SlideShare a Scribd company logo
1 of 38
Pre-Production
Rebecca Edwards
Initial Idea(s)
For this final project, I plan to make a concrete concept for a video game, including character design,
environment design, an understandable narrative outline/summary (which I believe to be the core of an
enjoyable game) etc., the visual aspects of this being first created in a 2D format but then realized using the 3D
tools available in Dreams, displaying these features in more realistic sense (since I image my game being
designed in a 3D format, not a 2D one), in addition to possibly creating other game related products, such as a
short original music exert, promotional poster or short animated scenes, but these would all only be if time
permitted me to do so, since parts like the animation and music would also be created in Dreams. I have
decided to create these in order to tell a hypothetical, entertaining and intriguing story to my audience as well
as relate to aspects of the industry or general designs I am interested in, as I have shown to have an interest in
the design side of video games, more specifically the characters adding onto my shown love of monsters, their
designs and what they can represent in the media, allowing me to reflect on my own personal study for
guidance here and alternatively, the topics of life, death and change which I wanted to look into for this
particular narrative. In terms of my chosen audience, I have decided on the late female teen demographic,
allowing me to draw from my own opinions or thoughts when constructing my products as well as tap into the
lesser known gaming demographic that is not nearly as directly advertised to in terms of gaming as males. As a
final note, when looking at where my game would appear if it was able to become fully realized, I believe that it
would be a multi platform game, being able to be accessed from PC gaming stores, both the Xbox and
PlayStation store and probably also the Nintendo eShop for the Nintendo Switch, allowing for different types of
gamers and more variety due to being available on some of the most popular consoles at this current point in
time.
Dollhouse Mood Board
Monster Features
Mood Board
Character Drawing
Mood Board
Mood Boards Summary
Looking at all of my completed mood boards, I now not only have a better idea of how to construct some of the
planned products, such as the main protagonists features and some of the different styles said character could
be drawn in (for initial concept reference before attempting to create some additional substantial artwork) in
addition to the main house environment and how it would be navigable for the player. In terms of the positive
benefit to production, I now have a plethora of reference images, which I had noted previously that they would
be useful in terms of creating better, more accurate artwork and subsequent final products; the dollhouse
design I had chosen helping to give me a better reflection of the almost 2D environment (mainly in terms of the
navigation) yet how this would, in theory, transition to the 3D type exploration concept in gameplay, the
monster features that I could include in my main character and how this would reflect their personality and the
story progression as a whole, utilizing both some of the facts I found in my personal study and the variety of
reference images for accuracy and lastly, the character drawings, which will help to make my initial drawn
concepts for my character more accurate as I have noted in previous projects, some of my drawings have
seemed to have been illegible or not entirely representative of my final product, however I believe using these
certain reference images will help provide me with visual details about how to draw the character design I want
in the aesthetic of the game, as well as be visually legible enough to show evolution and improvement of said
character throughout my main production.
Character Style Sheet
Casual clothes to reflect
the modern-day setting,
connect more to a
modern-day audience
Gender will either be
female or non specified in
order to appeal to the
audience or extend it to a
wider demographic,
aligning with protagonist
designs such as that from
Undertale or more
customization-based
games.
Character will not be
over sexualized due
to the more female
based/neutral
demographic
Common monster features
will be utilized, such as tails
and horns in order to convey
the characters personality,
could gain or lose some of
these features as the game
progresses, they learn more
and their views change.
Complementary, dark colour schemes will
be used to show off the character in
contrast to the dilapidated environment
as well as the shifts that may happen in
each level (change to monochrome or
pastel environment aesthetics for
example)
Background Art
Background Art
Tree with flowers to show the
spring season, change (in a
metaphorical) and will allow a
talking point for one of the story
exerts
Path has taken inspiration from my
second year poster, would be cobbled
or bumpy in some way to show the
hard journey ahead for the character
Flowers falling to show
the transition to the
next season (?), may
also be a point for a
slight story exert, such
as the characters
interaction with them
as a child, tripping over
the exposed roots etc.)
Environments
would changed
based on the
level being
executed, the
main house only
serving as the
navigational
point to each
level.
The basic structure would
heavily resemble a dollhouse,
due to the front of the house
being able to open and the
‘stacked’ floors (Whilst I have
drawn the furniture from a
top down view, they would
be placed in a more 3D
format in the final version)
Background Art
Background Art
Piles of books laid
around as well as
additional clutter,
similar to Edith Finch,
in order to make the
house feel more lived
in or show the
remnants of the family
that lived their (the
character family, to be
more precise)
Kitchen will most likely
contain more
exposition than main
level access or
continuity, due to the
area not having as
much relevance
compared to
characters bedroom or
the smaller objects
that could be found in
other areas.
Dining room would
most lily be the place
where the first main
level would start (after
the player had gained
an linked item and the
character recalled
their memories)
Background Art
Clutter will most likely
also take up empty
surfaces in rooms as
well
Door to different
areas may be locked,
with the keys being
hidden in said clutter
or objects
mentioned before,
such as books,
picture frames,
drawers etc.
Bookshelves,
drawers and other
surfaces will be used
to cover any dead
space in the rooms,
allowing for either
more slight
exposition or to hide
various objects
within
Living room would be
the place where the
second level would
take place, possibly
referencing the
seating placement of
the focused family
member.
Background Art
Due to the
fourth level
being focused
on the
character’s
sibling, the
shared
bedroom will
most likely
trigger this
level after
completing all
previous levels
Additional clutter, exposition and
decoration would be added in the
second hallway area and bathroom
This area will most likely be where the final level
takes place as it’s planned decorations will be the
amalgamation of all the family members and the
levels the player has completed thus far
Room will be decorated to
clearly show whose side of the
room is whose alongside the
characters and siblings varying
interests and emotions growing
up
Character Art
Character Art
Overall, this design seems to lean
more into the psychic kind of
monster design, which may not fit
the protagonist exactly, as I
planned for them to look more like
a blank slate and not appear to
have as much power or control as
this character seems to have Colours could symbolise a sort of
calm and composure, commonly
seen in more spirit based monsters
Features like the third eye and the
large antlers could link back to the
more animal based monsters in my
mood board
This design does seem to have a
more gender neutral look, from
features such as the half shaved
head as well as less defining
features (more feminine features
like the eyelashes and the pink
colour of the hair could be
removed for later iterations)
The smaller horns have been
noted in my character sheet and
may serve to fit the character as
they may seem more introverted
(which the hair hiding the eye also
seems to do) or would gradually
gain more confidence and
knowledge and grow as the game
progresses
Common features like red eyes or
simply the colour red do seem to
appear a lot in monsters, as seen
in my mood board, due to its clear
link to blood
Yellow eyes or different coloured
eyes also seem to link towards
animalistic imagery, particularly
cat-based creatures
Character Art
The hairstyle and ears seen here
was also an attempt at mimicking
the character designs from
Undertale as seen in my character
style sheet, due to the vast
popularity of the game.
The antenna for this monster are
able to create a link to nature, very
much like my previous design,
helping to give the character a
more fantastical appearance,
showing a connection to the more
earlier designs and mythology of
monsters (noted in my personal
study)
Green eyes are also often linked
with fantasy, as it is the choice
colour for many fantasy
protagonists.
The horns, whilst seeming
intimidating, could help to show a
more defensive/protective
personality, as many more bolder
personalities in my mood board
seem to have more upturned
horns.
The multiple eyes not only
references one of the more
interesting images of my mood
board, but could also be a
representation of the character
past mistakes haunting them,
though this could be considered to
dark for this particular character
Using the hair to hide the
characters eyes could also be
another attempt at a gender
neutral character
The scar, whilst fitting with the
more deformed monster
personalities, may contrast with
the character being more of an
introvert or pacifist personality
The fangs, whilst closely
linked with monster design,
could appear more childish
and way less intimidating
here due to the design
chosen here
Character Art The shorter hairstyle as well
as the blue
connotations/colouring
could be useful for a more
gender neutral design
The more vibrant colour
scheme not only makes the
character appear more
confident, but also could
make their emotions more
expressive, but could also
link the character to more
child oriented monsters
that use this kind of bright
scheme to keep the
audiences attention.
The more curled horns do
seem to oppose a more
defensive image and
instead do seem to make
the character seem more
confident than my
previous horn design
The opposing
colours used here
not only make the
character seem
more powerful and
mysterious, but also
helps to present
some sort of metal
dichotomy the
character may be
experiencing
internally
The singular horn of the
character helps to show
their introvert personality
due to its size like in one
of my previous designs as
well as put an emphasis
on the more fantastical
elements (such as the link
between creatures like
unicorns) and show how
alone the character is, due
to there only being one
horn in this design
Taking the idea from some of my mood board
images, both of these character having black in
their eyes to give a more stereotypical
monstrous appearance, however, this could be
construed as too horror based for my game and
make the character appear as more cold and
emotionless.
Character ArtUsing the hair to hide the
characters eye could help
to make the character
appear as more
introverted and possibly
more gender neutral,
which is helped by the
shorter length than in
previous design iterations
The smaller horns have
been noted in my
character sheet and
previous design iteration
and may serve to fit the
character as they may
seem more introverted
(which the hair hiding
the eye also seems to
do) or would gradually
gain more confidence
and knowledge and
grow as the game
progresses
Green eyes are also
often linked with
fantasy, as it is the
choice colour for many
fantasy protagonists.
The multiple eyes not
only references one of
the more interesting
images of my mood
board, but could also
be a representation of
the character past
mistakes haunting
them, which could
possibly grow and take
over the character,
taking inspiration from
‘the darkness’ in
Hellblade. The design overall can also be closely
linked to an elf design, that not only don’t
appear threatening but are one of the
most common design used when creating
fantastical protagonists
Character Art
Character ArtThe tail design is
mainly taken from my
mood board and based
around the generic
dragon tail design,
which may help the
character to appear
more neutral
The design for the shirt
has also being taken
from the Undertale
protagonist, as well as
help to present the
protagonist as
introverted and
personality-wise, more
neutral.
The ripped jeans and trainers do help to
show more typical, casual clothes
relevant to the modern day
The tail used here was taken directly
from my character sheet and helps to
show any small amount of confidence
the character may have, due to the flame
itself as well as it not consuming the
entirety of the tail appendige
The boots and leggings
shown here have mainly
been taken from the
character Edith Finch in
