The document provides statistics about the video game industry in the UK, including that there are 5,473 employed in the games sector, the average income is £30,755, and 14% of the workforce are freelancers. It also gives details on the qualifications held, locations of the industry, and typical work hours. Information is presented on the comparison between freelance and permanent employment.
Here are some potential solutions to address problems that could arise during filming of the TV advert:
- Have backup equipment like an extra camera, microphone, etc. in case of technical issues. Test all equipment beforehand.
- Schedule filming for a day when all group members are available to minimize delays from absences. Have backup dates scheduled too.
- Make a comprehensive props and equipment checklist well in advance. Assign someone to procure all items in time.
- Scout filming locations beforehand to understand any restrictions. Be flexible and have alternative location options.
- Film in areas with low foot traffic if possible. Be prepared to pause filming if others enter the shot unexpectedly.
- Have clear shot lists and schedules shared
Here are some potential solutions to address problems that could arise during filming of the TV advert:
- Have backup equipment like an extra camera, microphone, etc. in case of technical issues. Test all equipment beforehand.
- Schedule filming for a day when all group members are available to minimize delays from absences. Have backup dates scheduled too.
- Make a comprehensive props and equipment list well in advance. Assign members to procure/borrow items and confirm availability before filming day.
- Scout filming locations beforehand to understand any restrictions. Adapt plans if needed or seek permission to film certain shots.
- Film in controlled areas away from foot traffic if possible. Use signs or barriers to discourage bystanders. Stop filming
The document provides statistics and facts about the video game industry in the UK, including:
- 5,473 people are employed in the games sector.
- The average income is £30,755.
- 14% of the workforce are freelancers and 48% were recruited directly from education.
- There is a 14% female and 86% male workforce.
- The highest held qualifications are undergraduate degrees, certificates or diplomas at 42%.
- The main industry is based in the West Midlands at 39%.
The document provides information about the job role of a computer games developer, including typical entry requirements such as an HND or foundation degree in computer games technology. It describes the daily duties such as creating game concepts, characters, and coding to make the game work. Salaries for games developers range from £19,000 for starters to over £75,000 for highly experienced developers.
The document provides information about the role of an underwater director of photography (DoP). It states that the minimum requirement to work as an underwater DoP or marine diving crew member is a Commercial Diving Certificate Part 4 from the HSE. Underwater DoPs typically have experience working their way up through camera crews and have undertaken all required professional diving training. They work on commercials, television, and films with the same camera and safety crews, though the work is physically demanding and can require long periods away from home, sometimes in other countries. Only a small number of underwater DoPs work in feature films in the UK, and most have invested in their own underwater camera equipment.
The document provides information on the video game industry in the UK, including:
- There are 5,473 people employed in the games sector with an average income of £30,755.
- 14% of the workforce are freelancers and 48% were recruited directly from education.
- There is a 14% female workforce and 86% male workforce.
- The highest held qualifications are undergraduate degrees, certificates or diplomas at 42%.
- The main industry is located in the West Midlands, employing 39% of the workforce.
Here are the key points from the planning document:
- The group will need to carefully handle equipment like cameras to avoid breakage which could delay filming.
- Scheduling filming when all group members are available will help avoid delays in filming and editing.
- Ensuring all needed props are obtained before filming will prevent missing elements that require extra time to acquire.
- Carefully reviewing ideas against any potential restrictions will help the group create what they envision without workarounds slowing progress.
- Unwanted people in shots may require re-shooting sections to maintain the intended vision.
The document shows planning for technical, scheduling and production issues that could impact the project. Assigning responsibilities helps increase accountability and coordination to
This document provides information about the job role of a computer games developer. It outlines the typical entry requirements, which usually includes an HND or foundation degree in computer games technology. It can also be started as a quality assurance tester without a degree. The job involves creativity, problem solving, and the ability to work under pressure. Day to day duties include designing games, creating characters and environments, and programming the game code. Salaries typically range from £19,000 to £75,000 depending on experience level. Graphs are included showing trends in job postings for games developers in the UK from 2008 to 2017.
Here are some potential solutions to address problems that could arise during filming of the TV advert:
- Have backup equipment like an extra camera, microphone, etc. in case of technical issues. Test all equipment beforehand.
- Schedule filming for a day when all group members are available to minimize delays from absences. Have backup dates scheduled too.
- Make a comprehensive props and equipment checklist well in advance. Assign someone to procure all items in time.
- Scout filming locations beforehand to understand any restrictions. Be flexible and have alternative location options.
- Film in areas with low foot traffic if possible. Be prepared to pause filming if others enter the shot unexpectedly.
- Have clear shot lists and schedules shared
Here are some potential solutions to address problems that could arise during filming of the TV advert:
- Have backup equipment like an extra camera, microphone, etc. in case of technical issues. Test all equipment beforehand.
- Schedule filming for a day when all group members are available to minimize delays from absences. Have backup dates scheduled too.
- Make a comprehensive props and equipment list well in advance. Assign members to procure/borrow items and confirm availability before filming day.
- Scout filming locations beforehand to understand any restrictions. Adapt plans if needed or seek permission to film certain shots.
- Film in controlled areas away from foot traffic if possible. Use signs or barriers to discourage bystanders. Stop filming
The document provides statistics and facts about the video game industry in the UK, including:
- 5,473 people are employed in the games sector.
- The average income is £30,755.
- 14% of the workforce are freelancers and 48% were recruited directly from education.
- There is a 14% female and 86% male workforce.
- The highest held qualifications are undergraduate degrees, certificates or diplomas at 42%.
- The main industry is based in the West Midlands at 39%.
The document provides information about the job role of a computer games developer, including typical entry requirements such as an HND or foundation degree in computer games technology. It describes the daily duties such as creating game concepts, characters, and coding to make the game work. Salaries for games developers range from £19,000 for starters to over £75,000 for highly experienced developers.
The document provides information about the role of an underwater director of photography (DoP). It states that the minimum requirement to work as an underwater DoP or marine diving crew member is a Commercial Diving Certificate Part 4 from the HSE. Underwater DoPs typically have experience working their way up through camera crews and have undertaken all required professional diving training. They work on commercials, television, and films with the same camera and safety crews, though the work is physically demanding and can require long periods away from home, sometimes in other countries. Only a small number of underwater DoPs work in feature films in the UK, and most have invested in their own underwater camera equipment.
The document provides information on the video game industry in the UK, including:
- There are 5,473 people employed in the games sector with an average income of £30,755.
