2. 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.
Producer
Screenwriter
Storyboard artist
Props master
Animator (Films)
Sound designer
Cinematographer
Camera Operator
Visual effects artist
Animator (Games)
Sound effects editor
Games Artist
3. Info-graphic Research: Storyboard artist
Basically, the story board artist is needed to be able to represent the script with pictures. They will usually work directly
with director to make their visions a reality.
A storyboard artist creates a series of illustrations from a screenplay like a comic book. This is to help the director get a
clear vision of what they need to achieve and helps show what’s needed. Commonly a storyboard would mostly be used
in films with large amounts of action or with CGI where battle scenes, fights, and chases may occur so they may be
visualised and carefully planned. A storyboard artist usually works in the pre-production stage of filming since they must
read the screenplay and discuss with the director the different moods and atmospheres each scene must contain.
Qualifications needed for a storyboard artist would be:
Some form of degree in either fine art, graphics, illustrations or animation
Storyboard artists average £80,487 per year
illustrators is £34,385 per year. The highest earning illustrators average £69,908 per year and the lowest earners average
£14,145 per year
Average wages in the UK 2017 is £27,200, an increase of 1.8% compared with FYE 2016 £26,700
4. Info-graphic Research: Animator
The role of an animator is to portray the movement, behaviour and moods of characters within a game by making best use of the games
engine’s technology, within the platforms limitations.
To do this you must have a knowledge in 2d and 3d animation techniques, be creative and imaginative, have knowledge of full motion
video (FMV), be able to work as part a team and also on your own initiative, be able to take responsibility for, organising your work within
the production schedule, managing files and meeting deadlines, understand the production process, be able to communicate effectively
with other teams and disciplines is essential, have some knowledge of programming ideally, be able to reveal attitude, emotions and
mood through a character’s movement and behaviour, understand the timing and appearance of human and animal movement and facial
expressions, and be able to lip sync, be able to create memorable characters that will appeal to players, have spatial awareness and a feel
for movement over time
The uses of an animator most often is applied to giving life to game characters and creatures, but sometimes animations are also applied
to other elements such as objects, scenery, vegetation and environmental effects. Animators work closely
with Programmers and Artists to create the best balance between smooth seamless movement and optimised performance on the target
platform. They are also usually responsible for the technical processes of rigging and skinning of the characters, which involves creating
an underlying structure rather like the bones of a skeleton and attaching appropriate body parts to each bone. This makes the animation
process itself a lot more efficient
Qualifications needed would usually be an animation-related degree, including games animation
According to Game Developer Magazine's salary survey, animator salaries are heavily dependent on level of experience. Artists and
animators who have less than three years of experience report an average salary of $49,481 per year. Those with between three and six
years of industry experience average $63,214 per year. Those with over six years of experience report significant salary gains, with an
average annual salary of $97,833.
5. Info-graphic Research: Games Artist
Creating visual elements of a game, such as characters, scenery, objects, vehicles, surface textures, clothing, etc. Also creating concept art
and storyboards which help communicate to proposed elements during pre-production.
Must be able to draw from life, be able to convey expressions and emotions, have skills in comic book art and/or storyboarding, be
imaginative and creative, have good communication skills, be able to work to a style guide.
Some games try to look as realistic as possible while others aim for a more stylised look. It is the Artist's job to model and texture
characters and objects to achieve the desired result. The look of a game is often a significant factor in its success, second only to its
playability. There are various specialisms within the art department, including 3D object modelling, character design, textures, and
environments. Each Artist has responsibility for the creation of particular art assets with a game, but there is also a lot of movement
between roles. They might also create artwork for packages, promotional materials and websites.
Concept Artist - usually using traditional materials (e.g. pen and paper) rather than computer software, the Concept Artist sketches ideas
for the game worlds, characters, objects, vehicles, furniture, clothing, etc. They also suggest level designs, colour schemes, and the mood
and feel of the game. Although not involved in creating the actual game art, their concept will shape the look of the game
3D Modeller - builds the characters, objects and environments of the game, including life forms, scenery, vegetation, furniture, and
vehicles, etc. They need to balance visual richness and detail with the limitations of the game's technology
2D/Texture Artist - creates and applies textures to characters, environments and game items, such as the surfaces of walls and floors of
buildings. This is also a highly skilled area, which requires considerable knowledge of lighting, perspective, materials and visual effects
Qualifications needed would be the same as most Artists in the games industry possessing a degree or HND in an art subject, such as fine
art, graphic design or illustration.
