The document is a production log for a video game demo level created by Jack Hurst. Some key details:
- Jack experimented with background frame rates to get the correct running speed. He created gradient backgrounds in purple/orange and blue/white.
- He used guides and effects to add roads and buildings to different background colors. Early designs included 3 streets of varying lengths and styles.
- Further details were added like neon signs, holes to jump over, and trophies at the end of each street. The character and its walking/jumping/falling animations were designed.
- A countdown, trophy flashes, and score updates were added. The game over screen was also designed to
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with background speeds and colors before choosing a blue gradient. Jack designed three streets of varying styles and added signs, buildings, and other details. He animated a character running and jumping through the streets, collecting trophies. When the character falls in a hole, the screen changes to a "Game Over" message. Jack refined the animations, colors, and interfaces to complete the demo level for playtesting.
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with background speeds and colors before choosing a blue gradient. He created three streets of varying styles - a shopping street, residential street, and industrial street. Guides were used to maintain consistent scale and positioning of buildings, doors, etc. The background was later darkened to create a late night look and sign colors were added to identify each street. Holes were added to the ground for the character to jump over. Trophies were created to be collected at the end of each street. The character was designed and animated walking, jumping, and falling through the streets.
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with different background speeds and colors before settling on a blue gradient. Jack designed 3 streets of varying styles and lengths. He added buildings, signs in Japanese, holes to jump over, and trophies to collect at the end of each street. Jack animated a character to run, jump and fall through the streets. He added effects like a countdown, point flashes, and a game over screen. Guides helped Jack keep elements proportioned and aligned throughout the design process.
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with different background speeds and colors before settling on a blue gradient. Jack designed 3 streets of varying styles and lengths. He added buildings, signs in Japanese, holes to jump over, and trophies to collect at the end of each street. Jack animated a character to run, jump and fall through the streets. He added effects like a countdown, point flashes, and a game over screen. Guides helped Jack keep proportional and consistent scaling throughout the design process.
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with different background speeds and colors before settling on a blue gradient. Jack designed 3 streets of varying styles and lengths. He added buildings, signs in Japanese, holes to jump over, and trophies to collect at the end of each street. Jack animated a character to run, jump and fall through the streets. He added effects like a countdown, point flashes, and a game over screen. Guides helped Jack keep proportional and consistent scaling throughout the design process.
- The document outlines the planning and development process for an adventure project involving creating a video game. It describes selecting a story idea, conducting research on existing products, planning various elements of the game like characters, locations, sounds and more. It then discusses designing and animating a demo level for an endless runner game set in Tokyo including creating street backgrounds, buildings, a character, and animations. The goal was to show the character running down streets and falling into a hole to trigger a "game over" screen.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the character, collectable items, multiple levels or biomes, animated characters and effects, vibrant colors, and background music. The analysis provides inspiration for elements to include in the author's own endless runner game.
- The document outlines the planning and development process for an adventure project involving creating a video game, magazine, and other products based on a film idea. It describes selecting a film, researching existing related products, planning colors, layouts, characters, and other elements, creating a demo level of the video game including character and background animations, and developing additional elements like the menu screen and cut scene. The goal was to link all the products together into a cohesive package telling the story and bringing the film idea to life through different creative works.
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with background speeds and colors before choosing a blue gradient. Jack designed three streets of varying styles and added signs, buildings, and other details. He animated a character running and jumping through the streets, collecting trophies. When the character falls in a hole, the screen changes to a "Game Over" message. Jack refined the animations, colors, and interfaces to complete the demo level for playtesting.
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with background speeds and colors before choosing a blue gradient. He created three streets of varying styles - a shopping street, residential street, and industrial street. Guides were used to maintain consistent scale and positioning of buildings, doors, etc. The background was later darkened to create a late night look and sign colors were added to identify each street. Holes were added to the ground for the character to jump over. Trophies were created to be collected at the end of each street. The character was designed and animated walking, jumping, and falling through the streets.
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with different background speeds and colors before settling on a blue gradient. Jack designed 3 streets of varying styles and lengths. He added buildings, signs in Japanese, holes to jump over, and trophies to collect at the end of each street. Jack animated a character to run, jump and fall through the streets. He added effects like a countdown, point flashes, and a game over screen. Guides helped Jack keep elements proportioned and aligned throughout the design process.
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with different background speeds and colors before settling on a blue gradient. Jack designed 3 streets of varying styles and lengths. He added buildings, signs in Japanese, holes to jump over, and trophies to collect at the end of each street. Jack animated a character to run, jump and fall through the streets. He added effects like a countdown, point flashes, and a game over screen. Guides helped Jack keep proportional and consistent scaling throughout the design process.
Jack Hurst created a demo level for a video game set in Tokyo at night. He experimented with different background speeds and colors before settling on a blue gradient. Jack designed 3 streets of varying styles and lengths. He added buildings, signs in Japanese, holes to jump over, and trophies to collect at the end of each street. Jack animated a character to run, jump and fall through the streets. He added effects like a countdown, point flashes, and a game over screen. Guides helped Jack keep proportional and consistent scaling throughout the design process.
- The document outlines the planning and development process for an adventure project involving creating a video game. It describes selecting a story idea, conducting research on existing products, planning various elements of the game like characters, locations, sounds and more. It then discusses designing and animating a demo level for an endless runner game set in Tokyo including creating street backgrounds, buildings, a character, and animations. The goal was to show the character running down streets and falling into a hole to trigger a "game over" screen.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the character, collectable items, multiple levels or biomes, animated characters and effects, vibrant colors, and background music. The analysis provides inspiration for elements to include in the author's own endless runner game.
- The document outlines the planning and development process for an adventure project involving creating a video game, magazine, and other products based on a film idea. It describes selecting a film, researching existing related products, planning colors, layouts, characters, and other elements, creating a demo level of the video game including character and background animations, and developing additional elements like the menu screen and cut scene. The goal was to link all the products together into a cohesive package telling the story and bringing the film idea to life through different creative works.
- The document outlines the planning and development process for an adventure project involving creating a video game, magazine, and other products based on a film idea. It describes selecting a film, researching existing related products, planning colors, layouts, characters, and other elements, creating a demo level of the video game including character and background animations, and developing additional elements like the menu screen and cut scene. The goal was to link all the products together into a cohesive package telling the story and bringing the film idea to life through different creative works.
The document outlines the planning and production process for a video game project called Neon Dash. It describes creating concept art and layouts, designing game levels and characters, developing sound effects and music, and integrating elements in Premiere Pro. It also discusses additional promotional products like a magazine cover, film poster, advertisements, and merchandise to create a cohesive experience. The planning process involved research, style guides, storyboarding, and risk assessments to develop the project from initial ideas to a playable demo level and integrated experience.
The document outlines plans for an adventure film project, including creating a video game demo level, cut scenes, soundtrack, and promotional materials like a magazine cover, posters, and advertisements. Backgrounds and characters were drawn in Photoshop to visualize levels and cut scenes for an endless runner video game. Promotional materials were designed keeping a consistent neon theme across the magazine cover, film poster, bus advert, and billboard. Sound effects and music were recorded and edited to accompany the game sequences.
This document outlines the diary entries for a student's adventure project. It describes the process taken to plan and develop a video game, including: selecting a film to analyze, coming up with initial ideas and storyboards, researching existing products, planning colors, layouts, scripts, sounds, and more. Key parts of development included designing background streets and animating a character for a demo level, creating menu screens, cut scenes, and recording/editing sound effects and music to bring all elements together in the final video game sequence.
This document outlines the diary entries for a student's adventure project. It describes the process taken to plan and develop a video game, including choosing a story idea, researching existing products, planning elements like character designs, backgrounds, and gameplay, creating demo levels in Photoshop, and adding audio/visual elements in Premiere Pro. The student developed a running video game set in Tokyo featuring neon colors and minimal designs, with the goal of the game being to navigate streets and collect trophies before falling into a hole.