- 14% of the workforce are freelancers and 48% were recruited directly from education.
- There is a 14% female workforce and 86% male workforce.
- The highest held qualifications are undergraduate degrees, certificates or diplomas at 42%.
- The main industry is located in the West Midlands, employing 39% of the workforce.
Here are the key points from the planning document:
- The group will need to carefully handle equipment like cameras to avoid breakage which could delay filming.
- Scheduling filming when all group members are available will help avoid delays in filming and editing.
- Ensuring all needed props are obtained before filming will prevent missing elements that require extra time to acquire.
- Carefully reviewing ideas against any potential restrictions will help the group create what they envision without workarounds slowing progress.
- Unwanted people in shots may require re-shooting sections to maintain the intended vision.
The document shows planning for technical, scheduling and production issues that could impact the project. Assigning responsibilities helps increase accountability and coordination to
This document provides information about the job role of a computer games developer. It outlines the typical entry requirements, which usually includes an HND or foundation degree in computer games technology. It can also be started as a quality assurance tester without a degree. The job involves creativity, problem solving, and the ability to work under pressure. Day to day duties include designing games, creating characters and environments, and programming the game code. Salaries typically range from £19,000 to £75,000 depending on experience level. Graphs are included showing trends in job postings for games developers in the UK from 2008 to 2017.
This document provides facts and statistics about the video game industry in the UK. It notes that there are 5,473 people employed in the games sector, with an average income of £30,755. It also shares that 14% of the workforce are freelancers, 48% were recruited directly from education, and there is a gender imbalance with 14% being women. It states that the highest held qualifications are undergraduate degrees and that the West Midlands is the main industry location. Technical directors can earn up to £70,000. Experience is essential for the industry.
This document provides information about the job role of a games artist. It outlines the key responsibilities such as creating visual elements for games like characters, environments, and textures. It also lists the necessary skills like drawing ability, knowledge of anatomy and architecture, and flair for color, composition, and modeling techniques. Different types of games artists are described, including concept artists who design worlds and levels, 3D modelers who build characters and objects, and texture artists who apply surfaces and visual effects. Finally, typical qualifications are mentioned, such as a degree in art or game-related qualifications.
The document provides information about the video game industry and roles within it such as animators and game designers. It summarizes that animators bring characters and environments to life through movement and behavior, while game designers work collaboratively to develop concepts and oversee projects. The gaming industry is growing significantly and was an $80 billion global market in 2014, led by China, the US, and Japan. The UK is also a major market, with the industry employing over 5,500 people and being focused in areas like the West Midlands.
Here are the key points from the survey response:
- The respondent is male, which is Irn-Bru's main demographic
- Their favorite soft drink is Coke, showing Irn-Bru is not their top choice
- They have never drank Irn-Bru before
- Whether an Irn-Bru advert would make them want to try it depends on the quality of the advert
- They think TV is the best advertising medium for Irn-Bru due to the success of previous comedy TV ads
So in summary, this respondent is within Irn-Bru's target demographic but has not tried it before. Comedy TV ads, which Irn-Bru is known for, could
Irn-Bru is a carbonated soft drink produced by AG Barr in Scotland since 1901. It accounts for two-thirds of AG Barr's sales and is most popular in Scotland, where it outsells Coca-Cola. Irn-Bru uses a secret recipe of 32 flavors that has been passed down through the Barr family. Advertisements for Irn-Bru emphasize humor and portray the drink as calming and stress-relieving. While Pepsi and Coca-Cola are the top two selling soft drinks in the UK overall, Irn-Bru is the third best selling.
Here are the key points from the survey response:
- The respondent is male, which is Irn-Bru's main demographic
- Their favorite soft drink is Coke, showing Irn-Bru is not their top choice
- They have never drank Irn-Bru before
- Whether an Irn-Bru advert would make them want to try it depends on the quality of the advert
- They think TV is the best advertising medium for Irn-Bru due to the success of previous comedy TV ads
So in summary, this respondent is within Irn-Bru's target demographic but has not tried it before. Their preferences currently lie with Coke. Comedy TV ads, which Irn-
Irn bru pro forma oliver keppie updatedOliverKeppie
The document provides information about the animation industry in the UK. It states that there are around 4,642 animators in England who earn an average salary of £35,207 per year, though some earn up to £63,970. About 46% of animators go directly into the field after their education. The animation industry in London employs around 56% of UK animators. Some key skills needed for animators include artistic ability, patience, communication skills, and attention to detail. Getting a bachelor's degree in fields like computer animation or graphic design can help one get a job as an animator. The animation workforce in the UK grew by 53% between 2004 and 2012.
Irn-Bru is a popular soft drink in Scotland. Job requirements are listed for careers in the video game and animation industries, including facial animator and game designer. Skills and qualifications needed include experience with animation software like Maya, good communication skills, creativity, and a degree or relevant qualifications. Graphic designer roles involve creating visual designs, interpreting client briefs, meeting deadlines, and having a strong portfolio. Research is provided on A.G. Barr, the company that produces Irn-Bru, and their advertising approaches, which commonly use humor and portray luxurious lifestyles. Analysis is given of some Irn-Bru advertisements and how they appeal to audiences. Coca-Cola is identified
The document provides research on the role of a trailer editor, including that the average salary is $244,000 per year but can vary depending on experience. Trailer editors use fast computers, keyboards, mice, headphones, and monitors along with software like Adobe Premiere Pro. The document also notes that it typically takes one week to create a trailer for a Hollywood movie.
The document provides information on various roles in film production such as producer, director, production manager, art director, casting director, edit producer, and graphic artist. It describes the key responsibilities of each role and how they contribute to completing a film production. The roles work together under tight budgets and deadlines to turn the creative vision into a finished film.
The document provides information about Irn Bru, a popular soft drink brand in Scotland. It discusses Irn Bru's history, noting it was first produced in 1901 and changed its name in 1946. It is currently the third best-selling soft drink in the UK, outselling brands like Fanta and Dr Pepper. To advertise, Irn Bru uses humorous television commercials and posters featuring animals or people with witty taglines. The company strongly associates with Scottishness to appeal to Scottish consumers.
The document provides information on infographics and their purpose and benefits, including simplifying complex topics, integrating words and graphics to reveal trends, and being easier to understand than words alone. It also lists some key characteristics of effective infographics, such as being visually engaging, appealing to the target audience, and being supported by other engaging content. Finally, it includes sample bibliographic references and templates for creating an infographic project.
