quest Available:
https://dragonquest.fandom.com/wiki/Dragon_Quest_(game) (last accessed 31st Mar
2019)
5. Duffy, J. (2019) Target Audience Research Survey (conducted on 30th Mar 2019)
6. Duffy, I. (2019) Target Audience Interviews (conducted on 30th Mar 2019)
7. Duffy, L. (2019) Target Audience Interviews (conducted on 30th Mar 2019)
8. Duffy, S. (2019) Target Audience Interviews (conducted on 30th Mar 2019)
9. Fox, T (2015) Undertale Available: https://www.youtube.com/watch?v=ycsnBIX8wTU (last
accessed 31st Mar 2019)
10. Fox, T (2018) Deltarune My Steam Account via PC (last played 19th Mar 2019)
11. HAL Laboratory (1994). EarthBound Available:
https://earthbound.fandom.com/wiki/EarthBound (last accessed 31st Mar 2019)
12. Intelligent Games (Developer) Kat Bailey (Blogger/Editor) Fire Emblem: The Blazing
Blade/USGamer (2003/2018) Available: https://www.usgamer.net/articles/fire-emblem-gba-
blazing-sword-fe7-anniversary-retrospective (last accessed 31st Mar 2019)
13. Savage, M. (2019) 6 Music's History of Video Game Music Available:
https://www.bbc.co.uk/sounds/play/m0002t4b (last listened 24th Mar 2019)
14. Matt Makes Games Inc. (2017) Celeste My Nintendo Switch via eShop (last played 14th
Mar 2019)
15. Miyamoto, S/Nintendo (2011) The Legend of Zelda: Hyrule Historia Japan: Dark Horse
p276
16. Monolith Soft (2010) Xenoblade Chronicles Available:
https://xenoblade.fandom.com/wiki/Xenoblade_Chronicles (last accessed 31st Mar 2019)
17. Square (1995) Chrono Trigger Available:
https://store.steampowered.com/app/613830/CHRONO_TRIGGER/ (last accessed 31st
Mar 2019)
18. Square Enix (1997) Final Fantasy VII Available:
https://en.wikipedia.org/wiki/Final_Fantasy_VII (last accessed 31st Mar 2019)
19. Squaresoft/Schreier, J. (1996/2016) Super Mario RPG: Legend of the Seven Stars
Available: https://kotaku.com/20-years-later-few-nintendo-games-have-lived-up-to-sup-
1763855052 (last accessed 31st Mar 2019)
20. Whitehead, C./Headcannon/PagodaWest Games/SEGA (2017) Sonic Mania Plus
Available: https://www.sega.com/games/sonicmania (last accessed 31st Mar 2019)
Proposal
4
Week Tasks to be Completed: Specific Tasks
1 Initial Ideas and Proposal  My Initial Reaction
 My pre-planning for the project
 My type of mind set for production
 Techniques I want to improve for the
project
 Worries I want to change
o Mood Board/Mind Map Analysis
 Creating mood boards to show different
ideas
 Analyse why the themes are successful
 Describe why I will use the themes in my
product
 Use mind maps to layout many ideas
relating to a general topic
 How why ideas would enhance product
o Key Influences
 Write about what I like in an example
Narrative/Visuals/Audio
 How I will put the influence into the
product
o Final Idea
 State the final idea and what ideas led to it
 My Proposal
 Create a working title for my game
 Write the area of activity I will do my
project in
o Audience
 Describe general demographic
 Use parts of games design to choose
specific audience
 Use NRS Grades to work out what group
would buy it
 Analyse the game’s audience through
psychographics
 Write about the game’s usefulness to an
audience
o Rationale
 Describe what skills I learned in previous
projects
 Talk about each skill’s usefulness in the
current project
o Project Concept
 Describe the visual appearance of the
game
 Describe the narrative and how the
camera will be affected by the movement
 Write about researching other games to
improve technical skill
 Tell about what enhancements will be
made over the original
o Evaluation Plans
Proposal
5
 Describe the different ways to evaluate via
Blogger and PowerPoint
2 Research  Product Research
 Pick out four products relating to my project
 Describe how they appeal to the target
audience
 Use images to show what I am describing
 Write about how the design and music
support the product
 Describe what I like about the product
 Detail what I think I will use in my piece
 Subject Research
 Pick three subjects relating to my project
 Research the key points of history with the
subject
 Relate historic objects or art to my writing
 Describe the background information on the
subject
 Write its link to my work briefly
3 Research  Production Experiment
 Practise animation skills for production
 Plan an idea relating to animation
 Make the experiment all the way through
 Reflect on the process and its usefulness in
influencing the final product
 Evaluate the product in its positives and
negatives
 Audience Research
 Research the most common consumer of the
general product to produce an audience
profile
 Make a questionnaire to ask family and
possibly people at College for specific
answers on product
 Possibly perform interviews for more
opinionated answers
 Try to find people of target demographic to fit
research
 Analyse answers given and any possible
correlation
4 Pre-production & Planning  Pre-Production & Planning
 List out all the tasks I need to do before
commencing production
o Risk Assessment/Contingency Plan
 Analyse any possible human risk via
equipment, environment etc.
