The author created practice animations of princes and princesses using Dino Pixel to help plan their final animations. They reflected that placing pixels unevenly and not including planned elements like necklaces made the outcomes less successful. However, planning ideas beforehand and coordinating colors for the prince's cape were successes. For their game project, the author focused on creating the demo level background in Pixilart and adding animated pixel characters and icons. Successes included learning how to use frames and coordinating colors, while struggles included layer organization and character pixels disappearing between frames. The next steps are finishing the demo level and moving to cut scenes.
The document is a reflective journal discussing work on creating pixel animations and a demo level for a video game. Some key points:
- The author practiced creating pixel prince and princess animations using Dino Pixel but was unsatisfied with the outcomes.
- Successes included ideas for a prince's cape and planning animations beforehand. Less successful aspects were uneven pixel placement and rushing parts.
- Later work focused on the demo level background in Pixilart. Successes included new animation tools and color schemes. Difficulties included layer organization and redoing frames.
- Current work adds a walking prince animation and icons. The author is happy with progress but finds some tasks time
The document provides a reflection on Amy Foster's process for creating a magazine production. Over several weeks, Amy worked on various elements of the production including backgrounds, mastheads, page layouts, images, and editing photos. She experimented with different editing techniques like filters, overlays, and effects. Amy incorporated feedback from peers which led her to make changes like updating fonts and positioning. The reflection demonstrates Amy's iterative process of creating, receiving feedback, and refining elements of the magazine production.
The document describes the process of creating a map and background for a game project. It discusses using Photoshop to create a map with land and ocean areas, adding effects like glow and textures. It then discusses using Unity to build a 3D landscape using terrain tools and textures from the asset store. The document notes challenges with directional cameras and adding trees in Unity. It also describes creating concept art characters by sketching and scanning them in, and focusing on fantasy elements. The background was made in Photoshop with details like a bridge and floating island, using layers and Steampunk elements. Lighting and textures were explored in Unreal to understand perspectives and properly cast shadows to make objects look natural.
The document contains reflections from a student on their adventure project work. Over the course of 14 reflections, the student worked on various tasks including referrals, case studies, character designs, level designs, logos, menus, soundtracks, and finalizing their production work. They felt their work went well overall, with successes in improving referrals, writing a synopsis, researching menus, and finalizing designs. Areas for improvement included adding more detail to designs and watching tutorials to improve pixel art skills. Their next steps were to finish the soundtrack, cut scene, and ensure their production work was complete.
The document is a production reflection from a student describing the process they took to create an advertisement GIF. Some of the key steps included:
1. Designing the characters by starting with a girl and using different layers, colors, and tools to add details and shading.
2. Creating a forest background by filling it with shades of green and adding trees and shadows.
3. Adding animated elements like a question mark appearing in a footprint and flashing eyes to hint at the presence of Bigfoot.
4. Adding final touches like text, release dates, and blending all the elements together into the final GIF.
Ewan Wild documents their work over several days producing posters and filming for a project. On day 1, an actor had to isolate, pushing back filming. Ewan instead worked on posters, tracing windows and adding lighting effects in Photoshop. Filming occurred on day 6 with just one actor, requiring Ewan to also operate the camera. Ewan then began work on a trailer, carefully editing footage to music beats to draw viewers in without revealing too much about the neighbor character.
The document provides a weekly summary of the progress made in developing a game over 4 weeks. In week 1, the developer created animations for the loading screen and title screen. They designed pixel art for the dog character and tutorial screen. In week 2, they animated the cat character's mouth movements and completed the first two scenes. They designed characters for scene 2. In week 3, they created backgrounds, added effects, and developed the fight scene. In week 4, they finished the fight scene, added gameplay elements, and created advertisements and packaging for the game. Overall the developer was able to make steady progress and overcome minor issues along the way.
The document provides details on the process for creating various promotional assets for a fictional "Star Wars Mass Effect" property, including:
1) Logos were created for studios like EA and Bioware using lens flares and saber effects in After Effects to make them look like holograms.
2) Shirts were designed with phrases and imagery incorporating the Reaper enemy from Mass Effect placed over galaxy backgrounds.
3) Game cases were made using templates found online and filled with the logos and images created earlier.
4) Computer backgrounds reused scenes from the fictional trailer by adding text overlays in Photoshop.
5) Posters were made using 3D models of locations like Cer
The document is a reflective journal discussing work on creating pixel animations and a demo level for a video game. Some key points:
- The author practiced creating pixel prince and princess animations using Dino Pixel but was unsatisfied with the outcomes.
- Successes included ideas for a prince's cape and planning animations beforehand. Less successful aspects were uneven pixel placement and rushing parts.
- Later work focused on the demo level background in Pixilart. Successes included new animation tools and color schemes. Difficulties included layer organization and redoing frames.
- Current work adds a walking prince animation and icons. The author is happy with progress but finds some tasks time
The document provides a reflection on Amy Foster's process for creating a magazine production. Over several weeks, Amy worked on various elements of the production including backgrounds, mastheads, page layouts, images, and editing photos. She experimented with different editing techniques like filters, overlays, and effects. Amy incorporated feedback from peers which led her to make changes like updating fonts and positioning. The reflection demonstrates Amy's iterative process of creating, receiving feedback, and refining elements of the magazine production.
The document describes the process of creating a map and background for a game project. It discusses using Photoshop to create a map with land and ocean areas, adding effects like glow and textures. It then discusses using Unity to build a 3D landscape using terrain tools and textures from the asset store. The document notes challenges with directional cameras and adding trees in Unity. It also describes creating concept art characters by sketching and scanning them in, and focusing on fantasy elements. The background was made in Photoshop with details like a bridge and floating island, using layers and Steampunk elements. Lighting and textures were explored in Unreal to understand perspectives and properly cast shadows to make objects look natural.
The document contains reflections from a student on their adventure project work. Over the course of 14 reflections, the student worked on various tasks including referrals, case studies, character designs, level designs, logos, menus, soundtracks, and finalizing their production work. They felt their work went well overall, with successes in improving referrals, writing a synopsis, researching menus, and finalizing designs. Areas for improvement included adding more detail to designs and watching tutorials to improve pixel art skills. Their next steps were to finish the soundtrack, cut scene, and ensure their production work was complete.
The document is a production reflection from a student describing the process they took to create an advertisement GIF. Some of the key steps included:
1. Designing the characters by starting with a girl and using different layers, colors, and tools to add details and shading.
2. Creating a forest background by filling it with shades of green and adding trees and shadows.
3. Adding animated elements like a question mark appearing in a footprint and flashing eyes to hint at the presence of Bigfoot.