The document provides information about the role of a camera operator, including their responsibilities in setting up equipment, following camera scripts, solving problems, and specializing in areas like studio, outside broadcasts, and on location filming. Camera operators work under the direction of the director and director of photography to decide camera placement and equipment. Technical skills and experience are more important than qualifications for becoming a camera operator.
The document discusses three roles in media that the author has chosen to research: photographer, editor, and screenwriter. For the photographer role, the document provides information on the qualifications needed, typical job stats in the UK, highest paying areas and vacancies for photographers, typical duties and personality traits, and equipment needed to start. It then continues researching the role of photographer with worldwide stats. The document concludes with a bibliography citing sources for the research.
The document discusses research done on the role of photographer for an infographic. It provides details on the qualifications needed to become a photographer, statistics on photographers in the UK such as average salary and percentage self-employed. It also lists the highest paying areas for photographers and current vacancies. Equipment needed to start photography is outlined as well as typical personality traits. Worldwide photography stats are also presented.
The document discusses research done on the role of photographer for an infographic. It provides details on the qualifications needed to become a photographer, statistics on photographers in the UK such as average salary and percentage self-employed. It also lists the highest paying areas for photographers and current vacancies. Equipment needed to start photography is outlined as well as typical personality traits. Worldwide photography stats are also presented.
- Irn-Bru is Scotland's other national drink and has been produced since 1901
- It was originally marketed as a healthy drink to boost energy due to poor sanitation, but is now known for its high sugar content
- The recipe is a closely guarded secret known by only 3 people, and Irn-Bru has had success with funny and memorable advertising campaigns centered around humor
The document provides research on Irn Bru, including facts about its history and composition. It was first made in 1901 and is Scotland's second best-selling soft drink. Only 3 people know the secret recipe for Irn Bru, which has been handed down through generations. Research is also included on the target demographics, competition, and styles of advertising typically used by Irn Bru.
The document provides information about music video directors including their typical salaries, job requirements, and notable directors in the hip-hop genre. Salaries for music video directors range from $128,790 to $38,680 annually but most work is paid per project. Experience with video editing software and cameras is required as well as a creative mindset. Some big names in music video directing include Cole Bennett, Nicholas Jandora, and Kaylum Dennis.
Fintan Sedgwick evaluates his research, planning, and time management for his FMP project. Some strengths identified include the level of detail in his research on existing products and audience research. However, weaknesses include not including enough branding or photography in his research and not asking audience research questions that helped inform his designs. For planning, mood boards were a strength but the mind map could have included more details. Time management suffered as designs were not finished on schedule.
The document provides an analysis of existing clothing brands and products to inform the development of a new clothing line. It examines brands like Off-White, Nike, GOLF, Champion, and others in terms of their branding, designs, target audiences, and photography styles. Key aspects noted include Off-White's prominent branding, Nike's focus on sportswear, GOLF's bright colors, and Champion's photography using distressed posters. The analysis of existing logos, styles from the 1990s to present, and advertising campaigns provides inspiration and guidance on creating a new clothing line aimed at a casual, streetwear audience.
This document provides facts and statistics about the video game industry in the UK. It notes that there are 5,473 people employed in the games sector, with an average income of £30,755. It also shares that 14% of the workforce are freelancers, 48% were recruited directly from education, and there is a gender imbalance with 14% being women. It states that the highest held qualifications are undergraduate degrees and that the West Midlands is the main industry location. Technical directors can earn up to £70,000. Experience is essential for the industry.
This document provides information about the job role of a games artist. It outlines the key responsibilities such as creating visual elements for games like characters, environments, and textures. It also lists the necessary skills like drawing ability, knowledge of anatomy and architecture, and flair for color, composition, and modeling techniques. Different types of games artists are described, including concept artists who design worlds and levels, 3D modelers who build characters and objects, and texture artists who apply surfaces and visual effects. Finally, typical qualifications are mentioned, such as a degree in art or game-related qualifications.
The document provides information about the video game industry and roles within it such as animators and game designers. It summarizes that animators bring characters and environments to life through movement and behavior, while game designers work collaboratively to develop concepts and oversee projects. The gaming industry is growing significantly and was an $80 billion global market in 2014, led by China, the US, and Japan. The UK is also a major market, with the industry employing over 5,500 people and being focused in areas like the West Midlands.
Here are the key points from the survey response:
- The respondent is male, which is Irn-Bru's main demographic
- Their favorite soft drink is Coke, showing Irn-Bru is not their top choice
- They have never drank Irn-Bru before
- Whether an Irn-Bru advert would make them want to try it depends on the quality of the advert
- They think TV is the best advertising medium for Irn-Bru due to the success of previous comedy TV ads
So in summary, this respondent is within Irn-Bru's target demographic but has not tried it before. Comedy TV ads, which Irn-Bru is known for, could
Irn-Bru is a carbonated soft drink produced by AG Barr in Scotland since 1901. It accounts for two-thirds of AG Barr's sales and is most popular in Scotland, where it outsells Coca-Cola. Irn-Bru uses a secret recipe of 32 flavors that has been passed down through the Barr family. Advertisements for Irn-Bru emphasize humor and portray the drink as calming and stress-relieving. While Pepsi and Coca-Cola are the top two selling soft drinks in the UK overall, Irn-Bru is the third best selling.
Here are the key points from the survey response:
- The respondent is male, which is Irn-Bru's main demographic
- Their favorite soft drink is Coke, showing Irn-Bru is not their top choice
- They have never drank Irn-Bru before
- Whether an Irn-Bru advert would make them want to try it depends on the quality of the advert
- They think TV is the best advertising medium for Irn-Bru due to the success of previous comedy TV ads
So in summary, this respondent is within Irn-Bru's target demographic but has not tried it before. Their preferences currently lie with Coke. Comedy TV ads, which Irn-
Irn bru pro forma oliver keppie updatedOliverKeppie
The document provides information about the animation industry in the UK. It states that there are around 4,642 animators in England who earn an average salary of £35,207 per year, though some earn up to £63,970. About 46% of animators go directly into the field after their education. The animation industry in London employs around 56% of UK animators. Some key skills needed for animators include artistic ability, patience, communication skills, and attention to detail. Getting a bachelor's degree in fields like computer animation or graphic design can help one get a job as an animator. The animation workforce in the UK grew by 53% between 2004 and 2012.