my character sheet,
which not only will help
to relate to the females
in my target
demographic, but also
may help to display the
characters possibly
adventurous personality
The colour scheme used here could seem to be almost too
monochrome for the character and therefore, be unable to
show a colour shift or transition as the environment
changes around the character, especially during the
monochrome centric ‘denial’ level segment.
The turtleneck jumper
may help to further
display the character as
a more introverted
person
Character Art
The colour scheme
used here may end up
being too bright for
the final design as
combined with the
outfit design, it could
appear to look too
childish
The outfit shown here,
whilst it directly
appeals to the more
female demographic,
could appear to be
‘too spiritual’ in
design, as this kind of
outfit wouldn’t be
considered the norm
to my target audience,
as well as create some
connection to the
more villainous
monster designs seen
in media.
Continuing to look at
the stripes design, it
does seem to further
depict the character as
neutral (whilst also
childish when using
this particular colour
scheme as mentioned
above)
The shorts could help to show a more
outdoorsy personality but, if designed
incorrectly, could end up oversexualising
the character to some degree
The addition of the
tentacle arm does help
to reinforce the
monster imagery to
some extent, as
referenced in some of
the imagery of my
mood board, however
could also have a
negative impact on
gameplay in terms of
the character having to
interact with and pick
up objects
Smaller accessories like the necklaces and
belt help to give the character a more
feminine look that could also be relevant
to modern day outfits
The more barbed looking tale, whilst also
taken from the tails images in my character
sheet, also negatively contrasts with this
outfit greatly, as the tail portrays the
character as threating whilst the outfit itself
appears more childish
Character Art
The contrasting
schemes help to
reference back to
schemes I have
compiled in my mood
board and character
sheet or used in
previous projects as
well as create a better
colour scheme overall
between the final face
design, as they both
seem to use the same
colours.
The backpack and belt
may not only show a
more adventurous and
well travelled
character, but could
stop the target
audience relating to
said character, as
again, this is not a
typical common outfit
among this audience.The dress may help to better
relate to the female demographic
The outfit overall,
whilst it would appeal
more to fans of the
goth genre and style,
may end up isolating
the rest of my target
demographic
The outfit also seems
to sport a
monochrome scheme,
which won’t provide
much contrast for
some of the planned
gameplay levels
The sort of long coat used in
this design, whilst does help
the character appear more
mysterious, could also make
them appear more
threatening or distant,
making the audience identify
with them less
Character Art
The scheme used here
can be clearly linked to
the female
demographic, as well
as not look as childish
as a couple previous
designs, due to their
substantially brighter
colour schemes
The boots and
leggings shown
here not only will
help to relate to
the females in my
target
demographic, but
also may help to
display the
characters possibly
adventurous
personality
The jacket may help to make the
character more introverted as well as
relate the design back to two of the
characters from my character sheet
The tail was clearly designed for my
female demographic, but may appear
to make the character less monstrous
and possibly more childish in terms of
its overall simple graphic design.
The design for the
jacket helps to present
the protagonist as
introverted and
personality-wise, more
neutral.
The ripped jeans and
trainers do help to
show more typical,
casual clothes
relevant to the
modern day, whilst
the red helps to add
more colour, create a
greater connection
to common monster
imagery
The tail design is
mainly taken from my
mood board and based
around the generic
dragon tail design,
which may help the
character to appear
more neutral
Gameplay Layout Concepts
Main character, whilst the
game will be a slight scroller
type game, will be able to
move around in the 3D space
due to the main 3D design I
had specified previously. This
navigation will allow the
player to pick up object,
examine furniture etc.
allowing for hypothetical story
exerts to play of the character
recalling memories.
Very much resembling the
gameplay of Edith Finch,
players will navigate through
different areas of the house,
speech bubble images will
appear on more exposition
based objects, giving facts
about the character life to the
player but aren’t vital to
progression, book images or a
more relatable image to my
game on the main areas of
progression.
When creating this example, I decided to reflect on previous games that I used as basic inspiration for
this concept, using the Undertale protagonist character as a placeholder to show how big the character
would be in the environment and how this would shift as they move around the environment, as well as
the Edith Finch icon that would appear above interactive elements. Aside from this, the dollhouse
background has also helped to give a better idea of how the 3D/2D gameplay would work in terms of
navigation, interactivity and how certain elements should be placed within the environment. Whilst this
full gameplay image may not be shown in my final products, I believe it has now given me a better idea
of how to construct my main game visuals, especially a better awareness of the environment and
subsequent decorations/set dressing within.
Whilst the majority of the
game would be spend with this
type of backdrop, some of the
more story focused character
segments may take place in
stylized short scenes, mainly
warping the player
environment, allowing for
different exploratory gameplay,
such as water based levels,
interacting with smaller
additional ‘helper’ characters,
which would be hypothetically
transitioned to when the player
exited a room.
The objects bar will be
accessible to the player
and store items they
need to find or are
useful towards
progressing, such as keys
that will unlock the next
room or find other
subsequent items,
overall resembling other
walking sim games like
Undertale and Firewatch
Objects
Gameplay Layout Concepts
Once the level
commences, the colours
will be drained from the
environment and the
character, so to create a
monochrome scheme
over all elements in the
scene
The main mechanic that will
appear here is the locks on some
of the doors, drawers etc. in the
environment, that can only be
unlocked by finding keys in
smaller environment objects
possibly linked to some of the
story exposition
Both of these levels would be similar in terms
of their ending, which would involve
navigating through the obstacles using the
exploration feature provided in order to get
to a specific location or center where the
focused character of that level would be or
give more information about that character
When this level starts,
The colours may saturate
to a red/orange colour, in
order to better create the
connection to anger using
a visual colour wheel (as
well as red being a
common colour among
more threatening
monster designs
Whilst there may be the
appearance of blocked off areas
similar to the previous level, this
level may also have the feature of
trying to chase the family member
down or navigating through the
changing environment that tries
to resist against the player trying
to advance, very much like the
wind mechanic in Gris
Gameplay Layout Concepts
Again taking inspiration
from Gris, during the
bargaining reference to the
game, smaller ‘helper’
character could be
introduced in order to help
the player find items in
order to complete the level,
however the player would
also need to find one kind of
item in return for them each
time before progressing
When creating these examples, I decided to use the elements from my first initial layout in order to give
a better idea of how features would be added onto the environment and how they would appear. Adding
in the additional images to each scene has shown me not only how they could be placed in the
environment but also possible designs for the main images of interest for each level, such as the helper
character, how the chests could look in the fourth level etc. Whilst these more explanatory designs may
not be executed in my final products, they have given me a better idea of how to construct my final story
and how the environment could change because of certain exposition segments.
When choosing the colour
scheme for this level, it
could be seen to relate to a
more natural environment
or m ore the design of the
helpers, which inspired by
my mood boards, could be
more animalistic or plant-
based creatures
As well as this, the contrasting
colours seen against the character
and the environment could relate to
how little they relate to the focused
family character in this level or how
much their ideals differ as a whole,
possibly even the contrast between
the more modern world and nature
The chests in this level may be
similar to the lock mechanic of the
first level but could require the
player to dive deeper into the
environment to find the keys,
similarly in design to Gris’s last
level.
The colour scheme used
here not only is a clear link
to the main theme of the
level; sadness, but also
works well in relation to
being a water-based level
Story Draft
• Character comes back to their family home, game focuses around exploring and learning
• Character’s personality or views will change as the game goes on.
• When looking at the story exert segments, there may be multiple options to decide if the character is a more timid or outspoken, this
will not change the games outcomes or main story, but still add customization options to the game story at least. (Examples of this in
games mainly being A Night in the Woods and Firewatch)
• First level will intro protagonist and allow basic exploration and find the trigger for the next level, will look at pictures, rooms in general,
mimicking Edith Finch, possibly also start talking about the monster character visuals
• Next level will look at characters first family member and focus on ‘denial’ (in order to create the topic connection to death, look to Gris
for guidance on imagery and representation on the 5 stages), could have finding items related to the family member and hiding them,
family members story will also center around denial and how blocking out problems, previous mistakes or regrets negatively impacted
them in the long term
• ‘Anger’ level will focus on a family member (Bigger monster such as a minotaur, dragon etc.) the character wasn’t fond of and how they
used their harsh emotions to block out everyone, represented either by walls or doors or multiple corridors or mases the character has
top work their way through in order to get to the center. End of this level will show the family member alone and/or isolated from
people due to having pushed everyone away.
• ‘Bargaining’ level will look at family member who tried to be a peacekeeper and resented negativity and conflict, gameplay here could
be give-receive, trading items or taking items and replacing them in order to get to the end, showing how the family member, whilst
blocking out conflict, wasn’t happy, showing how important it is to stand up for yourself and others.
• ‘Sadness’ level will most likely look at a sibling consumed by depression, could show the house flooding and becoming an underwater
level, the player having to deep dive into the level to find items/character exposition, level could end with finding the sibling and show
how important it is to talk to others if depression starts getting serious.
• ‘Acceptance’ level may focus on the protagonist themselves and how, even though they clearly witnessed all the previous events
happening to their family members, they didn’t seem to help or had a reluctance to change it, simply accepting their situation until they
were able to escape it, before having to come back at the beginning of the game. Game could end with the player making a final choice,
whether to stay at the house and change it for the better, showing a willingness to correct mistakes or improving upon themselves, or
leaving but having made peace with their past mistakes and knowing that these cannot be changed (Look at the ending of Bound for a
similar example)
Promotional Poster: Layout 1
* Only complete if there is extra time during production
Game Title
Main background image
comprising of main
character looking up at the
house
Possible release date or tagline
substitute/platforms available
on
The background will most
likely either mimic the scheme
of the main character or
contrast it, depending on the
main theme for the story
(corresponding colour’s if the
place is meant to be
welcoming and entice the
audience and contrasting for if
the environment feels more
closed off and isolated,
making the audience more
wary of it)
Character will be faced
towards the house but a way
away from it, making so the
house appears bigger and
more grandiose and therefore,
more intimidating and
important to the audience.
Images will make the
character and location more
recognizable to the player,
