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Task 4-PLANNING
Caleb Wilcox
LOCATIONS
• With my production being aimed at being a video game, when it comes to looking at locations
for the my game there isn’t really much I can say about the location at its not going to be
necessary for me to go and film anywhere. However despite this I do in fact have an idea to look
at some locations to give me an idea of where I want my game to take place. With me wanting
to base my game around two different levels I feel that quite a few different locations could be
necessary as it is better for their to be a wider variation in the different levels of my game to
keep the audience interested. The main location that I hope to have in my production is more
the idea of an countryside/sunny setting/scenery, this could include the idea of a sunny
countryside scenery/some sort of greenery/wilderness style. My aim with the production of my
video game is as you gone on completing each level ext. the scenery will change via each level,
my aim by doing this is to keep the audience/players engaged and interested with my product.
My idea behind this is more based around the different levels and the further along you get, the
higher the levels/the darker the scenery will get e.g. ‘the further you go underground the darker
it will get’. Not only this but I think I might look at the levels varying between going lower down
into the ground and some where they take you back up a few levels, this would result in the
location background varying between light and dark which would surely manage to keep the
audience interested/keep them playing. In the below slides I will now look at some different
images which could potentially feature as the locations for the different levels in my video game
for this FMP brief.
Possible locations for levels
Possible locations for country side scenery based levels in my video game.
Possible locations for levels
Possible locations for underground/darker scenery levels in my video game.
Possible locations for levels
Possible locations for above (sky)levels in my video game.
Locations- which do I like best? And
Why?
• Out of the set locations of which I have looked at I more like the idea of the country
side/wildlife location, this is mainly down to my personal opinion being that I like to play
an animation game of which is set on at a country side with a more bright/happy theme
towards it. Not only this but I find that the more popular animation games such as ‘Super
Mario Bros.’ are featured variously via locations that look to be in the country side so this I
thought would be good to include something like that in my own production, as I feel from
doing this it could potentially lead to a wider/more open audience which would benefit my
production on a whole as a wider audience would mean more people viewing my
production around the world.
FINANCE/FACILITIES
• This is two different planning subjects that I should look at but combined into one, the reason behind me doing
this is more because from looking at these two different subjects there is only really one thing from the both of
them that applies to my production and that is more looking at the equipment/tools of which I plan to use in my
production.
• The main equipment of which I will be using for my production is in fact only a computer as I am making a video
game hence as a result the only real piece of equipment I will be needing is a computer. However when it comes to
looking at the resources that I will be needing there can be seen to be quite a few of which I could possibly need
but that depends on how my production ends up coming along I might need to use various different
software's/resources or I might be happy with the software/resources I am using and won’t find it necessary to
change. The software in hand that I will be using to create my video game production is in fact seen to be
‘Photoshop’ I made the decision to use this software for my production as it is one of which I am happy with using,
not only that but it is also one of the software's of which I use the most and am most familiar with, especially
when it comes to looking at applying various different editing techniques.
• There is another software of which I may find useful when it comes to any text area in my production and that is
‘InDesign’, I feel this would be useful because it is more a software used for creating magazines/newspaper articles
so It will obviously have a good selection of texts/fonts to chose from which I feel would benefit me with my
production because with this being my FMP I want it to be looking the best as I can possibly get it to be which is
something I will not be able to do with photoshop texts as to me the majority of them are quite basic/don’t look
right and I don’t want this to be happening with my Final Major Project.
• Although I will most likely be using ‘Indesign’ for the font details of my production work I will also be making use
of some cost free-fonts to be putting on my production and most likely I will be getting the fonts of here to put into
‘Indesign’. These particular fonts in question are more found on ‘defont.com’ and come free of charge to download
and use, all that is required is to have an account with them. Along with this there is also various other font-free
websites but this is the one of which I myself more frequently use.
• However despite this Photoshop will still be my main software for my production as I will be creating all the
animation and putting it all together on there, I will only be using ‘InDesign’ for the use of its text tools.
Personnel
• With my FMP production there is actually only one person working on it/creating it and that is in
fact me, the reason behind me being the only person that is going to be working production is
more down to the fact that I am creating a video game for my FMP which in my eyes a piece of
production of which I should be able to create myself as I have in fact created some form of video
game for production briefs in the past few years, as a result I believe to be confident enough to
carry out the creation of a video game on my own. As I have just said I feel that in the past I have
looked at/learnt some good techniques/tools to use in creation of games, some of these tools are
more focused around looking at the movement of certain characters i.e. playable
characters/enemies. Other techniques of which I have learnt look more at the idea of movements
of interactive screens/objects. Due to it only being me that is creating my production, I feel that I
will be able to stick to my production schedule and get everything done/created in time but that
is only if I don’t end up falling behind my schedule, but I doubt that will be the case.