Average wages for a games artist is £20,757, but larger companies can pay up to £50,000 a year
6. Info-graphic Bibliography:
Put your info-graphic bibliography here.
Unknown. (N/A). Storyboard Artist. Available:
http://creativeskillset.org/job_roles/3080_storyboard_artist_film
. Last accessed 13th Sep 2018.
MICHELLE BURTON. (2015). Storyboard Artist. Available:
https://www.animationcareerreview.com/articles/storyboard-
artist-career-profile. Last accessed 13th Sep 2018.
For information on wages for storyboard artist
For information on Storyboard artist
Unknown. (N/A). Animator (Games). Available:
http://creativeskillset.org/creative_industries/games/job
_roles/325_animator_games. Last accessed 13th Sep
2018.
Forest Time. (N/A). The Average Salary of a Video Game
3D Animator. Available: https://work.chron.com/average-
salary-video-game-3d-animator-18753.html. Last accessed
13th Sep 2018.
For information on wages for Animator (Games)
For information on Animator (Games)
Unknown. (N/A). Video
Game Artist
Salery. Available:
https://www.payscale.com
/research/UK/Job=Video_G
ame_Artist/Salary. Last
accessed 13th Sep 2018.
Unknown. (N/A). Game
Artist Salaries. Available:
https://www.glassdoor.co.uk
/Salaries/game-artist-salary-
SRCH_KO0,11.htm. Last
accessed 13th Sep 2018.
For information on wages for Games Artist
Unknown. (N/A). Games Artist. Available:
https://creativeskillset.org/creative_industries
/games/job_roles/330_games_artist. Last
accessed 13th Sep 2018.
For information on Games Artists
9. Client research:
Put your client research here.
Things to consider:
Who is your client, what do they make, how do they advertise their products?
Remember the key things we looked at earlier in the project such as narrative, lines of appeal and persuasion.
Use screen shots, images and links to help show your research.
10. Client research:
Put your client research here.
Things to consider:
Who is your client, what do they make, how do they advertise their products?
Remember the key things we looked at earlier in the project such as narrative, lines of appeal and persuasion.
Use screen shots, images and links to help show your research.
11. Client research:
Put your client research here.
Things to consider:
Who is your client, what do they make, how do they advertise their products?
Remember the key things we looked at earlier in the project such as narrative, lines of appeal and persuasion.
Use screen shots, images and links to help show your research.
12. Client research:
Put your client research here.
Things to consider:
Who is your client, what do they make, how do they advertise their products?
Remember the key things we looked at earlier in the project such as narrative, lines of appeal and persuasion.
Use screen shots, images and links to help show your research.
13. Client research:
Put your client research here.
Things to consider:
Who is your client, what do they make, how do they advertise their products?
Remember the key things we looked at earlier in the project such as narrative, lines of appeal and persuasion.
Use screen shots, images and links to help show your research.
14. Client research:
Put your client research here.
Things to consider:
Who is your client, what do they make, how do they advertise their products?
Remember the key things we looked at earlier in the project such as narrative, lines of appeal and persuasion.
Use screen shots, images and links to help show your research.
15. Market research:
Put your market research here.
Things to consider:
What market is your client part of, who is their competition?
16. Market research:
Put your market research here.
Things to consider:
What market is your client part of, who is their competition?
17. Audience research:
Put your audience research here.
Things to consider:
The results of any primary research you conducted about this brand.
Information you found on this audience from secondary sources.
18. Audience research:
Put your audience research here.
Things to consider:
The results of any primary research you conducted about this brand.
Information you found on this audience from secondary sources.
19. Audience research:
Put your audience research here.
Things to consider:
The results of any primary research you conducted about this brand.
Information you found on this audience from secondary sources.
20. 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.
21. 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.
22. 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.
23. 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.
24. Individual Idea:
Write down and overview of your idea here. What is your is that you want to take to the rest of the group?
You can also add some visual elements to help explain your idea.
25. Group Idea:
Put your groups idea here. Agree on what you are doing. You need to work to this concept from here on.
26. Planning Docs (TV 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.
27. Planning Docs (Advergame):
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.
28. 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.