SlideShare a Scribd company logo
Production Reflection
Your Name
Process
• This is the introduction to my
animation/game. Instead of going straight
into the start of the game I wanted it to
make it look like an internet game as the
spacebar is on a keyboard. However, if I was
to make it on another console such as Xbox
or PS I would change to a button on the
controller for example Square for
PlayStation and A for Xbox.
• I used the text tool and changed the colour
to white so its easy to see. The animation
actually starts with the text flashing and
then slowly fading out after pressing the
space bar. The noise of hitting the space bar
will be included as a sound effect.
Process
• This is the company logo for my game as it’s a
video game. I went easy and simple with the
logo and name.
• I just used white for the colour so it looks
standard and professional and not to
complicated with loads of colours.
• This is at the start of the animation only 20
seconds in. I made this so it looks like a proper
game with a company logo and is obviously
made up.
• The tools that I used in this process were the
pencil tool and the brush tool. I used the brush
tool to colour the whole background in black
and used the pencil tool to make the company
logo with the colour white. When doing this
process throughout the animation I had the
pixel grid on at all times as it helped me get all
the specific parts of the game really accurate
when making them.
Process
• This is the main menu starter screen for my
game and has plenty of features to talk
about. I included a lock for unlockables in
the game and a sign for the first level. I’ve
also included the PLAY button so when the
animation plays through it clicks on it. This
first screenshot is partially finished.
• The second screenshot shows the finished
starter screen and honestly looks really
good. I then included the title of the game, a
made up character and a ‘options’ tab. This
didn’t take too long to make it’s just making
everything fit onto the layer.
• The tools that I used in this process were the
same tools from the previous slide. I used
the pencil, brush, eye drop and the eraser
tools throughout my product as they are the
most useful tools from the ones given to me
on the software. Out of majority of the tools
I could find these tools were the most useful
to me as they are good for pixelated
gameplay.
Process
• This part of the animation is the character
selection menu and has three made up
characters. These two screenshots are
before and after the making of the
characters.
• I decided to change the background colour
because it didn’t suit the pillars that were
designed for a castle and wanted a colour
that would recommend danger and power.
• The tools that I used in this part of the
animation are the same as the ones from
the previous slide. I changed the
background from brown to red as it didn’t
look right. I used the eye drop tool to
change colour and fill it in with both the
brush and pencil tool. In this process I had
to make the characters from scratch and
make them surrounded by a castle as I
couldn’t think of a decent scenery to
surround them by.
Process
• This is one of the character selection parts
of the animation and its basically the same
concept as the previous character. It’s just
the different looks and weapon and name.
• This was about 40 seconds into the
animation and was same as the previous
slide using the same tools and processes.
The main tools were the pencil tool and the
eye drop tool as I was changing the colours
quite a lot.
• The characters look big in this part of the
animation however they are narrows down
by a couple of pixels and are then made
smaller because of the level size.
Process
This part of the animation is the character selection where it selects the character for the first level with the mouse on the computer screen. I’ve
made it like this so it looks like somebody’s clicking on the ‘select’ button as it’s a PC and console game. It would be different if I made it for
another console such as PlayStation or Xbox. I made the background myself and then putting the character on top of the background. This part
of the animation is where you select the character, I made the process of moving the mouse towards the select button by using several layer and
moving the mouse slowly towards the button. I ended up copying the same layer over 10 times to move it fro the bottom right of the screen the
middle. After selecting the character the screen starts to fade out which means that I’ve decreased the brightness by 25% over 4 layers. This is
done in 5-10 frames per second which is quite fast and takes less than a second to fade out and move onto the next part of the animation.
Process
This screenshot is the start of the level. This is where the proper animation starts because it has a scoreboard that changes throughout the
animation. In this particular part of the animation, I have a lot of separated layers that are included in this bit and all play a part. All this is done
on a timeline which is used all the time/throughout the time making this. The took a bit of time because at this stage I made the whole level
before starting the animation and it was better to do that than making the level as I went along. The tools (when making the whole level before
the animation has even started) were the pencil tool, brush tool, eye drop tool and the eraser tool if mistakes were made. These again are the
same tools that I’ve used throughout the animation and it has worked out fine using them all.
Process
This screenshot is just another part for the animation and the character moving slowly towards a coin to collect. I added the
coins because it adds something to the game whilst playing it. Collecting coins will get the score up which I haven’t had
chance to change yet, however without the coins the level would look standard and boring.