• The main area for me of which I feel that I am particularly good at when it comes to looking at
the creation of animation/video games is the creation of country side style locations and
character movements. In the past I haven’t worked well at working on character movements
which more specifically included the idea of walking/jumping/sword swinging motions (towards
enemies/on-coming objects). This is something of which I would like to see being included in my
production work regarding this brief, especially more looking at the idea of running and sword
swinging motions at the same time. in my own opinion despite this I feel that I am much better at
the creation of country backgrounds for gameplay than I am at character movements, this is
simply down to me having spent much more time in the past looking at the creation of animation
game backgrounds then the idea of character movements.
Storyboard
Gives an impression of what
the first level of my game is
going to be like. With my
character just
walking/running.(Used a
graveyard location as could
not find one in countryside).
Example of how things could
potentially look when my
character comes up to
objects/enemies in the way.
(the point of where they
would be about to jump over
set object/enemy).
Impression of what my character
could potentially look like when I
have jumped over
objects/enemies In my game).
Changed the location to give
representation that the location
will have changed in my game.
Sound
• In my FMP video game I hope to use the idea of adding sound effects into my production in the hope that it will
just give it that extra edge which I feel will help me be able to push my game towards a higher grade not only
that but to it to a higher standard/quality. The sound effects of which I hope to use in my production will more
vary on where I decide to include them. Personally I was thinking about the idea of some sort of continuous
walking/running sound effect on my game, this might be seen to be a basic feature, however it is something of
which I feel is quite important to include as although it’s a small feature it is still something that most people
would like to see. Despite the walking sound being one of the main sound effects for my production It wont be
the loudest of them in my game as although it’s an important sound effect to include, if I were to have it
playing to loud then the continuous sound would drown out the rest of the sound effects throughout my game
and that is something of which I do not want to happen. Other sound effects of which I might look at including
in my production include the idea of sound effects to go with other movements such as jumping, again these
are seen to be quite suttle and simple sound effects but still ones I see of which will make a small
difference/make my work go just that extra mile. I am also hoping on using other sound effects in my
production which will help to illustrate the game more, especially when it comes to interacting with it more.
These are more ideas of sound effects like a sword swinging/hitting enemy's/objects. I will also be looking at
including the idea of sound effects via. Possible enemies/enemy objects that I might encounter/ run into along
the way, this again will be beneficial for me with my production as it will help to make my game appear more
appealing /interactive to the audience. Besides the sound effects of which I have already mentioned, I am also
planning on looking at the idea of including some ambient sound effects(surrounding sounds) to help build up
the content of my production, not only this but I also believe that it will help to attract more players/viewers in
the hope that it will become more appealing. Such ambient sound effects I plan to use can be such as birds
tweeting in background/sound of spiting flames/ windy breeze. These are all ambient sound effects of which I
feel I could end up including into my production as I feel it could benefit it. In the next slide I will list all the
possible sound effects of which I am hoping to use in my production and what they are to be used for.
Sound
• List of sound effects needed for production video game:-
• The Walking/running sound of my interactive/playable character.
• Sound of someone jumping (as if somebody is jumping over/onto an object/person/item)-
this will be used in my game when my playable character comes up to needing to jump
over and object enemy(preferably enemy).
• Background noises- could be anything from countryside noises/city noises, this will change
throughout each level as I progress on through different levels.(this could be anything from
country side city noises).
• Swinging sound-preferably more used when character has something in hand i.e.
knife/sword/throwable/interactive object.
• Mechanical sounds- i.e. sound of a shaft/lift moving/bolts moving (help build up layers)
• Music track/gingle- look at the idea of including some sort of soundtrack to background to
play along side game.( must be relatable to animation though).