 Take action to decrease possible harm
 Look at possible technical problems from
used technology
 Use multiple options to shrink problems
o Sound Effect/Music List
 Look through story to analyse necessary
music types and sound effects
 Choose what website/programme to use to
produce the sounds
Proposal
6
o Visual Planning
 Plan out a storyboard to visualise the game
 Draw out each frame to give a basic idea of
how the game will look
 Draw out the location and characters to base
their design off in production
 Style Sheet - Find different colour schemes to
match the landscape and characters
 Describe why I chose the specific colours for
each part
o Production Schedule
 Set out the days of the four weeks
 Write out what I plan to do on each
day, so I know what I should do at a
specific point in time
 Update to fit the moment so I clearly
understand
5 Production  Creating Overworld
 Use drawing to set out base layers of
overworld
 Create multiple versions of layers to move
through slides
 Make sure each part has consistency
 Character Motion
 Make accurate character proportions to world
 Begin making different stages of motion for
walking cycle
 Reflection
 Depending on production pace, daily or
weekly reflection on production
 The positives and negatives about the
production and why
 What I plan to do for later days and my
thoughts on the process so far
6 Production  Character Motion
 Complete walking (maybe running) animation for
all characters
 Add dialogue boxes for later sound to be added
 Make sure animation runs smoothly
 Fix any issues that could arise once implemented
with overworld
 Battle Sequence
 Make transition area between world and fight
 Create monster model for interaction
 Perhaps create profile of monster for text scroll
 Create base background of battle sequence
 Reflection
 Depending on production pace, daily or weekly
reflection on production
 The positives and negatives about the
production and why
 What I plan to do for later days and my
thoughts on the process so far
Proposal
7
7 Production  Battle Sequence
o Background
 Maybe add a few alternating parts of the
background e.g. Jewels, lava etc.
 Make sure there is space for character
models
o Character Movement
 Put characters in proportionate to
background
 Add movement to idle characters
 Make attack movement and hit animation
o UI Enhancements
 Add HP, Options etc. to scenario for
depth
 Add layers for selecting different options
 Last Animation Parts
 Make sure world and fight flow into each
other
 End sequence to fight
 Clean up pacing or faulty looking parts
8 Production  Audio Implementation
 Create music and sound effects for the
animation
 Maybe create speech using my speech and a
voice modifier
 Correctly proportional the length of the noise
with the visuals
 Cover Creation
 Analyse cover arts for inspiration
 Make art to scan for cover
 Add usual cover aspects e.g. barcode, console
name, age rating etc.
 Write blurb for back cover
 Take screen shots of game to put on back
 Put copyrights, controller type etc.
 Complete the Product
 Post animation on YouTube
 Put video with cover on Blogger and post
9 Evaluation  Evaluate PowerPoints
 Go in depth what I thought I could improve on
 Describe the positives and negatives of my
writing
 Evaluate Final Products
 Describe in depth what I could improve on
 Go on the positives and negatives of the
production

FMP #2 Proposal Completed

  • 1.
