2. Process
• I started the production of the videogame
animation by drawing a main menu
sequence in which a cloud moves across the
screen showing the main ship and then the
title. To give the ship a consistent state of
motion I created models of the airship with
3 different height smokes and left and right
propeller motion. This one was an extremely
tedious process as I had to make several
different sprites and then switch ones were
visible.
• As an edit I’ve only just realised on
completion of the project that I could've
made the smoke separate from the rest of
the sprite, which is frustrating to realise a it
wouldve saved me a bunch of time
3. Process
• The next step of the process was to start on
an ‘intro cinematic’, in this segment of the
intro a close up shot of the airship moves
across the screen. In order to do this I drew
the airship in a new document that was
double the length and height of the
animation template; so that it could scroll
across the screen.
• This step of the animation was actually
rather enjoyable as I could creatively draw
out my ‘vision’ for how I wanted it to look,
which was rewarding
4. Process
• Next within the intro, is a sequence of the
ships anchor landing on the surface. The
circular gradient was accomplished by use
the elliptical lasso tool; using the fill bucket,
and making the colour lighter and lighter
upon filling.
• The chain was done by having making a
short chain pattern then copy and pasting
the chain, and finally merging the chain and
anchor layers. To hide the chain so it looks
like it comes out the whole an extra layer
was created to cover it up.
• The second image of the other document I s
of the anchor landing on the surface. Since
the sprite from the prior image couldnt be
enlarged without having issues I redrew it
on double the scale. This is played in
sequence to the other document.
• This segment was very satisfying to me as I
had to come up with creative solutions for
the chain to work properly
5. Process
• After the intro the animation leads to a map
screen, of which was drawn with inspiration
from my mood board for art direction.
• This segment was very satisfying to draw as
the shading let me create a dynamic and
more believable looking map/ world
• Animation on this segment was minimal,,
there were plans to have animated
segments on each quarter however I saw it
as an extra edition and time constraints
prohibited me from doing that.
6. Process
• Unfortunately due to time management I had to rush in order to complete the main product and within
that I didn’t have time to take multiple screen shots of the process. There were only a few other techniques
used outside of standard animation. One of these was that creating the sprites for the main character and
golem were created on a separate document so that the could be copy and pasted on to other doccuments
with minimal hassle.
• Outside of the animation on Photoshop, the multiple mp4s were assembled onto premier pro
• The music added on premiere, was created in tandem with the animation process as, since I was designing
the world as I went, I didn’t know exactly how the theme or the tone would end up like.
Editor's Notes
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.
Discuss the tools and processes used in your production. Log your thoughts and feelings about your work.