This document outlines the diary entries for a student's adventure project. It describes the process of selecting a film to analyze, developing initial ideas for new film concepts, researching existing related products, planning various elements of the project like color schemes and layouts, creating a demo level for a video game including character and building designs, additional screens for the game like the menu and cut scene, integrating all the game elements, and writing a synopsis for the new film idea. The student worked through each section systematically, researching, brainstorming, designing, testing, and refining their ideas.
This document outlines the planning and development process for a video game project. It describes the key tasks completed, including researching existing products, planning game mechanics like character movement and level design, creating concept art and layouts, and developing the game demo level in Photoshop. Details are provided on designing street backgrounds, buildings, and a character sprite, then animating them. Additional elements like menus, cut scenes, soundtracks and sound effects are also planned and produced to bring the game together. Changes made during the process like adding power-ups and more text frames are noted.
The document outlines Max Jones' initial plans for an animation project. He considers making an adventure game inspired by The Elder Scrolls franchise with choice-based gameplay. The game could be set in a fantasy world or space theme. For his mood board, Max includes images from games like Skyrim, The Walking Dead, and The Big Lez Show that influence his style. He maps out a production schedule over 5 weeks for animating characters, backgrounds, and adding interactivity. Max plans to research games like Destiny, Star Citizen, and 8-bit titles for inspiration.
This document analyzes and summarizes several existing video game products including Limbo, Gris, Monument Valley, and Inside. For each game, it describes key aspects of the game's visual style such as color palette, art style, camera angles, character and level design, and how these visual elements enhance the gameplay experience and appeal to audiences. The document aims to learn techniques for crafting compelling visuals and atmospheres from these popular games to apply to the creator's own game design.
- The document analyzes screenshots from existing video games Limbo, Gris, Monument Valley, and Inside to understand their visual design techniques.
- It discusses the color palettes, art styles, camera perspectives, character designs, background textures, and other visual elements used in each game.
- The goal is to learn from these games' effective visuals in order to inform the design of the author's own game, which will use a black and white color scheme.
The document analyzes existing video game products and posters to identify features to include in the author's own work, such as using darker colors like black and white, including textures in backgrounds, and relying on sound effects to convey emotion. Common elements identified across products included narrative-driven gameplay, unique level designs, and evoking different feelings in audiences. The analysis of various styles and approaches will help the author experiment and consider new elements for their own game.
The document analyzes existing video game products and posters to identify features to include in the author's own work, finding that games commonly use darker colors and sound effects to evoke emotion, while posters attract audiences through minimal text, character positioning, and color palettes that match the game's tone. By studying these existing works, the author aims to create immersive atmospheres and intriguing narratives in their own production.
The document summarizes research on existing video games to inform the development of a new animated video game. It analyzes features of Luigi's Mansion like gameplay, atmosphere created through lighting and sound, and dialogue scenes. It also examines Ghosts'n Goblins for art style, character design, and boss battles. Further, it looks at Bubble Ghost's visual style, color scheme, and character design. Animation techniques are also considered from California Games. Common elements like opening pages, color schemes, and music influencing mood are identified for inclusion in the new game.
Madeleine Ross conducted experiments with animating shapes to create an alien creature that blinked and had moving mouth and legs. She also experimented with animating a laser firing at a target and a character changing color when jumping on objects. Ross created a scrolling background and animated a character moving across. For sound, she used BeepBox to create a soundtrack with layered instruments for her game. She reflected that she will take the laser shooting concept and keep characters simple to animate for her final idea.
This document provides details about the pre-production process for a concept video game, including gameplay mechanics, characters, story, and marketing. The game will be an 8-bit turn-based post-apocalyptic RPG with a focus on story and characters. Target audiences are mature gamers ages 15+, as younger audiences may not appreciate the mechanics and story-driven focus. Advertising will target dedicated gamer websites rather than more general audiences. Details are also provided about sound effects, music, color schemes, and font styles being considered to set the retro-futuristic tone. Concepts for character designs, combat mechanics on a grid system, and overworld movement are outlined.
The document provides an evaluation of the student's work on creating an animated dance game. It summarizes their strengths and weaknesses in research, planning, time management, and technical and aesthetic qualities of the game. For research, the student analyzed different game elements but did not research similar existing games. Planning involved character and color designs but the final product differed. Technical qualities like animation and crowd movement needed improvement. Fonts and character designs had mixed success aesthetically. The target audience was 10-15 year olds but better animation was needed to fully appeal to them.
Jack Hurst created a production log documenting his process for designing the background and first street for his endless runner demo level video game. He began by planning out different gameplay options and choosing for the character to fall down a hole and trigger a "game over" screen. He then calculated the number of frames and pixels needed to animate 20 seconds of running across 2.5 streets. Next, he created a gradient background and layers for foreground and background buildings. Different colors were used on each layer to create depth. Guides were used to help align elements consistently. Overall, the production log detailed Jack's planning, design, and layering approach for the demo level background.
Jack Hurst created a production log documenting his process for designing the background and first street for his endless runner demo level video game. He began by planning out different gameplay options and choosing for the character to fall down a hole and trigger a "game over" screen. He then calculated the number of frames and pixels needed to animate 20 seconds of running across 2.5 streets. Next, he created a gradient background and layers for foreground and background buildings. Different colors were used on each layer to create depth. Guides were used to help align elements consistently. Overall, the production log detailed Jack's planning, design, and layering approach for the demo level background.
The document describes the process taken by Josh Brownsword to create an animated character and background for a game. It discusses developing the character's stance and color scheme. It then describes creating the background by drawing a road, lamps, and buildings. Various animation and sound effects were added, including walk and run cycles for the character. Interface elements like buttons and an inventory screen were also created. Finally, an intro scene with a disco ball effect and stars was made to introduce the game. Music and sound effects were integrated by loading the project into video editing software.
The document outlines the planning and development process for an adventure video game project. It describes selecting a film for inspiration, developing initial ideas and a story concept through mind mapping. Research on existing products is discussed. Planning includes creating style sheets, layouts, scripts, and sound design. The production log details developing a demo level with animated background streets, character animations, menus, cut scenes, and soundtracks. Changes and additions are made throughout based on feedback and to improve gameplay elements like power ups. A synopsis for the full film is also written after learning how from various websites.
The document provides a summary of the process taken to create a side-scrolling game. It describes creating different background scenes with blending colors, adding platforms and collectible items. Sound effects were also created to match gameplay elements like jumping and collecting items. The levels were connected by fading the backgrounds together. Finally, everything was compiled in Premiere Pro to create a playable game.
This document outlines the tasks and planning for an adventure project involving creating a video game. It describes developing ideas and storylines, researching existing products, planning layouts and designs, creating a demo level of the game with background streets and a character, designing menu screens and cut scenes, and integrating audio. The planning includes style sheets, advertisements, scripts, sounds, and contingencies. It shows progress on designing game elements in Photoshop and editing them together in Premiere Pro, while refining the design and adding power-ups to break up gameplay.
- The document outlines the planning and development process for an adventure project involving creating a video game, magazine, and other products based on a film idea. It describes selecting a film, researching existing related products, planning colors, layouts, characters, and other elements, creating a demo level of the video game including character and background animations, and developing additional elements like the menu screen and cut scene. The goal was to link all the products together into a cohesive package telling the story and bringing the film idea to life through different creative works.
The document outlines the planning and production process for a video game project called Neon Dash. It describes creating concept art and layouts, designing game levels and characters, developing sound effects and music, and integrating elements in Premiere Pro. It also discusses additional promotional products like a magazine cover, film poster, advertisements, and merchandise to create a cohesive experience. The planning process involved research, style guides, storyboarding, and risk assessments to develop the project from initial ideas to a playable demo level and integrated experience.
The document outlines plans for an adventure film project, including creating a video game demo level, cut scenes, soundtrack, and promotional materials like a magazine cover, posters, and advertisements. Backgrounds and characters were drawn in Photoshop to visualize levels and cut scenes for an endless runner video game. Promotional materials were designed keeping a consistent neon theme across the magazine cover, film poster, bus advert, and billboard. Sound effects and music were recorded and edited to accompany the game sequences.