    Proposal 1 Centre Name andNumber: York College 48357 Student Name and Number: Joseph Duffy 35599 Project proposal title and date: “Infinite Annihilation X” - March 26th March 2019 > June 2019 Main area of activity: Video Game/Print Audience: For my FMP I believe my target audience will be in the teenage to young adult range, from about 15 to 26, as the RPG elements would be difficult to engage a much younger person with the narrative style and far too confusing for an older person, with the multiple options for a fight, especially the elderly. I would say the game has a slight lean toward the male demographic as there is a more Fantasy orientated theme which stereo-typically fascinates boys more, with the mythical beasts and battling emphasis in this specific scenario. However, I believe that all genders can appreciate the game and girls can look up to the females of the party, of which the leader is, so they feel like they can be leaders themselves. In terms of the NRS Grades, I would assume that most people who can comfortably afford leisure items like video games would fall under the classes between A for the very rich to the C1 who would probably be expected a wage high enough to buy these items occasionally. The quantity of people in the ABC1 Grade is just above the mean in percentage of the entire NRS system meaning the audience would be broad enough to accommodate. From my analysis of the Psychographics I can assume that Belongers would respond well to the group dynamic of the cast, appreciating the bonds shown through the dialogue. I also suspect that Achievers and Need Driven people would get a lot out of the game with similar ambitions to be as strong and rich as possible, so they can complete the game with little to no struggle. As for Geodemographics, from my research it appears RPGs have a substantial popularity in their home of origin, that being Japan. However certain games like Pokémon have hit the main stream beyond Japan, with the Western audience finding appeal in the simple game mechanics and unique characters. The main use of RPGs, and video games in general, is to give the player escapism from their personal lives, allowing themselves to be enveloped in the story and characters they play and therefore are a part of. This escape allows the player to enjoy the story as they can forget about any troubles they have and hope that the characters have enough personality to keep the player interested in their progression in the game’s story. Rationale: The first project was a practise animation task before the Irn-Bru adver-game. This introduced me to the use of alternating layers between slides on Photoshop, so the figure ran through an environment without having to create entirely new layers of the scene for every slide. The Irn-Bru animation incorporated a more direct game aspect with collectables and an end goal. I also implemented an audial queue into the game when collecting items, adding a layer of depth in the sound department. I hope to improve upon my music by having a better flow that doesn’t divulge in repeating often and enhance my ability to understand what layers I need for each slide to make the movement fluent. The next project was Print where we had to design a magazine double-page spread as well as its cover. This project taught me to pre-visualise the pages, so I could layout the information without disrupting the design throughout. I also had to think of unique ways to give a flare to the look without drowning out the focus of the writing. I used my already partly made rotoscope for the cover; building off the original design in my own way and used assets from the subject I chose to make a collage. These lessons will be useful for my FMP when it comes to the design of the game as I will have to pre-visualise, with drawings, it will appear as well as how I want my box art to be made to be informative and appealing to the eyes. My Music Video project will be useful as in the product I had to create a detailed plan of how and where I was going to produce the video so when I was in production, the process was efficient. I also thought about how the music correlated to a specific scene. These skills will be advantageous in the FMP as I can make a clear plan to follow so I can keep well in time, and make my music fit a
  • 2.
    Proposal 2 certain part ofthe scene to add more atmosphere to the setting. The final project we did was Video Game. This project has had the most influence in my FMP as the main premise of the Video Game animation is being carried onto my final piece, being developed further in both story and visuals at least. The project has taught me about how I should approach animation, creating layers together so I can see how every part will work together as they move instead of adding on each new slide and therefore having to look back to see how I did the same object before. I hope to advance this efficiency by perhaps creating fewer; more detailed layers so that I don’t have to make sure I didn’t miss any layer change. I also incorporated voices into the scene, injecting the characters with more personality, which I hope to convey in this project as well so the player can feel more attachment to the heroes they control. Project Concept: The concept for my FMP is Video Game, more precisely an RPG (Role-Playing Game) and will be produced on Photoshop. The game will hopefully follow a more 16-Bit style, a definite enhancement over its predecessor and include the overworld segment and a more elaborate battle, which I plan on producing with the pencil tool creating block drawn art. I plan on using the same basic setting of the fiery cavern as seen in the original, lifting and improving ideas I enjoyed from the original but hopefully making the appearance of the area far different to show this version’s uniqueness. To help me make the flow of liquid like water or lava I will review stages from games on the SNES and Mega Drive so to get a clearer understanding of flow in pixels. I might add some more story elements in the environment depending on how I can plan the design, with the elements and colours consistently through the overworld, and change the perspective to better match the improved visuals if possible. I will have to research how games blend colours in their backgrounds and if older games ever change the camera angle mid-movement. I could do this by having the cavern change, as it gets closer to the enemy who is changing the ecosystem of the cave. For the battle sequence I want to at least do a couple of attacks and at best have the defeat of the enemy but as I learned from the previous project I should prepare for the worst and hope for the best. I want to use the same characters as I really enjoy their appearance I would like to improve the pixel look of the individuals, especially in their movement in the overworld of which I will have to analyse the how people’s bodies move naturally while walking so the characters in game don’t stutter. I am thinking of adding an animal companion to further separate the game from its more retro precursor but that depends on how they will look in game alongside their human counterparts, with the equivalent size being a large point of contention. The Hydragon will also make another appearance with an improved model, perhaps having dialogue of its own but with less voice and more roar! I want to make the music thematic to the location as I tried with the first go around, hopefully improving upon it with a longer piece that takes a while to repeat any part, so the music doesn’t get frustratingly repetitive. I will have to listen to different genres of video game music, how they match their part of the game and what they do to keep the player interested in the audio. How will the project be evaluated and reviewed?: I plan to evaluate my work by using Blogger to update my review of the week work and how I feel about the overall productivity throughout the process. These weekly descriptions will support my future work as I can reflect on aspects of each previous project that I thought could have used more work, so I know what I should focus on in the present project. At the end of the project we will complete an Evaluation PowerPoint, understanding the positives and negatives of each part of the project. This further develops the Blogger posts support as I can have a fuller look at the overall outcome to spot anything that needs improving.