Sound
• List of ambient sound effects needed for video game production:
• Birds tweeting/flying by(up in the sky)
• Sound of wind in the background(slight breeze)
• Water falling (would be majority seen as rain falling from sky)
• Lava spitting/rumbling (would be used in second level of game where there is
lava)
Sound
• Links to potential sound effects I might use in my production;
• http://soundbible.com/1976-Fast-Heel-Walk.html
• http://soundbible.com/1898-Spin-Jump.html
• http://soundbible.com/1979-Cartoon-Running.html
Fonts
• With my FMP production being more based around a video game you wouldn't’t think that I
would be needing to include any font/text areas in my production but that is where you would
be wrong as in actual fact I will be including some form of text area into my production,
although despite this it wont be a particularly large area of text I still need to be thinking about
how I want it to look/style and all that. The main text area for me that I need to include is the
title of the game, with it being more based around an animation game I am hoping on the text
title of the game also looking more on the animation style. This might mean looking at finding a
text that looks quite animation like or look at finding a text and editing it myself to make it look
more on the animated side. The next text area in my production will be the start menu, for this I
hope to use some big and bold text, again looking at the animate/cartoon style text to help keep
it to the style of my game, not only that but again to keep it looking appealing, which is in fact
an important thing with my production especially when it comes to looking at the start menu
which is in fact one of the first things you'll see when first starting my game up. While playing
my game when you level up/move on to a different level I hope to have a small imprint of text
that flies across the screen for a few seconds telling you what level you are on, this is something
that would only happen quickly but I still see it to be something that I would find
important/influential. Again the text I would look at for this can more be based around the
bold/ chunky text style but one that looks as if it is quickly speeding/moving past or if I am
unable to find one like that then I should look at creating an animation for it. In the next slide I
will list various different fonts of which I have looked at and they will be the ones that are
similar to what I would like to see in my production.
Fonts
Fonts
Out of the texts of which I have looked at in the above slide, I feel that these two texts are
the ones of which I am more likely to end up including in my production work. I feel this to
be the case because they look more of the cartoon/animation type and hence with my
game being more of the animation style I think one of these two font styles would fit well
with it. If I had to make a decision of where I believe each text is going to go then I would
have to say that I would use the ‘Agent Orange’ font to create the name/title of my game
and I would use the ‘Super Mario 256’ font for areas when you start a new level i.e. ‘level
2’ as although I like this text I believe it would be best used to give representation for
when you level up throughout my game.
Colour schemes
• Normally when I would come to create a video game for a brief of which I have been set I would
look at choosing a colour scheme to base the visuals of my production around but with this being
my FMP I need to be looking at various different colour schemes to use, some may say that I am
doing this because it is my FMP but more down to the fact that with the different levels in my
game and the change of surroundings/scenery that will be happening I need to be willing to look
at various different colour schemes I could use. The first colour scheme of which I need to look
at/hope to use in my production is more the idea of needing to be based around country-side
scenery as that is what the first few levels of my game are going to be more based around, so in
this case I need to be looking at brighter colours that would give a better representation of country
side/ colours that give a sense of freedom/happiness. These colours will be more seen as various
shades of blue/green as I feel these are good colours to use for a creation of a country side
background. Other colour schemes of which I need to look at are more aimed towards the darker
colours as I travel further down into the game, I see this to be looking more at the idea of shades
of brown/black that gradually get darker the further down you go into the game and the higher
you go up in the game the lighter the shades will become. If it all works out as I plan then the
different shades of brown will give a good representation for the different layers of earth/mud
which will also build up the layers of my game. The final colour scheme for my production is based
around the levels of my game where you are in a darker area of the game, for this I will be using a
colour scheme that more gives a representation of violence/death but also still making use of
darker colours to give It that villainous sense of horror/death, to do this I will more be looking at
colours such as red/orange/black/purple ext. In the next few slides I will look at different colour
schemes that I have chosen to include for my production.
Colour schemes
Colour schemes
Out of the colour schemes of which I
have looked at in the above slides, these
two are the ones of which I am more
likely to look at using during/for the
creation of the fist level of my FMP video
game. I feel this to be the case because
these colours are ones of which I think
help to give a representation towards
happiness/countryside/wilderness.
Although all of the colours In the above
slide also give the representation of
happiness/the countryside/wilderness, I
feel that these two colour schemes are
the better ones out of the 6 above.
These sort of colours from these two
schemes will only really be appearing in
the first level of my game.
Colour schemes
Colour schemes
From looking at the slide above you will be
able to see that I have looked at some colour
schemes of which I might end up using for
the creation of my FMP video game. In this s
slide I have picked two of these colour
schemes that I like the most and will more
see myself using in my production then the
others. I will mainly be making use of colour
schemes like this in areas such as the
background for the first level of my game
and also for the majority creation of my area
for ‘level 3’. I will most likely end up using
some other colour schemes/colour patterns
similar to this in my production but this wont
effect my use of these particular schemes of
which I have looked at.
