The document discusses pre-production planning for a video game project, including creating character designs, gameplay mechanics, advertisements, and sound effects. It provides examples of pre-production paperwork like a style sheet, color schemes, and production schedule. The goal is to fully develop the concept for an 8-bit turn-based RPG set in a post-apocalyptic world before beginning the production process.
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2. Resources
Pre-production is important for the smooth running of a project. It
is for you to go through final development and organisation for
your project before you start production.
The pre-production tasks you do will depend on your project. You
need to undertake appropriate tasks in order to make your project
work.
A production schedule should be in everyone’s project.
The blue slides are here to give advice. This advice can also be
found in the main lecture. Delete when you don’t need it. Don’t
submit your work with this in.
3. PRE-PRODUCTIONPre-production paperwork for a print production could include:
Risk assessment
Flat plans
Style Sheets
Equipment/Resource list
Contingency plan
Copy (the written part of your work)
Thorough production schedule/ Action Plan
Location Recce for photographs
Budget
Model call sheet
4. PRE-PRODUCTION
Pre-production paperwork for a video game production could
include:
Risk assessment
Sound effect list
Music list
Style sheet or other visual planning
Contingency plan
Scene plan
Thorough production schedule/ Action Plan
Budget
5. PRE-PRODUCTION• Style sheet
– Collection of potential choice you could make for your products visuals
(colours, image styles and fonts). Provide some indication of which ones you
will use, where you will use them and reasons why
– This should explore alternatives to everything- don’t just include one
option. Look at several potential aspects to include and reference the ones
you plan to use and why
• Layout Plans
– Potential designs you could do for your product using images, fonts and
colours from style sheet
6. PRE-PRODUCTION Colour schemes:
This is important for
any visual product.
Talk about the options
you have, the
decisions you are
making and relate
your ideas back to
exiting products and
your target audience.
8. Pre-production
• What are you making?
I am making a concept for a video game including the marketting behind it including posters, adverts, gameplay mechanics and
characters designs. i will also be making sound effects for my game to try and help the viewer visualize the game more. If I have
enough time, I will make clips of gameplay to show how the game will work while being played. Since my game will focus heavily
on the story and characters, I will also do some descriptive writing for lore and will pair this up with a written review about the
game, from the perspective of someone who has played it.
The style of game I am making an 8 bit turn based rpg in an open world, post apocolyptic setting. The main colour scheme will
focus on tonal and natural colours such as browns and greens, this is to help keep the game immersive and have a naturalistic feel
to it.
Why? (What is the purpose of making your Film)
i will be making my game and putting a lot of time into my lore/ story building to help create an immersive story for the players to
get emotionally invested in the story and characters. Creating this emotional connection between the player and the game allows
the player to care more about the game mechanics more and spend more time trying to master them and increase their skill in
the game.
Who is it for? (Audience)
The audience I am aiming my game at is a mature audience of 15+ years. This is because younger audiences don’t appreciate
game mechanics and story as much as older player due to their attention span and interests. Even though my game will be solely
priotising a mature audience, the fact that it is an 8 bit art style means it will have a more niche audience since teenagers prefer a
more photorealistic graphic style. It also caters to players who like turn based combat since it is a slower style of combat from
most action games, but requires more skill than just reflexes and good aim, it requires strategy and timing.
Where will it appear/on what? (How will audience see it)
I will focus my advertising on websites where the more dedicated gamers visit such as reddit or youtube, since more casual
gamers would not appreciate the art and combat style of my game, because it caters to such a niche audience. Placing adverts in
places that more casual games advertise such as modes of transport and sporting events would not be as effective as virtual
advertising due to the type of viewers that sporting events attract compared to certain websites.
Reflection:
9. Pre-production:
.
Sound effect
needed
Type of sound
Steps/ movement sound Low, crunch sound to keep a
grounded and realistic
movement sequence.
Menu navigation High pitched clinking sound
Door opening Squeeking sound, high
pitched
gun fire Different guns will have
different pitches and tempos
but will have a slapstick,
cartoon gun sound
Item buying Stereotypical cash register
sound effect
Individual abilities Explosion sound for grenades,
slash sound for when
shielded, metallic click for
when character aims , 3 class
abilites that when activated
create a shriek sound
Music needed Type of music
Movement section/ idle music Slow, low music, 2 or 3 notes
used
Shop music Medium tempo, high pitched
notes, calmer tone
Menu music Slow tempo, high pitched
Battle music Slow to fast tempo, different
instruments for the different
scenes
Title screen metallic techno music, fast paced
with slow intervals
10. Pre-production: I have decided to use this shade of neon
pink as it has a very artificial and
unnatural tone so it goes well with the
mass industrial futuristic tone in sections
of my game. This colour will be use
scarcely as it can be quite overpowering
and can change the tone of a game if
overrused, making the game more
lighthearted.
Choosing my choice of natural colours
was difficult as I wanted to create a
grounded and semi-serious tone to
the game, but I also wanted to create
an immersive atmosphere with
suitable scenery. The grays and browns
used in the caves for the pokemon
game series works well especially as
the caves are treated as a “scarier”
section of the game the dark and light
browns create a realistic mix of
colours to form the muddy floor which
can be used in sections of my game to
depict dirt but the colours on the
stone has very good detail and helps
to draw the viewers attention towards
the scenery and characters themselves
by not being too detailed and eye
catching, especially due to having
mainly dark greys and black.
12. Contingency Planning
Potential Issue Solution
loss of work Keep saving work, make sure autosave feature
is working
Not present at college Keep work saved on a memory stick so it can
accessed anywhere
File corrupted Save at regular intervels, especially if using
photoshop
running out of time to work using my allocated week to finish any missing
work while also having the option to do work
at home
Keyboard or mouse breaking make sure my files are saved onto a memory
stick so i can switch over to a free computer
Memory stick failing/ losing it making sure all work is saved onto the
computer And replacing memory stick as soon
as possible
13. Production Schedule
Day/Lesson Tasks
first week Focus on creating characters and their roles,
also hoping on makinh my logo
second week create forms of advertising such as posters and
display images for different game stores such as
steam and google play
third week create game designs to show the game
features and how it would work together
fourth week Create a title screen/image showing all the
characters with a city background with multiple
layers
Editor's Notes
Use this space to document whatever pre-production work you did for your project. It will vary from person to person and project to project.
Use this space to document whatever pre-production work you did for your project. It will vary from person to person and project to project.
Use this space to document whatever pre-production work you did for your project. It will vary from person to person and project to project.
Use this space to document whatever pre-production work you did for your project. It will vary from person to person and project to project.