Process
This screenshot is about 2-3 seconds after the other one and looks different compared to the one with the coin. This
screenshot/part of the animation has spikes to avoid and little parts of grass. I did this to make it look better because
without the likes of spikes and little additions like grass it wouldn’t be a proper level and wouldn’t interest my audience
enough. The tools used in this process were the same as I’ve mentioned in previous slides. However I had to change the
colours for the spikes because otherwise it would blend in with the parts of the background.
Process
This screenshot is about 5 seconds after the other and is probably the one that is most complex. In this part of the
animation I had a lot to move about and do at the same time. This part of the animation is when the character Oscar brings
out his sledgehammer and throws it at the little enemy at the far side. This carries on into the next screenshot, but before
that the character moves towards the wooden box and smashes it with the sledgehammer and a coin comes out. I added
this so my audience find it fun to break up a wooden crate/box instead of not using the hammer throughout the animation.
Process
This screenshot is when the character throws the sledgehammer at the enemy and this part of the animation took the most
time because I had to make it look like the character threw it properly and it worked out pretty well. This was one of the
best parts of the animation to make as it looks pretty cool when playing it through. I used the pen tool not just for the part
but the whole animation as it’s a very important tool that I use.
Process
This screenshot is the halfway stage of my animation as there’s a checkpoint. The gameplay time is about 25 seconds in before the character reaches the checkpoint which means there’s about the same time for the
second half of the animation. However at this stage the character actually dies and respawns at the beginning of the level which means not starting at the checkpoint. He hits the spike, which in my game is an instant
death and has to start again. Throughout this process of making the gameplay part of the animation the background image of the hills always changes throughout so it’s not the same hill and goes up and down in the
process. The tools that I used in this process were the same I’ve been using all the way through the animation.
The timeline is the hardest part about making the game. There’s so many things to cover whilst designing the level and making the character move. For example when the character moves closer to the right side of the
screen I have to move the background/level design to the left and then move the character with it. It very complicated and a long process to do, however I got the hang of it when getting used to all the tools and
processes needed to make the game possible. I had to do this frame by frame because I prefer this way compared to the other, there are two kind of timeline processes you can choose from and I chose the more
advanced option because I’m used to the layers all being in one place and on top of each other so I know where everything is at a specific time. When it gets towards the checkpoint a sign comes down saying
‘Checkpoint reached’ and this has to be played over the character moving and moving the background all at the same time. My own opinion on my animation is positive, I really do like how I’ve made the animation
last more than 2 minutes, the additional features, weapons, character appearances and enemy creatures. Some of these ideas have come from the quantitative research / questionnaire which has helped massively
when it came to not having back up ideas. I took some of the answers from the questionnaire that sounded useful and important and added them to my game which my audience will enjoy. Adding something from
the questionnaire can make people feel happy and feel like there are being listened and not ignored. I also got answers from the interviews / qualitative research that helped me put ideas together.
The percentages of the layers throughout the animation are always 100%, however when it comes to the part when the character dies the opacity of everything on screen goes down to 25% over 4 layers so it ends up
at 0% in a short amount of time.
Process
These screenshots are from the end of the animation where the character finally gets the checkpoint and gets a power-up. (Instead of talking about every individual screenshot I thought it
would be easier to put them all on one slide and talk about them this way). I forgot to mention in the previous slides that the whole animation has sound effects and music. This is played
throughout the animation except from the start where the ‘Press Space Button’ part and the company logo part of the animation where there’s no sound. This then fades into the next part of
the animation that is the starter screen. The music is all royalty and copyright free. I got the music off YouTube and it decent. It’s fit for an adventure game which was perfect for my product.
The sound effects were off Sound Bible and were specifically used when the character jumps, a power-up is obtained and an enemy is defeated. There’s more parts of the animation which have
sound effects in them, they’re just for other features in the game. For example the ‘Checkpoint Reached’ stage has a sound effect to show that you have reached the half way stage of the level.
I think adding a little feature like that can make my audience feel good about the game and that there’s effort put into it. The tools in the second part of the animation are the same ones I have
been using throughout the process of making the game. The pencil tool, brush tool, eye drop tool and eraser tool were the main tools that I used throughout the process and helped massively. I
chose these tools because they were the most useful and were easiest to use from all of the tools available to me.
I think the length of the animation is also a positive because I’ve made it over 2:30 minutes near to 3 minutes long. I’ve got all the features I wanted in my animation and that’s a positive.
Normally I would change my mind on some ideas that I think wouldn’t work, however I’ve got everything in my game that I wanted.

