This document summarizes Caleb Wilcox's process of creating a video game production for his FMP project. In the first stage, he added grass, mud, and a river. He used the pencil tool to draw areas and the ruler tool to mark margins. His latest progress includes adding a blue sky, details to the water, and beginning work on a bunker. He continues developing additional details like mountains, trees, and clouds. Finally, he creates an underground shaft and muddy earth around it to transition between levels of the game.
The document provides a summary of the production process for an animation project. It describes various challenges faced at different stages, including issues with software, needing to redo work due to color mistakes, difficulties with character movements, and delays caused by technical problems. It also discusses progress made, such as completing scenes, recording audio, designing logos and titles, and working on transitions. The overall process involved trial and error, asking others for help, and finding better techniques through experimentation and feedback.
The document discusses the software, hardware, lighting, and recording equipment used to produce a film project. It describes using Final Cut Pro software to edit clips, add sound effects, and color grade scenes. A Panasonic HDC-TM900 camcorder was used for filming, along with a tripod for stability. A H4N recorder captured clear foley sounds. Lighting challenges included using natural light outside and limited lighting in the bathroom. Improvements mentioned include gaining more skills with Final Cut Pro and camera settings.
1. You created an alginate cast of your hand by mixing alginate and water in a 1:1 ratio. However, you added too much water which caused issues.
2. You poured silicone mold material into the alginate cast to create a replica hand mold. Some areas of your hand were not fully covered.
3. You painted the replica hand and fake guts you created with corn syrup, fake blood, and chocolate syrup to appear realistic.
4. You stuffed paper into tights to create fake guts and dyed them with the blood mixture.
5. You filmed squirting fake blood from
Here are some key points I gathered from your analysis of PonySmasher's work:
- Effective use of sound design, both diegetic and non-diegetic sounds, to create atmosphere and scare the audience. Sound is important for horror.
- Shadowy, moody lighting that creates an unsettling sense of unease and obscures what may be lurking in the darkness.
- Engaging scenes that keep the viewer invested throughout.
- Keeping the story/ideas simple and focused, without unnecessary backstory or loose ends. Leaving some things unknown can be scarier.
- Building tension slowly before delivering scares, then moving quickly to the next build up of tension/sc
Here are the key points I gathered from your analysis of PonySmasher's work:
- Effective use of sound design, both diegetic and non-diegetic sounds, to create atmosphere and scare the audience. Sound is important for horror.
- Shadowy, moody lighting that creates an unsettling atmosphere with a sense of unease about what may be lurking in the shadows.
- Engaging scenes that keep the viewer invested throughout.
- Keeping the project short to maintain suspense and leave some elements unknown/open to interpretation. Drag out tension/buildup scenes but move quickly after scares.
- The importance of sound quality - using post production to clean up or replace dialogue
Here are some key points I gathered from your analysis of PonySmasher's work:
- Effective use of sound design, both diegetic and non-diegetic sounds, to create atmosphere and scare the audience. Sound is an important element of horror.
- Shadowy, moody lighting that leaves things unseen and creates an unsettling vibe.
- Engaging pacing that keeps the viewer invested in each scene.
- Keeping the story simple and focused on a few key scenes/ideas rather than overexplaining backstories. Leaving some mystery can be scarier.
- Building tension slowly before delivering scares, then moving quickly to the next build up of tension. This keeps the
The document analyzes different TV shows like Misfits, Inside No. 9, Peep Show, and The Office to research aspects of filming style, locations, lighting, and audience appeal. It finds that minimal effects, realistic settings and costumes, and unique filming techniques like POV are common across successful shows. The research will inform the creator's own comedy/horror project by incorporating dark humor, an unsettling tone, and non-traditional filming styles.
This document provides an evaluation and reflection on the production of a movie trailer. It discusses the strengths of the author's research, including analyzing conventions across different genres of trailers. Technical aspects that helped the trailer and posters were shooting raw files to allow flexible editing, changing the aspect ratio to feel more cinematic, and using color grading techniques like adjustment layers. The author reflects on time management challenges with actors' schedules and describes improvements like filming more footage and adding more dialogue if given more time.
The document provides a summary of the production process for an animation project. It describes various challenges faced at different stages, including issues with software, needing to redo work due to color mistakes, difficulties with character movements, and delays caused by technical problems. It also discusses progress made, such as completing scenes, recording audio, designing logos and titles, and working on transitions. The overall process involved trial and error, asking others for help, and finding better techniques through experimentation and feedback.
The document discusses the software, hardware, lighting, and recording equipment used to produce a film project. It describes using Final Cut Pro software to edit clips, add sound effects, and color grade scenes. A Panasonic HDC-TM900 camcorder was used for filming, along with a tripod for stability. A H4N recorder captured clear foley sounds. Lighting challenges included using natural light outside and limited lighting in the bathroom. Improvements mentioned include gaining more skills with Final Cut Pro and camera settings.
1. You created an alginate cast of your hand by mixing alginate and water in a 1:1 ratio. However, you added too much water which caused issues.
2. You poured silicone mold material into the alginate cast to create a replica hand mold. Some areas of your hand were not fully covered.
3. You painted the replica hand and fake guts you created with corn syrup, fake blood, and chocolate syrup to appear realistic.
4. You stuffed paper into tights to create fake guts and dyed them with the blood mixture.
5. You filmed squirting fake blood from
Here are some key points I gathered from your analysis of PonySmasher's work:
- Effective use of sound design, both diegetic and non-diegetic sounds, to create atmosphere and scare the audience. Sound is important for horror.
- Shadowy, moody lighting that creates an unsettling sense of unease and obscures what may be lurking in the darkness.
- Engaging scenes that keep the viewer invested throughout.
- Keeping the story/ideas simple and focused, without unnecessary backstory or loose ends. Leaving some things unknown can be scarier.
- Building tension slowly before delivering scares, then moving quickly to the next build up of tension/sc
Here are the key points I gathered from your analysis of PonySmasher's work:
- Effective use of sound design, both diegetic and non-diegetic sounds, to create atmosphere and scare the audience. Sound is important for horror.
- Shadowy, moody lighting that creates an unsettling atmosphere with a sense of unease about what may be lurking in the shadows.
- Engaging scenes that keep the viewer invested throughout.
- Keeping the project short to maintain suspense and leave some elements unknown/open to interpretation. Drag out tension/buildup scenes but move quickly after scares.
- The importance of sound quality - using post production to clean up or replace dialogue
Here are some key points I gathered from your analysis of PonySmasher's work:
- Effective use of sound design, both diegetic and non-diegetic sounds, to create atmosphere and scare the audience. Sound is an important element of horror.
- Shadowy, moody lighting that leaves things unseen and creates an unsettling vibe.
- Engaging pacing that keeps the viewer invested in each scene.
- Keeping the story simple and focused on a few key scenes/ideas rather than overexplaining backstories. Leaving some mystery can be scarier.
- Building tension slowly before delivering scares, then moving quickly to the next build up of tension. This keeps the
The document analyzes different TV shows like Misfits, Inside No. 9, Peep Show, and The Office to research aspects of filming style, locations, lighting, and audience appeal. It finds that minimal effects, realistic settings and costumes, and unique filming techniques like POV are common across successful shows. The research will inform the creator's own comedy/horror project by incorporating dark humor, an unsettling tone, and non-traditional filming styles.