creating the clear link to the
game.
Possibly could help to give a
more theatrical appearance to
the game alongside the main
image and assist in giving a
better impression of the game
and appeal it to the audience
(display he popular consoles
popular at this point in time,
tagline helping to sum up
some of the themes and main
story of the game)
Inspiration from this has also
been drawn from game
advertisement like What
Remains of Edith Finch, Gone
Home etc. that display the
main explorative environment
at the forefront of their
promotion
Promotional Poster: Layout 2
* Only complete if there is extra time during production
Character or environment
silhouette for background
(look to first year FMP poster
design for inspiration)
Game Title
Tagline or short explanation of
the game
The background would most
likely be brightly lit similarly to
the first design, with the light
coming from behind the
character, creating the
silhouette (one note to make
is that this may make the
advertised game significantly
more serious, dark etc.)
Once the final character
design has been created, I
plan to take my first-year
attempt at a character
silhouette and improve upon
it, using the final character
image and the corresponding
effects (however, I plan for the
final image to look
significantly more polished).
The reasoning behind this
choice being that this image
will prelude to the player who
the main character of the
game is
The tagline will help to
encapsulate what the games
main themes or location(s)
may consist of, make sure the
correct audience is targeted,
relating back to a main
audience in interest somehow
etc.
Promotional Poster: Style Sheet
* Only complete if there is extra time during production
These analogous pastel colors would
easily appeal to my more female based
demographic and echo some of the
previous color schemes I have chosen for
my other projects. However, this could
end up isolating a wider demographic
beyond simply my outlined target
audience as well as falsely advertise the
game as more cheerful, upbeat and
possibly even for a younger audience
These colours, whilst similarly mirroring the previous
palette, do utilize some more complementary colours, in
order to try and create the intertextual link between
monsters, as well as create a more vibrant and bold setting
for advertising the game. However, similarly to the previous
palette also, the bright block colours could end up being
linked to a much younger demographic and falsely advertise
the game, as well as seemingly containing only two colours
whilst the rest of the schemes I have found contain a
variety so to cover multiple areas of the poster that may be
created
Promotional Poster: Style Sheet
* Only complete if there is extra time during production
These scheme colours, unlike my previous
choices, do seem to have a vast variety of
colours allowing for a wider variety of
designs to be created, but in contrast to
the previous schemes examined, this
scheme seems to be more random and
less concise than other, which could end
up confusing the audience
These scheme, unlike the others I have created, was taken
from a poster created in Dreams, allowing for a more
attainable design as well as a better starting point, the
colour choices also appearing to be dark enough and
overall oriented to the correct audience and possibly
beyond that. In addition to this, after having played the
game the poster advertises, I believe that this scheme will
also be better connected to the themes I plan to explore
in my story concept.
Promotional Poster: Style Sheet
* Only complete if there is extra time during production
Starting with this font, it seems
to be legible to the audience
and maintain a slight cursive
design I plan for the posters
main text (a style more
endearing to the female
demographic), however as I
am basing this text and
concept off of Edith Finch, I do
believe that this text doesn’t
look as ‘hand-written’ as I
want it
When examining this font, whilst it does seem
to possess a more natural and accurate
appearance to the font I wanted for this
poster, its overall legibility is questionable as
well as possibly appearing to be almost scruffy
in looks and may not accurately represent the
game as a whole, making the game appear as
a more fun and upbeat game, rather than a
game looking at the themes outlined in my
Research.
Whilst this style of font is readable
and does seem to appear as a more
‘painted design’ that could work in
context with my poster designs, I do
think that the style seems to be
almost either too masculine or
create intertextual links to
unconnected genres, specifically the
horror genre, mis-advertising the
game as a whole .
Promotional Poster: Style Sheet
* Only complete if there is extra time during production
Moving onto this font, which I believe to
be the most accurate when it comes to
what I envisioned for this design, as it has
a basic appearance that will interest my
audience, contains the cursive
appearance whilst still being legible and
could create the intertextual link to other
games containing this style and planned
gameplay, such as Edith Finch and Gone
Home.
Lastly, when looking at this font, I have
mainly found that it bears many
similarities to the ‘Black Bird’ font, in that
it does contain a good amount of
legibility, but doesn’t seem to be able to
fully get across all the games style, which
could end up seeming disconnected from
the rest of the poster.
Promotional Poster Summary
Considering the game I plan to advertise alongside the varied designs I have collected and created, I believe that I should use
Layout 1 as the base concept for my poster, as it seems to contain more information and imagery in relation to the game, create a
more believable and clearer intertextual link between this game concept and other walking simulator style games that it draws
inspiration from and seem to posses more originality in terms of design compared to the second layout, which only seems to
mirror designs from my first year project whilst only having minimal improvements added onto this. Looking at the smaller
additional elements, I believe that the colour scheme and font shown below will most likely be the best design options as both
seem to look professional but also don’t appear to be too targeted towards a younger audience (like a brighter scheme or far
more decorative or bold font would), shown in the fonts appearance also being able to be linked back to the ‘Gone Home’ poster,
which has appeared to have a very particular audience (most likely people in their 20’s, after seeing the gameplay for myself) as
well as the scheme appearing dark enough to convey any serious topics about the game, as I have noted before that I plan to
cover the subjects of death and change in my hypothetical narrative, as well as seemingly containing colours that are closely
linked to my more feminine demographic, the fact that the picture the scheme is based off of comes from an in Dreams creation
could also be inferred as a link, but more in terms of being able to create the scheme more accurately if the posters images are
created in the software like I plan for them to be. Overall, I do believe that all these main areas of planning will help to create a
poster that will intrigue my audience as well as clearly convey who the game is targeted at, using similarly styled games/posters as
reference as well as give me an idea of the time frame and products that would have to be completed so the poster background
could be constructed, mainly the character and environment.
* Only complete if there is extra time during production
Music Ideas
When creating the piece of music I had in mind, I want to primarily take
inspiration from more slow, ‘lo-fi’ style music, which can be primarily
noticed in the slower paced segments of games like Gris and Edith Finch
(examples of this have been noted in the box aside), in order to better
convey the mort slow paced gameplay and place more of the focus on the
visuals and the story. Examining some of these songs in more detail does
show some similarities that I should be sure to have in my own song, such
as a piano being the instrument at the forefront of the piece, and if not that
alone, then backed up with string-based instruments in order to create a
calm atmosphere. Its also worth noting that the tempo is slow for most of
the pieces or has a repeated segment/tune that is sometimes heard
throughout the piece. Due to these background tracks being significantly
more structured and professional, when using Dreams to create my own
piece I could investigate the more precise placement mode in the Music
tools, so the track itself will appear less random, house less silent gaps etc.,
as noted in my earlier experiment with the tools.
* Only complete if there is extra time during production
Music Referenced:
Berlinist. (2018). Gris, Pt. 1. Available:
https://www.youtube.com/watch?v=c_2gHmp
ZmzU. Last accessed 19th Mar 2020.
Berlinist. (2018). Debris. Available:
https://www.youtube.com/watch?v=BVHdxM
GjXAE&list=PLq9z3GmD3R9N4BT6TNRkWrRzjr
hF52cQ1&index=3. Last accessed 19th Mar
2020.
Russo, J. (2017). Edith's Theme. Available:
https://www.youtube.com/watch?v=0gaHg_7-
Zww&list=PL_1Cty5EUa76PN5Mf2UnRalBfvcFA
4orc&index=2&t=0s. Last accessed 20th Mar
2020.
Russo, J. (2017). Milton's Tower. Available:
https://www.youtube.com/watch?v=tidhiDCst
BU&list=PL_1Cty5EUa76PN5Mf2UnRalBfvcFA4
orc&index=11&t=0s. Last accessed 20th Mar
2020.
Production Schedule
Week Main Tasks
Week 1 • Start constructing my main 3D model character that the player would
control. Aim for a basic body or frame to have been created or face.
Use the Remix function to save multiples versions of this design and
be able to compile different levels of the completed sculpt in
presentation scene. Use visual plans seen above (artwork, reference
images etc.)
• Whilst this is being completed in my own time, use the available
lesson time to start writing the final story/lore for the game, look at
different story drafts and decide on best features of each, how can the
themes I researched be implemented? How would each scene
transition to the next, how would the character be affected and grow
throughout, how would the gameplay help to further these elements
Week 2 • Make sure that most of the character sculpt has been completed and
either this week or the next, is fully realized.
• Start work on the background environment using a variety of the tools
available in order to display the shifts throughout the game, if
possible as well as saving different versions, use said versions to
display different stages of the game, reference back to findings for the
certain details of the house, how to make it feel more lived in.
• In lesson time, make sure narrative is near completion or competed
during this second week and possibly start putting images and
creation clips together for presentation, explaining the process
Week 3 • If possible, craft some hypothetical gameplay images. How would the
visuals have changed based on the current stage of the narrative e.g.
Transitioning to a more monochrome black/white scheme when the
player enters a certain room.
• Refine any of the previous products that may benefit from this
• Try creating the main image for the game, that would serve as the
social media image and poster image (use the poster plans for
reference for this.
Production Schedule
Week Main Tasks
Week 4 • Try to focus on the response to progress so far from peers and
improve on any given aspects that they point out
• If this is completed accordingly, move onto continuing the
main artwork, continuing work on an optional task (starting a
new task may not be recommended at this time due to time
constraints)
• Make sure all the main products (character, environment etc.)
have been completed and possibly uploading using
screenshots and videos
Week 5 • Continue improving products from peer feedback as well as
making sure most areas are completed, make sense in terms
of the initial plans, audience research and these pre-
production outlines and fulfil the criteria I wished to complete
in this project, both regarding my main products and any of
the optional tasks if they have been completed
Week 6 • Make sure all areas of work have been completed and/or
improved somehow before uploading to website
• If not started already, start creating the main presentation, so
it is fully prepared for the corresponding week (either
Premiere video lasting 3-5 mins or Dreams creation
commented on in clip), helping to explain the process behind
my creations
Production Schedule
Optional/Backup Tasks
Try and create a social media account (Instagram, Twitter etc.) specifically designed for the game and document the production
process throughout, allow for more audience-based feedback if possible.
Using the plans above, create a piece of music in Dreams that would play at a certain point in the game, making sure to note if it
would be a full piece of music or a short clip and here it may play during the game, is it a main theme or smaller track (use Gris
soundtrack for reference)
Look into starting/continuing a presentation plan, details noted in Week 6, creating sections and explanations as the creation
process continues.
Possibly create some animation alongside this to show how the player may react when interacting with objects etc.