Irn-Bru is a popular soft drink in Scotland. Job requirements are listed for careers in the video game and animation industries, including facial animator and game designer. Skills and qualifications needed include experience with animation software like Maya, good communication skills, creativity, and a degree or relevant qualifications. Graphic designer roles involve creating visual designs, interpreting client briefs, meeting deadlines, and having a strong portfolio. Research is provided on A.G. Barr, the company that produces Irn-Bru, and their advertising approaches, which commonly use humor and portray luxurious lifestyles. Analysis is given of some Irn-Bru advertisements and how they appeal to audiences. Coca-Cola is identified
The document provides research on the role of a trailer editor, including that the average salary is $244,000 per year but can vary depending on experience. Trailer editors use fast computers, keyboards, mice, headphones, and monitors along with software like Adobe Premiere Pro. The document also notes that it typically takes one week to create a trailer for a Hollywood movie.
The document provides information on various roles in film production such as producer, director, production manager, art director, casting director, edit producer, and graphic artist. It describes the key responsibilities of each role and how they contribute to completing a film production. The roles work together under tight budgets and deadlines to turn the creative vision into a finished film.
The document provides information about Irn Bru, a popular soft drink brand in Scotland. It discusses Irn Bru's history, noting it was first produced in 1901 and changed its name in 1946. It is currently the third best-selling soft drink in the UK, outselling brands like Fanta and Dr Pepper. To advertise, Irn Bru uses humorous television commercials and posters featuring animals or people with witty taglines. The company strongly associates with Scottishness to appeal to Scottish consumers.
The document provides information on infographics and their purpose and benefits, including simplifying complex topics, integrating words and graphics to reveal trends, and being easier to understand than words alone. It also lists some key characteristics of effective infographics, such as being visually engaging, appealing to the target audience, and being supported by other engaging content. Finally, it includes sample bibliographic references and templates for creating an infographic project.
The document provides information about the role of a camera operator, including their responsibilities in setting up equipment, following camera scripts, solving problems, and specializing in areas like studio, outside broadcasts, and on location filming. Camera operators work under the direction of the director and director of photography to decide camera placement and equipment. Technical skills and experience are more important than qualifications for becoming a camera operator.
The document discusses three roles in media that the author has chosen to research: photographer, editor, and screenwriter. For the photographer role, the document provides information on the qualifications needed, typical job stats in the UK, highest paying areas and vacancies for photographers, typical duties and personality traits, and equipment needed to start. It then continues researching the role of photographer with worldwide stats. The document concludes with a bibliography citing sources for the research.
The document discusses research done on the role of photographer for an infographic. It provides details on the qualifications needed to become a photographer, statistics on photographers in the UK such as average salary and percentage self-employed. It also lists the highest paying areas for photographers and current vacancies. Equipment needed to start photography is outlined as well as typical personality traits. Worldwide photography stats are also presented.
The document discusses research done on the role of photographer for an infographic. It provides details on the qualifications needed to become a photographer, statistics on photographers in the UK such as average salary and percentage self-employed. It also lists the highest paying areas for photographers and current vacancies. Equipment needed to start photography is outlined as well as typical personality traits. Worldwide photography stats are also presented.
- Irn-Bru is Scotland's other national drink and has been produced since 1901
- It was originally marketed as a healthy drink to boost energy due to poor sanitation, but is now known for its high sugar content
- The recipe is a closely guarded secret known by only 3 people, and Irn-Bru has had success with funny and memorable advertising campaigns centered around humor
The document provides research on Irn Bru, including facts about its history and composition. It was first made in 1901 and is Scotland's second best-selling soft drink. Only 3 people know the secret recipe for Irn Bru, which has been handed down through generations. Research is also included on the target demographics, competition, and styles of advertising typically used by Irn Bru.
The document provides information about music video directors including their typical salaries, job requirements, and notable directors in the hip-hop genre. Salaries for music video directors range from $128,790 to $38,680 annually but most work is paid per project. Experience with video editing software and cameras is required as well as a creative mindset. Some big names in music video directing include Cole Bennett, Nicholas Jandora, and Kaylum Dennis.
Fintan Sedgwick evaluates his research, planning, and time management for his FMP project. Some strengths identified include the level of detail in his research on existing products and audience research. However, weaknesses include not including enough branding or photography in his research and not asking audience research questions that helped inform his designs. For planning, mood boards were a strength but the mind map could have included more details. Time management suffered as designs were not finished on schedule.
The document provides an analysis of existing clothing brands and products to inform the development of a new clothing line. It examines brands like Off-White, Nike, GOLF, Champion, and others in terms of their branding, designs, target audiences, and photography styles. Key aspects noted include Off-White's prominent branding, Nike's focus on sportswear, GOLF's bright colors, and Champion's photography using distressed posters. The analysis of existing logos, styles from the 1990s to present, and advertising campaigns provides inspiration and guidance on creating a new clothing line aimed at a casual, streetwear audience.
This proposal outlines a project to design a clothing brand called "Surreal Clothing". The target audience would be male teenagers aged 15-24 from middle and lower-middle class backgrounds. Research was conducted through an online survey and interviews. The project would involve designing colorful, distinctive clothing prints using Photoshop and potentially screen printing them onto shirts. Evaluation would occur weekly and involve getting feedback from others. The schedule outlines weeks for research, experiments, planning, production, evaluation and contingencies. Sources are cited that were used for research.
Fintan Sedgwick evaluates his research, planning, and time management for his FMP project. Some strengths identified include the level of detail in his research on existing products and audience research. However, weaknesses include not including enough branding and photography in his existing products research and not asking audience research questions that helped inform his designs. Regarding planning, mood boards were a strength but the mind map could have included more details. Time management suffered as designs were not finished on schedule.
This document contains a proposal for a final major project (FMP) involving the design of a clothing brand called "Surreal Clothing". The proposal outlines the intended audience as mainly male teenagers from middle and lower-middle class backgrounds. Research was conducted through an online survey. The rationale discusses skills learned in Photoshop, Illustrator, and Premiere Pro and a preference for print design. The concept involves bright, galaxy-inspired clothing designs printed through Photoshop to avoid physical production. A schedule outlines tasks over 10 weeks including research, experiments, planning, production, evaluation, and contingencies.
This proposal outlines a project to design a clothing brand called "Surreal Clothing". The target audience would be male teenagers aged 15-24 from middle and lower-middle class backgrounds. Research was conducted through an online survey and interviews. The project would involve designing graphic prints and patterns for t-shirts and other clothing using Photoshop. Production would include screen printing designs on clothes as well as photography of the finished pieces. Evaluation of the work would occur weekly and include feedback from others. The schedule outlines 8 weeks of production, with tasks including design experiments, planning, production of designs, screen printing, and photography.