  • 3.
    Proposal 3 Bibliography: 1. Anon. (2017)The Legend of Zelda Cover Available: http://www.thecoverproject.net/view.php?cover_id=15979 (last accessed 31st Mar 2019) 2. ATLUS, P Studio. (2016). Persona 5 Available: https://atlus.com/persona5/home.html (last accessed on 31st March 2019) 3. Brownie Brown/HAL Laboratory. (2006) Mother 3 Available: https://en.wikipedia.org/wiki/Mother_3 (last accessed 31st Mar 2019) 4. Chunsoft (1986) Dragon Quest Available: https://dragonquest.fandom.com/wiki/Dragon_Quest_(game) (last accessed 31st Mar 2019) 5. Duffy, J. (2019) Target Audience Research Survey (conducted on 30th Mar 2019) 6. Duffy, I. (2019) Target Audience Interviews (conducted on 30th Mar 2019) 7. Duffy, L. (2019) Target Audience Interviews (conducted on 30th Mar 2019) 8. Duffy, S. (2019) Target Audience Interviews (conducted on 30th Mar 2019) 9. Fox, T (2015) Undertale Available: https://www.youtube.com/watch?v=ycsnBIX8wTU (last accessed 31st Mar 2019) 10. Fox, T (2018) Deltarune My Steam Account via PC (last played 19th Mar 2019) 11. HAL Laboratory (1994). EarthBound Available: https://earthbound.fandom.com/wiki/EarthBound (last accessed 31st Mar 2019) 12. Intelligent Games (Developer) Kat Bailey (Blogger/Editor) Fire Emblem: The Blazing Blade/USGamer (2003/2018) Available: https://www.usgamer.net/articles/fire-emblem-gba- blazing-sword-fe7-anniversary-retrospective (last accessed 31st Mar 2019) 13. Savage, M. (2019) 6 Music's History of Video Game Music Available: https://www.bbc.co.uk/sounds/play/m0002t4b (last listened 24th Mar 2019) 14. Matt Makes Games Inc. (2017) Celeste My Nintendo Switch via eShop (last played 14th Mar 2019) 15. Miyamoto, S/Nintendo (2011) The Legend of Zelda: Hyrule Historia Japan: Dark Horse p276 16. Monolith Soft (2010) Xenoblade Chronicles Available: https://xenoblade.fandom.com/wiki/Xenoblade_Chronicles (last accessed 31st Mar 2019) 17. Square (1995) Chrono Trigger Available: https://store.steampowered.com/app/613830/CHRONO_TRIGGER/ (last accessed 31st Mar 2019) 18. Square Enix (1997) Final Fantasy VII Available: https://en.wikipedia.org/wiki/Final_Fantasy_VII (last accessed 31st Mar 2019) 19. Squaresoft/Schreier, J. (1996/2016) Super Mario RPG: Legend of the Seven Stars Available: https://kotaku.com/20-years-later-few-nintendo-games-have-lived-up-to-sup- 1763855052 (last accessed 31st Mar 2019) 20. Whitehead, C./Headcannon/PagodaWest Games/SEGA (2017) Sonic Mania Plus Available: https://www.sega.com/games/sonicmania (last accessed 31st Mar 2019)
  • 4.