This document outlines the diary entries for a student's adventure project. It describes the process taken to plan and develop a video game, including: selecting a film to analyze, coming up with initial ideas and storyboards, researching existing products, planning colors, layouts, scripts, sounds, and more. Key parts of development included designing background streets and animating a character for a demo level, creating menu screens, cut scenes, and recording/editing sound effects and music to bring all elements together in the final video game sequence.
This document outlines the diary entries for a student's adventure project. It describes the process taken to plan and develop a video game, including choosing a story idea, researching existing products, planning elements like character designs, backgrounds, and gameplay, creating demo levels in Photoshop, and adding audio/visual elements in Premiere Pro. The student developed a running video game set in Tokyo featuring neon colors and minimal designs, with the goal of the game being to navigate streets and collect trophies before falling into a hole.
This document outlines the diary entries for a student's adventure project. It describes the process of selecting a film to analyze, developing initial ideas for new film concepts, researching existing related products, planning various elements of the project like color schemes and layouts, creating a demo level for a video game including character and building designs, additional screens for the game like the menu and cut scene, integrating all the game elements, and writing a synopsis for the new film idea. The student worked through each section systematically, researching, brainstorming, designing, testing, and refining their ideas.
This document outlines the planning and development process for a video game project. It describes the key tasks completed, including researching existing products, planning game mechanics like character movement and level design, creating concept art and layouts, and developing the game demo level in Photoshop. Details are provided on designing street backgrounds, buildings, and a character sprite, then animating them. Additional elements like menus, cut scenes, soundtracks and sound effects are also planned and produced to bring the game together. Changes made during the process like adding power-ups and more text frames are noted.
The document outlines Max Jones' initial plans for an animation project. He considers making an adventure game inspired by The Elder Scrolls franchise with choice-based gameplay. The game could be set in a fantasy world or space theme. For his mood board, Max includes images from games like Skyrim, The Walking Dead, and The Big Lez Show that influence his style. He maps out a production schedule over 5 weeks for animating characters, backgrounds, and adding interactivity. Max plans to research games like Destiny, Star Citizen, and 8-bit titles for inspiration.
This document analyzes and summarizes several existing video game products including Limbo, Gris, Monument Valley, and Inside. For each game, it describes key aspects of the game's visual style such as color palette, art style, camera angles, character and level design, and how these visual elements enhance the gameplay experience and appeal to audiences. The document aims to learn techniques for crafting compelling visuals and atmospheres from these popular games to apply to the creator's own game design.
- The document analyzes screenshots from existing video games Limbo, Gris, Monument Valley, and Inside to understand their visual design techniques.
- It discusses the color palettes, art styles, camera perspectives, character designs, background textures, and other visual elements used in each game.
- The goal is to learn from these games' effective visuals in order to inform the design of the author's own game, which will use a black and white color scheme.
The document analyzes existing video game products and posters to identify features to include in the author's own work, such as using darker colors like black and white, including textures in backgrounds, and relying on sound effects to convey emotion. Common elements identified across products included narrative-driven gameplay, unique level designs, and evoking different feelings in audiences. The analysis of various styles and approaches will help the author experiment and consider new elements for their own game.
The document analyzes existing video game products and posters to identify features to include in the author's own work, finding that games commonly use darker colors and sound effects to evoke emotion, while posters attract audiences through minimal text, character positioning, and color palettes that match the game's tone. By studying these existing works, the author aims to create immersive atmospheres and intriguing narratives in their own production.
The document summarizes research on existing video games to inform the development of a new animated video game. It analyzes features of Luigi's Mansion like gameplay, atmosphere created through lighting and sound, and dialogue scenes. It also examines Ghosts'n Goblins for art style, character design, and boss battles. Further, it looks at Bubble Ghost's visual style, color scheme, and character design. Animation techniques are also considered from California Games. Common elements like opening pages, color schemes, and music influencing mood are identified for inclusion in the new game.
Madeleine Ross conducted experiments with animating shapes to create an alien creature that blinked and had moving mouth and legs. She also experimented with animating a laser firing at a target and a character changing color when jumping on objects. Ross created a scrolling background and animated a character moving across. For sound, she used BeepBox to create a soundtrack with layered instruments for her game. She reflected that she will take the laser shooting concept and keep characters simple to animate for her final idea.
This document provides details about the pre-production process for a concept video game, including gameplay mechanics, characters, story, and marketing. The game will be an 8-bit turn-based post-apocalyptic RPG with a focus on story and characters. Target audiences are mature gamers ages 15+, as younger audiences may not appreciate the mechanics and story-driven focus. Advertising will target dedicated gamer websites rather than more general audiences. Details are also provided about sound effects, music, color schemes, and font styles being considered to set the retro-futuristic tone. Concepts for character designs, combat mechanics on a grid system, and overworld movement are outlined.
The document provides an evaluation of the student's work on creating an animated dance game. It summarizes their strengths and weaknesses in research, planning, time management, and technical and aesthetic qualities of the game. For research, the student analyzed different game elements but did not research similar existing games. Planning involved character and color designs but the final product differed. Technical qualities like animation and crowd movement needed improvement. Fonts and character designs had mixed success aesthetically. The target audience was 10-15 year olds but better animation was needed to fully appeal to them.
Jack Hurst created a production log documenting his process for designing the background and first street for his endless runner demo level video game. He began by planning out different gameplay options and choosing for the character to fall down a hole and trigger a "game over" screen. He then calculated the number of frames and pixels needed to animate 20 seconds of running across 2.5 streets. Next, he created a gradient background and layers for foreground and background buildings. Different colors were used on each layer to create depth. Guides were used to help align elements consistently. Overall, the production log detailed Jack's planning, design, and layering approach for the demo level background.
Jack Hurst created a production log documenting his process for designing the background and first street for his endless runner demo level video game. He began by planning out different gameplay options and choosing for the character to fall down a hole and trigger a "game over" screen. He then calculated the number of frames and pixels needed to animate 20 seconds of running across 2.5 streets. Next, he created a gradient background and layers for foreground and background buildings. Different colors were used on each layer to create depth. Guides were used to help align elements consistently. Overall, the production log detailed Jack's planning, design, and layering approach for the demo level background.
The document describes the process taken by Josh Brownsword to create an animated character and background for a game. It discusses developing the character's stance and color scheme. It then describes creating the background by drawing a road, lamps, and buildings. Various animation and sound effects were added, including walk and run cycles for the character. Interface elements like buttons and an inventory screen were also created. Finally, an intro scene with a disco ball effect and stars was made to introduce the game. Music and sound effects were integrated by loading the project into video editing software.
The document outlines the planning and development process for an adventure video game project. It describes selecting a film for inspiration, developing initial ideas and a story concept through mind mapping. Research on existing products is discussed. Planning includes creating style sheets, layouts, scripts, and sound design. The production log details developing a demo level with animated background streets, character animations, menus, cut scenes, and soundtracks. Changes and additions are made throughout based on feedback and to improve gameplay elements like power ups. A synopsis for the full film is also written after learning how from various websites.
The document provides a summary of the process taken to create a side-scrolling game. It describes creating different background scenes with blending colors, adding platforms and collectible items. Sound effects were also created to match gameplay elements like jumping and collecting items. The levels were connected by fading the backgrounds together. Finally, everything was compiled in Premiere Pro to create a playable game.
This document outlines the tasks and planning for an adventure project involving creating a video game. It describes developing ideas and storylines, researching existing products, planning layouts and designs, creating a demo level of the game with background streets and a character, designing menu screens and cut scenes, and integrating audio. The planning includes style sheets, advertisements, scripts, sounds, and contingencies. It shows progress on designing game elements in Photoshop and editing them together in Premiere Pro, while refining the design and adding power-ups to break up gameplay.