This document provides an evaluation and reflection on the production of a movie trailer. It discusses the strengths of the author's research, including analyzing conventions across different genres of trailers. Technical aspects that helped the trailer and posters were shooting raw files to allow flexible editing, changing the aspect ratio to feel more cinematic, and using color grading techniques like adjustment layers. The author reflects on time management challenges with actors' schedules and describes improvements like filming more footage and adding more dialogue if given more time.
The document is a production log created by Tesfah Watkins-Scott for their double page spread film review ancillary product. It details the steps taken to create the review in Adobe InDesign, including incorporating grids and guidelines, creating the background pages in black and white, adding images and text, and organizing columns. The review consists of two pages - the first includes a background, ratings, title, image with caption, and columns for the plot and review. The second page has columns for the remaining review and a large main image incorporating a moon.
The document is a production log created by Tesfah Watkins-Scott to record the steps taken to create a double page spread film review. The review uses Adobe Photoshop, InDesign, and Final Cut Pro. On the first page, grids and guidelines are added, backgrounds and borders are designed, ratings stars and film title are added, and an image and caption are incorporated along with columns for review text. The second page continues the review in columns below a large main image of a character from the film. Page numbers complete the professional look of the double page spread film review.
The document provides an evaluation of a game project created by Kyran. It summarizes Kyran's research, planning, time management, technical qualities, aural qualities, and aesthetic qualities of the project. For research, Kyran looked primarily at Monkey Island for inspiration on gameplay and aesthetics. Planning included creating prototype levels and assets. Time management was good due to work done outside of lessons. Technical qualities like animation and detail were well done. Music was composed for the game. The project has good aesthetics with colors and backgrounds, and is appealing to its target audience of young boys.
The document summarizes the progression from the author's preliminary media task done in a group to their final individual media product. For the preliminary task, the group struggled with using equipment and organizing roles. For the final task, the author conducted research on genres and conventions to plan a horror film. They storyboarded, created a mood board, and developed editing skills to produce a film that clearly established genre through mise-en-scene and camerawork, showing progression from the preliminary task.
The document provides an evaluation of the production process for a short film called "Hunted". It summarizes that the film followed a man being stalked by a masked person, exploring feelings of paranoia. The film was produced by a group of 4 students who took on roles like director, editor, and camera operator. Some challenges included scheduling issues, last minute location changes, and an absent editor. However, the group worked well together and was able to complete filming and editing, creating a film that closely matched the director's vision. Areas for improvement included planning, having a shot list, and focusing more on audio quality.
The document summarizes the progression from the author's preliminary film task to their full final product. For the preliminary task, the author struggled with using camera equipment and editing software as it was their first time. Their final product showed significant improvements in planning, research, camera skills, editing, and understanding of mise-en-scene to create an effective horror genre film, such as adding titles, slowing clips, and filming in a gloomy style. The author also learned they prefer working in pairs over groups to have more input and found planning methods like animatics and mood boards helped realize their vision for the final film.
The document summarizes the progression from the author's preliminary film task to their full final product. For the preliminary task, the author struggled with using camera equipment and editing software as it was their first time. Their final product showed significant improvements in planning, research, camera skills, editing, and understanding of mise-en-scene to create an effective horror genre film, such as adding titles, slowing clips, and filming in a gloomy style. The author also learned they prefer working in pairs over groups to better share ideas and input on a project.
The document provides a summary of Leah Ellis' process in creating an animation project over multiple sessions. It describes tasks like scanning drawings, adding color in Photoshop, animating words and explosions, dealing with technical issues, recording voiceovers, designing logos and title screens, editing clips together, and adding sound effects. The process involved learning new techniques, getting help with software, fixing mistakes, and working within time constraints.
The document describes the process of creating a silent film poster in Photoshop. It outlines 5 stages: choosing a background, designing a logo, creating a masthead, editing images, and adding text. Key steps include researching conventions, designing elements in black and white, using tools like the magic wand to remove backgrounds, and incorporating different fonts to match the genre. The final poster effectively communicates the film's details while adhering to conventions of silent movies.
Jack Henderson summarizes his film production process. He began by creating a shot list to plan out his project. During filming, he had to change his idea from a short film to a horror movie intro due to lacking enough content. In editing, he experimented with effects like warp stabilizer to add an unnatural feel. He also incorporated some stock footage and royalty-free music and audio clips. Overall, the planning process helped manage his time and the experimentation with effects during editing helped create atmosphere and tension for the horror genre.
Tesfah Watkins-Scott created a production log to document the process of designing a poster for their silent film. They researched conventions of silent film posters and captions to design a background. Images from the film were edited to black and white and placed on the poster. The logo, title, and credits were designed using fonts matching the genre. Changes were made to improve elements like character images and the production logo. The final poster effectively portrayed the film's story and genre within the constraints of a silent film aesthetic.
Today the document's author worked on finalizing the voice over work and sound effects for their animation project. They arranged a recording session with their voice actor to get the final clip they needed. They also found and edited the final few sound effect clips. While fine-tuning audio can be tedious, the author recognizes its importance and was happy to complete the task to the best of their ability as they near the end of the project.
The document provides a summary of the production process for an animation project. It describes various tasks completed each day, including scanning drawings, adding color in Photoshop, animating words and explosions, recording voiceovers, editing scenes together, adding sound effects, and working on the title design and end credits. It also notes some challenges faced along the way, such as software issues, missing images, and ensuring enough audio assets are collected.
Hannah conducted several experiments with digital design tools to explore effects and layouts for potential use in her lifestyle magazine. In one experiment, she used Photoshop to create a water reflection effect by duplicating and manipulating image layers, adding motion blur and color tints to make a river photo look more realistic. In another, she used Photoshop's fish eye distortion filter and canvas resizing tools to transform a photo of York Minster into a dramatic fisheye view. She also experimented with creating an impressionist painting effect by adjusting color matching settings in Photoshop. Through these technical experiments, Hannah aimed to develop skills for enhancing photos and learn effects that could make her magazine visually engaging.
The document describes several experiments the author conducted using various digital tools to edit images, create animations, and work with sound.
In the first example, the author describes editing a photo of the Maldives by increasing saturation to make the water and trees more vibrant, and adding shadow to make the sky darker.
In the second example, the author experiments with adding glow, bevel, and emboss effects to text in Photoshop to make the font stand out against different colored backgrounds.
The third example discusses using BeepBox to create background music for a video game by layering different repetitive sounds into a pattern.
Subsequent examples describe creating pixel art using different apps, making basic anim
The document summarizes the logo design process for "Excalispray", a cleaning product. It discusses incorporating elements from previous experiments into the final design, including a sword with a spray nozzle and bubbles. The 10 step process involved tracing elements, adding color, textures and layers to combine references into a cohesive logo depicting the legendary sword Excalibur transformed into a spray bottle amid pink bubbles. The final design effectively conveyed the brand identity while incorporating multiple ideas from experiments into a polished logo.
The document provides a summary of Leah Ellis' process in creating an animation project over multiple days. Some key points:
- Leah experimented with techniques like scanning drawings, adding color in Photoshop, and using After Effects for text animations.
- Subsequent days involved creating explosion and fight scenes using layer masks, completing voiceover work, and recording audio with a voice actor.