Teenagers, specifically males aged 15-24, are the target audience for the proposed "Surreal Clothing" brand. Research found most of the audience to be male, from middle to lower middle class. The clothing aims to appeal to "Emulators" who want to attract others and gain approval. Multiple designs will be created in Photoshop and screen printed on shirts for photography. Feedback will be gathered to evaluate and improve the designs before a schedule of production and evaluation weeks.
Fintan Sedgwick evaluates their research for a production process. They identify several strengths in their research, including the level of detail provided about existing products and brands. However, they also note some weaknesses, such as not including enough information about various price points and brand accessibility. They received mixed feedback from audience research and interviews that affected their understanding of the target audience. Overall, the evaluation highlights both positive and negative aspects of the initial research to inform further improvements.
The document is a proposal for a surreal clothing brand aimed at teenagers. It outlines the target audience as mainly male teenagers from middle and lower-middle class backgrounds. Research was conducted through surveys to understand the target demographic. The proposal discusses the concept for the brand which is to create distinctive galaxy-themed clothing designs. A schedule is provided that outlines the weekly tasks over 10 weeks, including design experiments, production, photography, evaluation and allowing time for adjustments based on feedback. Sources to be referenced are also listed.
The document provides an analysis of existing clothing brands and products to inform the development of a new clothing line. It examines brands like Off-White, Nike, GOLF, Champion, and others in terms of their branding, designs, target audiences, and photography styles. Key aspects noted include Off-White's prominent branding, Nike's focus on sportswear, GOLF's bright colors, and Champion's photography using distressed posters. The analysis of existing logos, styles from the 1990s to present, and advertising campaigns provides inspiration and guidance on creating a new clothing line aimed at a casual, streetwear audience.
Here are my analyses of the audience research from the questionnaire:
Observations:
- More males responded than females, likely reflecting my own social circles.
- Most respondents were younger (16-21), as I have more connections to this age group.
- Very few selected the "Other" gender option, as I don't know anyone who would select that.
What this says about my audience:
- The audience is slightly skewed male due to who I surveyed, rather than gender preferences.
- Younger people are overrepresented for the same reason.
- Not much can be said about other genders from this sample.
How my product can appeal:
- Appeal to both males and
Fintan Sedgwick evaluates his research, planning, and production process for his FMP project. He identifies several strengths in his work, including the level of detail in his research, consideration of different brands and audiences, and inclusion of mood boards and style analysis in planning. However, he also notes weaknesses such as not asking more insightful audience research questions or including a wider range of clothing styles and brands. Overall, Fintan reflects on both positive and areas for improvement in his FMP work.
Fintan Sedgwick reflects on the first six days of production for a branding project. He experimented with different logo designs in Illustrator and Photoshop, settling on a lightning bolt-inspired text design. For subsequent days, he refined the logo design and worked on designs for t-shirts, including a retro-themed text effect with shadows and glows, and paint splash and galaxy designs for a long-sleeve shirt featuring transparent text. On day six, Fintan began a "melting text" design for the back of a shirt but was unsatisfied with the result.
The document proposes a surreal clothing brand aimed at teenagers. The target audience would be mainly male ages 15-24 from middle and lower-middle social classes. Psychographic research found the target audience seeks approval from peers. A variety of gender, sexuality, and class identities would be included in the brand imagery. The creator has skills in Photoshop, Illustrator, and Premiere Pro from this year's learning. A 10-week schedule is proposed including research, design experiments, production, evaluation, and contingencies. References include audience surveys, interviews, tutorials, and examples of successful streetwear brands.
For day 9 of the production process, the document summarizes work on designing t-shirt graphics. The author began by developing a design featuring an astronaut with an alien inside the helmet. After adding effects like dispersion, the author decided it did not look good and reverted it. A paintbrush effect was then added. The author also designed a large stripe on a t-shirt with repeating "XO" lettering, but felt it looked out of place. The goal was to develop multiple designs for t-shirts to choose from.
For day 9 of the production process, the document summarizes work on designing t-shirt graphics. The author began by developing a design featuring an astronaut with an alien inside the helmet. After adding effects like dispersion, the author decided it did not look good and reverted it. A paintbrush effect was then added. The author also designed a large stripe on a t-shirt with repeating "XO" lettering, but felt it looked out of place. The goal was to develop multiple designs for t-shirts to choose from.
Fintan Sedgwick created several logo designs over four days of production for his FMP project. On day one, he designed a lightning-bolt shaped "S" text logo in Illustrator and added effects in Photoshop. On day two, he added a galaxy image and pattern to his alien logo design. On day three, he designed a retro-themed text logo following an online tutorial. On the fourth day, he added shadows and glow effects to the retro text but realized these would not work for screen printing on shirts. He ultimately added a gradient to the retro text colors.
The document provides details on the proposed FMP project titled "Galaxy Clothing". It outlines the target audience as mainly male teenagers from middle and lower middle class backgrounds. Research on existing clothing brands will be conducted to help design subtle and obvious branding for t-shirt designs featuring galaxy patterns. Photography of models wearing the clothing will be taken from different angles and edited in Photoshop. Progress will be evaluated weekly and through receiving feedback from others on design iterations. The schedule outlines the plan for each of the 10 weeks dedicated to pre-production, production, evaluation, and development.
The document discusses several existing clothing brands including Off-White, Nike, GOLF, and others. It analyzes aspects of their branding, photography, designs, and target audiences. Key points made include that Off-White uses bold branding and collaborations to stand out, Nike focuses on sportswear, and GOLF uses bright colors. The document also considers photography angles, lighting, and using models of both genders in photos. Overall, it examines elements of different brands to inform the development of a new clothing line.
The document discusses plans for pre-production of a clothing line with a sci-fi/galaxy theme. It includes details on color schemes inspired by galaxy hex codes, plans to use stock images for designs due to a lack of design/photography skills, and the potential for multiple themes based on different aspects of sci-fi. Font choices are described as unique, abstract styles linking to the theme. Images included on the style sheet could be used for photography, showing different effects that could showcase the designs. Two layout designs for t-shirts are presented, differing in element placement and one including a back design. Photos will be taken from multiple angles to allow for different effects to highlight the clothing details.