Character design
This is an example of a character design of which I see to be something to
be more of an ideal character design that I’d like to see in my production
game. Although this is one of which is already existing it doesn’t mean that I
still cant take some inspiration from it. I chose to look at this character of
‘Mario’ because of the way that he is designed/dressed. This character of
‘Mario’ is pretty much seen to be a hero/vigilant, but yet he isn’t dressed to
look it, he just looks like a normal character and that is something of which I
am wanting to apply to my actual character for my production( a normal
looking character but a hero/vigilantly behind the clothes).
Character design
This is another example of a character design of what my character could potentially look for my
production. This I feel is a better design as an example for my character because It is one that is
set in the same sort of dimensions of which I hope to base my character around, also it is in pixels
which can clearly be seen and is the same of how I want to create my production character
on/around. Personally I'm not as fond of the general design of the character as id hoped to be,
but I do like the colour of which the character has been designed in. Also it looks as if the
character is holding some sort of sword and that is something of which I am hoping on giving my
character at some point throughout the levels of my game. I could see myself taking the idea of
the standing stance this character has and applying it to my own character design.
Character design
.Plan/script of where my character will travel throughout game:
. Character will start of travelling along the first level of my game ‘level 1’
. Continue to travel through/across ‘level 1’ until you/character reaches a lift/elevator.
. Character will enter the lift/elevator and start travelling down the shaft.
. Character will keep travelling down the lift/shaft until you reach the next level of my game.
.Exit the lift/elevator and start travelling along the second level of my game
. Almost stop immediately after getting out of lift to pick up a sword.
. Continue to travel across second level of game.
.Will occur into lava of which my character will be needing to jump over to continue on with game.
.When character runs into enemies along the way, will need to pull out sword and strike them
down(putting sword away once enemy has been killed)
.Character will keep travelling across level 2 , jumping over lava/striking down enemy until reached a
lift/elevator.
.Character then enters the elevator and starts travelling back-up towards the top of my game.
.Continues to travel up the shaft until you reach the third and final level of my game.
.character exits the elevator/lift and starts travelling along the third level of my game
.jumping over any necessary areas along the way
.killing/striking down any necessary enemies along the way.
.character reaches the end of game and game will shut off.
Character design
• How do I plan to make my character travel between levels?;
• When it comes to looking at how my character is going to travel between levels, I have
looked more at the idea of planning to create a lift/shaft that at the end of each level my
character will walk into the lift and will simply either be travelling up or going back down, it
depends of which level my character has just come to the end of. I plan to create it myself
via my production document.
• What format do I plan to use for animating?
• When it comes to me looking at animating my FMP production video game I will more be
looking at sticking at using the original Photoshop document of which I used to create my
work to animate it as I believe it to be easier as I wont need to look at transferring anything
over or anything like that.
Layout plan
(what start up screen of game could potentially look like)
Layout plan
(what level 2/background level of my game could potentially look like)
Layout plan
(What level 3/final level of my game could potentially look like)
Production schedule
• week 1 - Be starting first day of production, be looking at the immediate
background for first area of my game. End of day fill out first reflection of
production (how the day went ext.)
• Week 2- Carry on where I left of the previous day looking at continuing work on
my background details of the first area of my game. Try to make some form of
good progress
• Week 3- Be looking at moving onto creating the next area of background for my
game. Be checking over to make sure I am happy with what I have produced so
far. Spend a longer amount of time on my reflection, to read through it and make
sure I am happy with what I have already done so far. Once done that, fill out
todays reflection.
• Week 4- At this point I should be a good way through my production, and this
week I should be looking at adding in more details to my production rather than
background. (build things up production wise).
Production schedule
• Week 5- Make start on the background details of the lower levels of my game.
(darker levels) look at using darker colours. Make sure to keep on top of
reflections
• Week 6- Look at adding in details to game where I have created the background
(but still be looking at finalising background and making sure I am happy with it).
• Week 7- With being at my last week of production I need to be looking at coming
to the final stages of creating my game. Main focus should be getting in last
details and making sure I am happy with what I have created. Finishing of last
few pieces of reflection and checking over it to make sure it makes sense.
Evaluation of planning
• This concludes the end of my planning and production document work. On a
whole I believe that I have worked well with it and have managed to make good
use of my time with it, spending quite a bit of time looking into the research of
the background of the area of which I am planning on aiming my production work
around. I feel that I worked best with my research area when it came to looking
into ‘Nintendo’ as I spent quite a lot of time looking at it and went into some in-
depth detail with the background of the console/company in general. This I found
to be one of the easier areas for me with my planning/production research as it
didn’t take me long to find many websites with information about the background
of the company/console. In my personal opinion I feel that the area of which I felt
myself to struggle with in this document was the idea of looking at ‘game
practitioners’, this was the case because at first I didn’t have any idea of what sort
of existing game designers I should look at and their work, as a result of this I felt
myself to slightly fall behind with my schedule to get this document completed,
but once I had found some existing game designers/practitioners I managed to get
myself back on track with my schedule for this document.