- Later steps included designing a logo/title, editing clips together in Premiere, and realizing more audio may be needed to complete the project.
The document provides an evaluation of James' editing process for a video project. It discusses in detail the editing approach taken for each section/segment of the video. Key points include: splitting the intro from the main timeline for focused editing; adding subtitles to intro music; balancing commentary, interviews and visuals throughout; using After Effects for text animations and moving images; spending time on color correction in interviews; choosing background music to fit each section without overwhelming commentary; and saving audio editing for last to balance all levels. Overall, the evaluator believes the video has good pacing, structure and balance between elements based on the detailed editing approach described.
Mv production assignment evaluation form 2019ChelseaKierans
The student conducted research on different music video genres to inform their own music video production. They chose to do a pop song and aimed to convey that genre through colorful cuts and effects. Though some technical issues arose with camera settings and quality between shots, the student worked to improve editing, effects, and overall aesthetics. Peer feedback praised the varied coloring and black and white scenes but suggested adding more locations and a clearer storyline to enhance audience experience. The student agreed locations and a storyline could strengthen future videos.
This document provides pre-production details for a music video being created for the song "rock + roll" by EDEN. It includes lists of locations, equipment, props, sound effects, storyboards, and a shot list. Contingency plans are also outlined to address potential issues like equipment malfunctions, location changes, and health and safety concerns. The overall budget for the project is estimated to be £73, with most of the costs going towards travel for the cast and crew to three different shooting locations.
Caleb Wilcox has begun production on his FMP video game. On the first day, he created a Photoshop document to layout the different levels and used basic tools to add background details to the first level. In subsequent days, he continued adding details like clouds, hedges and hills to the first level background. He then began work on the underground area and platform for the first level. Caleb is now working on the second level, adding background details and lava/platform areas using tools like the paint bucket and pencil. He is nearing the halfway point of production and feels on track to finish on schedule.
This document summarizes Caleb Wilcox's experiments with character creation, movement, and background design for a game production. Some key points:
- Mockup characters were created using a 1-pixel pencil tool to sketch outlines for experimentation purposes.
- Character movement experiments used different colored arms/legs to demonstrate running animations.
- Background experiments featured a mountain scene created using the pencil tool. Trees and foggy distant mountains were later added.
- The final experiment integrated the character into the background scene with 5 movement animations to test gameplay.
- Elements like detailed backgrounds and bright color schemes may be adapted for the actual production. Mountains will be redesigned to appear further in the background.
The document is a production log created by Tesfah Watkins-Scott for their double page spread film review ancillary product. It details the steps taken to create the review in Adobe InDesign, including incorporating grids and guidelines, creating the background pages in black and white, adding images and text, and organizing columns. The review consists of two pages - the first includes a background, ratings, title, image with caption, and columns for the plot and review. The second page has columns for the remaining review and a large main image incorporating a moon.
The document is a production log created by Tesfah Watkins-Scott to record the steps taken to create a double page spread film review. The review uses Adobe Photoshop, InDesign, and Final Cut Pro. On the first page, grids and guidelines are added, backgrounds and borders are designed, ratings stars and film title are added, and an image and caption are incorporated along with columns for review text. The second page continues the review in columns below a large main image of a character from the film. Page numbers complete the professional look of the double page spread film review.
The document provides an evaluation of a game project created by Kyran. It summarizes Kyran's research, planning, time management, technical qualities, aural qualities, and aesthetic qualities of the project. For research, Kyran looked primarily at Monkey Island for inspiration on gameplay and aesthetics. Planning included creating prototype levels and assets. Time management was good due to work done outside of lessons. Technical qualities like animation and detail were well done. Music was composed for the game. The project has good aesthetics with colors and backgrounds, and is appealing to its target audience of young boys.
The document summarizes the progression from the author's preliminary media task done in a group to their final individual media product. For the preliminary task, the group struggled with using equipment and organizing roles. For the final task, the author conducted research on genres and conventions to plan a horror film. They storyboarded, created a mood board, and developed editing skills to produce a film that clearly established genre through mise-en-scene and camerawork, showing progression from the preliminary task.
The document provides an evaluation of the production process for a short film called "Hunted". It summarizes that the film followed a man being stalked by a masked person, exploring feelings of paranoia. The film was produced by a group of 4 students who took on roles like director, editor, and camera operator. Some challenges included scheduling issues, last minute location changes, and an absent editor. However, the group worked well together and was able to complete filming and editing, creating a film that closely matched the director's vision. Areas for improvement included planning, having a shot list, and focusing more on audio quality.
The document summarizes the progression from the author's preliminary film task to their full final product. For the preliminary task, the author struggled with using camera equipment and editing software as it was their first time. Their final product showed significant improvements in planning, research, camera skills, editing, and understanding of mise-en-scene to create an effective horror genre film, such as adding titles, slowing clips, and filming in a gloomy style. The author also learned they prefer working in pairs over groups to have more input and found planning methods like animatics and mood boards helped realize their vision for the final film.
The document summarizes the progression from the author's preliminary film task to their full final product. For the preliminary task, the author struggled with using camera equipment and editing software as it was their first time. Their final product showed significant improvements in planning, research, camera skills, editing, and understanding of mise-en-scene to create an effective horror genre film, such as adding titles, slowing clips, and filming in a gloomy style. The author also learned they prefer working in pairs over groups to better share ideas and input on a project.
The document provides a summary of Leah Ellis' process in creating an animation project over multiple sessions. It describes tasks like scanning drawings, adding color in Photoshop, animating words and explosions, dealing with technical issues, recording voiceovers, designing logos and title screens, editing clips together, and adding sound effects. The process involved learning new techniques, getting help with software, fixing mistakes, and working within time constraints.
The document describes the process of creating a silent film poster in Photoshop. It outlines 5 stages: choosing a background, designing a logo, creating a masthead, editing images, and adding text. Key steps include researching conventions, designing elements in black and white, using tools like the magic wand to remove backgrounds, and incorporating different fonts to match the genre. The final poster effectively communicates the film's details while adhering to conventions of silent movies.
Jack Henderson summarizes his film production process. He began by creating a shot list to plan out his project. During filming, he had to change his idea from a short film to a horror movie intro due to lacking enough content. In editing, he experimented with effects like warp stabilizer to add an unnatural feel. He also incorporated some stock footage and royalty-free music and audio clips. Overall, the planning process helped manage his time and the experimentation with effects during editing helped create atmosphere and tension for the horror genre.
Tesfah Watkins-Scott created a production log to document the process of designing a poster for their silent film. They researched conventions of silent film posters and captions to design a background. Images from the film were edited to black and white and placed on the poster. The logo, title, and credits were designed using fonts matching the genre. Changes were made to improve elements like character images and the production logo. The final poster effectively portrayed the film's story and genre within the constraints of a silent film aesthetic.
Today the document's author worked on finalizing the voice over work and sound effects for their animation project. They arranged a recording session with their voice actor to get the final clip they needed. They also found and edited the final few sound effect clips. While fine-tuning audio can be tedious, the author recognizes its importance and was happy to complete the task to the best of their ability as they near the end of the project.
The document provides a summary of the production process for an animation project. It describes various tasks completed each day, including scanning drawings, adding color in Photoshop, animating words and explosions, recording voiceovers, editing scenes together, adding sound effects, and working on the title design and end credits. It also notes some challenges faced along the way, such as software issues, missing images, and ensuring enough audio assets are collected.