More Related Content

What's hot

FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!JoeDuffy28
 
Digital graphics evaluation pro forma for Creative Media BTEC: Print
Digital graphics evaluation pro forma for Creative Media BTEC: Print Digital graphics evaluation pro forma for Creative Media BTEC: Print
Digital graphics evaluation pro forma for Creative Media BTEC: Print SophieBaker98
 
Digital graphics evaluation pro forma 3
Digital graphics evaluation pro forma 3Digital graphics evaluation pro forma 3
Digital graphics evaluation pro forma 3Amelia101
 
5. fmp pre production
5. fmp pre production5. fmp pre production
5. fmp pre productionAndrew Downes
 
FMP #2 Proposal Completed
FMP #2 Proposal CompletedFMP #2 Proposal Completed
FMP #2 Proposal CompletedJoeDuffy28
 
3. research(2)
3. research(2)3. research(2)
3. research(2)AllanGodin
 
1. fmp initial plans
1. fmp initial plans1. fmp initial plans
1. fmp initial plansAllanGodin
 
5. fmp pre production
5. fmp pre production5. fmp pre production
5. fmp pre productionAndrew Downes
 
3. research mfp updated
3. research mfp updated3. research mfp updated
3. research mfp updatedGemmaNicholls1
 

What's hot (20)

3. Research
3. Research3. Research
3. Research
 
Research
ResearchResearch
Research
 
FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!
 
Digital graphics evaluation pro forma for Creative Media BTEC: Print
Digital graphics evaluation pro forma for Creative Media BTEC: Print Digital graphics evaluation pro forma for Creative Media BTEC: Print
Digital graphics evaluation pro forma for Creative Media BTEC: Print
 
3. research
3. research3. research
3. research
 
3. research
3. research3. research
3. research
 
Digital graphics evaluation pro forma 3
Digital graphics evaluation pro forma 3Digital graphics evaluation pro forma 3
Digital graphics evaluation pro forma 3
 
5. fmp pre production
5. fmp pre production5. fmp pre production
5. fmp pre production
 
FMP #2 Proposal Completed
FMP #2 Proposal CompletedFMP #2 Proposal Completed
FMP #2 Proposal Completed
 
3. research(2)
3. research(2)3. research(2)
3. research(2)
 
Reflections
ReflectionsReflections
Reflections
 
1. fmp initial plans
1. fmp initial plans1. fmp initial plans
1. fmp initial plans
 
Factual Evaluation
Factual EvaluationFactual Evaluation
Factual Evaluation
 
7. Evaluation
7. Evaluation7. Evaluation
7. Evaluation
 
5. fmp pre production
5. fmp pre production5. fmp pre production
5. fmp pre production
 
3. research updated 2
3. research updated 23. research updated 2
3. research updated 2
 
Research MFP Y1
Research MFP Y1Research MFP Y1
Research MFP Y1
 
3. research mfp updated
3. research mfp updated3. research mfp updated
3. research mfp updated
 
7. evaluation
7. evaluation7. evaluation
7. evaluation
 
Research
ResearchResearch
Research
 

Similar to Pre Production FMP Year 2

MFP Y1 4. pre production
MFP Y1 4. pre productionMFP Y1 4. pre production
MFP Y1 4. pre productionGemmaNicholls1
 
FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!JoeDuffy28
 
Development pro forma(3)
Development pro forma(3)Development pro forma(3)
Development pro forma(3)thenamesbarnett
 
Development pro forma(3)
Development pro forma(3)Development pro forma(3)
Development pro forma(3)thenamesbarnett
 
FMP #4 Pre-Production Potato Non-Completé
FMP #4 Pre-Production Potato Non-CompletéFMP #4 Pre-Production Potato Non-Completé
FMP #4 Pre-Production Potato Non-CompletéJoeDuffy28
 
4. proposal
4. proposal4. proposal
4. proposalKaiTodd
 
Initial Plans #1 What's Done Is Done
Initial Plans #1 What's Done Is DoneInitial Plans #1 What's Done Is Done
Initial Plans #1 What's Done Is DoneJoeDuffy28
 
Development pro forma(3)
Development pro forma(3)Development pro forma(3)
Development pro forma(3)thenamesbarnett
 
FMP #4 Pre-Production Completed
FMP #4 Pre-Production CompletedFMP #4 Pre-Production Completed
FMP #4 Pre-Production CompletedJoeDuffy28
 
FMP #1 Intial Ideas Completed
FMP #1 Intial Ideas CompletedFMP #1 Intial Ideas Completed
FMP #1 Intial Ideas CompletedJoeDuffy28
 
Contextual Statement.pptx
Contextual Statement.pptxContextual Statement.pptx
Contextual Statement.pptxLily809411
 
1. initial plans(2)
1. initial plans(2)1. initial plans(2)
1. initial plans(2)Jack-Lowes
 
5. pre production
5. pre production5. pre production
5. pre productionjay birkin
 

Similar to Pre Production FMP Year 2 (20)

MFP Y1 4. pre production
MFP Y1 4. pre productionMFP Y1 4. pre production
MFP Y1 4. pre production
 
FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!
 
Development pro forma(3)
Development pro forma(3)Development pro forma(3)
Development pro forma(3)
 
Development pro forma(3)
Development pro forma(3)Development pro forma(3)
Development pro forma(3)
 
FMP #4 Pre-Production Potato Non-Completé
FMP #4 Pre-Production Potato Non-CompletéFMP #4 Pre-Production Potato Non-Completé
FMP #4 Pre-Production Potato Non-Completé
 
4. proposal
4. proposal4. proposal
4. proposal
 
Development pro forma
Development pro formaDevelopment pro forma
Development pro forma
 
Initial Plans #1 What's Done Is Done
Initial Plans #1 What's Done Is DoneInitial Plans #1 What's Done Is Done
Initial Plans #1 What's Done Is Done
 
Development pro forma(3)
Development pro forma(3)Development pro forma(3)
Development pro forma(3)
 
04.) Proposal
04.) Proposal04.) Proposal
04.) Proposal
 
04.) Proposal
04.) Proposal04.) Proposal
04.) Proposal
 
5. proposal
5. proposal5. proposal
5. proposal
 
FMP #4 Pre-Production Completed
FMP #4 Pre-Production CompletedFMP #4 Pre-Production Completed
FMP #4 Pre-Production Completed
 
FMP #1 Intial Ideas Completed
FMP #1 Intial Ideas CompletedFMP #1 Intial Ideas Completed
FMP #1 Intial Ideas Completed
 
3. research (2)
3. research (2)3. research (2)
3. research (2)
 
Contextual Statement.pptx
Contextual Statement.pptxContextual Statement.pptx
Contextual Statement.pptx
 
8. evaluation (completed)
8. evaluation (completed)8. evaluation (completed)
8. evaluation (completed)
 
1. initial plans(2)
1. initial plans(2)1. initial plans(2)
1. initial plans(2)
 
2. initial plans
2. initial plans 2. initial plans
2. initial plans
 
5. pre production
5. pre production5. pre production
5. pre production
 

More from RebeccaEdwards79

More from RebeccaEdwards79 (20)

Developmental Diary FMP Year 2
Developmental Diary FMP Year 2Developmental Diary FMP Year 2
Developmental Diary FMP Year 2
 
Problem Solving FMP Year 2
Problem Solving FMP Year 2Problem Solving FMP Year 2
Problem Solving FMP Year 2
 
Research FMP Year 2
Research FMP Year 2Research FMP Year 2
Research FMP Year 2
 
2nd year prep
2nd year prep2nd year prep
2nd year prep
 
5. FMP Evaluation
5. FMP Evaluation5. FMP Evaluation
5. FMP Evaluation
 
FMP Initial Plans
FMP Initial PlansFMP Initial Plans
FMP Initial Plans
 
FMP Initial Plans
FMP Initial PlansFMP Initial Plans
FMP Initial Plans
 
7. evaluation vg (1)
7. evaluation vg (1)7. evaluation vg (1)
7. evaluation vg (1)
 
6. production reflection (1)
6. production reflection (1)6. production reflection (1)
6. production reflection (1)
 