The document summarizes the process of creating a 2D platformer game. It describes how the student created the background at different levels using various tools in Photoshop. It also details how they designed the character and coins to collect. Frame by frame animation was added to give the loading and jumping effects. Sound effects were made to provide feedback on collecting coins or dying. Finally, the video and audio were combined and exported for sharing.
The document describes the process of creating a game landscape and environment in three stages:
1. The background landscape was created first using the pencil tool to draw rocks, dirt, hills of varying opacity to add depth and detail.
2. Interactive elements like a red house and vault were added, with the vault containing an animation of a hatch and box opening.
3. A bomb explosion scene transition was made appealing through a gradual fade to black and back through 8 layers of varying opacity black to make the change smooth.
1) The document describes the process of creating a multi-level space-themed game, including designing levels, enemies, the player ship, and audio.
2) Key aspects of level design included using layers in Photoshop to add textures and animate damaged states. Enemies and obstacles were designed to fit each level's theme and difficulty.
3) Audio was created using BeepBox for consistent background music and sound effects across levels. Premier Pro was used to speed up clips for a more game-like feel.
Alice created the home screen, background, and platforms for her jungle-themed game. She designed challenges like pits of fire and water and added collectible items. Alice animated her character walking and using tools like ladders and bows to pass obstacles. She added a main menu, completed the animation, and exported the final game with custom music and sound effects.
Madeleine Ross reflects on the process of creating a game production. She began with a welcome menu to introduce players to the game. Throughout development, she referred to her pre-production color scheme to maintain consistency. Gameplay elements like houses, monsters, and layers were created using pixel art tools in Photoshop then exported and edited together with sound effects in Premier Pro. Additional levels were added, like a boss battle, to extend the gameplay time. Attention to detail and iterative improvements helped produce a cohesive pixel art game.
Ewan Wild created backgrounds and animations in Photoshop for a basketball game. This included designing a basketball court, hoop, and stadium audience. Character layers were duplicated and adjusted frame-by-frame to create running and action animations. Sounds were made in Beepbox and added together with the videos in Premier. The production involved designing scenes, animating characters, and compiling all elements into a final video.
The document provides a detailed production reflection from an artist named Abi Long. They began by establishing a color scheme and sketching rough designs for two supernatural creatures - a deer-like creature and a rabbit-like creature. Abi then worked on animations, room designs, puzzles, a song, character close-ups, and a main room to complete assets for a horror game. They reflected on strengths and areas for improvement in their pixel art and character designs. Due to time constraints, some additional planned rooms and assets had to be cut from the final project.
Andreas experimented with creating pixel art assets for different types of games. For an infinite runner game about an alien escaping Area 51, he designed the alien character with green skin and a purple suit to look unusual. The background was dark and dreary to motivate the alien's escape. For a match-3 cookie swap game, he designed different cookie types like circles with dots and gingerbread men. The background was a gray tray over brownies. For the game sound, he used BeepBox to make an 8-bit style song with a fast-paced main beat to match the chasing theme. Elements he may include are adding tone to colors, backgrounds that fit themes, character movement, and backing music to make the
The student created pixel art assets for different game ideas using Photoshop. For an alien escape game, the student designed an alien character with green skin and a purple suit to look unusual against a dark, dreary background representing Area 51. For a match game inspired by Candy Crush, the student designed cookies like circles with dots and a gingerbread man to lay out randomly on a gray tray. The student reflected that they may include adding tone to colors, fitting backgrounds, character movement details, fast-paced music, and backing sounds in their final game based on these experiments.
The document describes Jay Birkin's process of experimenting with different music and art programs to create assets for a video game project. Jay plans to create their own soundtrack using GarageBand or BeepBox. They watched tutorials on using GarageBand and the basics of music production. Jay also explored tutorials for pixel art, isometric art, and walk cycle animation in Photoshop. They documented their process for each experiment, including steps taken and things learned. The experiments aimed to help Jay develop skills for their final video game production.
This document summarizes the processes used to create various assets for a game project, including a game case design, character sprites, menu icons, merchandise designs, and a demo animation. For each asset, the creator describes the steps taken and notes areas that could be improved if more time was available, such as adding more unique details to character sprites or smoothing transitions in the animation.
The document summarizes key aspects of several existing endless runner games that the author is researching for their own endless runner game. The games analyzed include Mr Jump, Subway Surfers, and Crossy Road. Common features identified across the games include a side-scrolling perspective, obstacles that move towards the player, collectable items, multiple levels or biomes, animated characters and effects, and upbeat background music. The analysis of each game provides details on its gameplay mechanics, visual design, and audio to help inform the development of the author's new endless runner.
The document discusses the process of creating a horror game. It describes how the student created different stages for the game, each with their own dark, creepy atmosphere and details to make the environment feel lived in. Speech cards and clues were added throughout to guide players and give context to the main character. Additional stages were created halfway through to improve the gameplay experience. A main menu was also added later to set the tone and theme of the game.
This document summarizes Abi Long's process in creating a magazine cover and contents page based on the video game Portal. Abi went through several design ideas before settling on a colorful cover featuring game characters and text warped through portals. For the contents page, Abi used elements from the Portal 2 comic lab rat to create a multi-colored listing of fictional magazine articles, including subtle references to games' jokes and plot points. The document outlines Abi's creative process of incorporating Portal elements and Easter eggs while designing an engaging magazine spread.
This document outlines an idea for a knitting magazine. The creator wants to expand their graphic design portfolio and try a unique design project on a topic they are passionate about - knitting. They hope the magazine will inspire people to take up knitting and help normalize it as a hobby for men. The magazine's style will be crafty yet bold to reflect the creativity of knitting. It will have a minimalist layout merged with a wide color scheme to achieve a balance of simple and busy aesthetics. This style choice is meant to portray that knitting can be both colorful and simple.
This document outlines an idea for a fitness magazine that would celebrate people's hard work and body image in order to help those uncomfortable with their bodies see what can be achieved. The creator wants to research existing fitness magazines for inspiration and experiment with photography techniques like lighting, coloring, and composition as they have no prior modeling experience. They envision a minimal, monochrome style with occasional color accents to highlight key aspects and a darker tone to represent the mental strength of working out and make the magazine appeal to both men and women. The goal is to motivate the audience by showing what different bodies can achieve through fitness.
The document discusses a student's final major project idea involving illusion photography. The student wants to create prints for posters and magazines using perspective and size manipulation to play with how images are perceived. The goal is to develop photography and Photoshop skills while getting audiences to think differently about perspective through a cartoony style with small figures.
The artist proposes a series of prints featuring a single color or range of shades. They are interested in exploring color theory and see potential in different ways color can be used. Research will focus on existing color-based art projects and how they incorporate prints. The goal is for viewers to notice color more in everyday life rather than screens. The project style will involve minimal photography and an emphasis on post-production to create a range of shades or colors within a shade. This style was chosen to allow more focus on the post-production phase.
Jack Hurst is applying to study Management and Entrepreneurship or Graphic Design at York St John University. He achieved strong GCSE results including grades 7-9. He is currently studying an Extended Diploma in Creative Media at college which has developed his graphic design and software skills. Jack has work experience in restaurants and cafes and plays tennis and netball. He is interested in entrepreneurship, property development, and graphic design as future careers. University will allow him to further develop the skills needed for these fields.
Jack Hurst is applying to study Management and Entrepreneurship BA (Hons) or Graphic Design BA (Hons) at York St John University. He achieved strong GCSE results including grades 7-9 in subjects like English, Maths, and Science. Currently, he is studying an Extended Diploma in Creative Media at college where he is gaining skills in software like Photoshop. Jack has work experience in restaurants and cafes and plays tennis and netball. He believes either course will help him to pursue his goals of starting his own business or becoming a graphic designer.
This document discusses plans for a new energy drink brand called Pronto Punch. It considers options for can designs for original and orange flavors, looking at packaging of existing brands. Ideas are presented for the logo, can design, and font. A marketing plan is outlined, targeting 16-30 year olds, especially males. Research shows the global energy drink market was worth $53 billion in 2018 and is projected to grow to $86 billion by 2026. Social media strategies of top brands like Red Bull and Monster are analyzed, with both relying heavily on Twitter promotion.