Hannah conducted several experiments with digital design tools to explore effects and layouts for potential use in her lifestyle magazine. In one experiment, she used Photoshop to create a water reflection effect by duplicating and manipulating image layers, adding motion blur and color tints to make a river photo look more realistic. In another, she used Photoshop's fish eye distortion filter and canvas resizing tools to transform a photo of York Minster into a dramatic fisheye view. She also experimented with creating an impressionist painting effect by adjusting color matching settings in Photoshop. Through these technical experiments, Hannah aimed to develop skills for enhancing photos and learn effects that could make her magazine visually engaging.
The document describes several experiments the author conducted using various digital tools to edit images, create animations, and work with sound.
In the first example, the author describes editing a photo of the Maldives by increasing saturation to make the water and trees more vibrant, and adding shadow to make the sky darker.
In the second example, the author experiments with adding glow, bevel, and emboss effects to text in Photoshop to make the font stand out against different colored backgrounds.
The third example discusses using BeepBox to create background music for a video game by layering different repetitive sounds into a pattern.
Subsequent examples describe creating pixel art using different apps, making basic anim
The document summarizes the logo design process for "Excalispray", a cleaning product. It discusses incorporating elements from previous experiments into the final design, including a sword with a spray nozzle and bubbles. The 10 step process involved tracing elements, adding color, textures and layers to combine references into a cohesive logo depicting the legendary sword Excalibur transformed into a spray bottle amid pink bubbles. The final design effectively conveyed the brand identity while incorporating multiple ideas from experiments into a polished logo.
The document provides a summary of Leah Ellis' process in creating an animation project over multiple days. Some key points:
- Leah experimented with techniques like scanning drawings, adding color in Photoshop, and using After Effects for text animations.
- Subsequent days involved creating explosion and fight scenes using layer masks, completing voiceover work, and recording audio with a voice actor.
- Later steps included designing a logo/title, editing clips together in Premiere, and realizing more audio may be needed to complete the project.
The document provides an evaluation of James' editing process for a video project. It discusses in detail the editing approach taken for each section/segment of the video. Key points include: splitting the intro from the main timeline for focused editing; adding subtitles to intro music; balancing commentary, interviews and visuals throughout; using After Effects for text animations and moving images; spending time on color correction in interviews; choosing background music to fit each section without overwhelming commentary; and saving audio editing for last to balance all levels. Overall, the evaluator believes the video has good pacing, structure and balance between elements based on the detailed editing approach described.
Mv production assignment evaluation form 2019ChelseaKierans
The student conducted research on different music video genres to inform their own music video production. They chose to do a pop song and aimed to convey that genre through colorful cuts and effects. Though some technical issues arose with camera settings and quality between shots, the student worked to improve editing, effects, and overall aesthetics. Peer feedback praised the varied coloring and black and white scenes but suggested adding more locations and a clearer storyline to enhance audience experience. The student agreed locations and a storyline could strengthen future videos.
This document provides pre-production details for a music video being created for the song "rock + roll" by EDEN. It includes lists of locations, equipment, props, sound effects, storyboards, and a shot list. Contingency plans are also outlined to address potential issues like equipment malfunctions, location changes, and health and safety concerns. The overall budget for the project is estimated to be £73, with most of the costs going towards travel for the cast and crew to three different shooting locations.
Caleb Wilcox has begun production on his FMP video game. On the first day, he created a Photoshop document to layout the different levels and used basic tools to add background details to the first level. In subsequent days, he continued adding details like clouds, hedges and hills to the first level background. He then began work on the underground area and platform for the first level. Caleb is now working on the second level, adding background details and lava/platform areas using tools like the paint bucket and pencil. He is nearing the halfway point of production and feels on track to finish on schedule.
This document summarizes Caleb Wilcox's experiments with character creation, movement, and background design for a game production. Some key points:
- Mockup characters were created using a 1-pixel pencil tool to sketch outlines for experimentation purposes.
- Character movement experiments used different colored arms/legs to demonstrate running animations.
- Background experiments featured a mountain scene created using the pencil tool. Trees and foggy distant mountains were later added.
- The final experiment integrated the character into the background scene with 5 movement animations to test gameplay.
- Elements like detailed backgrounds and bright color schemes may be adapted for the actual production. Mountains will be redesigned to appear further in the background.
The document describes three experiments Jack conducted related to creating animated games. In the first experiment, Jack animated a character moving and a score changing colors. In the second, Jack animated a bike moving along a track and a star changing colors. Issues arose from flipping the bike. In the third, Jack animated moving clouds and a shark to practice background animation. Reflections note elements Jack may include in the final product like moving backgrounds and a shark game, and that the experiments helped develop skills but need improvement for the final product.
The student began their video game production rotation by completing case studies on existing games to learn about different elements of video games. They started creating their own pixel art game by making background images and characters. While most of the production went well, the student struggled with creating detailed pixel art backgrounds but was pleased with how the additional shades they added to one background improved the realism.
The document describes the process of creating a map and background for a game project. It discusses using Photoshop to create a map with land and ocean areas, adding effects like glow and textures. It then discusses using Unity to build a 3D landscape using terrain tools and textures from the asset store. The document notes challenges with directional cameras and adding trees in Unity. It also describes creating concept art characters by sketching and scanning them in, and focusing on fantasy elements. The background was made in Photoshop with details like a bridge and floating island, using layers and Steampunk elements. Lighting and textures were explored in Unreal to understand perspectives and properly cast shadows to make objects look natural.
The document describes Jay Birkin's process of experimenting with different music and art programs to create assets for a video game project. Jay plans to create their own soundtrack using GarageBand or BeepBox. They watched tutorials on using GarageBand and the basics of music production. Jay also explored tutorials for pixel art, isometric art, and walk cycle animation in Photoshop. They documented their process for each experiment, including steps taken and things learned. The experiments aimed to help Jay develop skills for their final video game production.
Matthew Evans conducted two experiments to practice and improve his 3D modeling skills in Blender. In the first experiment, he created a rural scene with grass, trees, a cabin, and car to learn techniques like composition, modeling assets, and adding volumetric fog. In the second experiment, he used Blender's A.N.T. Landscape plugin to quickly model a canyon environment and added water to learn landscape creation and realistic water shading. Both experiments helped him develop new skills to incorporate better landscapes and environments into his final project.
The document provides a reflection on the student's work over 5 weeks creating assets for an animated film project. In week 1, they designed a poster in Photoshop using tools like the brush and smudge tools. In week 2, they created sand dunes and camera animation in Blender for an opening sequence. Archive footage was added in Premiere Pro. In week 3, narration was recorded and 2D animation was done in Photoshop and Adobe Animate. A t-shirt design promoting the film was made in Photoshop for week 4. Week 5 involved creating 3D driving scenes and a character in Blender.
The document summarizes the process of creating music and sound effects for a video game. It discusses using Beep Box to create simple music that fits well within the game. Foley sounds were recorded at home using a microphone and Audacity, including a door lock for lock picking, flame sounds using matches, and picking up a wooden beam to represent picking up a fishing rod. The process of adding sound elements to enhance the game experience is described.