4. Adding final touches like text, release dates, and blending all the elements together into the final GIF.
Ewan Wild documents their work over several days producing posters and filming for a project. On day 1, an actor had to isolate, pushing back filming. Ewan instead worked on posters, tracing windows and adding lighting effects in Photoshop. Filming occurred on day 6 with just one actor, requiring Ewan to also operate the camera. Ewan then began work on a trailer, carefully editing footage to music beats to draw viewers in without revealing too much about the neighbor character.
The document provides a weekly summary of the progress made in developing a game over 4 weeks. In week 1, the developer created animations for the loading screen and title screen. They designed pixel art for the dog character and tutorial screen. In week 2, they animated the cat character's mouth movements and completed the first two scenes. They designed characters for scene 2. In week 3, they created backgrounds, added effects, and developed the fight scene. In week 4, they finished the fight scene, added gameplay elements, and created advertisements and packaging for the game. Overall the developer was able to make steady progress and overcome minor issues along the way.
The document provides details on the process for creating various promotional assets for a fictional "Star Wars Mass Effect" property, including:
1) Logos were created for studios like EA and Bioware using lens flares and saber effects in After Effects to make them look like holograms.
2) Shirts were designed with phrases and imagery incorporating the Reaper enemy from Mass Effect placed over galaxy backgrounds.
3) Game cases were made using templates found online and filled with the logos and images created earlier.
4) Computer backgrounds reused scenes from the fictional trailer by adding text overlays in Photoshop.
5) Posters were made using 3D models of locations like Cer
The document summarizes the student's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for their final project creating a video game. The research involved analyzing existing puzzle and escape games to inform game design ideas. Planning included mind maps and mood boards to generate game concepts. Time was well managed through a schedule to complete all work on time. The technical and aesthetic qualities of the game focused on simple graphics and sounds to create a spooky, horror-themed atmosphere for the puzzle game. The intended audience was males ages 10-20 interested in darker, violent game topics.
Jay Birkin created experiments for an adventure game by drawing backgrounds and characters in Photoshop. For one experiment, Birkin drew a bright background to set a happy mood for the genre. Birkin also created a character walk cycle animation with four positions to make it feel realistic. For another experiment, Birkin designed a basic layout with boxes and included an animation of a character swinging a sword at a monster. Birkin exported the animations but did not have time to edit them further.
The document summarizes the process of creating a game from start to finish over multiple sessions. It describes creating the background, character, animations, and sound effects. Key details include using pixel art to draw the background and character, adding layers for realism, struggling most with drawing the character, feeling surprised by own progress in animating, and importing some sound effects while making others in BeepBox. The process concluded by ordering all screens, adding sound, and exporting the final game.
The document summarizes the student's experimental photography project. They used scanography techniques and editing tools like dodge and burn to create images conveying fear. The student is happy with how the images turned out but wants to try new techniques like using objects instead of models or adding movement. They analyzed what elements worked best and discussed ways to improve areas like using more dramatic colors or focusing less on detail. The student felt their work fit the brief of experimental photography and clearly showed the theme of fear.
Production Reflection FMP (Liberty Whitehorn)Libby Whitehorn
Liberty Whitehorn created a horror film poster and DVD cover for a class project. Over several weeks, Liberty took photos, edited them in Photoshop to add creepy effects like cracks and shadows, and designed the layout. Key elements included darkening the model's eyes to look sinister, adding fog and duplicate images for a mysterious feel. Liberty experimented with fonts and logos to achieve an old-fashioned, gothic horror style. Small details like highlighting the eyes further were added to intensify the scary atmosphere.
This document contains Sumiah Rose's pre-production style sheets and layout designs for an art exhibition. It includes considerations of fonts, colors, image styles, artwork layout, guidebook designs, merchandising ideas, poster concepts, and map designs. Sumiah evaluates multiple design options for each element and decides on favorites to move forward with, noting aspects they like and concerns about other options not fitting the vision or style of the exhibition. The document shows the planning and decision making process for visual presentation of the exhibition across different mediums.
Jay Birkin documented their process over 9 days of production on a game project. They created backgrounds, characters, tools, menus and animations in Photoshop and imported them into Premiere Pro to add sound effects and transitions. On day 9, Jay finished animating backgrounds and characters, added fades between videos in Premiere Pro, and made sounds using LeshyLabs to enhance the game experience. They reflected that the project is coming together well and they are spending time polishing the video to get it perfect.
The document provides a weekly summary of a student's progress in producing game assets for a class project over 6 days. On day 1, the student created background art and UI elements in Photoshop. On day 2, the student made additional background art and experimented with animation. By day 3, the student finished background art and created a character, though was unsatisfied with it. On day 4, the student wrote dialogue and refined backgrounds. By the end of the first week, most planned assets were complete. On day 5, the student created text boxes and sound effects. On day 6, the student finalized the title and character walk cycles in preparation for animation.
Jay-Birkin created various art assets and animations to develop a first-person puzzle/thriller video game. This included characters, weapons, hands, backgrounds, and mini-games. BeepBox was used to compose simple 8-bit music. All assets were drawn as pixel art and later animated in Photoshop. Premier Pro was used to assemble the various animations, script, and soundtrack into a video demonstrating the full game experience. While more polish was desired, the final video provided an overview of the planned game.
The document describes the process of editing a photo using the website ipiccy.com. The editor cuts out a subject named Maya from the original background and places her in a new setting meant to look like an old apartment. Various effects are applied to make Maya and the background look darker, more disturbed, and to blend Maya into the new background. Additional elements like lights are incorporated. Text is added identifying the work as a movie poster for "The Body Sitter" including the film's title, cast names, and production details. The finished poster is saved as a JPEG.
The document provides a weekly summary of a student's progress on a game production project over 10 days. Some of the key tasks completed include:
- Creating pixel art backgrounds of a bridge, house, cave, and interior rooms in Photoshop.
- Designing characters like a dwarf and adding animations for walking and talking.
- Developing tools, health bars, and other UI elements to include in the game.
- Writing dialogue and testing out sound effects.
- Refining the title and logo designs.
- Exporting animated backgrounds and beginning to piece together the game's menus and levels.
The student made steady progress each day in developing art assets and began anim
Erin Stephenson plans to reflect on their production work through screenshots, screen recordings, and discussions of methods, advantages, and disadvantages. Their first week focuses on digital art using Procreate, including drawing shoes and graphics. They create multiple versions with different color schemes. The next week focuses on color palettes and fonts. The third week involves using EbSynth software to add animation by rotoscoping frames of faces and fruits from video footage. Erin provides instructions for using EbSynth and screenshots of their rotoscoping process. They note facing some issues using the software.