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Fmp-planning and production

  • 2. LOCATIONS • With my production being aimed at being a video game, when it comes to looking at locations for the my game there isn’t really much I can say about the location at its not going to be necessary for me to go and film anywhere. However despite this I do in fact have an idea to look at some locations to give me an idea of where I want my game to take place. With me wanting to base my game around two different levels I feel that quite a few different locations could be necessary as it is better for their to be a wider variation in the different levels of my game to keep the audience interested. The main location that I hope to have in my production is more the idea of an countryside/sunny setting/scenery, this could include the idea of a sunny countryside scenery/some sort of greenery/wilderness style. My aim with the production of my video game is as you gone on completing each level ext. the scenery will change via each level, my aim by doing this is to keep the audience/players engaged and interested with my product. My idea behind this is more based around the different levels and the further along you get, the higher the levels/the darker the scenery will get e.g. ‘the further you go underground the darker it will get’. Not only this but I think I might look at the levels varying between going lower down into the ground and some where they take you back up a few levels, this would result in the location background varying between light and dark which would surely manage to keep the audience interested/keep them playing. In the below slides I will now look at some different images which could potentially feature as the locations for the different levels in my video game for this FMP brief.
  • 3. Possible locations for levels Possible locations for country side scenery based levels in my video game.
  • 4. Possible locations for levels Possible locations for underground/darker scenery levels in my video game.
  • 5. Possible locations for levels Possible locations for above (sky)levels in my video game.
  • 6. Locations- which do I like best? And Why? • Out of the set locations of which I have looked at I more like the idea of the country side/wildlife location, this is mainly down to my personal opinion being that I like to play an animation game of which is set on at a country side with a more bright/happy theme towards it. Not only this but I find that the more popular animation games such as ‘Super Mario Bros.’ are featured variously via locations that look to be in the country side so this I thought would be good to include something like that in my own production, as I feel from doing this it could potentially lead to a wider/more open audience which would benefit my production on a whole as a wider audience would mean more people viewing my production around the world.
  • 7. FINANCE/FACILITIES • This is two different planning subjects that I should look at but combined into one, the reason behind me doing this is more because from looking at these two different subjects there is only really one thing from the both of them that applies to my production and that is more looking at the equipment/tools of which I plan to use in my production. • The main equipment of which I will be using for my production is in fact only a computer as I am making a video game hence as a result the only real piece of equipment I will be needing is a computer. However when it comes to looking at the resources that I will be needing there can be seen to be quite a few of which I could possibly need but that depends on how my production ends up coming along I might need to use various different software's/resources or I might be happy with the software/resources I am using and won’t find it necessary to change. The software in hand that I will be using to create my video game production is in fact seen to be ‘Photoshop’ I made the decision to use this software for my production as it is one of which I am happy with using, not only that but it is also one of the software's of which I use the most and am most familiar with, especially when it comes to looking at applying various different editing techniques. • There is another software of which I may find useful when it comes to any text area in my production and that is ‘InDesign’, I feel this would be useful because it is more a software used for creating magazines/newspaper articles so It will obviously have a good selection of texts/fonts to chose from which I feel would benefit me with my production because with this being my FMP I want it to be looking the best as I can possibly get it to be which is something I will not be able to do with photoshop texts as to me the majority of them are quite basic/don’t look right and I don’t want this to be happening with my Final Major Project. • Although I will most likely be using ‘Indesign’ for the font details of my production work I will also be making use of some cost free-fonts to be putting on my production and most likely I will be getting the fonts of here to put into ‘Indesign’. These particular fonts in question are more found on ‘defont.com’ and come free of charge to download and use, all that is required is to have an account with them. Along with this there is also various other font-free websites but this is the one of which I myself more frequently use. • However despite this Photoshop will still be my main software for my production as I will be creating all the animation and putting it all together on there, I will only be using ‘InDesign’ for the use of its text tools.