Jack Hurst is applying to study Management and Entrepreneurship or Graphic Design at York St John University. He achieved strong GCSE results including grades 7-9. He is currently studying an Extended Diploma in Creative Media at college where he is gaining skills in software like Photoshop. Jack wants to start his own business and ultimately go into property development. He believes the management course will help with this goal or allow him to become a manager. His other option is graphic design which he enjoys from his current course. Jack has relevant work experience and plays sports, helping him work individually and collaboratively. He is looking forward to focusing his studies at university.
The document provides instructions for a series of photography experiments to improve DSLR and photography skills. It includes experiments on composition techniques like the Rule of Thirds, as well as challenges to take photos of shadows, reflections, close-ups, different angles of one object, textures, different colors, and using negative space. Learners are instructed to take example photos for each section and may take multiple shots to choose from.
The document provides instructions for a series of photography experiments to improve DSLR and photography skills. It includes experiments on composition techniques like the Rule of Thirds, as well as subjects like shadows, reflections, close-ups, textures, and colors. For each experiment, photographers are instructed to take example photos applying the given technique or capturing the specified subject, and add them to presentation slides.
Jack Hurst is applying to study Management and Entrepreneurship or Graphic Design at York St John University. He achieved strong GCSE results including grades 7-9. He is currently studying an Extended Diploma in Creative Media at college where he has developed skills in software like Photoshop. Jack wants to start his own business and ultimately go into property development. He believes the management course will help with this goal or allow him to become a manager. His other option is graphic design which he has enjoyed exploring in his current course. Jack has relevant work experience in restaurants and cafes. He plays sports individually and on teams, helping skills like working independently and collaboratively. University will allow him to specialize and
Jack Hurst is applying to study Management and Entrepreneurship or Graphic Design at York St John University. He achieved strong GCSE results including grades 7-9. He is currently studying an Extended Diploma in Creative Media at college where he has developed skills in software like Photoshop. Jack wants to start his own business and ultimately go into property development. He believes the management course will help with this goal or allow him to become a manager. His other option is graphic design which he has enjoyed exploring in his current course. Jack has relevant work experience in restaurants and cafes. He plays sports individually and on teams, helping skills like working independently and collaboratively. University will allow him to specialize and
Jack Hurst conducted research on existing clothing brands to inform the planning and production of his own brand. He analyzed websites, photos, products, and advertisements to develop ideas. Audience research provided insights into target demographics and pricing. Planning included a production schedule, designs, website structure, photos, and safety protocols. Time was managed well, allowing extra work like posters to be completed ahead of deadlines. Overall, thorough research and planning supported effective time management and successful completion of the production project.
The document provides details of the logo design process for a brand called "Let The Sun Smile". Key points include:
- The brand name and slogan were chosen as "Let The Sun Smile" and "Let's Smile As One" respectively after considering various options.
- The logo was designed in Photoshop with an orange sun outline and lowercase text. Various color options for the logo were created.
- T-shirt designs pairing the logo with words related to mental health in different colors were made. Product photos of the t-shirts were taken.
- A website template was chosen and adapted to the brand with orange accents, logo placement, and slideshows of the product collection
The document provides a summary of the website for the clothing brand Future Self. Key points include:
- The website has a minimal, monochrome design with white, black and photos to draw attention.
- Product categories are shown through an initial slideshow and additional sections.
- Photos on the website were taken during outdoor photo shoots with natural lighting.
- Individual product pages could be improved by making the pages longer and adding social media.
- The brand's Instagram utilizes photos from shoots and color schemes to showcase new collections.
- Looking at other brands' websites provided inspiration for designing accessible and visually appealing pages.
Jack Hurst is planning a pre-production process for creating a clothing brand to raise awareness of mental health issues. He will design t-shirt prints, take product photos in a studio, and conduct an outdoor photo shoot. He will use the photos for his website and to create a video advertisement. Hurst has created a production schedule spanning 5 weeks to design the products, take the photos, build the website, and finish the video advert. He has also drafted plans for the photo shoots, website design, and contingency measures in case of technical issues.
Jack Hurst proposes a project to create a clothing brand called "let us see your smile" from March to June 2021. The project will involve web design, photography, and print and video advertising. Jack will design t-shirts, take photos for the website, and create a promotional video advert. He will use software like Premiere Pro and After Effects. The goal is to spread positivity and help people's mental health during lockdown. Jack will evaluate the project weekly with a diary and provide a final evaluation of each part and the overall project.
Jack Hurst has been working on various elements of his FMP project over 5 weeks. He completed initial proposals, research on existing products, and audience research through a survey. This helped him develop and expand his ideas. In later weeks, he designed his brand logo, planned his product designs and photo shoot, and created a production schedule. He feels his research and planning has helped his project progress well.
The document provides details of the logo design process for a brand called "Let The Sun Smile". Key points include:
- The brand name and slogan were chosen as "Let The Sun Smile" and "Let's Smile As One" respectively after considering various options.
- The logo was designed in Photoshop with an orange sun outline and lowercase text. Various color options for the logo were created.
- T-shirt designs pairing the logo colors with positive words were made using transfer paper. Product photos of the designs were taken.
- A website template was chosen and adapted to the brand with orange accents, logo placement, and slideshows of the product collection.
This document contains a production log for Jack Hurst detailing the process of developing a brand name, slogan, and logo for a new company focused on promoting positivity and community. Several potential brand names are considered before settling on "Let The Sun Smile". Accompanying slogans are then developed and matched to the chosen name. Different logo designs are sketched out and refined in Photoshop before finalizing colored and monochrome versions. Initial t-shirt designs are also explored by selecting an appropriate font and pairing it with words representing the brand's message.
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ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Article: https://pecb.com/article
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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
2. Video Game – Demo Level
To start with I have experimented with
different numbers of frames for the
background to be able to get the
correct speed for running. This helped
me to decide how long my background
needs to be for my demo level.
I have used the gradient tool to create
an ombre designs with different
colours. I thought the purple and
orange looked good as it looks like a
low sunset. I also tried the blue fading
into the white which looks like the sky
just before sunset on a darker night. I
decided to choose the blue background
as it is a more neutral colour compared
to orange and I am using orange for the
neon lights in the first street.
A problem I found with the gradient
tool was that it covered my rectangle
on a different layer, so I had to go to
effects and colour overlay to bring back
the grey I chose to create the road.
Here is the layer with the colour overlay setting.
In the orange background you can see the
rectangle is orange whereas in the blue
background, you can see the rectangle is grey.
Here is a section of my design as I
haven’t done much yet. I have started
to use guides to help create a finished
look with the floors being at the same
height and the doors and handles all
being at the same height.
Above I have shown the 3 streets I have created for my demo level. I decided to make
the streets longer so the 2nd street 200 pixels longer than the 1st street, so the
trophies are further apart meaning the player won’t get the bonus points as easily.
I have created the first street to be more of a shopping street with more buildings as
shops and with larger windows, I have created the second street to be more
residential with more taller buildings for flats and I have created the third street to be
more industry based with offices and cafes. I think this works well as it meant each
street is more individual but keeps the same style as the others, meaning you can tell
you are in the same city. I could have added more taller buildings as Tokyo has a high
population density so there are lots of skyscrapers but if I made the game, I would add
a street full of skyscrapers to show the demand for housing.
As you can see, I have used guides to help me as I waned to keep the scale through
the whole game. I used a guide to keep the ground, first and second floor at the same
level. I used a guide to keep the door and door handles at the same height to create a
more finished look. This helped me as it would have ended up looking messy and it is
hard to use the rulers at the side to get the correct pixels.