    Proposal 4 Week Tasks tobe Completed: Specific Tasks 1 Initial Ideas and Proposal  My Initial Reaction  My pre-planning for the project  My type of mind set for production  Techniques I want to improve for the project  Worries I want to change o Mood Board/Mind Map Analysis  Creating mood boards to show different ideas  Analyse why the themes are successful  Describe why I will use the themes in my product  Use mind maps to layout many ideas relating to a general topic  How why ideas would enhance product o Key Influences  Write about what I like in an example Narrative/Visuals/Audio  How I will put the influence into the product o Final Idea  State the final idea and what ideas led to it  My Proposal  Create a working title for my game  Write the area of activity I will do my project in o Audience  Describe general demographic  Use parts of games design to choose specific audience  Use NRS Grades to work out what group would buy it  Analyse the game’s audience through psychographics  Write about the game’s usefulness to an audience o Rationale  Describe what skills I learned in previous projects  Talk about each skill’s usefulness in the current project o Project Concept  Describe the visual appearance of the game  Describe the narrative and how the camera will be affected by the movement  Write about researching other games to improve technical skill  Tell about what enhancements will be made over the original o Evaluation Plans
  • 5.
    Proposal 5  Describe thedifferent ways to evaluate via Blogger and PowerPoint 2 Research  Product Research  Pick out four products relating to my project  Describe how they appeal to the target audience  Use images to show what I am describing  Write about how the design and music support the product  Describe what I like about the product  Detail what I think I will use in my piece  Subject Research  Pick three subjects relating to my project  Research the key points of history with the subject  Relate historic objects or art to my writing  Describe the background information on the subject  Write its link to my work briefly 3 Research  Production Experiment  Practise animation skills for production  Plan an idea relating to animation  Make the experiment all the way through  Reflect on the process and its usefulness in influencing the final product  Evaluate the product in its positives and negatives  Audience Research  Research the most common consumer of the general product to produce an audience profile  Make a questionnaire to ask family and possibly people at College for specific answers on product  Possibly perform interviews for more opinionated answers  Try to find people of target demographic to fit research  Analyse answers given and any possible correlation 4 Pre-production & Planning  Pre-Production & Planning  List out all the tasks I need to do before commencing production o Risk Assessment/Contingency Plan  Analyse any possible human risk via equipment, environment etc.  Take action to decrease possible harm  Look at possible technical problems from used technology  Use multiple options to shrink problems o Sound Effect/Music List  Look through story to analyse necessary music types and sound effects  Choose what website/programme to use to produce the sounds
  • 6.
    Proposal 6 o Visual Planning Plan out a storyboard to visualise the game  Draw out each frame to give a basic idea of how the game will look  Draw out the location and characters to base their design off in production  Style Sheet - Find different colour schemes to match the landscape and characters  Describe why I chose the specific colours for each part o Production Schedule  Set out the days of the four weeks  Write out what I plan to do on each day, so I know what I should do at a specific point in time  Update to fit the moment so I clearly understand 5 Production  Creating Overworld  Use drawing to set out base layers of overworld  Create multiple versions of layers to move through slides  Make sure each part has consistency  Character Motion  Make accurate character proportions to world  Begin making different stages of motion for walking cycle  Reflection  Depending on production pace, daily or weekly reflection on production  The positives and negatives about the production and why  What I plan to do for later days and my thoughts on the process so far 6 Production  Character Motion  Complete walking (maybe running) animation for all characters  Add dialogue boxes for later sound to be added  Make sure animation runs smoothly  Fix any issues that could arise once implemented with overworld  Battle Sequence  Make transition area between world and fight  Create monster model for interaction  Perhaps create profile of monster for text scroll  Create base background of battle sequence  Reflection  Depending on production pace, daily or weekly reflection on production  The positives and negatives about the production and why  What I plan to do for later days and my thoughts on the process so far
  • 7.
    Proposal 7 7 Production Battle Sequence o Background  Maybe add a few alternating parts of the background e.g. Jewels, lava etc.  Make sure there is space for character models o Character Movement  Put characters in proportionate to background  Add movement to idle characters  Make attack movement and hit animation o UI Enhancements  Add HP, Options etc. to scenario for depth  Add layers for selecting different options  Last Animation Parts  Make sure world and fight flow into each other  End sequence to fight  Clean up pacing or faulty looking parts 8 Production  Audio Implementation  Create music and sound effects for the animation  Maybe create speech using my speech and a voice modifier  Correctly proportional the length of the noise with the visuals  Cover Creation  Analyse cover arts for inspiration  Make art to scan for cover  Add usual cover aspects e.g. barcode, console name, age rating etc.  Write blurb for back cover  Take screen shots of game to put on back  Put copyrights, controller type etc.  Complete the Product  Post animation on YouTube  Put video with cover on Blogger and post 9 Evaluation  Evaluate PowerPoints  Go in depth what I thought I could improve on  Describe the positives and negatives of my writing  Evaluate Final Products  Describe in depth what I could improve on  Go on the positives and negatives of the production