  • 8. Personnel • With my FMP production there is actually only one person working on it/creating it and that is in fact me, the reason behind me being the only person that is going to be working production is more down to the fact that I am creating a video game for my FMP which in my eyes a piece of production of which I should be able to create myself as I have in fact created some form of video game for production briefs in the past few years, as a result I believe to be confident enough to carry out the creation of a video game on my own. As I have just said I feel that in the past I have looked at/learnt some good techniques/tools to use in creation of games, some of these tools are more focused around looking at the movement of certain characters i.e. playable characters/enemies. Other techniques of which I have learnt look more at the idea of movements of interactive screens/objects. Due to it only being me that is creating my production, I feel that I will be able to stick to my production schedule and get everything done/created in time but that is only if I don’t end up falling behind my schedule, but I doubt that will be the case. • The main area for me of which I feel that I am particularly good at when it comes to looking at the creation of animation/video games is the creation of country side style locations and character movements. In the past I haven’t worked well at working on character movements which more specifically included the idea of walking/jumping/sword swinging motions (towards enemies/on-coming objects). This is something of which I would like to see being included in my production work regarding this brief, especially more looking at the idea of running and sword swinging motions at the same time. in my own opinion despite this I feel that I am much better at the creation of country backgrounds for gameplay than I am at character movements, this is simply down to me having spent much more time in the past looking at the creation of animation game backgrounds then the idea of character movements.
  • 9. Storyboard Gives an impression of what the first level of my game is going to be like. With my character just walking/running.(Used a graveyard location as could not find one in countryside). Example of how things could potentially look when my character comes up to objects/enemies in the way. (the point of where they would be about to jump over set object/enemy). Impression of what my character could potentially look like when I have jumped over objects/enemies In my game). Changed the location to give representation that the location will have changed in my game.
  • 10. Sound • In my FMP video game I hope to use the idea of adding sound effects into my production in the hope that it will just give it that extra edge which I feel will help me be able to push my game towards a higher grade not only that but to it to a higher standard/quality. The sound effects of which I hope to use in my production will more vary on where I decide to include them. Personally I was thinking about the idea of some sort of continuous walking/running sound effect on my game, this might be seen to be a basic feature, however it is something of which I feel is quite important to include as although it’s a small feature it is still something that most people would like to see. Despite the walking sound being one of the main sound effects for my production It wont be the loudest of them in my game as although it’s an important sound effect to include, if I were to have it playing to loud then the continuous sound would drown out the rest of the sound effects throughout my game and that is something of which I do not want to happen. Other sound effects of which I might look at including in my production include the idea of sound effects to go with other movements such as jumping, again these are seen to be quite suttle and simple sound effects but still ones I see of which will make a small difference/make my work go just that extra mile. I am also hoping on using other sound effects in my production which will help to illustrate the game more, especially when it comes to interacting with it more. These are more ideas of sound effects like a sword swinging/hitting enemy's/objects. I will also be looking at including the idea of sound effects via. Possible enemies/enemy objects that I might encounter/ run into along the way, this again will be beneficial for me with my production as it will help to make my game appear more appealing /interactive to the audience. Besides the sound effects of which I have already mentioned, I am also planning on looking at the idea of including some ambient sound effects(surrounding sounds) to help build up the content of my production, not only this but I also believe that it will help to attract more players/viewers in the hope that it will become more appealing. Such ambient sound effects I plan to use can be such as birds tweeting in background/sound of spiting flames/ windy breeze. These are all ambient sound effects of which I feel I could end up including into my production as I feel it could benefit it. In the next slide I will list all the possible sound effects of which I am hoping to use in my production and what they are to be used for.
  • 11. Sound • List of sound effects needed for production video game:- • The Walking/running sound of my interactive/playable character. • Sound of someone jumping (as if somebody is jumping over/onto an object/person/item)- this will be used in my game when my playable character comes up to needing to jump over and object enemy(preferably enemy). • Background noises- could be anything from countryside noises/city noises, this will change throughout each level as I progress on through different levels.(this could be anything from country side city noises). • Swinging sound-preferably more used when character has something in hand i.e. knife/sword/throwable/interactive object. • Mechanical sounds- i.e. sound of a shaft/lift moving/bolts moving (help build up layers) • Music track/gingle- look at the idea of including some sort of soundtrack to background to play along side game.( must be relatable to animation though).