5. pre production (1)
5. pre production (1)5. pre production (1)
5. pre production (1)
 
1. production experiments
1. production experiments 1. production experiments
1. production experiments
 
6. evaluation mv 2018 (1)
6. evaluation mv 2018 (1)6. evaluation mv 2018 (1)
6. evaluation mv 2018 (1)
 
5. production reflection mv 2018 (1)
5. production reflection mv 2018 (1)5. production reflection mv 2018 (1)
5. production reflection mv 2018 (1)
 
4. pre production mv 2018
4. pre production mv 20184. pre production mv 2018
4. pre production mv 2018
 
2. research mv 2018 (1) (1)
2. research mv 2018 (1) (1)2. research mv 2018 (1) (1)
2. research mv 2018 (1) (1)
 
1. initial plans mv 2018 (1)
1. initial plans mv 2018 (1)1. initial plans mv 2018 (1)
1. initial plans mv 2018 (1)
 
1. Research 2
1. Research 21. Research 2
1. Research 2
 
6. Production Reflection 2
6. Production Reflection 26. Production Reflection 2
6. Production Reflection 2
 
Print Evaluation
Print EvaluationPrint Evaluation
Print Evaluation
 
6. Production Reflection
6. Production Reflection6. Production Reflection
6. Production Reflection
 

Recently uploaded

Chennai Call Girls Porur Phone 🍆 8250192130 👅 celebrity escorts service
Chennai Call Girls Porur Phone 🍆 8250192130 👅 celebrity escorts serviceChennai Call Girls Porur Phone 🍆 8250192130 👅 celebrity escorts service
Chennai Call Girls Porur Phone 🍆 8250192130 👅 celebrity escorts servicesonalikaur4
 
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一Fs
 
Gram Darshan PPT cyber rural in villages of india
Gram Darshan PPT cyber rural  in villages of indiaGram Darshan PPT cyber rural  in villages of india
Gram Darshan PPT cyber rural in villages of indiaimessage0108
 
Complet Documnetation for Smart Assistant Application for Disabled Person
Complet Documnetation   for Smart Assistant Application for Disabled PersonComplet Documnetation   for Smart Assistant Application for Disabled Person
Complet Documnetation for Smart Assistant Application for Disabled Personfurqan222004
 
Denver Web Design brochure for public viewing
Denver Web Design brochure for public viewingDenver Web Design brochure for public viewing
Denver Web Design brochure for public viewingbigorange77
 
VIP Kolkata Call Girls Salt Lake 8250192130 Available With Room
VIP Kolkata Call Girls Salt Lake 8250192130 Available With RoomVIP Kolkata Call Girls Salt Lake 8250192130 Available With Room
VIP Kolkata Call Girls Salt Lake 8250192130 Available With Roomgirls4nights
 
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012rehmti665
 
定制(Management毕业证书)新加坡管理大学毕业证成绩单原版一比一
定制(Management毕业证书)新加坡管理大学毕业证成绩单原版一比一定制(Management毕业证书)新加坡管理大学毕业证成绩单原版一比一
定制(Management毕业证书)新加坡管理大学毕业证成绩单原版一比一Fs
 
VIP Kolkata Call Girl Alambazar 👉 8250192130 Available With Room
VIP Kolkata Call Girl Alambazar 👉 8250192130  Available With RoomVIP Kolkata Call Girl Alambazar 👉 8250192130  Available With Room
VIP Kolkata Call Girl Alambazar 👉 8250192130 Available With Roomdivyansh0kumar0
 
Russian Call girls in Dubai +971563133746 Dubai Call girls
Russian  Call girls in Dubai +971563133746 Dubai  Call girlsRussian  Call girls in Dubai +971563133746 Dubai  Call girls
Russian Call girls in Dubai +971563133746 Dubai Call girlsstephieert
 
VIP 7001035870 Find & Meet Hyderabad Call Girls LB Nagar high-profile Call Girl
VIP 7001035870 Find & Meet Hyderabad Call Girls LB Nagar high-profile Call GirlVIP 7001035870 Find & Meet Hyderabad Call Girls LB Nagar high-profile Call Girl
VIP 7001035870 Find & Meet Hyderabad Call Girls LB Nagar high-profile Call Girladitipandeya
 
Russian Call Girls in Kolkata Ishita 🤌 8250192130 🚀 Vip Call Girls Kolkata
Russian Call Girls in Kolkata Ishita 🤌  8250192130 🚀 Vip Call Girls KolkataRussian Call Girls in Kolkata Ishita 🤌  8250192130 🚀 Vip Call Girls Kolkata
Russian Call Girls in Kolkata Ishita 🤌 8250192130 🚀 Vip Call Girls Kolkataanamikaraghav4
 
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)Christopher H Felton
 
Sushant Golf City / best call girls in Lucknow | Service-oriented sexy call g...
Sushant Golf City / best call girls in Lucknow | Service-oriented sexy call g...Sushant Golf City / best call girls in Lucknow | Service-oriented sexy call g...
Sushant Golf City / best call girls in Lucknow | Service-oriented sexy call g...akbard9823
 
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一Fs
 
FULL ENJOY Call Girls In Mayur Vihar Delhi Contact Us 8377087607
FULL ENJOY Call Girls In Mayur Vihar Delhi Contact Us 8377087607FULL ENJOY Call Girls In Mayur Vihar Delhi Contact Us 8377087607
FULL ENJOY Call Girls In Mayur Vihar Delhi Contact Us 8377087607dollysharma2066
 
How is AI changing journalism? (v. April 2024)
How is AI changing journalism? (v. April 2024)How is AI changing journalism? (v. April 2024)
How is AI changing journalism? (v. April 2024)Damian Radcliffe
 
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一3sw2qly1
 

Recently uploaded (20)

Chennai Call Girls Porur Phone 🍆 8250192130 👅 celebrity escorts service
Chennai Call Girls Porur Phone 🍆 8250192130 👅 celebrity escorts serviceChennai Call Girls Porur Phone 🍆 8250192130 👅 celebrity escorts service
Chennai Call Girls Porur Phone 🍆 8250192130 👅 celebrity escorts service
 
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
 
Gram Darshan PPT cyber rural in villages of india
Gram Darshan PPT cyber rural  in villages of indiaGram Darshan PPT cyber rural  in villages of india
Gram Darshan PPT cyber rural in villages of india
 
Complet Documnetation for Smart Assistant Application for Disabled Person
Complet Documnetation   for Smart Assistant Application for Disabled PersonComplet Documnetation   for Smart Assistant Application for Disabled Person
Complet Documnetation for Smart Assistant Application for Disabled Person
 
Denver Web Design brochure for public viewing
Denver Web Design brochure for public viewingDenver Web Design brochure for public viewing
Denver Web Design brochure for public viewing
 
VIP Kolkata Call Girls Salt Lake 8250192130 Available With Room
VIP Kolkata Call Girls Salt Lake 8250192130 Available With RoomVIP Kolkata Call Girls Salt Lake 8250192130 Available With Room
VIP Kolkata Call Girls Salt Lake 8250192130 Available With Room
 
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
 
定制(Management毕业证书)新加坡管理大学毕业证成绩单原版一比一
定制(Management毕业证书)新加坡管理大学毕业证成绩单原版一比一定制(Management毕业证书)新加坡管理大学毕业证成绩单原版一比一
定制(Management毕业证书)新加坡管理大学毕业证成绩单原版一比一
 
young call girls in Uttam Nagar🔝 9953056974 🔝 Delhi escort Service
young call girls in Uttam Nagar🔝 9953056974 🔝 Delhi escort Serviceyoung call girls in Uttam Nagar🔝 9953056974 🔝 Delhi escort Service
young call girls in Uttam Nagar🔝 9953056974 🔝 Delhi escort Service
 
sasti delhi Call Girls in munirka 🔝 9953056974 🔝 escort Service-
sasti delhi Call Girls in munirka 🔝 9953056974 🔝 escort Service-sasti delhi Call Girls in munirka 🔝 9953056974 🔝 escort Service-
sasti delhi Call Girls in munirka 🔝 9953056974 🔝 escort Service-
 
VIP Kolkata Call Girl Alambazar 👉 8250192130 Available With Room
VIP Kolkata Call Girl Alambazar 👉 8250192130  Available With RoomVIP Kolkata Call Girl Alambazar 👉 8250192130  Available With Room
VIP Kolkata Call Girl Alambazar 👉 8250192130 Available With Room
 
Russian Call girls in Dubai +971563133746 Dubai Call girls
Russian  Call girls in Dubai +971563133746 Dubai  Call girlsRussian  Call girls in Dubai +971563133746 Dubai  Call girls
Russian Call girls in Dubai +971563133746 Dubai Call girls
 
VIP 7001035870 Find & Meet Hyderabad Call Girls LB Nagar high-profile Call Girl
VIP 7001035870 Find & Meet Hyderabad Call Girls LB Nagar high-profile Call GirlVIP 7001035870 Find & Meet Hyderabad Call Girls LB Nagar high-profile Call Girl
VIP 7001035870 Find & Meet Hyderabad Call Girls LB Nagar high-profile Call Girl
 
Russian Call Girls in Kolkata Ishita 🤌 8250192130 🚀 Vip Call Girls Kolkata
Russian Call Girls in Kolkata Ishita 🤌  8250192130 🚀 Vip Call Girls KolkataRussian Call Girls in Kolkata Ishita 🤌  8250192130 🚀 Vip Call Girls Kolkata
Russian Call Girls in Kolkata Ishita 🤌 8250192130 🚀 Vip Call Girls Kolkata
 
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
 
Sushant Golf City / best call girls in Lucknow | Service-oriented sexy call g...
Sushant Golf City / best call girls in Lucknow | Service-oriented sexy call g...Sushant Golf City / best call girls in Lucknow | Service-oriented sexy call g...
Sushant Golf City / best call girls in Lucknow | Service-oriented sexy call g...
 