3. Video Game – Demo Level
First, I decide to change the background to be darker than before to create a late-night look. Straight away I
knew this looked better than the brighter blue, however the buildings didn’t go with the background. To fix
this I used the bucket tool to change the colour of each street to be darker shades, so they didn’t standout
as much. I also decided to darken the ground to go with the theme which looked better as it isn’t the main subject I wanted the viewer to focus on
when they saw the game. For the first street, I didn’t have to change the colours as the were quite dark, but I did have to think about the ground, so
the buildings didn’t blend in. To help with this I made the top layer black to separate the 3 greys. For the second street I changed the buildings to
darker shades of the first colours to keep the contrast the same which meant the buildings didn’t pop out as much as they did. For the third street, I
changed the buildings to dark reds as the black and grey didn’t contrast enough from the ground. I decided to go for red because I had seen lots of red
when looking at Tokyo for inspiration. Overall, I am happier with this background and colour scheme as the it creates a late-night look and the colours
are toned down compared to my first choice. This design will support my film and advertisement as I wanted the late-night look.
To the left I have shown the stars I have added to
the sky. First, I tried more stars and then I tried less
stars to compare which looks best with my design. I
like the fewer stars rather than the more stars as it
creates a more minimal look which is what I went for when designing the streets. I also think that having the less stars helps the player focus on
jumping rather than being distracted by other subjects in the background. I will be using the fewer stars in the background to go with my minimal look
throughout the game design.
4. Video Game – Demo Level
Above, I have shown how I have chosen the colours for each street when adding the signs. For the 1st street I wanted red and orange, as it was my original
pairing when thinking out the advertisement of the film idea. For the 2nd and 3rd street I wasn’t sure what would work the best, so I tried pink and purple on
the 2nd street with blue and green on the 3rd street. To compare my options, I then swapped them around so blue and green are on the 2nd street with pink
and purple on the 3rd street. After doing this I then decided that the blue and green looked better on the 2nd street as the marron buildings will fit in with the
pink and purple analogous colour scheme. This has worked out well as they are all analogous colour schemes, making the background more aesthetic.
Using Adobe Colour helped me to create colour schemes that fit with each section of my design, as it is an easy use website.
Here are my colour schemes for each street:
Above I have shown the process of creating the signs to add the accent colours. I started of by creating the outlines for the signs on top of many buildings, as
in Tokyo the signs stick out from the shop which I couldn’t do in 2D. I then used the bucket tool to fill the signs in with 6 colours depending on the street.
With the pairing of colours, I alternated between them to separate the buildings easier which made the background easier to look at when playing the game.
I then added Japanese writing to the signs to show that the game is set in Tokyo as the neon signs with Japanese writing is all over Tokyo’s streets. Adding
the signs made was the aspect that change the whole look as before it looked like any street which isn’t what I wanted for my design, I wanted the player to
know that they are in Tokyo, running through the streets, late at night.
5. Video Game – Demo Level
I have added a new layer to create holes in the ground for the
character to jump over. I have used a rectangle to create a 20x10
pixel box and then used the gradient overlay to add a gradient. I
have done this to create a more realistic looking hole in the
ground as I first tried a solid black rectangle which didn’t look
realistic. Using the gradient has worked better as there would be light hitting the top part of the
hole which slowly looses light the further down you go. I made the gaps similar between 2 holes
but shorten the gap for each level to make the game harder and harder every street.
Above is the process on how I created the trophies for the
end of each street. I found a pixel art trophy to give me a
guide then created my own and thought it could be too big,
so I created a smaller trophy but I didn’t have the same
effect as the larger trophy. Once I decided on the larger
trophy, I chosen between a darker or lighter grey and went
with the lighter grey as it looks more like silver. To make
each trophy individual, I added 2 stripes which are the
accent colours for the street they have just completed. I
created the trophy to be with the background but thought
that I wouldn’t be able to make the trophy disappear to
show the character has collected the trophy. To solve this
problem, I will create the trophy when animating my
character so I can create a little sequence for collecting it
When I had drawn the legs and arms for all the stages, I
needed to add the trail as it is the main aspect linking my
products together. I wasn’t sure what colour to choose so I
tried Neon Blue, Light Blue and Neon Green to compare to
the background and I chose the Neon Blue. To help me keep
the trail the same length, I used guides to draw in between.
After moving my background to a 80x120 pixel
document, I used the tween tool to add 300 frames
between the start and the end of the background.
Once I had enough frames to create a realistic
speed for the background, I began to design my
character with the walking, jumping and falling
processes to go with the game. When designing my character I thought about the scale compared
to the buildings and decided to make the character 16 pixels high, 6 pixels for the legs, 6 pixels for
the torso and 2 for the head. I also decided to go with black clothing as the characters in the
advertisements are wearing black clothing as well. I also made the left arm and leg lighter than the
black so the character can be made to look more realistic as you can tell what each limb is doing.
To create the walking, jumping and falling process, I had to create a separate layer for each
movement. To make this easier I add a body layer so the character stayed in the same place for the
whole game and I could turn on the layer for the arms and legs. Doing this took lots of thinking as I
had to think about how the character will land and carry on running, how the character will move in
the air and how the character will move when falling into the hole. Once I got this, I knew my game
looks realistic due to the scale and speed.
6. Video Game – Demo Level
To make the character look more
realistic every time they jumped, I
used guides to make sure that the
character stayed in the same place
on the screen and jumped the
Once the character was drawn to how I wanted it, I began to select
the layers for each frame so the character looked like it was walking
and jumping. For my first attempt, I tried 8 walking layers but when
I created the sequence, it looked like the character was walking not
running so I halved the movements to speed up the process. Doing
this meant that my final product will look more realistic as it is a
endless running game. After changing the processes, I had 4 layers
for walking, 5 layers for jumping and 11 layers for falling as every
frame at the end need a new layer. With these layers I could make
my character run and jump through the first and second street and
then fall down in the third street. To make the jumping process
more realistic, I moved the character up 2 pixels for 2 frames then
down 2 pixels for another 2 frames to add the leap effect which
created the realistic jump. After the character has landed, I used
the third walking movement to begin running as it is the closest to
how the character looks when landing.
For the final process of the game is when the
character falls into the hole. After fixing the problem
with the hole and the building, I was able to create
the falling sequence. Above is the sequence where I
used one layer for each frame and changed the legs,
arms and trails. To make the game flow better when
the character dies, I had to work out how far the
background moves from one frame to another so for
the last 6 frames I moved the background to fit with
the rest of the animation as this section was done
after tweening and making the sequences.
As I got to the final stage of the game, I realised that the last hole was too far to the right of the screen for
the character to fall down so I removed the hole from the hole layer. Then using the eyedrop tool, I
recreated the gradient rectangle on the background layer so it follows with the buildings. Once The hole
was moved and the character had fallen down, I realised that the game doesn't flow because the
background stops. To fix this, I extended the building so the background moves when the character falls
making the game flow better before the game over screen appears.
same height in each jumping movement to create a realistic jump. Using the
guides helped me to make sure the character didn’t have any sudden
movements across the screen when the animation is playing which ensure my
product will be at a higher standard.
7. Video Game – Demo Level
To add some extra animation to the game, I added a countdown to the beginning of the game. I did this by add 4 more layers and hiding them on all the
other frames so they didn’t appear when they shouldn’t. To make the countdown more visible, I changed the first 4 frames to 0.5 seconds so the player
has more time to react. To keep the symbol in the centre of the screen, I used guides which also helped me to keep the size of them the same. This is a
simple but effective addition to my game.
At the end of each street I have added a trophy with the accent colours across the front. First I drew a trophy inspired by the trophies I found/designed
earlier. I then duplicated the layer to have the other trophy at the end of the other street. For the first trophy, I added red and orange to the front and
for the second trophy I added blue and green to the front. Once both trophies were drawn, I placed them at the end of their street and made sure they
stayed in the same place as the background moved. I couldn’t add them to the background as I wanted them to disappear when collected. When the
character runs past the trophy, the trophy disappears and then I have created 2 more layers for each street so there is a flash of the colours around
where the trophy was. I have alternated the colours to create the flashing look and made sure they stay in the same place as the character carries on
running. When the trophy is collected, the player gets an extra 100 points which I created ‘+100’ to appear on screen which it stays in the same place
on the screen so the player can read that they have 100 extra points. All of these steps are shown above. Doing these animations have brought the
whole game together as everything works as one product.