Tom Batty created a fanzine reviewing the Gears of War video game franchise. He provided background information on each game and shared his personal experiences and reviews. He included several images that he edited using various Photoshop effects to relate to the game's themes. The fanzine's design utilized the franchise's black and red color scheme. Tom felt he improved his layout and design skills but could have planned page content better. Overall, he was pleased with his work and learning experience.
For her experiments, the student practiced various design techniques in Illustrator, Photoshop, and creating a movie poster. In Illustrator, she followed tutorials to create retro 3D text effects. In Photoshop, she designed a t-shirt with warped text and added a texture. For her movie poster, the student used stock images of an astronaut and space elements, applying adjustments like curves and levels to achieve a consistent blue tone. Overall, the experiments helped her learn software skills that will be applied to her final major project designs.
The document discusses Amy Foster's process for creating different elements of her magazine production including a front cover, back cover, and double page spread. She describes editing photos in Photoshop, choosing fonts, arranging layouts, and using techniques like cutouts and overlays to create cohesive designs that follow a futuristic neon theme. Amy reflects on experiments she would try if given the opportunity to rework elements, such as additional photo editing approaches and making contest details more prominent.
The document describes two experiments conducted by Sumiah Rose to practice pixel animation. In the first experiment, she created a ninja girl character but struggled to animate the legs walking realistically. In the second experiment, she focused on animating a stick figure walking by copying a step-by-step template, though the animation was still imperfect. She reflected that stripping animation down to basics helped her focus on the walking motion, and adding a simple moving background was a good first step towards more complex animations for her video game project.
The document describes the process of creating an advertisement gif. It began with designing pixel art characters which was time consuming but an important first step. Next, a green background was added with different shades to add depth. Details like trees and shadows were included to give a woodland setting. A hidden Bigfoot figure was drawn among the trees to maintain mystery. Animation was added with a blue question mark appearing in a footprint. Final touches included flashing eyes and a release date. The process was more complicated than anticipated but the creator was pleased with the finished product.
The student began their video game production rotation by completing case studies on existing games to learn about different elements of video games. They started creating their own pixel art game by making background images and characters. While most of the production went well, the student struggled with creating detailed pixel art backgrounds but was pleased with how the additional shades they added to one background improved the realism.
For three experiments, the author created pixel art characters and scenes in Photoshop to develop ideas for their video game project. In experiment 1, they made a pixel detective character. In experiment 2, they created a pixel city skyline with a monster. In experiment 3, they animated a character walking and faced challenges with resizing and speed that they overcame. They were pleased with the results but saw areas for improvement like adding more detail. Overall, the experiments provided inspiration for character and world design for their video game.
The document describes several experiments the author conducted using various digital tools to edit images, create animations, and work with sound.
In the first example, the author describes editing a photo of the Maldives by increasing saturation to make the water and trees more vibrant, and adding shadow to make the sky darker.
In the second example, the author experiments with adding glow, bevel, and emboss effects to text in Photoshop to make the font stand out against different colored backgrounds.
The third example discusses using BeepBox to create background music for a video game by layering different repetitive sounds into a pattern.
Subsequent examples describe creating pixel art using different apps, making basic anim
This document contains summaries of assignments from a digital graphic narrative development course. It includes summaries of the student's evaluations of various image creation tasks using different digital tools, such as the shape tool, rotoscope tool, and text tools. The student provides feedback on what they liked about their images and how they could be improved. It also includes a summary of their proposal for a comic book project, which outlines the story, production methods, audience, and includes a feedback section.
The document describes the student's work on various digital graphic narrative development tasks in their class. For their first task of enhancing an image of an elephant, the student likes that they added shading to create shadows and highlights, making the image more eye-catching. They also blurred some areas to blend colors. For their second task of rotoscoping, the student put detailed work into facial features like lips and eyes to make them stand out. Areas they would improve include adding more creative backgrounds and defining body parts more. Their other tasks included text-based images, comics, and illustrations, with feedback on techniques used and areas that could be strengthened.
The document summarizes the student's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for their final project creating a video game. The research involved analyzing existing puzzle and escape games to inform game design ideas. Planning included mind maps and mood boards to generate game concepts. Time was well managed through a schedule to complete all work on time. The technical and aesthetic qualities of the game focused on simple graphics and sounds to create a spooky, horror-themed atmosphere for the puzzle game. The intended audience was males ages 10-20 interested in darker, violent game topics.
Jay Birkin created experiments for an adventure game by drawing backgrounds and characters in Photoshop. For one experiment, Birkin drew a bright background to set a happy mood for the genre. Birkin also created a character walk cycle animation with four positions to make it feel realistic. For another experiment, Birkin designed a basic layout with boxes and included an animation of a character swinging a sword at a monster. Birkin exported the animations but did not have time to edit them further.
The document summarizes the process of creating a game from start to finish over multiple sessions. It describes creating the background, character, animations, and sound effects. Key details include using pixel art to draw the background and character, adding layers for realism, struggling most with drawing the character, feeling surprised by own progress in animating, and importing some sound effects while making others in BeepBox. The process concluded by ordering all screens, adding sound, and exporting the final game.
The document summarizes the student's experimental photography project. They used scanography techniques and editing tools like dodge and burn to create images conveying fear. The student is happy with how the images turned out but wants to try new techniques like using objects instead of models or adding movement. They analyzed what elements worked best and discussed ways to improve areas like using more dramatic colors or focusing less on detail. The student felt their work fit the brief of experimental photography and clearly showed the theme of fear.
Production Reflection FMP (Liberty Whitehorn)Libby Whitehorn
Liberty Whitehorn created a horror film poster and DVD cover for a class project. Over several weeks, Liberty took photos, edited them in Photoshop to add creepy effects like cracks and shadows, and designed the layout. Key elements included darkening the model's eyes to look sinister, adding fog and duplicate images for a mysterious feel. Liberty experimented with fonts and logos to achieve an old-fashioned, gothic horror style. Small details like highlighting the eyes further were added to intensify the scary atmosphere.
This document contains Sumiah Rose's pre-production style sheets and layout designs for an art exhibition. It includes considerations of fonts, colors, image styles, artwork layout, guidebook designs, merchandising ideas, poster concepts, and map designs. Sumiah evaluates multiple design options for each element and decides on favorites to move forward with, noting aspects they like and concerns about other options not fitting the vision or style of the exhibition. The document shows the planning and decision making process for visual presentation of the exhibition across different mediums.