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
 
FULL ENJOY Call Girls In Mayur Vihar Delhi Contact Us 8377087607
FULL ENJOY Call Girls In Mayur Vihar Delhi Contact Us 8377087607FULL ENJOY Call Girls In Mayur Vihar Delhi Contact Us 8377087607
FULL ENJOY Call Girls In Mayur Vihar Delhi Contact Us 8377087607
 
How is AI changing journalism? (v. April 2024)
How is AI changing journalism? (v. April 2024)How is AI changing journalism? (v. April 2024)
How is AI changing journalism? (v. April 2024)
 
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
 

Pre Production FMP Year 2

  • 2. Initial Idea(s) For this final project, I plan to make a concrete concept for a video game, including character design, environment design, an understandable narrative outline/summary (which I believe to be the core of an enjoyable game) etc., the visual aspects of this being first created in a 2D format but then realized using the 3D tools available in Dreams, displaying these features in more realistic sense (since I image my game being designed in a 3D format, not a 2D one), in addition to possibly creating other game related products, such as a short original music exert, promotional poster or short animated scenes, but these would all only be if time permitted me to do so, since parts like the animation and music would also be created in Dreams. I have decided to create these in order to tell a hypothetical, entertaining and intriguing story to my audience as well as relate to aspects of the industry or general designs I am interested in, as I have shown to have an interest in the design side of video games, more specifically the characters adding onto my shown love of monsters, their designs and what they can represent in the media, allowing me to reflect on my own personal study for guidance here and alternatively, the topics of life, death and change which I wanted to look into for this particular narrative. In terms of my chosen audience, I have decided on the late female teen demographic, allowing me to draw from my own opinions or thoughts when constructing my products as well as tap into the lesser known gaming demographic that is not nearly as directly advertised to in terms of gaming as males. As a final note, when looking at where my game would appear if it was able to become fully realized, I believe that it would be a multi platform game, being able to be accessed from PC gaming stores, both the Xbox and PlayStation store and probably also the Nintendo eShop for the Nintendo Switch, allowing for different types of gamers and more variety due to being available on some of the most popular consoles at this current point in time.
  • 6. Mood Boards Summary Looking at all of my completed mood boards, I now not only have a better idea of how to construct some of the planned products, such as the main protagonists features and some of the different styles said character could be drawn in (for initial concept reference before attempting to create some additional substantial artwork) in addition to the main house environment and how it would be navigable for the player. In terms of the positive benefit to production, I now have a plethora of reference images, which I had noted previously that they would be useful in terms of creating better, more accurate artwork and subsequent final products; the dollhouse design I had chosen helping to give me a better reflection of the almost 2D environment (mainly in terms of the navigation) yet how this would, in theory, transition to the 3D type exploration concept in gameplay, the monster features that I could include in my main character and how this would reflect their personality and the story progression as a whole, utilizing both some of the facts I found in my personal study and the variety of reference images for accuracy and lastly, the character drawings, which will help to make my initial drawn concepts for my character more accurate as I have noted in previous projects, some of my drawings have seemed to have been illegible or not entirely representative of my final product, however I believe using these certain reference images will help provide me with visual details about how to draw the character design I want in the aesthetic of the game, as well as be visually legible enough to show evolution and improvement of said character throughout my main production.
  • 7. Character Style Sheet Casual clothes to reflect the modern-day setting, connect more to a modern-day audience Gender will either be female or non specified in order to appeal to the audience or extend it to a wider demographic, aligning with protagonist designs such as that from Undertale or more customization-based games. Character will not be over sexualized due to the more female based/neutral demographic Common monster features will be utilized, such as tails and horns in order to convey the characters personality, could gain or lose some of these features as the game progresses, they learn more and their views change. Complementary, dark colour schemes will be used to show off the character in contrast to the dilapidated environment as well as the shifts that may happen in each level (change to monochrome or pastel environment aesthetics for example)
  • 9. Background Art Tree with flowers to show the spring season, change (in a metaphorical) and will allow a talking point for one of the story exerts Path has taken inspiration from my second year poster, would be cobbled or bumpy in some way to show the hard journey ahead for the character Flowers falling to show the transition to the next season (?), may also be a point for a slight story exert, such as the characters interaction with them as a child, tripping over the exposed roots etc.) Environments would changed based on the level being executed, the main house only serving as the navigational point to each level. The basic structure would heavily resemble a dollhouse, due to the front of the house being able to open and the ‘stacked’ floors (Whilst I have drawn the furniture from a top down view, they would be placed in a more 3D format in the final version)
  • 11. Background Art Piles of books laid around as well as additional clutter, similar to Edith Finch, in order to make the house feel more lived in or show the remnants of the family that lived their (the character family, to be more precise) Kitchen will most likely contain more exposition than main level access or continuity, due to the area not having as much relevance compared to characters bedroom or the smaller objects that could be found in other areas. Dining room would most lily be the place where the first main level would start (after the player had gained an linked item and the character recalled their memories)
  • 12. Background Art Clutter will most likely also take up empty surfaces in rooms as well Door to different areas may be locked, with the keys being hidden in said clutter or objects mentioned before, such as books, picture frames, drawers etc. Bookshelves, drawers and other surfaces will be used to cover any dead space in the rooms, allowing for either more slight exposition or to hide various objects within Living room would be the place where the second level would take place, possibly referencing the seating placement of the focused family member.
  • 13. Background Art Due to the fourth level being focused on the character’s sibling, the shared bedroom will most likely trigger this level after completing all previous levels Additional clutter, exposition and decoration would be added in the second hallway area and bathroom This area will most likely be where the final level takes place as it’s planned decorations will be the amalgamation of all the family members and the levels the player has completed thus far Room will be decorated to clearly show whose side of the room is whose alongside the characters and siblings varying interests and emotions growing up
  • 15. Character Art Overall, this design seems to lean more into the psychic kind of monster design, which may not fit the protagonist exactly, as I planned for them to look more like a blank slate and not appear to have as much power or control as this character seems to have Colours could symbolise a sort of calm and composure, commonly seen in more spirit based monsters Features like the third eye and the large antlers could link back to the more animal based monsters in my mood board This design does seem to have a more gender neutral look, from features such as the half shaved head as well as less defining features (more feminine features like the eyelashes and the pink colour of the hair could be removed for later iterations) The smaller horns have been noted in my character sheet and may serve to fit the character as they may seem more introverted (which the hair hiding the eye also seems to do) or would gradually gain more confidence and knowledge and grow as the game progresses Common features like red eyes or simply the colour red do seem to appear a lot in monsters, as seen in my mood board, due to its clear link to blood Yellow eyes or different coloured eyes also seem to link towards animalistic imagery, particularly cat-based creatures
  • 16. Character Art The hairstyle and ears seen here was also an attempt at mimicking the character designs from Undertale as seen in my character style sheet, due to the vast popularity of the game. The antenna for this monster are able to create a link to nature, very much like my previous design, helping to give the character a more fantastical appearance, showing a connection to the more earlier designs and mythology of monsters (noted in my personal study) Green eyes are also often linked with fantasy, as it is the choice colour for many fantasy protagonists. The horns, whilst seeming intimidating, could help to show a more defensive/protective personality, as many more bolder personalities in my mood board seem to have more upturned horns. The multiple eyes not only references one of the more interesting images of my mood board, but could also be a representation of the character past mistakes haunting them, though this could be considered to dark for this particular character Using the hair to hide the characters eyes could also be another attempt at a gender neutral character The scar, whilst fitting with the more deformed monster personalities, may contrast with the character being more of an introvert or pacifist personality The fangs, whilst closely linked with monster design, could appear more childish and way less intimidating here due to the design chosen here
  • 17. Character Art The shorter hairstyle as well as the blue connotations/colouring could be useful for a more gender neutral design The more vibrant colour scheme not only makes the character appear more confident, but also could make their emotions more expressive, but could also link the character to more child oriented monsters that use this kind of bright scheme to keep the audiences attention. The more curled horns do seem to oppose a more defensive image and instead do seem to make the character seem more confident than my previous horn design The opposing colours used here not only make the character seem more powerful and mysterious, but also helps to present some sort of metal dichotomy the character may be experiencing internally The singular horn of the character helps to show their introvert personality due to its size like in one of my previous designs as well as put an emphasis on the more fantastical elements (such as the link between creatures like unicorns) and show how alone the character is, due to there only being one horn in this design Taking the idea from some of my mood board images, both of these character having black in their eyes to give a more stereotypical monstrous appearance, however, this could be construed as too horror based for my game and make the character appear as more cold and emotionless.
  • 18. Character ArtUsing the hair to hide the characters eye could help to make the character appear as more introverted and possibly more gender neutral, which is helped by the shorter length than in previous design iterations The smaller horns have been noted in my character sheet and previous design iteration and may serve to fit the character as they may seem more introverted (which the hair hiding the eye also seems to do) or would gradually gain more confidence and knowledge and grow as the game progresses Green eyes are also often linked with fantasy, as it is the choice colour for many fantasy protagonists. The multiple eyes not only references one of the more interesting images of my mood board, but could also be a representation of the character past mistakes haunting them, which could possibly grow and take over the character, taking inspiration from ‘the darkness’ in Hellblade. The design overall can also be closely linked to an elf design, that not only don’t appear threatening but are one of the most common design used when creating fantastical protagonists