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A Brief Introduction About Hanying Chen_Hanying Chen
Vancouver-based artist Hanying Chen boasts extensive skills in writing, directing, producing, and singing, reflecting her diverse talents in the performing arts. As she looks ahead, Hanying is driven to craft a fulfilling career path that harmonizes with her deep passion for artistic expression. In the coming years, she envisions cultivating a balanced life, blending her professional aspirations with her desire to foster meaningful connections in her vibrant urban community.
2. Info-graphic Research:
These are some facts about the video game industry
Games industry-
-5,473 employed in the games sector
-Average income £30,755
-14% Freelancers
-48% recruited direct from education
-There is 14% women in the workforce and there are 86% men in the workforce
-There is a shortage of 74% for technical development in the game industry
-The highest qualifications held are an undergraduate degree, certificate or diploma at 42%
-The main degree subjects studied are ICT practitioners at 30% and animation/Computer Animation/3D/electronic imaging at 13%
-less than 10% of the workforce have disabilities
-The main industry in the UK is based in the west midlands at 39%.
-In the game industry there are only 4% of the qualifications held in A-level in media studies of related subjects
-Also there is 0% of the game industry with advanced higher/ intermediate 2 in media or other subjects from Scotland
-At higher end of the scale in the games industry, technical directors, developers, producers and team managers can earn up to £70,000
and above.
-People working in the game industry usually have really flexible work hours which means you have to work from 9am to 5pm.
You have to have work experience to work in the games industry, because it is essential that you have a portfolio to give examples of the
work that you have done.
3. Info-graphic Research:
The comparison between freelance and permanent employment
is that with a freelance worker who is self-employed and I hired to
work for different companies on certain assignments , the job is
never permanent to that certain job and is more than likely
different every time.
Where as a permanent employment does not have a
predetermined end date to employment, as well in addition to
their wages, they often receive benefits like health care, paid
vacations and sick time and they also contribute to a retirement
plan. The difference between the two is that you do not get sick
pay and benefits when you are a freelancer as you are to blame
for everything that goes wrong where as a permanent worker gets
benefits. As well with a freelancer you have to manage your taxes
by yourself and do not get any help with it as the permanent
workers do.
4. Info-graphic Research:
Put your info-graphic research here. Use this space to collate
information and write notes. If you prefer to write notes on paper,
then scan those notes and add them here.
You will need to copy and paste this slide several times.
These are some facts about the video game industry
Games industry
This is what you need to be to be a level editor-
Have a close attention to detail
Be very imaginative and creative
You need to have a passion for games
Have the ability to work independently
The ability to visualise layouts
Have knowledge of 3D modelling and the firm grasp of game
design principles
The main asset of level editor is defining and creating interactive
architecture for a segment of a game, including the landscape,
buildings and objects
The main facts about the video game industry would
be-
-5,473 employed in the games sector
-Average income £30,755
There is 14% women in the workforce and there are
86% men in the workforce
-There is a shortage of 74% for technical development
in the game industry
-The highest qualifications held are an undergraduate
degree, certificate or diploma at 42%
-less than 10% of the workforce have disabilities
-The main industry in the UK is based in the west
midlands at 39%.
The qualifications you will need to a level editor is that
you need to at least have a degree but it isn’t
necessary, also you could study design, engineering
Also you will usually need to know how to use
industry-standard 3D modelling packages, such as 3D
Max or Maya.
5. Info-graphic Bibliography:
Creative skill set – for infographic research
anon. (.). level editor. Available: https://creativeskillset.org/creative_industries/games/job_roles/334_level_editor. Last accessed 13th
September 2017.
Wikipedia – to find out when they established irn-bru and where they produce it
jimmy wales, and larry sanger. (23rd 2017). Irn-Bru. Available: https://en.wikipedia.org/wiki/Irn-Bru. Last accessed 24th oct 2017.
My super market – to find out how much they sell irn-bru at different stores
.. (2005). Barr Irn Bru. Available: https://www.mysupermarket.co.uk/ tesco-price-comparison/Soft_Drinks/Barr_Irn_Bru_500ml.html. Last
accessed 24th oct 2017.
Bubbl – used to make my mind map for idea about everything that I made
levon. (.). mind map. Available: https://bubbl.us. Last accessed 25th oct 2017.
First class production adverts – this helped me to find out about the different narrative structures
.. (.). Advertising techniques. Available: http://firstclassproductionsadverts.blogspot.co.uk/2012/02/form-narratice-structures.html. Last
accessed 14th November 2017.
Prezi – this helped me to find out other styles of narrative structure and what they do
.. (.). genre and narrative styles of TV adverts. Available: https://prezi.com/6hlhbny1l-jd/genre-and-narrative-styles-of-tv-adverts/. Last
accessed 14th November 2017.
6. Info-graphic:
Put your info-graphic design work here.
This is the design which I came up with
through the day , in my opinion it isn't the
best but it is a start and with the designs I
used I think some of it is good and other
parts are not as good such as the light bulb
above the man I really don’t like because it
stands out like a sore thumb which I don’t
want and then there is the two hands in
the bottom left hand corner which I like a
lot because of the effect which surrounds
them because it looks like the hands are
imprinted into the page and then the
writing stands out so that even though they
don’t stand out at least the text stands out
and is the most necessary thing which you
see instead of the image because they are
all facts.
7. Research:
Describe how you located, retrieved and stored information:
The way I located my information was through a very good website called creative skillset which allows you to go through
any job that you can think of and see the facts and statistics about such as the gender of the workforce in the gaming
industry, as well I located this website through the internet because I needed information about the job that I would
consider doing in the future also I stored the information onto a USB stick and also I stored onto the PowerPoint as it is
very important that I did that. A downside to the website which I used was it didn’t always have a definite answer for
some of the facts it just didn’t have and answer and also the facts where not in-depth as it didn’t show you the exact
amount of people that worked in each department, which I thought would be extremely necessary but it was ok I
managed with the exact amount of people.
8. Audience research:
The clients would be anyone really, things that I would definitely need to
consider would be the Age, gender.
Irn-Bru advertise their product in very strange ways and original as they want to
stand out from the rest of the crowd and don’t want to blend in with the crowd.
The majority of the clients which I saw on the survey where aged 17-19 which I
think would the near the same for the irn-bru as the younger generation drink
more fizzy drinks and the elder generation not as much.
There are more males than females which drink irn-bru where males are at 9
and females at 5, although this isn’t nowhere near the amount of customers
irn-bru have I still think that more men than women would drink irn-bru as
males drink more fizzy drinks compared to women, as well in the survey there
where 10 people who had tried irn-bru and 5 had never tried it, but the
majority of people say they have seen and irn-bru advert before as only 1
person hadn’t seen and irn-bru advert.