Jay Birkin documented their process over 9 days of production on a game project. They created backgrounds, characters, tools, menus and animations in Photoshop and imported them into Premiere Pro to add sound effects and transitions. On day 9, Jay finished animating backgrounds and characters, added fades between videos in Premiere Pro, and made sounds using LeshyLabs to enhance the game experience. They reflected that the project is coming together well and they are spending time polishing the video to get it perfect.
The document provides a weekly summary of a student's progress in producing game assets for a class project over 6 days. On day 1, the student created background art and UI elements in Photoshop. On day 2, the student made additional background art and experimented with animation. By day 3, the student finished background art and created a character, though was unsatisfied with it. On day 4, the student wrote dialogue and refined backgrounds. By the end of the first week, most planned assets were complete. On day 5, the student created text boxes and sound effects. On day 6, the student finalized the title and character walk cycles in preparation for animation.
Jay-Birkin created various art assets and animations to develop a first-person puzzle/thriller video game. This included characters, weapons, hands, backgrounds, and mini-games. BeepBox was used to compose simple 8-bit music. All assets were drawn as pixel art and later animated in Photoshop. Premier Pro was used to assemble the various animations, script, and soundtrack into a video demonstrating the full game experience. While more polish was desired, the final video provided an overview of the planned game.
The document describes the process of editing a photo using the website ipiccy.com. The editor cuts out a subject named Maya from the original background and places her in a new setting meant to look like an old apartment. Various effects are applied to make Maya and the background look darker, more disturbed, and to blend Maya into the new background. Additional elements like lights are incorporated. Text is added identifying the work as a movie poster for "The Body Sitter" including the film's title, cast names, and production details. The finished poster is saved as a JPEG.
The document provides a weekly summary of a student's progress on a game production project over 10 days. Some of the key tasks completed include:
- Creating pixel art backgrounds of a bridge, house, cave, and interior rooms in Photoshop.
- Designing characters like a dwarf and adding animations for walking and talking.
- Developing tools, health bars, and other UI elements to include in the game.
- Writing dialogue and testing out sound effects.
- Refining the title and logo designs.
- Exporting animated backgrounds and beginning to piece together the game's menus and levels.
The student made steady progress each day in developing art assets and began anim
Erin Stephenson plans to reflect on their production work through screenshots, screen recordings, and discussions of methods, advantages, and disadvantages. Their first week focuses on digital art using Procreate, including drawing shoes and graphics. They create multiple versions with different color schemes. The next week focuses on color palettes and fonts. The third week involves using EbSynth software to add animation by rotoscoping frames of faces and fruits from video footage. Erin provides instructions for using EbSynth and screenshots of their rotoscoping process. They note facing some issues using the software.
Tom Batty created a fanzine reviewing the Gears of War video game franchise. He provided background information on each game and shared his personal experiences and reviews. He included several images that he edited using various Photoshop effects to relate to the game's themes. The fanzine's design utilized the franchise's black and red color scheme. Tom felt he improved his layout and design skills but could have planned page content better. Overall, he was pleased with his work and learning experience.
For her experiments, the student practiced various design techniques in Illustrator, Photoshop, and creating a movie poster. In Illustrator, she followed tutorials to create retro 3D text effects. In Photoshop, she designed a t-shirt with warped text and added a texture. For her movie poster, the student used stock images of an astronaut and space elements, applying adjustments like curves and levels to achieve a consistent blue tone. Overall, the experiments helped her learn software skills that will be applied to her final major project designs.
The document discusses Amy Foster's process for creating different elements of her magazine production including a front cover, back cover, and double page spread. She describes editing photos in Photoshop, choosing fonts, arranging layouts, and using techniques like cutouts and overlays to create cohesive designs that follow a futuristic neon theme. Amy reflects on experiments she would try if given the opportunity to rework elements, such as additional photo editing approaches and making contest details more prominent.
The document describes two experiments conducted by Sumiah Rose to practice pixel animation. In the first experiment, she created a ninja girl character but struggled to animate the legs walking realistically. In the second experiment, she focused on animating a stick figure walking by copying a step-by-step template, though the animation was still imperfect. She reflected that stripping animation down to basics helped her focus on the walking motion, and adding a simple moving background was a good first step towards more complex animations for her video game project.
The document describes the process of creating an advertisement gif. It began with designing pixel art characters which was time consuming but an important first step. Next, a green background was added with different shades to add depth. Details like trees and shadows were included to give a woodland setting. A hidden Bigfoot figure was drawn among the trees to maintain mystery. Animation was added with a blue question mark appearing in a footprint. Final touches included flashing eyes and a release date. The process was more complicated than anticipated but the creator was pleased with the finished product.
The student began their video game production rotation by completing case studies on existing games to learn about different elements of video games. They started creating their own pixel art game by making background images and characters. While most of the production went well, the student struggled with creating detailed pixel art backgrounds but was pleased with how the additional shades they added to one background improved the realism.
For three experiments, the author created pixel art characters and scenes in Photoshop to develop ideas for their video game project. In experiment 1, they made a pixel detective character. In experiment 2, they created a pixel city skyline with a monster. In experiment 3, they animated a character walking and faced challenges with resizing and speed that they overcame. They were pleased with the results but saw areas for improvement like adding more detail. Overall, the experiments provided inspiration for character and world design for their video game.
The document describes several experiments the author conducted using various digital tools to edit images, create animations, and work with sound.
In the first example, the author describes editing a photo of the Maldives by increasing saturation to make the water and trees more vibrant, and adding shadow to make the sky darker.
In the second example, the author experiments with adding glow, bevel, and emboss effects to text in Photoshop to make the font stand out against different colored backgrounds.
The third example discusses using BeepBox to create background music for a video game by layering different repetitive sounds into a pattern.
Subsequent examples describe creating pixel art using different apps, making basic anim
This document contains summaries of assignments from a digital graphic narrative development course. It includes summaries of the student's evaluations of various image creation tasks using different digital tools, such as the shape tool, rotoscope tool, and text tools. The student provides feedback on what they liked about their images and how they could be improved. It also includes a summary of their proposal for a comic book project, which outlines the story, production methods, audience, and includes a feedback section.
The document describes the student's work on various digital graphic narrative development tasks in their class. For their first task of enhancing an image of an elephant, the student likes that they added shading to create shadows and highlights, making the image more eye-catching. They also blurred some areas to blend colors. For their second task of rotoscoping, the student put detailed work into facial features like lips and eyes to make them stand out. Areas they would improve include adding more creative backgrounds and defining body parts more. Their other tasks included text-based images, comics, and illustrations, with feedback on techniques used and areas that could be strengthened.