  • 20. Character ArtThe tail design is mainly taken from my mood board and based around the generic dragon tail design, which may help the character to appear more neutral The design for the shirt has also being taken from the Undertale protagonist, as well as help to present the protagonist as introverted and personality-wise, more neutral. The ripped jeans and trainers do help to show more typical, casual clothes relevant to the modern day The tail used here was taken directly from my character sheet and helps to show any small amount of confidence the character may have, due to the flame itself as well as it not consuming the entirety of the tail appendige The boots and leggings shown here have mainly been taken from the character Edith Finch in my character sheet, which not only will help to relate to the females in my target demographic, but also may help to display the characters possibly adventurous personality The colour scheme used here could seem to be almost too monochrome for the character and therefore, be unable to show a colour shift or transition as the environment changes around the character, especially during the monochrome centric ‘denial’ level segment. The turtleneck jumper may help to further display the character as a more introverted person
  • 21. Character Art The colour scheme used here may end up being too bright for the final design as combined with the outfit design, it could appear to look too childish The outfit shown here, whilst it directly appeals to the more female demographic, could appear to be ‘too spiritual’ in design, as this kind of outfit wouldn’t be considered the norm to my target audience, as well as create some connection to the more villainous monster designs seen in media. Continuing to look at the stripes design, it does seem to further depict the character as neutral (whilst also childish when using this particular colour scheme as mentioned above) The shorts could help to show a more outdoorsy personality but, if designed incorrectly, could end up oversexualising the character to some degree The addition of the tentacle arm does help to reinforce the monster imagery to some extent, as referenced in some of the imagery of my mood board, however could also have a negative impact on gameplay in terms of the character having to interact with and pick up objects Smaller accessories like the necklaces and belt help to give the character a more feminine look that could also be relevant to modern day outfits The more barbed looking tale, whilst also taken from the tails images in my character sheet, also negatively contrasts with this outfit greatly, as the tail portrays the character as threating whilst the outfit itself appears more childish
  • 22. Character Art The contrasting schemes help to reference back to schemes I have compiled in my mood board and character sheet or used in previous projects as well as create a better colour scheme overall between the final face design, as they both seem to use the same colours. The backpack and belt may not only show a more adventurous and well travelled character, but could stop the target audience relating to said character, as again, this is not a typical common outfit among this audience.The dress may help to better relate to the female demographic The outfit overall, whilst it would appeal more to fans of the goth genre and style, may end up isolating the rest of my target demographic The outfit also seems to sport a monochrome scheme, which won’t provide much contrast for some of the planned gameplay levels The sort of long coat used in this design, whilst does help the character appear more mysterious, could also make them appear more threatening or distant, making the audience identify with them less
  • 23. Character Art The scheme used here can be clearly linked to the female demographic, as well as not look as childish as a couple previous designs, due to their substantially brighter colour schemes The boots and leggings shown here not only will help to relate to the females in my target demographic, but also may help to display the characters possibly adventurous personality The jacket may help to make the character more introverted as well as relate the design back to two of the characters from my character sheet The tail was clearly designed for my female demographic, but may appear to make the character less monstrous and possibly more childish in terms of its overall simple graphic design. The design for the jacket helps to present the protagonist as introverted and personality-wise, more neutral. The ripped jeans and trainers do help to show more typical, casual clothes relevant to the modern day, whilst the red helps to add more colour, create a greater connection to common monster imagery The tail design is mainly taken from my mood board and based around the generic dragon tail design, which may help the character to appear more neutral
  • 24. Gameplay Layout Concepts Main character, whilst the game will be a slight scroller type game, will be able to move around in the 3D space due to the main 3D design I had specified previously. This navigation will allow the player to pick up object, examine furniture etc. allowing for hypothetical story exerts to play of the character recalling memories. Very much resembling the gameplay of Edith Finch, players will navigate through different areas of the house, speech bubble images will appear on more exposition based objects, giving facts about the character life to the player but aren’t vital to progression, book images or a more relatable image to my game on the main areas of progression. When creating this example, I decided to reflect on previous games that I used as basic inspiration for this concept, using the Undertale protagonist character as a placeholder to show how big the character would be in the environment and how this would shift as they move around the environment, as well as the Edith Finch icon that would appear above interactive elements. Aside from this, the dollhouse background has also helped to give a better idea of how the 3D/2D gameplay would work in terms of navigation, interactivity and how certain elements should be placed within the environment. Whilst this full gameplay image may not be shown in my final products, I believe it has now given me a better idea of how to construct my main game visuals, especially a better awareness of the environment and subsequent decorations/set dressing within. Whilst the majority of the game would be spend with this type of backdrop, some of the more story focused character segments may take place in stylized short scenes, mainly warping the player environment, allowing for different exploratory gameplay, such as water based levels, interacting with smaller additional ‘helper’ characters, which would be hypothetically transitioned to when the player exited a room. The objects bar will be accessible to the player and store items they need to find or are useful towards progressing, such as keys that will unlock the next room or find other subsequent items, overall resembling other walking sim games like Undertale and Firewatch Objects
  • 25. Gameplay Layout Concepts Once the level commences, the colours will be drained from the environment and the character, so to create a monochrome scheme over all elements in the scene The main mechanic that will appear here is the locks on some of the doors, drawers etc. in the environment, that can only be unlocked by finding keys in smaller environment objects possibly linked to some of the story exposition Both of these levels would be similar in terms of their ending, which would involve navigating through the obstacles using the exploration feature provided in order to get to a specific location or center where the focused character of that level would be or give more information about that character When this level starts, The colours may saturate to a red/orange colour, in order to better create the connection to anger using a visual colour wheel (as well as red being a common colour among more threatening monster designs Whilst there may be the appearance of blocked off areas similar to the previous level, this level may also have the feature of trying to chase the family member down or navigating through the changing environment that tries to resist against the player trying to advance, very much like the wind mechanic in Gris
  • 26. Gameplay Layout Concepts Again taking inspiration from Gris, during the bargaining reference to the game, smaller ‘helper’ character could be introduced in order to help the player find items in order to complete the level, however the player would also need to find one kind of item in return for them each time before progressing When creating these examples, I decided to use the elements from my first initial layout in order to give a better idea of how features would be added onto the environment and how they would appear. Adding in the additional images to each scene has shown me not only how they could be placed in the environment but also possible designs for the main images of interest for each level, such as the helper character, how the chests could look in the fourth level etc. Whilst these more explanatory designs may not be executed in my final products, they have given me a better idea of how to construct my final story and how the environment could change because of certain exposition segments. When choosing the colour scheme for this level, it could be seen to relate to a more natural environment or m ore the design of the helpers, which inspired by my mood boards, could be more animalistic or plant- based creatures As well as this, the contrasting colours seen against the character and the environment could relate to how little they relate to the focused family character in this level or how much their ideals differ as a whole, possibly even the contrast between the more modern world and nature The chests in this level may be similar to the lock mechanic of the first level but could require the player to dive deeper into the environment to find the keys, similarly in design to Gris’s last level. The colour scheme used here not only is a clear link to the main theme of the level; sadness, but also works well in relation to being a water-based level
  • 27. Story Draft • Character comes back to their family home, game focuses around exploring and learning • Character’s personality or views will change as the game goes on. • When looking at the story exert segments, there may be multiple options to decide if the character is a more timid or outspoken, this will not change the games outcomes or main story, but still add customization options to the game story at least. (Examples of this in games mainly being A Night in the Woods and Firewatch) • First level will intro protagonist and allow basic exploration and find the trigger for the next level, will look at pictures, rooms in general, mimicking Edith Finch, possibly also start talking about the monster character visuals • Next level will look at characters first family member and focus on ‘denial’ (in order to create the topic connection to death, look to Gris for guidance on imagery and representation on the 5 stages), could have finding items related to the family member and hiding them, family members story will also center around denial and how blocking out problems, previous mistakes or regrets negatively impacted them in the long term • ‘Anger’ level will focus on a family member (Bigger monster such as a minotaur, dragon etc.) the character wasn’t fond of and how they used their harsh emotions to block out everyone, represented either by walls or doors or multiple corridors or mases the character has top work their way through in order to get to the center. End of this level will show the family member alone and/or isolated from people due to having pushed everyone away. • ‘Bargaining’ level will look at family member who tried to be a peacekeeper and resented negativity and conflict, gameplay here could be give-receive, trading items or taking items and replacing them in order to get to the end, showing how the family member, whilst blocking out conflict, wasn’t happy, showing how important it is to stand up for yourself and others. • ‘Sadness’ level will most likely look at a sibling consumed by depression, could show the house flooding and becoming an underwater level, the player having to deep dive into the level to find items/character exposition, level could end with finding the sibling and show how important it is to talk to others if depression starts getting serious. • ‘Acceptance’ level may focus on the protagonist themselves and how, even though they clearly witnessed all the previous events happening to their family members, they didn’t seem to help or had a reluctance to change it, simply accepting their situation until they were able to escape it, before having to come back at the beginning of the game. Game could end with the player making a final choice, whether to stay at the house and change it for the better, showing a willingness to correct mistakes or improving upon themselves, or leaving but having made peace with their past mistakes and knowing that these cannot be changed (Look at the ending of Bound for a similar example)
  • 28. Promotional Poster: Layout 1 * Only complete if there is extra time during production Game Title Main background image comprising of main character looking up at the house Possible release date or tagline substitute/platforms available on The background will most likely either mimic the scheme of the main character or contrast it, depending on the main theme for the story (corresponding colour’s if the place is meant to be welcoming and entice the audience and contrasting for if the environment feels more closed off and isolated, making the audience more wary of it) Character will be faced towards the house but a way away from it, making so the house appears bigger and more grandiose and therefore, more intimidating and important to the audience. Images will make the character and location more recognizable to the player, creating the clear link to the game. Possibly could help to give a more theatrical appearance to the game alongside the main image and assist in giving a better impression of the game and appeal it to the audience (display he popular consoles popular at this point in time, tagline helping to sum up some of the themes and main story of the game) Inspiration from this has also been drawn from game advertisement like What Remains of Edith Finch, Gone Home etc. that display the main explorative environment at the forefront of their promotion