  • 12. Sound • List of ambient sound effects needed for video game production: • Birds tweeting/flying by(up in the sky) • Sound of wind in the background(slight breeze) • Water falling (would be majority seen as rain falling from sky) • Lava spitting/rumbling (would be used in second level of game where there is lava)
  • 13. Sound • Links to potential sound effects I might use in my production; • http://soundbible.com/1976-Fast-Heel-Walk.html • http://soundbible.com/1898-Spin-Jump.html • http://soundbible.com/1979-Cartoon-Running.html
  • 14. Fonts • With my FMP production being more based around a video game you wouldn't’t think that I would be needing to include any font/text areas in my production but that is where you would be wrong as in actual fact I will be including some form of text area into my production, although despite this it wont be a particularly large area of text I still need to be thinking about how I want it to look/style and all that. The main text area for me that I need to include is the title of the game, with it being more based around an animation game I am hoping on the text title of the game also looking more on the animation style. This might mean looking at finding a text that looks quite animation like or look at finding a text and editing it myself to make it look more on the animated side. The next text area in my production will be the start menu, for this I hope to use some big and bold text, again looking at the animate/cartoon style text to help keep it to the style of my game, not only that but again to keep it looking appealing, which is in fact an important thing with my production especially when it comes to looking at the start menu which is in fact one of the first things you'll see when first starting my game up. While playing my game when you level up/move on to a different level I hope to have a small imprint of text that flies across the screen for a few seconds telling you what level you are on, this is something that would only happen quickly but I still see it to be something that I would find important/influential. Again the text I would look at for this can more be based around the bold/ chunky text style but one that looks as if it is quickly speeding/moving past or if I am unable to find one like that then I should look at creating an animation for it. In the next slide I will list various different fonts of which I have looked at and they will be the ones that are similar to what I would like to see in my production.
  • 15. Fonts
  • 16. Fonts Out of the texts of which I have looked at in the above slide, I feel that these two texts are the ones of which I am more likely to end up including in my production work. I feel this to be the case because they look more of the cartoon/animation type and hence with my game being more of the animation style I think one of these two font styles would fit well with it. If I had to make a decision of where I believe each text is going to go then I would have to say that I would use the ‘Agent Orange’ font to create the name/title of my game and I would use the ‘Super Mario 256’ font for areas when you start a new level i.e. ‘level 2’ as although I like this text I believe it would be best used to give representation for when you level up throughout my game.
  • 17. Colour schemes • Normally when I would come to create a video game for a brief of which I have been set I would look at choosing a colour scheme to base the visuals of my production around but with this being my FMP I need to be looking at various different colour schemes to use, some may say that I am doing this because it is my FMP but more down to the fact that with the different levels in my game and the change of surroundings/scenery that will be happening I need to be willing to look at various different colour schemes I could use. The first colour scheme of which I need to look at/hope to use in my production is more the idea of needing to be based around country-side scenery as that is what the first few levels of my game are going to be more based around, so in this case I need to be looking at brighter colours that would give a better representation of country side/ colours that give a sense of freedom/happiness. These colours will be more seen as various shades of blue/green as I feel these are good colours to use for a creation of a country side background. Other colour schemes of which I need to look at are more aimed towards the darker colours as I travel further down into the game, I see this to be looking more at the idea of shades of brown/black that gradually get darker the further down you go into the game and the higher you go up in the game the lighter the shades will become. If it all works out as I plan then the different shades of brown will give a good representation for the different layers of earth/mud which will also build up the layers of my game. The final colour scheme for my production is based around the levels of my game where you are in a darker area of the game, for this I will be using a colour scheme that more gives a representation of violence/death but also still making use of darker colours to give It that villainous sense of horror/death, to do this I will more be looking at colours such as red/orange/black/purple ext. In the next few slides I will look at different colour schemes that I have chosen to include for my production.
  • 19. Colour schemes Out of the colour schemes of which I have looked at in the above slides, these two are the ones of which I am more likely to look at using during/for the creation of the fist level of my FMP video game. I feel this to be the case because these colours are ones of which I think help to give a representation towards happiness/countryside/wilderness. Although all of the colours In the above slide also give the representation of happiness/the countryside/wilderness, I feel that these two colour schemes are the better ones out of the 6 above. These sort of colours from these two schemes will only really be appearing in the first level of my game.
  • 21. Colour schemes From looking at the slide above you will be able to see that I have looked at some colour schemes of which I might end up using for the creation of my FMP video game. In this s slide I have picked two of these colour schemes that I like the most and will more see myself using in my production then the others. I will mainly be making use of colour schemes like this in areas such as the background for the first level of my game and also for the majority creation of my area for ‘level 3’. I will most likely end up using some other colour schemes/colour patterns similar to this in my production but this wont effect my use of these particular schemes of which I have looked at.
  • 22. Character design This is an example of a character design of which I see to be something to be more of an ideal character design that I’d like to see in my production game. Although this is one of which is already existing it doesn’t mean that I still cant take some inspiration from it. I chose to look at this character of ‘Mario’ because of the way that he is designed/dressed. This character of ‘Mario’ is pretty much seen to be a hero/vigilant, but yet he isn’t dressed to look it, he just looks like a normal character and that is something of which I am wanting to apply to my actual character for my production( a normal looking character but a hero/vigilantly behind the clothes).