The document provides feedback on a student's digital graphic narrative development tasks. For their shape task, the student likes that they added shading to create shadows and highlights, making the image more eye-catching. They would improve by adding more detail and a creative background. For their rotoscope task, the student spent time on facial features and likes the lips and eyes. They would improve skin and clothing colors. For their text task, the student experimented with text techniques and likes using color and drop shadows. They would experiment with more fonts. For their comic, the student likes the contrasting colors and abstract qualities. They would add more definition and make images more abstract.
The document describes the process taken to create an advertisement GIF. It involved first designing the characters which was time consuming but an important first step. Background design and adding details like trees and shadows came next. Animation was added by creating a blue question mark appearing frame by frame in a footprint. Final touches included adding eyes that flash and a book release date. The overall process was more complicated than initially expected but the creator was happy with the final outcome.
The document describes three experiments Jack conducted related to creating animated games. In the first experiment, Jack animated a character moving and a score changing colors. In the second, Jack animated a bike moving along a track and a star changing colors. Issues arose from flipping the bike. In the third, Jack animated moving clouds and a shark to practice background animation. Reflections note elements Jack may include in the final product like moving backgrounds and a shark game, and that the experiments helped develop skills but need improvement for the final product.
The document describes the student's work on various digital graphic narrative development tasks in their class. For the shape task, they liked adding shading to create shadows and highlights, and thought the outcome was good for their first try. For the rotoscope task, they were pleased with the facial features and used color range to add details. Areas for improvement included adding more detailed backgrounds and defining features more clearly.
The document provides evaluations of different digital graphic narrative assignments, including shapes, rotoscoping, text, comic books, photography, and illustration. For the shapes task, the student liked the gradients and outlines that made the image look realistic, and would improve gaps and add more detail. For the improved shapes task, more background and eye color were liked, and smoother outlines would be improved.
Development Pro-Forma finished Hannah Woollastonhannahw12
This document contains evaluations of different digital graphic narrative development tasks completed by Hannah Woollaston, including improving a panda image, creating penguin and hamster images using different tools, practicing text techniques, and creating comic book-style and illustration images. For each task, Hannah provides what she liked about her image and what she would improve if doing the task again, focusing on adding more detail, texture, interesting backgrounds, and experimenting with different tools.
Here is a storyboard summarizing the key events of the original Three Little Pigs story:
Panel 1:
Three little pigs say goodbye to their mother as she sends them out into the world to seek their fortune.
Panel 2:
The first little pig builds a house of straw.
Panel 3:
The Big Bad Wolf blows down the straw house and eats the first little pig.
Panel 4:
The second little pig builds a house of sticks.
Panel 5:
The Big Bad Wolf blows down the stick house and eats the second little pig.
Panel 6:
The third little pig builds a strong brick house.
Panel 7:
The Big Bad
Here is a storyboard summarizing the key events of the original Three Little Pigs story:
Panel 1:
Three little pigs say goodbye to their mother as she sends them out into the world to seek their fortune.
Panel 2:
The first little pig builds a house of straw.
Panel 3:
The Big Bad Wolf blows down the straw house and eats the first little pig.
Panel 4:
The second little pig builds a house of sticks.
Panel 5:
The Big Bad Wolf blows down the stick house and eats the second little pig.
Panel 6:
The third little pig builds a strong brick house.
Panel 7:
The Big Bad
The document describes experiments the author conducted creating digital animations to use for their art project. They tried creating a tunnel animation in After Effects, which they found easy but too simple. They also attempted a kaleidoscope animation tutorial but had difficulties understanding the mirrors tool. Their favorite experiment was an animation that rotated artworks and then exploded outward, which they thought was exciting and captured attention well. They plan to adapt experiments and create new artworks to include in their exhibition opening, aiming for animations that are modern, exciting and showcase their art effectively.
The document provides feedback from a student on various digital graphic narrative development tasks they completed. For the shape tasks, the student likes adding shading and highlights to add detail. They would improve by adding more creative backgrounds. For rotoscoping, the student spent time on facial features and likes the details in eyes and lips. They would improve skin and clothing tones. For text, the student liked experimenting with techniques and would explore more fonts and effects. For comics, the student likes using filters to add contrast and definition. They would improve by adding more detail and realism. For photography, the student likes depth of field and colors that draw attention. They would improve angles and editing.
The document provides evaluations of different digital graphic narrative development tasks including shape tasks using pandas and penguins, rotoscoping images of hamsters and fish, text techniques using different tools, creating comic book style images, photography of emotions, and an illustration of flowers. For most tasks, the evaluations note what was liked such as realistic details, use of tools, and effects created, and improvements that could be made such as adding more details, textures, interesting backgrounds or experimenting with other tools.
- The document describes the process of creating an advertisement poster and magazine cover for a Canon camera.
- For the advertisement poster, the creator used a simple photo of the moon they took with the camera. They added the Canon logo and tagline to the moon to attract their target astrology-interested audience.
- For the magazine cover, the creator experimented with different photos before choosing a colorful sunset photo that represented journeys and would appeal to their audience. They worked to incorporate multiple images and text onto the photo through various editing tools.
The document describes two experiments the author conducted using Photoshop. In the first experiment, the author created a composite image mixing a photograph of a wall with a hand-drawn scene from Dexter's Laboratory. In the second experiment, the author created an animated graphic or GIF featuring a trippy, spiraling design and effects. For the final product, the author plans to incorporate elements from both experiments, including using their own photographs and drawings as well as animation techniques.
The document discusses two presentation methods used for a fashion marketing project (FMP): Instagram and a website.
Instagram was chosen because it is known as the best form of fashion advertisement in 2022, allowing photos of clothing pieces to be shared. The author was already familiar with Instagram from personal use and following competitors.
A website was also beneficial as it allowed all images and more detailed brand information to be displayed. Websites are commonly used by fashion brands for selling and promoting new lines. The website builder Wix was used due to its popularity and the author's experience using it for previous projects.
The document provides information about audience research and existing fashion brands. It analyzes the demographics, interests and behaviors of Instagram users. It also examines the website and Instagram of the brand ASOS. Some key points:
- Instagram's largest audiences are aged 25-34, followed by 18-24. Females make up 51% of users. Top interests are travel, music and food.
- ASOS targets a similar demographic to the author's (ages 18-25). Its website uses large images and features sales to attract customers. Its Instagram uses influencers, celebrity content and varied creative images.
- Examining existing successful brands provides inspiration for styles, techniques and strategies to engage the target
Jessica Crosland is proposing a fashion brand project focused on print and photography. She has gained experience creating magazines, websites and using tools like Photoshop. Her concept is to create a fashion brand promoting body confidence through a website, Instagram page and model photography. Research will include analyzing other brands and the fashion industry. She will evaluate her work through reflection and feedback to improve her skills for university studies. A schedule outlines tasks from pre-production research, experiments, production of the website and social media, to evaluation and presentation.