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fmp production reflection

  • 2. Process • This is the introduction to my animation/game. Instead of going straight into the start of the game I wanted it to make it look like an internet game as the spacebar is on a keyboard. However, if I was to make it on another console such as Xbox or PS I would change to a button on the controller for example Square for PlayStation and A for Xbox. • I used the text tool and changed the colour to white so its easy to see. The animation actually starts with the text flashing and then slowly fading out after pressing the space bar. The noise of hitting the space bar will be included as a sound effect.
  • 3. Process • This is the company logo for my game as it’s a video game. I went easy and simple with the logo and name. • I just used white for the colour so it looks standard and professional and not to complicated with loads of colours. • This is at the start of the animation only 20 seconds in. I made this so it looks like a proper game with a company logo and is obviously made up. • The tools that I used in this process were the pencil tool and the brush tool. I used the brush tool to colour the whole background in black and used the pencil tool to make the company logo with the colour white. When doing this process throughout the animation I had the pixel grid on at all times as it helped me get all the specific parts of the game really accurate when making them.
  • 4. Process • This is the main menu starter screen for my game and has plenty of features to talk about. I included a lock for unlockables in the game and a sign for the first level. I’ve also included the PLAY button so when the animation plays through it clicks on it. This first screenshot is partially finished. • The second screenshot shows the finished starter screen and honestly looks really good. I then included the title of the game, a made up character and a ‘options’ tab. This didn’t take too long to make it’s just making everything fit onto the layer. • The tools that I used in this process were the same tools from the previous slide. I used the pencil, brush, eye drop and the eraser tools throughout my product as they are the most useful tools from the ones given to me on the software. Out of majority of the tools I could find these tools were the most useful to me as they are good for pixelated gameplay.
  • 5. Process • This part of the animation is the character selection menu and has three made up characters. These two screenshots are before and after the making of the characters. • I decided to change the background colour because it didn’t suit the pillars that were designed for a castle and wanted a colour that would recommend danger and power. • The tools that I used in this part of the animation are the same as the ones from the previous slide. I changed the background from brown to red as it didn’t look right. I used the eye drop tool to change colour and fill it in with both the brush and pencil tool. In this process I had to make the characters from scratch and make them surrounded by a castle as I couldn’t think of a decent scenery to surround them by.
  • 6. Process • This is one of the character selection parts of the animation and its basically the same concept as the previous character. It’s just the different looks and weapon and name. • This was about 40 seconds into the animation and was same as the previous slide using the same tools and processes. The main tools were the pencil tool and the eye drop tool as I was changing the colours quite a lot. • The characters look big in this part of the animation however they are narrows down by a couple of pixels and are then made smaller because of the level size.
  • 7. Process This part of the animation is the character selection where it selects the character for the first level with the mouse on the computer screen. I’ve made it like this so it looks like somebody’s clicking on the ‘select’ button as it’s a PC and console game. It would be different if I made it for another console such as PlayStation or Xbox. I made the background myself and then putting the character on top of the background. This part of the animation is where you select the character, I made the process of moving the mouse towards the select button by using several layer and moving the mouse slowly towards the button. I ended up copying the same layer over 10 times to move it fro the bottom right of the screen the middle. After selecting the character the screen starts to fade out which means that I’ve decreased the brightness by 25% over 4 layers. This is done in 5-10 frames per second which is quite fast and takes less than a second to fade out and move onto the next part of the animation.
  • 8. Process This screenshot is the start of the level. This is where the proper animation starts because it has a scoreboard that changes throughout the animation. In this particular part of the animation, I have a lot of separated layers that are included in this bit and all play a part. All this is done on a timeline which is used all the time/throughout the time making this. The took a bit of time because at this stage I made the whole level before starting the animation and it was better to do that than making the level as I went along. The tools (when making the whole level before the animation has even started) were the pencil tool, brush tool, eye drop tool and the eraser tool if mistakes were made. These again are the same tools that I’ve used throughout the animation and it has worked out fine using them all.
  • 9. Process This screenshot is just another part for the animation and the character moving slowly towards a coin to collect. I added the coins because it adds something to the game whilst playing it. Collecting coins will get the score up which I haven’t had chance to change yet, however without the coins the level would look standard and boring.