The document summarizes the process of creating music and sound effects for a video game. It describes using Beep Box to create simple music that fits well within the game. It also discusses recording basic sound effects like door locks and match lighting at home with a microphone to represent in-game sounds, despite not capturing every intended effect. The process of making music was easier than expected, while some sound effects like flames required more creativity to mimic in recordings.
Connor Wiffen created a stop motion animation poster and film for a school production. He took photos of LEGO figures in front of a red screen to isolate them from the background. In Photoshop, he removed the backgrounds and arranged the figures on the poster. Connor designed different backgrounds for scenes in the city, outdoors, and a cave. He filmed the stop motion using a camera and phone, then edited the footage in Premiere Pro and Vegas Pro to slow it down for a smooth viewing experience. Additional time would have allowed for smoother animation through more photos per scene.
Connor Wiffen created a stop motion animation project using LEGO figures. He began by taking photos of the figures in front of a red screen to isolate them from the background. Connor then created various sets and props in Photoshop using tools like the brush and shapes tools. He filmed the stop motion footage and edited it in Premiere Pro and Vegas Pro, slowing the speed and adding sound effects. Connor produced additional materials like a poster and double page spread to accompany the finished project. He reflects on improvements that could be made if given more time.
Video Game Project - 6. production reflectionTigs0102
Tegan created the background for their cat chase game first to establish the theme. They created two backgrounds - one night sky scene and one with cherry blossom trees. Building the backgrounds took time, particularly drawing the huts and cherry blossoms with precision. Tegan also added buildings, stars, and game elements like the cat character, coins, and health bars. Frames were created for the beginning and end of the game to introduce and conclude levels. While some elements proved challenging, Tegan was pleased with the overall visual look and feel created for their game.
The document provides an evaluation of the student's music video project. It includes sections on audience research, contextual research, existing products research, production research, idea development, set layouts, storyboards, props and equipment, technical qualities of production and editing, audience appeal, and time management. The student conducted audience surveys to understand their target demographic, researched music video techniques and styles, and storyboarded their ideas. Their production utilized lighting, effects, and color grading in editing to make the video visually interesting while managing their budget and timeline.
The document provides a reflection on the student's work creating animations and 3D scenes for their FM2 Production project over 5 weeks. In week 1, they created a poster in Photoshop using tools like the brush and smudge tools. In week 2, they animated sand dunes in Blender and added archive footage in Premiere Pro. In week 3, they recorded narration in Audition and added scrolling text in Premiere. They also referenced video to animate characters in Photoshop. In week 4, they designed a t-shirt for their film using threshold effects. In week 5, they textured planes in Blender to create a desert environment and imported 3D models to animate fighting scenes.
The document provides a reflection on the student's work over 5 weeks creating assets for an opening film sequence. In week 1, they created poster artwork in Photoshop using tools like the brush and smudge tools. In week 2, they modeled sand dunes and animated the camera in Blender. Archive footage was added in Premiere Pro. Week 3 involved recording narration in Audition and animating a character using video reference. A scrolling text was added in Premiere Pro. In week 4, the student designed a t-shirt using threshold effects and merging layers in Photoshop. Week 5 saw the creation of 3D driving scenes in Blender, including modeling a character and desert environment.
Ewan Wild created backgrounds and animations in Photoshop for a basketball game. This included designing a basketball court, hoop, and stadium audience. Character layers were duplicated and adjusted frame-by-frame to create running and action animations. Sounds were made in Beepbox and added together with the videos in Premier. The production involved designing scenes, animating characters, and compiling all elements into a final video.
The student created 3D driving scenes in Blender for their film project. They created a desert environment using a noise texture on a plane mesh to simulate sand dunes. They duplicated the plane many times to build out the landscape. The student imported a human model and gave it a skin material with subsurface scattering to look more realistic. They worked on animating a fight scene between the protagonist and an antagonist character named Bellathon.
Caleb Wilcox proposes several options for presenting his final production work, including creating social media pages on Facebook, Instagram, and YouTube to share his game. He considers emailing links to the game and contacting local game stores. Wilcox also discusses presenting the game as a running animation on a computer for people to view at their leisure. Specifically, he explores posting the game on his blogger page, YouTube, and Reddit so others in the media industry can provide feedback. Wilcox believes sharing the game on Facebook has benefits as people who enjoy it can easily share it with friends to spread awareness of his work.
Caleb Wilcox is an 18-year-old student studying Creative Media Production at York College. He provides his contact information and education history, including attending Park Grove Primary School, St Marys and St Joseph R.C Primary School, and Woldgate College. His hobbies include playing football, going to the gym, watching motorsports, playing guitar, and keeping up with media and news. He has worked at Phillip Welch car specialists and had his own car washing business, and has previous employment experience at The Balloon Tree, The Feathers Hotel, The Cross Keys, and The Gait Inn.
Caleb Wilcox is applying to university through UCAS and has provided his academic history and qualifications, including GCSE results and his current study of a Level 3 Creative Media Production course. He discusses his interests in pursuing careers in the gaming industry or mechanical engineering and includes details of his outside interests like working at a pub and going to the gym. Caleb concludes by stating that while he would prefer to enter full-time employment after college, university may be an option to achieve higher grades and better career prospects.
This summary provides an overview of the key details about the 2019 film "The Highwaymen" that are analyzed in the document:
1) The film tells the story of former Texas Rangers Frank Hamer and Maney Gault who were hired in 1934 to track down and apprehend the notorious criminals Bonnie and Clyde.
2) The document provides background on Bonnie and Clyde's criminal activities during the 1930s, robbing banks and killing several police officers as they traveled through central US.
3) The analysis focuses on examining the plot, background of the film's production, and conducting an in-depth analysis of a specific screengrab from the film using techniques learned in past theory sessions.
This document summarizes and analyzes the documentary film "Amy" about singer Amy Winehouse. The writer discusses who or what may have been to blame for Amy's death, noting that her fame and inability to cope with the pressures of stardom contributed. However, initially the writer felt her father's abandonment as a child was a factor, though later scenes imply he did not truly know her. The writer believes the father shares some blame for not insisting she go to rehab. Overall, the writer feels the film was at times fair in its portrayal of Amy but also showed her in an unfair negative light at some points, though the information presented was truthful.
Caleb Wilcox evaluates his final major production video game project. He believes he worked well throughout the production process, despite having to start over midway through. He summarizes that he felt his pre-proposal, proposal, research, problem solving, and production experiments were completed well and without issues. Some challenges included losing work and taking time to choose game designers to research. Overall, he believes he made good use of time across the production process.
This document summarizes Caleb Wilcox's development process for his final major production (FMP) of creating an animated video game. Over the course of 6 weeks, he completed pre-production documents including a pre-proposal, proposal, and research on game consoles, existing games, and game designers. He identified potential problems and experimented with level/character designs. In the final 2 weeks, he planned level locations, sound effects, and fonts for his production. Overall, Caleb broke his planning into stages and documents to thoroughly prepare before beginning the development of his animated video game FMP.
FMP-Production feedback (mid way production)caleb wilcox
The document provides feedback on a game production from multiple reviewers. The reviewers favored the first level's bright design but felt the other levels lacked detail. They recommended adding more unique details to objects and clarifying unclear elements. Reviewers also suggested providing more context about the game's goals or progress. The producer agreed more detail needs to be added and plans to solicit additional feedback once more development is completed.