1) The author has a passion for fashion design and media. Their photoshop and illustration skills have improved over time through projects. Organization is also a strength which helps with time management and meeting deadlines.
2) The author wants to use their strengths and address past weaknesses in their final project. They enjoy the creative and theoretical aspects of fashion and want to explore how social media impacts how women are portrayed.
3) Previous projects include magazines, websites, and posters related to fashion. This experience will help with creating a website and social media platform for their final project advertisement. The author hopes to gain skills relevant to their future career goals.
The document discusses the author's passion for fashion promotion and their choice to study fashion promotion at university. The author loves fashion and has always been interested in trends. They have skills in areas like photography, design, and social media marketing that they feel will help them in a career promoting fashion brands. While the author originally considered fashion design, they realized a degree in fashion promotion would better allow them to utilize their technical and branding skills. Previous projects in college focused on fashion and helped the author envision having their own fashion brand one day. They are motivated to learn more about promoting fashion through media and are eager to gain experience through placements and working with others interested in the industry.
The student proposes a fashion media project centered around creating their own clothing brand and photography. They are passionate about fashion and have always enjoyed the design aspects of media like websites and magazines. The main part of the project that is important is establishing their own fashion brand, which has been a goal of theirs after university. They want to get practice with this project. Influences for the project include successful Instagram fashion brands that began with media and progressed to having their own lines. The student wants their audience to feel confident and surprised by the clothes, which will have a streetwear yet classy style using on-trend colors. They have chosen this project style as it represents themselves and their passion for the fashion industry.
This document provides an evaluation template for a Year Two creative media production project. It includes sections for an overview of the project, what attracted the student to the theme, research conducted and how it informed the project, the project outcome, personal reflections on the experience, collaboration, feelings upon completion, evaluation of good and bad points, challenges faced, rating the final piece, successful elements, and how it appeals to the target audience.
In Week 1, the author began their project by researching statistics about their target demographic of 16-24 year olds using various websites. They looked at popular social media platforms and audience interests to help design an appealing product. They created an audience profile using the research.
In Week 2, the author continued researching existing products and found information on color schemes, fonts, and logos that would appeal to their target demographic. They were happy with the logo they created.
In Week 3, the author began creating assets for their website and social media account, including a background image and first Instagram post. They reflected on areas they still wanted to improve or add more research to.
This proposal outlines Jessica Crosland's project focusing on creating a website for a swipe match app targeting 16-24 year olds. She will focus on print design and production. Her tasks include researching the target audience, exploring interests and existing apps, developing content and a logo in Photoshop, building the website using Wix, tracking progress in a reflective diary, and evaluating the final project. She aims to understand how to attract and understand her target demographic through audience research and an engaging design.
The document provides research on audience interests and existing social media platforms and products that are popular among the 16-24 age demographic. It analyzes the audiences, content topics, and design features of Twitter, TikTok, Instagram, Squid Game, Love Island, and Spider-Man to understand what resonates with the target age group. Colour schemes, fonts, logos, and a proof of concept Instagram profile are developed based on the research. A mood board is also created with ideas for including social media links, events calendar, and forum discussions on the planned website.
The document discusses how the male gaze theory, which views women as objects for male pleasure, is relevant when analyzing women depicted in Playboy magazines. It describes how Playboy magazines presented women in a highly sexualized manner focused on their physical appearance. The male gaze relegates women to a subordinate status and can negatively impact women's self-esteem. Playboy founder Hugh Hefner exerted strict control over the magazine's models, dictating their hair, dress, and behavior to conform to his preferences and priorities of objectifying and commodifying women. Analyzing Playboy through the lens of the male gaze theory provides insights into how women have historically been portrayed in media primarily for male audiences.
This document discusses several key concepts related to media analysis, including auteur theory, reception theory, and the male gaze.
Auteur theory suggests that a film director's style and themes across their body of work identifies them as the "author" of their films. Reception theory examines how audiences interpret and make meaning from media texts in different, negotiated ways based on their own experiences and identities.
The male gaze theory proposes that visual media, especially films, are often constructed from the perspective of the heterosexual male viewer. This frames women as passive sexual objects to be looked at, prioritizing their appearance and the male viewer's desire over women's own subjectivity or agency. Studies link the influence of the male
The document discusses how the male gaze theory is relevant when analyzing women in Playboy magazines. It explores how Playboy magazines objectify and sexualize women to attract a male audience. The male gaze frames women as passive objects for male pleasure rather than full subjects. Hugh Hefner exerted control over his girlfriends' appearances to fit his brand's stereotypical image. Analyzing Playboy helped inform the document writer's own fashion project, which aims to portray women with confidence and self-expression rather than for the male gaze.
This document discusses how the male gaze theory is relevant to analyzing women in Playboy magazines. It explores how Playboy magazines and TV shows objectify women to attract a male audience. The male gaze reduces women to passive objects for male pleasure and consumption. By analyzing magazine covers, photos, and TV episodes, the document finds that Playboy portrayed women through a male lens, controlling their appearance and empowering men over women.
This evaluation form guides the assessment of projects. It emphasizes using appropriate terminology, concise analysis, and judging work rather than process. The student created a fashion and social media fanzine. Research of existing fanzines informed layouts and content. Ideas developed through mood boards, style sheets, and planning interviews. Outcomes met expectations. Challenges included choosing colors and improving illustrations. Time management and planning supported success. The student is proud but notes areas for more refinement.
This document discusses several key concepts related to media analysis, including auteur theory, reception theory, and the male gaze.
Auteur theory suggests that a film director's style and themes across their body of work identifies them as the "author" of their films. Reception theory examines how audiences interpret and make meaning from media texts in different, negotiated ways based on their own experiences and identities.
The male gaze theory proposes that visual media, especially films, are often constructed from the perspective of the heterosexual male viewer, portraying women as sexual objects to be looked at. Studies have linked the influence of the male gaze to negative impacts on women's self-esteem and well-being. The sources discussed provide
The document discusses how the male gaze theory is relevant when analyzing women in fashion magazines. It explores how women are often objectified in magazines aimed at both men and women. The male gaze influences how women are featured in magazines, both in terms of the models and the intended audience. Magazines like Playboy historically presented women as objects for male pleasure and satisfaction rather than individuals. The male gaze can decrease female empowerment and self-esteem by treating women as props and commodities to be looked at.