  • 23. Character design This is another example of a character design of what my character could potentially look for my production. This I feel is a better design as an example for my character because It is one that is set in the same sort of dimensions of which I hope to base my character around, also it is in pixels which can clearly be seen and is the same of how I want to create my production character on/around. Personally I'm not as fond of the general design of the character as id hoped to be, but I do like the colour of which the character has been designed in. Also it looks as if the character is holding some sort of sword and that is something of which I am hoping on giving my character at some point throughout the levels of my game. I could see myself taking the idea of the standing stance this character has and applying it to my own character design.
  • 24. Character design .Plan/script of where my character will travel throughout game: . Character will start of travelling along the first level of my game ‘level 1’ . Continue to travel through/across ‘level 1’ until you/character reaches a lift/elevator. . Character will enter the lift/elevator and start travelling down the shaft. . Character will keep travelling down the lift/shaft until you reach the next level of my game. .Exit the lift/elevator and start travelling along the second level of my game . Almost stop immediately after getting out of lift to pick up a sword. . Continue to travel across second level of game. .Will occur into lava of which my character will be needing to jump over to continue on with game. .When character runs into enemies along the way, will need to pull out sword and strike them down(putting sword away once enemy has been killed) .Character will keep travelling across level 2 , jumping over lava/striking down enemy until reached a lift/elevator. .Character then enters the elevator and starts travelling back-up towards the top of my game. .Continues to travel up the shaft until you reach the third and final level of my game. .character exits the elevator/lift and starts travelling along the third level of my game .jumping over any necessary areas along the way .killing/striking down any necessary enemies along the way. .character reaches the end of game and game will shut off.
  • 25. Character design • How do I plan to make my character travel between levels?; • When it comes to looking at how my character is going to travel between levels, I have looked more at the idea of planning to create a lift/shaft that at the end of each level my character will walk into the lift and will simply either be travelling up or going back down, it depends of which level my character has just come to the end of. I plan to create it myself via my production document. • What format do I plan to use for animating? • When it comes to me looking at animating my FMP production video game I will more be looking at sticking at using the original Photoshop document of which I used to create my work to animate it as I believe it to be easier as I wont need to look at transferring anything over or anything like that.
  • 26. Layout plan (what start up screen of game could potentially look like)
  • 27. Layout plan (what level 2/background level of my game could potentially look like)
  • 28. Layout plan (What level 3/final level of my game could potentially look like)
  • 29. Production schedule • week 1 - Be starting first day of production, be looking at the immediate background for first area of my game. End of day fill out first reflection of production (how the day went ext.) • Week 2- Carry on where I left of the previous day looking at continuing work on my background details of the first area of my game. Try to make some form of good progress • Week 3- Be looking at moving onto creating the next area of background for my game. Be checking over to make sure I am happy with what I have produced so far. Spend a longer amount of time on my reflection, to read through it and make sure I am happy with what I have already done so far. Once done that, fill out todays reflection. • Week 4- At this point I should be a good way through my production, and this week I should be looking at adding in more details to my production rather than background. (build things up production wise).
  • 30. Production schedule • Week 5- Make start on the background details of the lower levels of my game. (darker levels) look at using darker colours. Make sure to keep on top of reflections • Week 6- Look at adding in details to game where I have created the background (but still be looking at finalising background and making sure I am happy with it). • Week 7- With being at my last week of production I need to be looking at coming to the final stages of creating my game. Main focus should be getting in last details and making sure I am happy with what I have created. Finishing of last few pieces of reflection and checking over it to make sure it makes sense.
  • 31. Evaluation of planning • This concludes the end of my planning and production document work. On a whole I believe that I have worked well with it and have managed to make good use of my time with it, spending quite a bit of time looking into the research of the background of the area of which I am planning on aiming my production work around. I feel that I worked best with my research area when it came to looking into ‘Nintendo’ as I spent quite a lot of time looking at it and went into some in- depth detail with the background of the console/company in general. This I found to be one of the easier areas for me with my planning/production research as it didn’t take me long to find many websites with information about the background of the company/console. In my personal opinion I feel that the area of which I felt myself to struggle with in this document was the idea of looking at ‘game practitioners’, this was the case because at first I didn’t have any idea of what sort of existing game designers I should look at and their work, as a result of this I felt myself to slightly fall behind with my schedule to get this document completed, but once I had found some existing game designers/practitioners I managed to get myself back on track with my schedule for this document.