Caleb plans to create a 2-level video game for his final major project. For the locations in the game, he wants a sunny countryside setting for the first level and a darker, underground setting for the second level. This will help keep the audience engaged. For equipment, he will use Photoshop to create the animation and InDesign for text formatting. As the sole creator, Caleb is experienced making game backgrounds and movements. He provided storyboards showing a character walking, jumping over objects, and the location changing between levels. Caleb also plans to include sound effects like footsteps and sword swinging to enhance the gameplay experience.
Fmp powerpoint-problem soliving n producion experimentscaleb wilcox
The document discusses potential problems Caleb may face during his FMP production and solutions to address them. Specific problems mentioned include production not turning out as planned, techniques not working as hoped, and falling behind schedule. Solutions proposed are thoroughly planning production, experimenting with techniques beforehand, having backup plans or resources, and creating a strict yet flexible schedule. The summary emphasizes that while problems could cause delays, Caleb's solutions should help avoid issues and ensure on-time completion of a high quality final product for his FMP brief.
Nintendo is a Japanese video game company founded in 1889. It originally produced hanafuda playing cards but transitioned to toys and eventually video games. Nintendo is known for popular game franchises like Mario, Zelda, and Pokémon. It launched several successful consoles over the years including the Nintendo 64, GameCube, Wii, DS, 3DS, and Switch. Nintendo's target audience includes both casual and hardcore gamers of all ages. The document provides a detailed history and background of Nintendo from the 1990s to 2010, covering major console and game launches and the company's expansion worldwide.
Caleb Henry Wilcox proposes creating an animation game called "Monster Miner" for his FMP project. He plans to develop different levels with varying enemies and obstacles inspired by games like Mario. Wilcox believes his game will appeal to casual players by not requiring a storyline or rush to complete levels. He will evaluate his project by reviewing it himself, gathering peer feedback, and comparing it to other games.
This document provides a summary of the student's progress through their coursework and their plans for their final major project (FMP). Their FMP idea is to create a video game in the adventure style with multiple levels to keep players interested. They chose this idea because they have enjoyed making video games before and hope to work in the video game industry. The most important part of the project for the student is gaining experience making video games. They plan to research popular games like Mario Kart and Super Mario Bros for influences on gameplay and animation style. Their goal is to excite and exhilarate players as they progress through levels. The student aims to emulate the theme and style of Mario games, which appeal to a wide audience, using
Caleb Wilcox evaluated his recent client project production for Yorkshire Wildlife Trust. He spent 4 weeks working on production and supporting documents like PowerPoints and word documents. For the color scheme, he chose shades of green and brown to relate to the wildlife theme. He used tools like crop/size and pencil in the business card production. Caleb believes he reached his target audience of wildlife enthusiasts by using nature colors and themes. Overall, he managed his time well and mostly stuck to his production schedule. The client feedback noted some areas for improvement to better appeal to the target audience.
Caleb Wilcox created a business card and promotional poster for the Yorkshire Wildlife Trust over the course of a week. Each day he focused on different production elements: choosing a background color, refining the logo, adding scenic elements like hills and flowers, and incorporating text. Throughout the process, Caleb used tools in Photoshop like the bucket, eraser, pencil, and text tools to carefully add details that would appeal to audiences and support the client's goal of promoting wildlife spaces. By the end of the week, Caleb had pieced all the elements together into a cohesive design for both the business card and poster.
The production schedule outlines a 4 week timeline for creating business cards and posters for Yorkshire Wildlife Trust. Week 1 focuses on designing the business card background. Week 2 adds finer background details and text. Week 3 finishes the business card and begins the posters. Week 4 completes both posters with final checks. Daily goals include finishing background elements, adding details, and allowing time for feedback and revisions.
This document summarizes research on potential target audiences for a project. It identifies three key audience groups: 1) People aged 20-23 who are recently out of university and looking for hobbies, 2) Females aged 30-40 who are full-time working mothers with young children, and 3) Couples aged 27-29 who are married professionals living in Halifax. For each group, it outlines their demographics, interests, and the best methods to reach them, such as flyers, TV ads, or billboards.
The document provides research on potential target audiences for a client project. It examines four main audiences: 1) 20-23 year olds who have recently finished university, 2) 30-40 year old full-time working mothers, 3) 27-29 year old married couples in their careers, and 4) the primary audience of 35-50 year olds interested in wildlife and the secondary audience of 60-75 year old retirees interested in walking. Key details are provided for each audience such as demographics, interests, and the best methods to reach them.
The document provides an evaluation by Caleb Wilcox of his fanzine production work. He discusses the color schemes he chose, techniques used like glow effects and 3D text, his target audience of gaming and music festival enthusiasts, and his time management. While most of the production was on schedule, he fell ill near the end and had to return after a break to complete it, which slightly delayed his evaluation but he finished it quickly afterwards. Overall he believes he managed his time well and stuck to his production schedule apart from the brief illness-related delay.
The document provides instructions and examples for documenting interviews conducted as part of a fanzine project. It includes sample questions for interviews about the history and impact of the original PlayStation and anticipation for the upcoming PlayStation 5. Draft interview transcripts are provided that discuss the success of the PlayStation 2 and factors influencing the development of new consoles. Students are advised to document their research, writing process, and interview sources.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
2. Process
• This was the first stage of my production work,
at this point of the production work I have only
added in the areas of the grass/ mud along
with the river of which is going to run
underneath it, I have also worked on adding in
the mud/rocks that belong with the mud, as
you will be able to see if you look closely more
towards the mud area underneath the grass
you will be able to see the mudded rocks I
placed in there as I wanted to really get the
appeal of the earthly feeling and also it helps to
make my game feel more realistic/as if your in
the actual world. So far with the creation of my
FMP the only major tools of which I have used
is the pencil tool and the ruler tool. I used the
pencil tool to draw and fill in the areas of which
I marked out, but making sure that it was
scaled down to one pixel so that it would be
more accurate and so that I didn’t go
over/colour a margin of which I was not meant
to colour in. I made the decision to use the ruler
tool to mark out margins as I wanted to mark
out were my production work is going to go and
also to make sure that I have everything scaled
to the correct size, which will make my
production creation on a whole much easier as I
wont need to keep scaling it down, the
rulers/margins help to separate everything and
keep it all precise.
3. Process
• From looking at this latest screengrab of my production
work it doesn’t actually look like I have made that
much more progress with my FMP production and some
might see that as a bad thing. But that is were you are
wrong as I have actually made quite a good amount of
progress with my work. At this point of my production
work I have added in the background blue for the sky,
added in light blue lines to the water underneath the
grass/mud and finally started to create the basis for
the bunker that holds the lift/shaft. The light blue sky
was quite an important feature to include and was
quick to create as I only had to enlarge the pencil tool
to 23pixels as it made the colour scale bigger and I was
able to create the background for the sky quicker,
which was good as it used up less time. I decided to add
in the detail of the white lines for my river underneath
the grass/mud as I wanted it to be looking like the river
is actually flowing, so when it comes to animating my
game it will look like there is a flowing river/stream
calmly going along, although it wont have any
necessary importance to the game, it will however help
to make my game more suttle/appealing. For the
creation of my bunker I used the idea of making an
outline layer/guide and toning down the opacity on it,
this is something od which I haven’t done before,
however I found it to be very useful as it acted as a
great guide for when I did the actual outline for my
bunker as I was able to pretty much follow the faint
outline around, after I had done so I simply had hide
the outline layer from being visible.