- The document is a reflective diary of a student's 4-week process of creating a fanzine in Photoshop.
- In week 1, the student designed the front and back covers, struggling with layout and fonts but improving with practice.
- In week 2, the student created hashtag pages and continued improving speed and layout skills.
- In week 3, the student added interview pages and illustrations, struggling with fitting text but making progress.
- In the 4th and final week, the student completed the fanzine by adding final articles and pages, then compiling it online.
- Overall the student was pleased with completing the fanzine but noted areas for further improvement and practice.
Jessica has chosen to create a fanzine focusing on how social media and the fashion industry impact women's mental health. Her fanzine will include facts about these topics and an interview with an Instagram influencer or model. She will target her fanzine towards females aged 16-25, as they are most active on social media and interested in fashion. By researching existing fanzines, Jessica found ideas for layouts, colors, fonts and ways to engage her audience. She also conducted research on the definitions of fanzines, effects of social media on mental health, and the pressures of working in the fashion industry.
Jessica Crosland created a mood board and style sheet to plan her fanzine focused on fashion, social media, and mental health. She included inspirational quotes, illustration art, and photos related to her themes and audience of women. For her fanzine content, she plans to conduct an interview and include pages on the effects of social media and mental health, as well as fashion and women. Her 12-page fanzine will have a content page and include a hashtag for audience involvement. Jessica reached out to brands and influencers to interview but made a backup plan to interview a friend if needed. She drafted interview questions and will record and transcribe the interview. Her production schedule spans 4 weeks, beginning with
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
2. I have currently been focusing on the practical side of my work which includes
creating animations, before I create my final ones, I decide to have a practice on
creating a few different examples of a prince or princess so I can form together
how I want my final animations to turn out like. I have 3 different examples and
didn't complete them as I didn't like my outcomes as much as I thought. For this I
used dino pixel this is a website I used beforehand when I was completing my
other example PowerPoint this was my favourite website because it is a simple
one to follow and not get confused with.
As this work was just a practice for me so then I have a better understanding I
don’t feel positive with this work, however this is something I can include within
the process of my animations to achieve the best outcome. I think the specific
elements I don’t feel went well was where I've placed my pixels these parts aren't
equal on each side of the princess face (for example). My colour schemes also
don’t really match to how I had explained in my planning. As I wanted colours
which represent a princess and I hadn't yet included a necklace which is the
focus.
The main success to this work was my ideas of the cape on the prince I focused a-
lot on this and that was something which I liked the outcome of and how it
looked was very realistic. The coordination's of the colours worked well with
greys and blues which are colours which represent a prince. Another success in
my work was how I planned out my animations before completing them, I decide
to think of ideas in my head of different styles of princesses and think how I could
produce that. Drawing out ideas beforehand is a successful way on a piece of
paper so I can then create this as an animation because then I can reflect on my
planning to make sure my animations don’t turn out completely different.
The less successful parts were my outcomes because I had a-lot of difficulty with
using dino pixel as I think a week point of mine is animations, as I completed half
of the animations and decided I didn’t like them and would screenshot and move
onto my next one. This is something I can work on by not always rushing ahead
and making sure I spent time on things for a better outcome. Other elements
which I believe was less successful was pixel numbers for example parts of the
princess's hair wasn’t equal and all different lengths, one of my main priorities
when focusing on animation is that it must match on both sides because an
uneven outcome can look unrealistic and less like a person or what it is meant to
be.
the main thing I could have done to expand and improve this work would be to
have finished the animations and finished the body as I focused more on the
faces, this is because I wanted to see if I liked the face outcomes which I decided I
didn’t .I could have also collected more screenshots, screenshots are something I
forget to do, and only managed o get three. This is something I know now for
work next; I can make sure to remember to take them so I can explain about
more of the work in detail. I also want to now plan specific colour which I will use
for my final animation, therefore I don’t spend to long deciding or picking the
wrong colour schemes which won’t match.
My next step for this project is to get my animations completed (the final ones)
and then look back on these to make sure I like the outcomes. I will then move
onto the other aspects of the game for example the menu part and creating my
music which I will be using beatbox for, I've had practice on these so I shouldn’t
spend as much time because I struggle more with animation and needed a-bit
more time for this. I also thing have my animations complete first makes it much
easier for my imagination to know how the outcome would look for everything
else.
3. I have been focusing on the demo level for my game which I’m using pixil art to
create so far this is my production part. Finding new ideas to fit onto my
background of the demo this is my second day of focusing on this and I prefer
taking my time with my work for a better outcome. I have also been looking into
the the frame's part to add a few of these when I am ready to include my
character pixels which I am still on with animating them.
Overall, so far, I am happy with this work and I can see a clear outcome of how
well I think my work is going even if sometimes I struggle, I seem to complete it in
the end. I think this part of the work brings the life to my background and I am
happy with the way this looks. Although I am still getting used to the different
type of ways, I must produce my work I feel I am still managing well with this
work. I also think this work wasn’t going too well because I focus my time on one
main thing and this work took longer than it should have.
The main successes in my work are that I found a new tool “frames” which lets
me add as many as I like and with this, I can place my animation characters in
different spots in each frame and then play this at the end this will be my demo
level, I am glad that I looked through the different tools and learned how to use
this it makes it easier within my work. Another success was my colour schemes
and how well I was able to match colours together which appeals towards both
my audiences of a younger age. Colours such as blues, purple, white and red.
My main element which seems to be what I’m struggling with is the different
layers because most of mine aren’t in a specific order and I must find which is
which this leads me to adding pixels or creating something on a completely
different layer and forgetting to add more each time, which this will make it a lot
harder for me when I start moving around objects for the frames. Another part
which was difficult was knowing how to put the game together meaning what I
was going to do next and how to add my pixel of my princess in which I had
created on Dino pixel I seemed to not know how to add this in and it wasn’t
letting me which means I may have to make a complete new pixel character.
To expand this work, I could have added more into my background like trees etc.
or created different styles or patterns on the boxes to not make them look as
plain and simple. To improve my work, I need to start the frames section to make
my objects move around because that will start to look like a demo level. I could
also add in a castle, but I think I might save this part for my cut scene bits with
audio.
My next step is to get my pixel characters onto my background and set up the
frames and experiment and see what outcomes I can make. I will then move onto
looking into the cut scene and creating my own audio after this I think I can then
piece together all the parts using different forms of apps to look more into this
next.
4. In this process part I have been continuing to focus on my practical side to my
project and I am still focusing on the video game side. This includes my demo
level mainly which I have created more pixel characters (the prince) and I have
begun to animate these using the timeline icon which I add frames on, and this
can make my pixel move almost as if you are playing the game which is my
purpose. I was also able to add icons around my game such as a tree and hearts
which symbol how many lives you have, I added this as improvements.