In the survey they where asked what there favourite drink was and only 2
people said irn-bru and 5 people said coke and 5 said Fanta, and 2 said don’t
like fizzy drinks.
A.G barr make a wide variety of drinks including rockstar, Rubicon and barr
flavours.
9. Market research:
The main competition for irn-bru would be coke as it is the highest selling fizzy drink in the world, for irn-bru having coke
as a competitor is difficult as they are such a recognisable brand all around the world, and also other competitors would
be any of the main fizzy drink companies such as Fanta, dr.pepper and vimto etc.
In comparison to coca cola, irn-bru have a very strange and new way of advertising there product where as coca cola have
there own way of advertising which is strange but it is very original. Also the target age of other fizzy companies such as
coke being 18-24 year-old age demographic and also for Pepsi there largest audience would be 65+.
Also with coca cola they have good product placement because it is in a lot of very popular movies and tv shows which
have a huge viewing which would increase the amount of coca cola which would be bought, they are in films such s
Jurassic park and hangover.
As well another competitor of irn-bru is Pepsi which does well in product placement because again like coca cola they
have there product imputed into very popular movies , such as World War Z and The Goonies.
The adverts for coca cola are always very vibrant and are based around the season you are in and also the main thing with
the adverts is that coca cola has its own catchphrase with it being ”Taste The Feeling”, where as for irn bru they have very
peculiar adverts and the have a catchphrase which says “ Original & Best” but the bad about irn-bru is that they don’t
advertise well as well as other companies such as coca cola.
10. Production research:
To make sure that my products include the cost and contents I will have to research through different sources to find out
how they make the drink and how much each drink costs as well as finding different locations which the IRN-BRU drinks
are made.
The origin of IRN-BRU is obviously Scotland but it is manufactured in countries all over the world such as Russia , Canada ,
United States and also Norway. These manufacturers are the main source IRN-BRU in different countries around the
world. Bru and other barr products are exported through the world in places such as Asia, Spain and parts of Africa.
As of the 1999 Irn-Bru contained 0.002% ammonium ferric citrate, sugar, 32 flavouring agents including caffeine and
quinine. Also Irn-Bru had controversial colourings which where Sunset Yellow FCF and Ponceau 4R, A.G. Barr agreed to
ban the two colourings but to this day in 2017 IRN-BRU still contains those two colourings.
The price of the Irn-Bru drink varies between each shop for example at Tesco the 500ml bottle of Irn-Bru is £1.15 where as
in ASDA the exact same bottle of Irn-Bru is £1.25 which is a 10p difference between the two shops, so it is just based on
whether or not the shop wants a higher price for their goods or if they want to be cheaper than other shops which sell
the same variety of products just at a different price to each other.
11. For my work I took inspiration for the ending of my game from
images like these two because with a light up street sign they
stand out more that any other signs which you may see
because they are really vibrant and exotic also I really like the
signs which have the lights which flicker on and of because
they are a lot nicer visually than the normal light up street
signs which don’t have the flickering effect which they have.
The image on the bottom is the main reason why i wanted to
make my text and the end of the game to flicker because it
looks really nice and it isn't like the normal ending text which
doesn't’t have anything which makes it stand out because
sometimes it isn't necessary to make these adjustments to the
text because it is just text but I want to use it because of the
vibrant colours and the effect that it is kind of breaking
because if it is flickering on and off it makes it seem as if it is
broken.
Idea Generation:
12. Idea Generation:
Use this space to record your idea generation. Whatever method(s) you use,
get it all together here. Remember you are making three different but linked
products. The reason which I got the idea from this game is because similar to
my advergame in this you have to click things which increase the amount of
points you have and then once you have hit a certain amount then you can
upgrade and buy new things which I have tried to recreate in my advergame
which I have made.
But in this game there is quite a huge difference between this and mine
because in this game it goes really in-depth with the customization and
unlocks which you have because there are objectives that you ned to
complete and then it will give you a certain amount of points which adds on
to your total which is hugely different from mine because I have not gone to
the same depth into the points and unlock system because I didn’t want it to
be to hard to actually create the game as it would be really time consuming
and would take more time than it took with making my advergame than it
already has.
13. Individual Idea:
This section is the ideas
which I came up on my
own but we decided on
someone else's idea as it
was better and more in
depth than what I came
up with and wrote down.
14. Group Idea:
These are idea which we collectively in the group
came up with and is illustrated by tahmed and in
these illustration the two people who act in the
advert are jack and tahmed and I'm recording the
whole thing as I didn't want to play anyone in the
advert.
16. Planning Docs (TV Advert):
Pot. Problem Effect on Production Solution/Control Person Responsible
The camera could break. It would set the time we needed back because we would
need a new camera.
We would have to get a new camera for the filming of it, and also to make sure that this doesn’t happen
we would have to be extremely careful with the camera.
The group.
We may not all be available at the same
time to both film and edit the advert.
It would cause us to take more time in the filming of the
advert and also the editing process.
A solution to this would be to plan a time that the whole group are available to film. The whole group.
We may not have enough props or are
missing props which are needed.
By missing props this would make it so we had either use
what we have and it isn’t as good or go and get them
which would take more time onto our time which we
have.
To make sure that we don’t miss any props would be to make sure that we have all the props before
filming it and also we would have to go and get the props from the shops to make sure we had what we
needed for filming the advert.
The group.
A problem with the planning could be that
we may not be able to do the things we
want to do because of restrictions.
If we couldn’t do the things that we wanted to do we
would have to rethink our ideas and it would take us
more time, and to make sure that we can do the things
we want, in the idea will look at each thing and make sure
that we can do them without struggle.
We will have to look through our ideas and make sure that each and every section that we want, we can
do without any restrictions.
The person who chose
the frames for the
advert.
Some we didn’t want in the shot could
appear
This would cause us to have to re-do that whole section
and it would consume more time than necessary.
A solution to this problem would be to go to an area which has no one around that area, and if there is
someone coming we would stop the recording and wait for them to go and then continue on filming.
Random people.
Not having what we need on time With us not having what we need on time, it will increase
the amount of time which it will take to film it because
one person will need to go and get what we need, and
while they are gone the people remaining cannot do what
they need to because they haven’t got what they need
To solve the problem of not having what we need on time, we will have to make sure that we have a list
of all the items which we need on that day, and this will stop us from having the problem of not having
what we need.
Everyone in the group.