4. Process
• From looking at this screengrab of the latest stage
of my FMP production you can see that I have
made much more progress with my production
than of what I had in the previous screengrab. The
latest stages I have added to my production are
the idea of putting in the mountain based
background and working on adding features to
the bunker. The first stages of which I made was
drawing in the idea of the mountain background,
to do this first I drew outlines for the mountains to
make sure I was happy with were they were going
to go and once I had decided that I was satisfied I
simply used the pencil/paint brush tool to fill
inside the guide lines in the colour I chose for my
mountains, this was a quick process and really
didn’t take long as I was able to again simply
enlarge the paint brush/pencil tool so that I was
able to cover larger areas quicker. Once I had
done that it was time for me to move onto adding
more features to my bunker, this included the idea
of working on creating a room. To do this I made a
box shape in the bunker to represent a room and
added in the idea of a light, which was attached to
the ceiling, along with the idea of various different
containers/boxes being placed in and outside the
building, to do this I again used the paint brush
tool, however at one stage I decided it would be
easier to duplicate/copy some of the box layers to
save time, which I did so and it turning out to be
quite beneficial.
5. Process
• At this point in my production, from looking at the
screengrab of which I took you can see that I have
made much more progress with my production which
can very easily be seen. From looking at my production
you can see that I have finished of my bunker and
mountains along with adding in the simple and suttle
detail of trees and clouds to my production. The first
stage of which I went about was finishing my
mountains, now it might not look like I have changed
them much but if you look at the sand (yellow)
mountains you will be able to see that I have added a
grey/black outline around the edge of them. I did this
as I thought it helped to separate them from the grey
mountains and it also helps to make the mountains
blend in more. Once I had done that I also made the
decision to put in little marks/lines in the mountains
but in a darker/lighter colour then of which the
mountains are, I decided to do this as I felt that it
would make the mountains appear as if they are
moving, which will be quite an eye catching feature to
the viewer. Once I had done this I moved onto my
bunker, to complete my bunker I added in the
lift/elevator that is going to transport my character to
the bottom and finished of adding any final detail to
my bunker i.e. any parts that were overlapping/not
filled in correctly.
6. Process
• From looking at this latest screengrab of my
production you can see that I have made quite
a lot of progress with the creation of my video
game production, at this point in my
production I have added in the shaft of which
my elevator/lift will be travelling down to
reach the second part of my game. On a whole
I felt the creation of my shaft to be quite easy
as I only had to create one small section/part
of the shaft as for the rest of it I easily
duplicated the layer as many times as it took
until the shaft reached the bottom, were the
second part of my game is going to be located.
When it came to the actual production of my
shaft I chose the idea of using a light grey as
the background colour as it has the metal kind
of appeal towards it that you would expect to
see/find in a shaft. For the beams I went basic
with a light black/dark grey however I found
this to be effective as I feel it gives contrast
between the colour of the shaft and the
beams(structural support) which will
inevitably make it more appealing to
viewers/players. The final stage of the
creation for my shaft was to merge all of the
copy layers into one so that all of the shaft
parts become one, which is much more
practical as not only it uses less layers but it
just generally looks better and more tidy.
7. process
• From looking at this latest screengrab of my
production process you can see that I haven’t
made as much progress that I have normally
been making with the previous screengrabs, as if
you look at this latest screengrab of my
production you can see that I have only really
added in the earth area around the shaft for my
lift. This may seem like little progress to some but
it is actually a key feature to my production as I
wanted you to be able to see the character going
further into the underground via the change of
mud and also the rocks/bits of metal in the mud.
This really is a feature of my production that
again helps to make it more built up/looks more
suttle/appealing. I made the decision to add in
some rocks/metal into the muddy earth area as
there is always rocks/stones in mud deep down
and the majority of the time bits of metal/items
from a long time ago, so I thought it would be
best to add these kind of things in as it will help
get those finer details on my production. The next
stage of my production is to make a start on the
background for the second part of my game
which is more the idea of horror/scary genre.
8. process
• From looking at this latest screengrab of my
production you can see that I have made a
good start on the background for the second
part of my game which happens to be more
around horror/scar. At this point I have
worked on adding in the ground and lava
underneath it. For the creation of the ground
I decided to go with the idea of a light ish
grey as I felt that it would blend in well with
the lava underneath it and I also feel that it is
quite a common colour pattern as it is
something that I have seen feature quite a
few times in different horror/scar based
games/genres and due to this fact I felt it
would be something good to include in my
production as I feel that It would help to
make my game to appear to be more
appealing towards the
viewer/player/audience. The next stage of
my production will be to continue working on
the creation of my horror/scar background
and adding in the main sky/background
colour.
9. process
• From looking at this screengrab of my production you
can see that I have made a good amount of progress
when it comes to the creation of my background for
the scar/horror part of my production. At this point I
have now finished of putting the lava and path in,
included the idea of my sky and added in some rock
areas. To finish of my lava and path areas I simply
copied the original layers and dragged them to a
different position, this I found to be quick and effective
as I was effectively saving time, once I had done that I
turned my attention more towards the work of my sky,
to do this I decided on creating it via a purple gradient
as I thought it would help to make the second part of
my game look more like a horror section and that was
exactly what I was aiming for. I had to copy over this
sky layer multiple times as there was quite a large are
of which I needed to cover and it was simply quicker
and more effective to do so. Once I had done this it
moved onto adding in some small rock areas to my
production work, this can just be seen as a fine detail
that helps to give my game just that bit more detail to
draw in the audience/viewers. The next stage for my
production is to be working on the creation of my
character and enemy for my game.
10. process
• At this stage I have been more focused
around working on my enemy creations for
my video game and also working on adding
in movements for them, at this stage I have
only really created a few enemy objects and
added movements to them, this is because I
have only really started to create them,
however with them being small objects they
are quite easy and quick to create so I feel
that I will be able to create quite a few in no
time at all. On a whole I like the way that
my character creations look because they
just look like ordinary objects/harmless but
actually they can kill you and send you back
to the start, which I feel will be quite
surprising for some people when it comes to
playing my game for the first time.
11. Process
At this stage of my production I have now
come to the point were I have been working
on my character creation for my production,
at this point I feel that my character looks to
a good standard. I wanted to make my
character look like it is wearing some form of
armour so it will help to make it link to the
second part of my game with the second part
of my game being more based around
scary/horror the armour on my character will
help give a sense of the scary/horror second
part of my game that is coming up after
making your way through the first part of my
game. I decided on making my character to
look quite tall as I wanted him to have that
tall look/appeal about it that would make
him look like a strong warrior and also so
that it links to the armour of which he is
wearing which also makes him look strong
like a warrior. The next stage of my character
creation is to start adding in the movements
for my character and then adding it into my
production.
12. Process
As you can see from looking at this screengrab, I
have made a new character creation for my
production I mainly did this because I was feeling
that I was finding it hard to create the character
movements for the first character, so I thought
the only possible alternative was to create a new
character for my production video game, but one
so that it would be easier for me to put in
character movements and as you can see from
this screengrab, it is exactly what I have done. The
first stage of my new character creation was to
look at the height of which I wanted to create my
new character and for this I thought about
making it to be smaller as there would be less leg
room that would require movement and that is
what I decided to do and I found this to be quite
beneficial as I managed to get the movements put
in for my legs and arms quite quickly. All of this
was mainly done with the idea of the pencil tool
scaled down to 1 pixel, so that I was going to
easily be able to draw in my character precisely,
without going to areas of which I did not intend to
do so not only this but it also makes it easier to
draw in my character as I was able to get those
closer details, although it took longer to create, it
was definitely worth the time.