8. Video Game – Demo Level
The final piece of the demo level was the game over screen when the player falls into a hole. To design my screen, I need inspiration which I found as
shown above. This helped me to create a plan for my game over screen as I have used ‘GAME OVER’, the score and ‘Play Again?’ ‘Yes’ ‘No’. Once I have got
my ideas, I set up 4 guides to create a rectangle in the centre of the page. I decided to use pink as the main colour for the screen as the player died on the
pink/purple level but I have shown later that if the game was developed, all the colours could be used. For my first attempt, I used the neon pink as the
boarder and then filled the rectangle in but the pale pink was a solid colour and I needed it to be a tint. To fix this I researched on how to make the colour
more transparent to create a tint look. As shown above, I found the correct menu. To get to this menu you double click on the layer you want to edit, then
you change the opacity on the Blending Option tab (I went to 40%) to create the tint look. I am very happy with this design as the design is inspired by
Jumanji and I feel that I have it fits with the neon, retro theme in my project.
Shown above is the development and detail of the Game Over screen as I have adapted it to fit everything on. Before I started, I create sperate
layers for each word so I could move them easier as shown to the left. To start with I drew ‘GAME OVER’ with the letters 10 pixels tall, 6 pixels
wide and 1 pixel apart. I thought that Game and Over were to close so I moved them apart by 6 pixels. This meant I had to expand the rectangle
which was 60x40 pixels (the rectangle ended up being 70x50 pixels). The next thing I looked at was which ‘V’ to use as I didn’t think the first ‘V’
looked right. I decided to go for the second ‘V’ which made the writing look cleaner. After this, I added the score and ‘Play Again?’ to the screen
which both fit in the rectangle, but I needed to add ‘Yes’ and ‘No’ which meant I had to make the rectangle taller and recentre it before carrying
on. For my final details, I added lines under ‘Yes’ and ‘No’ and I added the animation for the final score as there are points rewarded for
collecting trophies. I decided to use black as the internal colour as it means that if the game was developed, the Game Over screen could be any
of the accent colours.
9. Video Game – Demo Level
Here is what the Game Over screen would look like for each street in the developed game.
10. Once I had the colours and opacity right, I needed to
decide if to have the coloured letters in a straight line or in
a diagonal line as show above. I chose the diagonal line as
it created depth to the title and exaggerated the colour
effect even more. For the letter ‘N’ I had two options for
when drawing and decided to go for the 2nd option as it
looked more realistic compared to the first. Then when I
was drawing the ‘O’ I decided that all the letters would be
2 pixels wide otherwise the height to thickness ratio would
be off making the title look weird.
Video Game – Menu Screen
The name of the film is ‘Become The Player’. The main game in the film which is the game I created, is called ‘Neon Dash’.
To start the menu screen design process, I found different fonts that can be used for pixel art and what each letter looks like. I then found an example of
the style I wanted to use for my main heading as I had seen it before on social media. After I had my ideas together, I created a trial for the colour scheme I
wanted to use. First I went for the colours of the 3 trails in my film idea, I also tried the primary colours but straight away knew they didn’t look right as
they didn’t link to my other products. I knew I wanted a black background as I had seen one when researching Pac-Man as it is a simple background that
can have any accent colours on top which would be useful if my game got developed further. Next I started to create the ‘N’ where I made the blue ‘N’ and
then duplicated the layer 2 times and using the bucket took changed them to teal and green. I then moved the teal and green ‘N’ to create the effect. I
then decided I wanted the letters to be slightly transparent so I changed the opacity to 60% and 80% to compare the two. I thought that the 60% wasn’t
bright enough so I went for the 80% as you could see it was slightly transparent but bright enough at the same time.
To the left I have shown all the layers for the Title. I have had to create 3
layers per letter as I have use 3 colours so they can be moved individually. To
make this process easier, I duplicated the blue letter instead of drawing them
out one by one. Doing this meant I could change the colour and move them
around easily. The only thing that took a while was changing the opacity on
all the layers as it is repetitive. Once all the letter would correct, I merged the
12 layers for ‘Neon’ and then merged the 12 layers for ‘Dash’. This meant I
could move the whole word and move them further away from each other.
In picture 1 you can see the words are close together so as shown in picture
2 I have moved them to be 6 pixels apart.
1 2
11. Video Game – Menu Screen
I wanted to add my characters to the side of the headings so I needed to change the colour of the background as the character is mainly black. To get this blue, I used
the eyedrop tool to find the darkest blue in the sky from the demo level. To get the same character from the demo level I copied the 4 walking layers from my demo
level animation and used them in my menu screen. Above I have shown that each walking layer has been duplicated twice so there is a layer for a blue, teal and
green trail. Once I had the 12 layers, I arranged the 3 on screen at once to be in a line so they all run together. I decided to make the characters in a vertical line as it
is one of my ideas for a film poster which would make my products link better. I have then shown that I copied the 12 layers so they can be used for the other side of
the menu screen. As you can see above, I decided to rotate the left characters so they are running the other way as it creates a more symmetrical look compared to
my first option. I found 2 ways to rotate the layers. The 1st way is to go to edit – transform – flip horizontal and the 2nd way is to select the layer – use
control/command T – right click – flip horizontal. To create the animation, I selected the 6 layers I wanted in each frame and made the frame 0.1 seconds to make the
character look like they are running – same as the game. I am very happy with my menu screen as it links to the demo level and will link to some of the print I create
later. I also really like the minimal style that is used in the demo level too.
The next stage of my menu screen was the subheadings to move between screens. I started with creating 4 new
layers for the four sub headings. I experimented with having the sub headings by making them 8x5 pixels high and
then 9x5 pixels high as I didn’t know what would look best. I chose to make them 8 pixels high as it gave more
space and looked less cramp. Using 8 pixels also looked better with the height to width ratio. Once I knew the
height, I needed to decide on a font as shown above. I decided to go for the right font as it complimented the title
better with the curved edges rather than the harsh edges on the other font. I also decided to use ‘Objective’ rather
than ‘Aim of Game’ as I wanted to keep the subheadings to 1 word. I then centralised the subheadings.
12. Video Game – Cut Scene
Overall, I am happy with how the sections of the cut scene have turned out. I am very pleased at how all the pieces link together and that I have create
simpler designs so the production hasn’t been too complicated for me. The next stage is to save them and the edit them together in Premiere Pro.
The only next thing in my script is saying for the paly section is “Have fun and
good luck!” so I didn’t need to create any new animation for it. I decided to
paste my demo level background and then move it 6 pixels a frame so that it
ends up as the starting frame of the demo level.
When designing my cut scene, I wanted to use the menu screen as the
‘base’ of the cut scene. The first step for my cut scene was deciding what
colour to use for selecting a subheading, I chose bright blue as it contrasts
from the background and stays with the colour scheme. To create the
effect of selecting a subheading, I had to make a new layer to put on top of
the white layer. When the player presses play, a page comes up to see if
they have played before. If they select no then the cut scene will be played
so for this product, the player will select no.
The first subheading is ‘Objective’ as I wanted to go
up the headings. The rest of the page will disappear
and then ‘Objective’ will move to the top of the
page as the title for that section. To move
the new layer ‘Objective’ up I added a few new frames moving it up on all of them. I
then moved to a new document so there are less layers to get mixed with and
added the background of my demo level with a dark blue rectangle on top. I wanted
to do this to have just the ground showing to make the animations simple in the cut
scene. To get the background, I merged all the layers from the demo level and
selected it to copy into this document. I then moved the background 6 pixels a
frame to create the same speed. In my script, I talked about jumping, collecting
trophies, falling and game over which are the section I show in this animation. To
create these I copied the layers from my demo level and the selected them for
certain frames. One thing I had to remake was the game over page as I wanted blue
so it goes with the colour scheme for the menu screen and the cut scene.