  • 10. Process This screenshot is about 2-3 seconds after the other one and looks different compared to the one with the coin. This screenshot/part of the animation has spikes to avoid and little parts of grass. I did this to make it look better because without the likes of spikes and little additions like grass it wouldn’t be a proper level and wouldn’t interest my audience enough. The tools used in this process were the same as I’ve mentioned in previous slides. However I had to change the colours for the spikes because otherwise it would blend in with the parts of the background.
  • 11. Process This screenshot is about 5 seconds after the other and is probably the one that is most complex. In this part of the animation I had a lot to move about and do at the same time. This part of the animation is when the character Oscar brings out his sledgehammer and throws it at the little enemy at the far side. This carries on into the next screenshot, but before that the character moves towards the wooden box and smashes it with the sledgehammer and a coin comes out. I added this so my audience find it fun to break up a wooden crate/box instead of not using the hammer throughout the animation.
  • 12. Process This screenshot is when the character throws the sledgehammer at the enemy and this part of the animation took the most time because I had to make it look like the character threw it properly and it worked out pretty well. This was one of the best parts of the animation to make as it looks pretty cool when playing it through. I used the pen tool not just for the part but the whole animation as it’s a very important tool that I use.
  • 13. Process This screenshot is the halfway stage of my animation as there’s a checkpoint. The gameplay time is about 25 seconds in before the character reaches the checkpoint which means there’s about the same time for the second half of the animation. However at this stage the character actually dies and respawns at the beginning of the level which means not starting at the checkpoint. He hits the spike, which in my game is an instant death and has to start again. Throughout this process of making the gameplay part of the animation the background image of the hills always changes throughout so it’s not the same hill and goes up and down in the process. The tools that I used in this process were the same I’ve been using all the way through the animation. The timeline is the hardest part about making the game. There’s so many things to cover whilst designing the level and making the character move. For example when the character moves closer to the right side of the screen I have to move the background/level design to the left and then move the character with it. It very complicated and a long process to do, however I got the hang of it when getting used to all the tools and processes needed to make the game possible. I had to do this frame by frame because I prefer this way compared to the other, there are two kind of timeline processes you can choose from and I chose the more advanced option because I’m used to the layers all being in one place and on top of each other so I know where everything is at a specific time. When it gets towards the checkpoint a sign comes down saying ‘Checkpoint reached’ and this has to be played over the character moving and moving the background all at the same time. My own opinion on my animation is positive, I really do like how I’ve made the animation last more than 2 minutes, the additional features, weapons, character appearances and enemy creatures. Some of these ideas have come from the quantitative research / questionnaire which has helped massively when it came to not having back up ideas. I took some of the answers from the questionnaire that sounded useful and important and added them to my game which my audience will enjoy. Adding something from the questionnaire can make people feel happy and feel like there are being listened and not ignored. I also got answers from the interviews / qualitative research that helped me put ideas together. The percentages of the layers throughout the animation are always 100%, however when it comes to the part when the character dies the opacity of everything on screen goes down to 25% over 4 layers so it ends up at 0% in a short amount of time.
  • 14. Process These screenshots are from the end of the animation where the character finally gets the checkpoint and gets a power-up. (Instead of talking about every individual screenshot I thought it would be easier to put them all on one slide and talk about them this way). I forgot to mention in the previous slides that the whole animation has sound effects and music. This is played throughout the animation except from the start where the ‘Press Space Button’ part and the company logo part of the animation where there’s no sound. This then fades into the next part of the animation that is the starter screen. The music is all royalty and copyright free. I got the music off YouTube and it decent. It’s fit for an adventure game which was perfect for my product. The sound effects were off Sound Bible and were specifically used when the character jumps, a power-up is obtained and an enemy is defeated. There’s more parts of the animation which have sound effects in them, they’re just for other features in the game. For example the ‘Checkpoint Reached’ stage has a sound effect to show that you have reached the half way stage of the level. I think adding a little feature like that can make my audience feel good about the game and that there’s effort put into it. The tools in the second part of the animation are the same ones I have been using throughout the process of making the game. The pencil tool, brush tool, eye drop tool and eraser tool were the main tools that I used throughout the process and helped massively. I chose these tools because they were the most useful and were easiest to use from all of the tools available to me. I think the length of the animation is also a positive because I’ve made it over 2:30 minutes near to 3 minutes long. I’ve got all the features I wanted in my animation and that’s a positive. Normally I would change my mind on some ideas that I think wouldn’t work, however I’ve got everything in my game that I wanted.

Editor's Notes

  1. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  2. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  3. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  4. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  5. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  6. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  7. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  8. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  9. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  10. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  11. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
  12. Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.