13. process • As you can see from looking at this I have made a
goof strong start on my production, on a whole I
feel that I am working quite well with it and am
working well when it comes to time management
which can be seen by looking at the bottom of this
screengrab that I am on the 51st frame animation
for my production and that is only after the first
day of my production time, I feel that I am working
so well with my production because I knew how I
wanted it to look before I even started putting it
together, like I had spent days before I started
animating thinking about how I wanted each
frame animation to look and be presented in my
production, so that when it came to creating those
actual animations I already had an idea of how I
wanted it to look/turn out which I thought was
really beneficial for me with my time management.
However you might think that with me being on
my 51st frame animation ill be quite far along with
my animating, but that is where you are wrong I
have actually only really just started it and are in
fact only half way through the first part of my
game, which is still good considering that this is
the first day of production for me. On a whole I am
finding the animating to be quite easy as I already
have all of the character/enemy movements done
so I really just have to put them in and place them
were I want them to go, which I am finding to be a
quick and easy process. The next stage of my
production is to continue adding in the animations
for the first part of my game and once done that,
move onto the second part of my game and adding
in the animations for that.
14. process
• From looking at this screengrab you can
see that I have made much more progress
with my production as I am now onto
adding in the animations for the second
part of my production, at this stage in
time I feel that I am working well with my
time management as I feel that I have
quite easily moved on with my production
and adding in my animations, hence why I
am half way through the second part of
my game only after a few days. The whole
animating part of this game has made to
be much easier as it has literally been a
matter of selecting the right movement
layer and place it into the correct frame
animation and so on, which as you can see
makes it very easy to do so. On a whole so
far I believe to think that my work looks to
be looking good to a high standard and if I
was to be anyone viewing/playing my
game I would be very impressed by the
quality of this video game, but we will
have to wait until the end so we can see
what the final product will look like.
15. process
• From looking at this screengrab you can see that
I have successfully come to the end of my
production, on a whole I feel that I have worked
well with my production when it came down to
my time management as it only actually took me
a few days for me to put in all of my animations
for my FMP production video game. When it has
come to putting in my actual animations I have
found it to be quite easy and there hasn’t been
many areas of which I have struggled to get
done, the only area of animating of which I
struggled to get down was the areas where my
character kills the enemies with the sword, this is
mainly because it took time to put the
animations in and not only that there was
multiple animations that had to be put in for the
sword areas and they also had to be very close
together through each frame animation which
also was annoying to get done as in some places
it took me multiple attempts to get it done. The
next stage for my production will be to getting
the final stages of my production done which
includes adding in my starting menu and ending
screen in, which should be quick and easy to get
done as they have already been created so I
literally just have to drag the files across and
paste them in, once I have done this I will only
have to add in sound effects via. Premier and
complete my evaluation.
16. process
• At this stage of my production I am
now at the point where I have added in
the start menu and ending screen, so I
am now at the point were I have put in
my FMP video game production into
premier and at the stage were I can
start adding in sound effects to go a
long with my production. But before I
can come to the point were I can add in
sound effects I have had to re-arrange
everything so that it is in the correct
order i.e. putting in the start menu and
instructions screen in before the game
starts and the ending screen at the end
of the level, which is what I have done
when I first put my game into premier,
on a whole It was a quick and very easy
process to get done which took no time
at all leaving me plenty of time for me
to be moving onto adding in my sound
effects.
17. process
• At this point I am now at the stage where I
have successfully completed my production
and am ready to export which can be seen
from looking at the screengrab in this slide.
The last stage of which I had to carry out
before the completion of my production
was adding in sound effects to my video
game, this I found to be quite easy to do as
I already knew what kind of sound effects I
was wanting to add into my production as
they were mainly based around the idea of
the movements that my character makes
i.e. when my character is walking/running I
would obviously have put in walking sound
effects (footsteps/faced paced footsteps)
and when my character is jumping I am
again obviously going to include the idea of
a jumping sound effect, so as you can see it
was easy for me to add in sound effects
and when it comes to time management it
really didn’t take me long to get my sound
effects in at all, which I found to be
beneficial as I was left with time to go back
and check over my work to make sure that
everything was running aright. Once I had
done this it came to exporting my FMP
production video game, which was a quick
and easy process and now it is time for me
to move onto my final stage of my FMP
production which is my evaluation
powerpoint.
18. process
• This is one of the main tools of which I have used
throughout the time of my production and it is in fact
the pencil tool and I have used it a lot throughout the
time of my production for the creation of pretty much
nearly every asset that has been added to my
production, I have used mainly this tool as I have
found it to be one of the best tools to use as I have
been able to turn the pixels down to just ‘1 pixel’
which was excellent as I was able to create/fill
everything in much more precisely, although it meant
that it took slightly longer to get everything done for
my production, it was definitely worth it though.
• This is another example of a tool of which I used quite
a lot throughout the process of creating my FMP
production, however I don’t feel that I used this tool a
much as I did with tool above in this side, however I
still used it quite a lot. With this tool I have worked on
more using it as a short cut to pick up a colour that I
was wanting to use I simply selected on this tool and
selected over the colour of which I wanted to re-use
that was already on my production, although this tool
is just used as a shortcut it is still a tool which has
benefited me a lot and saved me time as I haven’t had
to go back and find the colour again via colour wheel.
19. process
This is the main tool that I used to be able to create my
animation that resulted in becoming my FMP final
production, this tool is actually called ‘frame animation
timeline and it is more based around being used to create
animation games, hence why I used this tool throughout
my production when it came to putting in movements. It is
simply used by every time you make a movement in your
game you will create a new frame ,via a different tool of
which I will show in a minute and you continue this process
until you have added in all the movements that u wanted
to make. If you look closely you see under each frame box
there is a area that says ‘0 sec’, this is the area where you
can change the time length of each frame animation so
basically you can have each frame to be either really quick
and short or to be quite long and slow which will also make
to animation/movement in that frame to be quite slow.
1. 2. 3.
These are 3 of the key tools of which you will
end up using when it comes to creating frame
animations. The most common tool of which
you will use and what I used is the second tool
labelled ‘2.’, this tool is the tool of which you use
to create a new layer for your frame animation,
this has to be done every time you want to add
a new movement into your game production, in
total with my production I used this button over
200 times, which shows that I used this tool a
lot. The ‘1.’ tool in this screengrab can be seen
as a shortcut for tool ’2.’ by using this tool you
can create multiple frames at once rather than
having to create one at a time which will save
you a lot more time if it came to it and it
definitely saved me a lot of time. The final tool
‘3.’ is a very simple but easy tool of which I have
been using for my frame animation and it is the
idea of using this tool to delete frames when
necessary e.g. if I had put the wrong animation
in a certain frame and in some cases it is what I
had to do, which I found to be quite annoying as
it took time to go back and correct any
mistakes, but it is a useful tool when it comes to
needing to use it.
Editor's Notes
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.