The audio for the camera could corrupt The effect which corrupted audio would be that we would
have to either dub the video or we would have to
completely re-film the whole advert, which would take
double the amount of time because we will have done it
twice.
There is not solution or a way to make sure that the audio does not corrupt so it is all about chance
whether or not it corrupts.
No one can be blamed
for it.
The video file could corrupt in the camera If the camera video file corrupted, we would have to re-
film the entire advert because we wouldn’t have any
content to show. And it would take twice as much time.
Again, the same as the corrupted audio there is no way of stopping the corruption and there is no
solution on of the video file corrupting.
No one is to blame for it.
Someone in the group could be ill so that
they couldn’t attend the filming of the
advert.
This would make it so that we would have to come on
another day where they are all there at the same time so
that they could film the entire thing without a person
missing.
A solution would be to plan a date when someone in the group isn’t ill so that we don’t have to change
any dates that we need.
The person which is ill.
Having no free space on the memory card
for the camera.
If this happens we will have to go and get a new memory
card so that we can actually film the advert so we actually
have something filmed.
A solution for this would be to beforehand when we get the camera we will have to check the memory
card to see if it is free for space. And also, we could bring an extra memory card for the camera.
The person getting the
camera and not checking
it.
The weather If the weather on the day isn’t how we want it for the
advert, we will have to wait for another day where the
weather is how we want it to be.
The solution would be to see which days are what we want and see the days we don’t want, and also
there is no way to control the weather.
No one is responsible.
The lighting The effect which the lighting may have would be, if we
wanted to take a shot but the lighting wasn’t what we
need it to be for that exact shot, we would either have to
wait for the light to change or come back the next day so
it is what we want.
A solution would be to make sure that we film when the light is exactly how we want it, but there is no
way to control the lighting.
No one is responsible
Someone may not want to go to the filming With the person not wanting to be a part of the group we
would have to look for someone else to part of the group
to help.
Make sure that everyone in the group wants to be part of the group and want to film with the group. The person who doesn’t
want to be part of the
group
Someone could hurt themselves during the
filming of it.
This would cause the production of the filming to take
longer than expected.
A solution to someone not getting injured would be to make sure that there is nothing around that
someone could get hurt on.
The person who gets
injured
Contingency Planning
Project Title:
Consider: 1. Technical [camera, equipment,
etc.], 2. Organisational, 3. Logistical and 4.
Personnel
17. Hazard Present
?
Severity Likelihood Risk Factor
1 Alcohol/drugs no n Vu Someone could do something which they are not
supposed to be doing.
2 Animals/insects no n Vu The risk could be someone could hurt an animal.
3 Audiences no n Vu They could interfere with the filming
4 Camera cable/grip equipment no n Vu You could trip over the cables
5 Confined spaces no n Vu Someone could be claustrophobic
6 Derelict buildings/dangerous
structures
no n Vu They could fall on someone and they could get
injured
7 Electricity/gas (other than normal
supplies)
no n Vu Someone could severely hurt themselves on the
electricity
8 Fatigue/long hours no n Vu The person could start to feel dizzy
9 Fire/flammable materials no n Vu They could burn someone and damage the
surroundings
10 Hazardous substances no n Vu They could cause severe damage to someone if not
used properly
11 Heat/Cold/extreme weather no n Vu It could interfere with the camera and break it.
12 Laser/strobe effects no n Vu It could cause someone to have an epileptic fit
13 Machinery/industrial/ crane/hoist no n Vu They could fall and severely injure someone.
14 Materials - glass, non-fire retardant
set materials
no n Vu The glass could smash and injure someone.
15 Night operation no n Vu You could not see where you are going and walk
into the road
16 Noise – high sound levels no n Vl There is no real risk of high sound levels.
17 standard manual handling yes n Vu You could drop some of the equipment and damage
them.
18 Public/crowds no n Vu They could interfere with the filming
19 Radiation no n Vu You could get radiation and get severe permanent
injuries
20 Scaffold/Rostra no n Vu The scaffolding could fall and injure someone
underneath it
21 Smoking on set no n Vu You could affect the people around you.
22 Special effects/explosives no n Vu The special effects/explosions could malefaction and
hurt people around it.
23 Special needs (elderly, disabled,
inexperienced)
no n Vu Someone could hurt a disabled person
24 Specialised rescue/first aid no n Vu Someone could get injured and the first aid could
not get to them
25 Stunts, dangerous activities no n Vu Someone could get seriously injured.
26 Tall scenery/suspended ceilings no n Vu The suspended could fall onto someone and injure
someone
27 Vehicles/speed no n Vu Someone could get hit by a high-speed vehicle and
get severely injured
28 Water/proximity to water no n Vu Someone could fall into a large amount of water
and they may not be able to swim.
29 Weapons no n Vu Someone could accidently hurt each other by hitting
with a weapon which wasn’t intentional.
30 Working at heights no n Vu Someone could fall from big heights and broke some
bones and also someone could have a phobia of
heights.
31 Working overseas no n vu There is no risk of working overseas there isn’t any
risks.
32 Other risks
RISK ASSESSMENT FORM
Title of project
Name and Number
Address
Complete the following table rating
each risks severity on scale from Negligible
(N), Low risk (L), Moderate risk (M), Severe
(S), Very severe (V)
each risks likelihood on scale from Very
unlikely (VU), Unlikely (U), Possible (P), Likely
(L), Very likely (VL)
Determine the risk factor from the table
overleaf.
The reason which we have a risk assessment form is because
we need to make sure that we have all the possible risk which
could occur and how likely each one is to happen in
comparison to whether or not that certain thing is present at
the time of filming, nearly everything Is a no which shows the
filming in general is really safe and next to nothing should
cause any risks when filming.
18. This is the call sheet for the whole filming section,
we have the phone numbers of the people
participating in the recording and also we have our
parent / guardian and also there is the tutor. We
collected the numbers just incase something went
wrong.
19.
20. Planning Docs (Advergame):
This is the proposal for my advergame
which I plan on making I've including
everything which I want In the advergame.
21. These are two of the final designs which I decided to go with but out
of the two which are on the screen I decided to go with the one on the
left as I thought that the blue at the top made it looked better as you
can see all the different dispersion particles coming out and then I
wanted to go with orange as the box because it looked better because
I didn't clash with the other section of orange that I chose.
22.
23. Planning Docs (Print Advert):
Use the Irn Bru Project UAL 2017 presentation to see the planning requirements. Include all the required planning.
You may need to copy this slide several times, so you can fit all the work on here.