The second heading is
‘Control’ which is shown
to be selected and move
to the top of a new page.
The next step was to show how to make the character jump and to collect
trophies as they are talked about in my script. First I got inspiration for my
space bar design and then recreated my own as shown above. I then
added the jumping sequence to the new document for the control
section and selected the space bar design to appear before the character
jumps. I then showed that the character will automatically collect the
trophy as told in my script, by using the sequence from my demo level.
The third heading is ‘Play’
which is shown to be selected
and move to the top.
13. Video Game – Cut Scene
To export the animations for editing in Premiere Pro you need to change the image size. To do this go to image – image size – change the demotions to
1080x720 pixels, change the resolution to 25 pixels per inch and select nearest neighbour. Next go to file – export – render video – make sure the format is
H.264 and the frame rate is 25. Once all these settings are correct, press render and it will be saved into the selected folder. Doing this process means that
all my videos will be the same speed ratio compared to the Photoshop file, same quality and same format
The next step for my video game sequence was to edit the video together. First I created the Premiere Pro file and added the exported videos. I then
edited the menu screen video down to the first section and added that to the tracks. I had realised that the exported videos are quicker then the actual
animations so I timed each section on Photoshop and then changed the speed/duration in Premiere Pro to match. I did this for every section I added to
the tracks, you can see in the 5th picture that the videos have become longer than the ones in the 4th video as it makes the running sequence more
realistic. I changed each section as it meant I could adapt to how long the script will be so I can link the video to the script. Using Premiere Pro made this
process very easy as the steps need were simple and I could change the speed on all of them. It also meant I could make lots is smaller animations in
Photoshop, helping me not get mixed up on all the layers.
Before I move on to adding sound, I wanted to
export my video game sequence to make sure it
runs smoothly so I went to file – export – media
and changed the settings to format – H.264 and
preset – YouTube 1080p Full HD. Doing this means
I can see how the animation looks on a full screen
rather than having it surrounded by all the menus.
reached my final sequence as I have added the
new sections and made sure all the sections were
long enough. Tis sequence is 15 seconds quicker
than my first attempt. Next I need to add the
narrator, soundtrack and sound effects.
I have edited the
video game sequence
some more and
14. Video Game – Sound Track
I have added the narrator by
using Google Translate. I have
copied my script into Google
Translate and then recorded
on Snapchat when I pressed
the speech button. Doing this
meant I could record
individual section of my script
to move it around to fit with
the correct section. I was also
able to add a voice effect on
Snapchat, I chose a robot
effect as it goes with the retro
pixel art game. I then
transferred the files from my
phone to Premiere Pro and
cut them to the correct
section. I then thought the
audio was too quiet so I right
clicked on the files and went
to Audio Gain – Set gain to
and changed that to 15 dB as
the files were very quiet.
Here I have used the same
instruments and settings but
changed the notes and patterns.
BeepBox -
Soundtrack
Above I have shown that I have used Beepbox for creating the theme tune, sound track and the sound effects. I would have
struggled to create this work using another software as Beepbox is a simple piece of software that can be used by beginners or
experts. To start my soundtrack, I experimented with lots of different tempos and instruments. I decided to go for 180 beats-per-
minute as it wasn’t too slow for the game and wasn’t too quick so it didn’t change the sound of the instruments. I also changed
the Key to C# as it sounded better for my game rather than C. Once I had decided these settings, I started to experiment with the
notes and instruments. For the first instrument I chose ‘Square Lead’ and as shown above in the blue page, I used shorter notes to
create the quicker pace. The second instrument is the ‘FM Organ’ in the yellow page. The third instrument is the ‘Steel Pan’ in the
orange page. I had tried a trumpet but it stood out too much so I changed to the steel pan which created a flatter sound fitting
with the group better. The final instrument is the ‘Standard Drumset’ in the grey page. For the square lead I had the volume near
to full but I changed the other three instruments to have the volume down to a quarter so you could still hear them and the
accompanied the square lead. I repeated this group for 3 pages and then added another page for the 4th page.
I decided to go use lots of scales for this page to separate the soundtrack. I wanted to create a repetitive, simple soundtrack but
when experimenting, it became to repetitive for playing the game over and over again. I decided to repeat the first group three
times and then add this page as it had a lager range of notes so it felt slower. I am very happy that I have done this as it means if
the game was developed, the player could play for long periods of time.
When I was experimenting with the different instruments and notes, I could also experiment with changing the volume for specific
instruments, I could change the tempo of the song and also experiment with different patterns of the pages. Being able to do all of
this enabled me to experiment without damaging what I already have and to be able to change the settings very easily in Beepbox.
15. Video Game – Sound Track
Meant I could have each section to any volume but I decided to keep the sound
effects the same, the narrator the same and the music the same. Being able to
change the volume helped as the narrator was very quiet at the start which was being
over powered by the theme tune.
BeepBox
For the first instrument I chose ‘Square Lead’ and as shown above in the blue page, I
used shorter notes to create the quicker pace. The second instrument is the ‘FM
Organ’ in the yellow page. The third instrument is the ‘Steel Pan’ in the orange page.
The final instrument is the ‘Standard Drumset’ in the grey page. I used this page for
the hole theme song as I knew it needed to be a bit quieter so the narrator could be
heard. It is also slower than the soundtrack so having it repetitive would make it as
annoying if heard over and over again.
Here I have added both Beepbox tracks to my video
game sequence. I have changed the audio grain for the
theme tune to -5 to make it quitter for the narrator and
I have changed the audio grain for the soundtrack to -2
so the sound effects can be heard easier. Doing this
The next step was to over lap the Beepbox music on different tracks and then fade them together. To do this you need
to select the audio – go to effects control – move the blue guide to the start of the fade – press ‘Add Keyframe’ – move
the guide to the end of the fade – press ‘ Add Keyframe’ – the move the dB setting to 200+. Repeat this for the other
audio but have it fading in and then one will fade put whilst the other fades in. I cut the first few notes off the
soundtrack as it ruined the fade so it flowed better. Creating the fades helped create a smoother transition rather than
the solid change from one to the other. I also decided to fade the end out when it is game over. This works as if the
game was developed, the theme tune could be used and then the restart page could appear after the score is shown.
Here I have shown all the audio used. You can see that I have
added all the sound effects in the places needed. I used
Beepbox for the sound effects with a range of instruments. For
the falling sound, I used the ‘Honky-tonk piano’. For the jump
sound, I used ‘Harmonics’. For the power up sound, I used ‘FM
expert’ and for the trophy sound, I used ‘Soundtrack’. I decided
to use different instruments that worked together rather than
changing the notes so each sound is more recognisable. Once
the files where in Premiere Pro, I used the ‘Pitch Shift’ to make
the jump a higher pitch. To use this you drag the effect onto the
audio – go to effects controls – press edit – change the semi
tone setting. This helped as when I changed the speed of the
sound, the pitch became deeper ruining the effect.
16. Video Game – What I Have Changed For My Video Game
For the cut scene, I have tripled the amount of frames in
the animation for the sections where a subheading is
selected. I did this as before the player couldn’t read them
in time. I had to add more frames instead of changing the
speed/duration as the running animation is effected.
I have added 2 power ups to the game, a power up that makes you faster and a power up that teleports you 3 holes ahead. I have started by designing the power ups
with a simple symbol that I wanted to keep simple. I then added that to my demo level and moved it 6 pixels each frame to stick with the background. When the
character gets to the symbol, I made another layer to create the activated symbol to show the player has gained a power up. I have then created another layer for the
body when the character gets the power up. To create the effect of the character speeding up, I have edited the speed/duration in Premiere Pro making it 3 times faster.
When the character gets to the second street, I have added the teleport power up. I have done the same for this power up by adding the symbol to move with the
background, added another layer for the activated symbol and then used the activated body layer again. Doing all of this helps to break the repetitive running and
jumping. It also reduces the game by 15 seconds. I didn’t have any new problems with this process as I know what happens when you add layers and export the files etc.