  • 29. Promotional Poster: Layout 2 * Only complete if there is extra time during production Character or environment silhouette for background (look to first year FMP poster design for inspiration) Game Title Tagline or short explanation of the game The background would most likely be brightly lit similarly to the first design, with the light coming from behind the character, creating the silhouette (one note to make is that this may make the advertised game significantly more serious, dark etc.) Once the final character design has been created, I plan to take my first-year attempt at a character silhouette and improve upon it, using the final character image and the corresponding effects (however, I plan for the final image to look significantly more polished). The reasoning behind this choice being that this image will prelude to the player who the main character of the game is The tagline will help to encapsulate what the games main themes or location(s) may consist of, make sure the correct audience is targeted, relating back to a main audience in interest somehow etc.
  • 30. Promotional Poster: Style Sheet * Only complete if there is extra time during production These analogous pastel colors would easily appeal to my more female based demographic and echo some of the previous color schemes I have chosen for my other projects. However, this could end up isolating a wider demographic beyond simply my outlined target audience as well as falsely advertise the game as more cheerful, upbeat and possibly even for a younger audience These colours, whilst similarly mirroring the previous palette, do utilize some more complementary colours, in order to try and create the intertextual link between monsters, as well as create a more vibrant and bold setting for advertising the game. However, similarly to the previous palette also, the bright block colours could end up being linked to a much younger demographic and falsely advertise the game, as well as seemingly containing only two colours whilst the rest of the schemes I have found contain a variety so to cover multiple areas of the poster that may be created
  • 31. Promotional Poster: Style Sheet * Only complete if there is extra time during production These scheme colours, unlike my previous choices, do seem to have a vast variety of colours allowing for a wider variety of designs to be created, but in contrast to the previous schemes examined, this scheme seems to be more random and less concise than other, which could end up confusing the audience These scheme, unlike the others I have created, was taken from a poster created in Dreams, allowing for a more attainable design as well as a better starting point, the colour choices also appearing to be dark enough and overall oriented to the correct audience and possibly beyond that. In addition to this, after having played the game the poster advertises, I believe that this scheme will also be better connected to the themes I plan to explore in my story concept.
  • 32. Promotional Poster: Style Sheet * Only complete if there is extra time during production Starting with this font, it seems to be legible to the audience and maintain a slight cursive design I plan for the posters main text (a style more endearing to the female demographic), however as I am basing this text and concept off of Edith Finch, I do believe that this text doesn’t look as ‘hand-written’ as I want it When examining this font, whilst it does seem to possess a more natural and accurate appearance to the font I wanted for this poster, its overall legibility is questionable as well as possibly appearing to be almost scruffy in looks and may not accurately represent the game as a whole, making the game appear as a more fun and upbeat game, rather than a game looking at the themes outlined in my Research. Whilst this style of font is readable and does seem to appear as a more ‘painted design’ that could work in context with my poster designs, I do think that the style seems to be almost either too masculine or create intertextual links to unconnected genres, specifically the horror genre, mis-advertising the game as a whole .
  • 33. Promotional Poster: Style Sheet * Only complete if there is extra time during production Moving onto this font, which I believe to be the most accurate when it comes to what I envisioned for this design, as it has a basic appearance that will interest my audience, contains the cursive appearance whilst still being legible and could create the intertextual link to other games containing this style and planned gameplay, such as Edith Finch and Gone Home. Lastly, when looking at this font, I have mainly found that it bears many similarities to the ‘Black Bird’ font, in that it does contain a good amount of legibility, but doesn’t seem to be able to fully get across all the games style, which could end up seeming disconnected from the rest of the poster.
  • 34. Promotional Poster Summary Considering the game I plan to advertise alongside the varied designs I have collected and created, I believe that I should use Layout 1 as the base concept for my poster, as it seems to contain more information and imagery in relation to the game, create a more believable and clearer intertextual link between this game concept and other walking simulator style games that it draws inspiration from and seem to posses more originality in terms of design compared to the second layout, which only seems to mirror designs from my first year project whilst only having minimal improvements added onto this. Looking at the smaller additional elements, I believe that the colour scheme and font shown below will most likely be the best design options as both seem to look professional but also don’t appear to be too targeted towards a younger audience (like a brighter scheme or far more decorative or bold font would), shown in the fonts appearance also being able to be linked back to the ‘Gone Home’ poster, which has appeared to have a very particular audience (most likely people in their 20’s, after seeing the gameplay for myself) as well as the scheme appearing dark enough to convey any serious topics about the game, as I have noted before that I plan to cover the subjects of death and change in my hypothetical narrative, as well as seemingly containing colours that are closely linked to my more feminine demographic, the fact that the picture the scheme is based off of comes from an in Dreams creation could also be inferred as a link, but more in terms of being able to create the scheme more accurately if the posters images are created in the software like I plan for them to be. Overall, I do believe that all these main areas of planning will help to create a poster that will intrigue my audience as well as clearly convey who the game is targeted at, using similarly styled games/posters as reference as well as give me an idea of the time frame and products that would have to be completed so the poster background could be constructed, mainly the character and environment. * Only complete if there is extra time during production
  • 35. Music Ideas When creating the piece of music I had in mind, I want to primarily take inspiration from more slow, ‘lo-fi’ style music, which can be primarily noticed in the slower paced segments of games like Gris and Edith Finch (examples of this have been noted in the box aside), in order to better convey the mort slow paced gameplay and place more of the focus on the visuals and the story. Examining some of these songs in more detail does show some similarities that I should be sure to have in my own song, such as a piano being the instrument at the forefront of the piece, and if not that alone, then backed up with string-based instruments in order to create a calm atmosphere. Its also worth noting that the tempo is slow for most of the pieces or has a repeated segment/tune that is sometimes heard throughout the piece. Due to these background tracks being significantly more structured and professional, when using Dreams to create my own piece I could investigate the more precise placement mode in the Music tools, so the track itself will appear less random, house less silent gaps etc., as noted in my earlier experiment with the tools. * Only complete if there is extra time during production Music Referenced: Berlinist. (2018). Gris, Pt. 1. Available: https://www.youtube.com/watch?v=c_2gHmp ZmzU. Last accessed 19th Mar 2020. Berlinist. (2018). Debris. Available: https://www.youtube.com/watch?v=BVHdxM GjXAE&list=PLq9z3GmD3R9N4BT6TNRkWrRzjr hF52cQ1&index=3. Last accessed 19th Mar 2020. Russo, J. (2017). Edith's Theme. Available: https://www.youtube.com/watch?v=0gaHg_7- Zww&list=PL_1Cty5EUa76PN5Mf2UnRalBfvcFA 4orc&index=2&t=0s. Last accessed 20th Mar 2020. Russo, J. (2017). Milton's Tower. Available: https://www.youtube.com/watch?v=tidhiDCst BU&list=PL_1Cty5EUa76PN5Mf2UnRalBfvcFA4 orc&index=11&t=0s. Last accessed 20th Mar 2020.
  • 36. Production Schedule Week Main Tasks Week 1 • Start constructing my main 3D model character that the player would control. Aim for a basic body or frame to have been created or face. Use the Remix function to save multiples versions of this design and be able to compile different levels of the completed sculpt in presentation scene. Use visual plans seen above (artwork, reference images etc.) • Whilst this is being completed in my own time, use the available lesson time to start writing the final story/lore for the game, look at different story drafts and decide on best features of each, how can the themes I researched be implemented? How would each scene transition to the next, how would the character be affected and grow throughout, how would the gameplay help to further these elements Week 2 • Make sure that most of the character sculpt has been completed and either this week or the next, is fully realized. • Start work on the background environment using a variety of the tools available in order to display the shifts throughout the game, if possible as well as saving different versions, use said versions to display different stages of the game, reference back to findings for the certain details of the house, how to make it feel more lived in. • In lesson time, make sure narrative is near completion or competed during this second week and possibly start putting images and creation clips together for presentation, explaining the process Week 3 • If possible, craft some hypothetical gameplay images. How would the visuals have changed based on the current stage of the narrative e.g. Transitioning to a more monochrome black/white scheme when the player enters a certain room. • Refine any of the previous products that may benefit from this • Try creating the main image for the game, that would serve as the social media image and poster image (use the poster plans for reference for this.
  • 37. Production Schedule Week Main Tasks Week 4 • Try to focus on the response to progress so far from peers and improve on any given aspects that they point out • If this is completed accordingly, move onto continuing the main artwork, continuing work on an optional task (starting a new task may not be recommended at this time due to time constraints) • Make sure all the main products (character, environment etc.) have been completed and possibly uploading using screenshots and videos Week 5 • Continue improving products from peer feedback as well as making sure most areas are completed, make sense in terms of the initial plans, audience research and these pre- production outlines and fulfil the criteria I wished to complete in this project, both regarding my main products and any of the optional tasks if they have been completed Week 6 • Make sure all areas of work have been completed and/or improved somehow before uploading to website • If not started already, start creating the main presentation, so it is fully prepared for the corresponding week (either Premiere video lasting 3-5 mins or Dreams creation commented on in clip), helping to explain the process behind my creations
  • 38. Production Schedule Optional/Backup Tasks Try and create a social media account (Instagram, Twitter etc.) specifically designed for the game and document the production process throughout, allow for more audience-based feedback if possible. Using the plans above, create a piece of music in Dreams that would play at a certain point in the game, making sure to note if it would be a full piece of music or a short clip and here it may play during the game, is it a main theme or smaller track (use Gris soundtrack for reference) Look into starting/continuing a presentation plan, details noted in Week 6, creating sections and explanations as the creation process continues. Possibly create some animation alongside this to show how the player may react when interacting with objects etc.