Overall, I am happy with this work so far because I feel I have added a-lot more
into the demo level and made it look a-lot more alive and interesting as before it
was quite plain, and I had forgot about the different icons I needed to include in. I
think this animation I am creating is definitely not turning out as well this is
because of the COVID situation which means I am unable to use certain apps
which I know how to use, however r the work and my outcomes I think are going
well especially because I am taking my time to make sure I don’t rush with my
outcomes.
The main successes within my work were my pixel of the prince this is something
which I practiced with a-lot and I was happy with how it looked in the end I was
also happy when I put it together and switched between the two pixels, so it
looked like a walking animation which was something I had learnt when I was in
college. Another success which I learnt to remember was my layers I always
added a new layer for another object or icon of pixels I would add in, so it was a-
lot easier for me when I began to animate. This is also my first time using the
frames on pixilart and I managed to get the hang of this quite easily with moving
the character for each frame and changing the speed of this.
A lot of thing became less successful when completing this work these where
when I added all my frames in, I decided to add more to my background this
meant I had to add that change to all of the 26 frames the change was (adding a
tree and icons). This became very time consuming, so I had to delete all the
frames and start again with creating an animation. Another thing I found difficult
was with my pixel character when the pixel character wasn’t in the frame and
when I brought it back in for example half of its body had disappeared this meant
I had to re-create half of it all over again. I also got confused a-bit with my layers
and struggled to find which layer was which as they had all got mixed up which
also takes up time to find each one.
I think to improve my work and expand this I could have made the game more
challenging and add another character which is against the prince, but I haven’t
been able to get to that point. I could also have added things that could be
thrown at him to stop him from getting the pixel diamonds this could attract my
audience a-lot more because it can look a-lot more exciting this is something I
will be looking to add if I can.
my next step is to finish up my demo level and maybe add some more to improve
it I will then move on my cut scene and then be able to put all of these together
using I movie and add my sounds in. Once I get to this point moving onto my
other advertisements such as magazine cover will be next.
5. Today I decided to keep focusing on my practical side to the project and today I
finished up creating the demo level this is because I felt like it wasn’t very
entertaining and was quite boring and basic so I added another character in
known as an (enemy) as i feel this will want my audience to engage a-lot more. I
then had to restart my frames again and delete the previous ones and so far, I
have my final demo level I decide to just save this now incase I come back to this
if I have free time to improve.
I feel a-lot better that I was able to improve my demo level as it gives it more
danger and makes the game look a-lot more interesting. My enemy character I
think turned out very well and looked evil especially by me using the dark reds
and purples this give of hints as to what type of character this is (evil).The
framework also turned out well with different objects moving at different times
with the character jumping onto the enemy.
The main success where how my pixel turned out because this was a last-minute
idea which I decided on therefore I didn’t have time to plan or draw this out. I
decide to try out different shapes and finally created this enemy another good
success is that it didn’t take as long when I made the pixel because it was a small
one and I didn’t have to add it onto every frame. Lastly another success was that
by adding in an enemy this made my frames go up into the 40s which meant my
demo will be a lot longer than before.
I believe I had more less successful parts because I began to have a few problems
with pixilart, which is when I create my frames and move characters sometimes it
cuts off half my character and I must restart this each time. I also had to delete
my previous frames to re-add the pixel and did the animation all over again this is
what took up most of my time because I found that using pixilart has become a
weakness of mine and I do prefer to use photoshop it also is a lot more time
consuming when focusing on the little things.
To expand and improve my work I would have added some flames which would
come out of the pixels mouth because this would make it more of a challenge and
show what type of power this pixel has. I would have also added more into the
background and even maybe more than one pixel but now I don’t want to over
crowd the game and will come back to these points if I have time.
Next, I will move onto my cut scene and I also have a proposal planning part
which needs completing and I can focus on these parts in tomorrow’s lesson.
6. Todays work I have been still focusing on my practical video game and I
managed to complete my men screen for the game I also looked over my
sound I made when I was in college before we broke up for Christmas as
when I made that song I decide to keep it because I think it will match for
my demo level (when I get a preview of my game) this was a bonus for me
because I have a music ready but I can still look back on beep box to see if I
can make even better sounds. I also looked back on my demo level
background which I still need to complete but mainly focused on my menu
level today.
My work outcome for my menu screen so far, I am happy with this because this is
how I had planned my idea out and I was able to re-create this. My main priority
was the fields for the background because I was unsure on where to start with
them but looking over at ideas and pictures of fields, I was able to create a layout
using the tools on pixil tool (line tool) and then filled in with colours I think this
really makes my work stand out and was a good idea which I chose to create. I
decide to not add too much to the menu because I didn't want the game to come
across confusing and because it is aimed at a younger audience, they will prefer a
simple and easy access to a game. My song for the game was also a good
outcome and I think I mixed sound effects which matched well together although
I still have time to look back on beep box and see if there's any other sounds, I
can create which are better or fit better.
My main success which I had with this work was definitely my outcome because I
didn’t expect my background to work out as well as it had turned out, I used pixil
art which i have been using for my other backgrounds too and I have now got a
good idea of how to use this. I think my song was also a successful part because I
created this when I didn’t really know how to use beep box and I picked my
favourite sound effects which would match my type of game and moved them
around to make a catchy fast song which would go well. My time management is
something else that is being more successful within my work because I am not
rushing through the game video parts and taking time with each part for example
the menu screen, I made sure to have a simple but effective background
the part I struggled with the most was was my background for the menu screen
because at first, I couldn’t get the type of shape of fields correctly and they
looked less like fields and didn’t fit well with how I wanted them too this took a-
lot of time (most of my day) which was also something which I was less successful
with because this part became very time consuming as I wanted it to look right.
Another part which I struggled with was my text I created this my self and wanted
to add a shadow colour I did attempt as best as I could, but o was unsure on
where the shadows needed to be placed this caused me to mess u[p a-lot and
sometimes it wouldn’t let me press the undo button. Layers where a difficult part
for me because I kept forgetting to add layers with each different prop, I was
creating this meant I had to delete and restart with specific bits for example parts
of the text.
To expand my work, I could have explored a-lot more different sounds on beep
box for my song and definitely tried to not spend as long as I did on the menu
screen because this took up most of my day. I think I could have added a-
bit more into the menu screen with other bits around the text and added more
shadows and put more into the title but with spending a-lot of time I was happy
enough with my outcome. To expand my work, I could have added in animations
in the menu screen for example the castle moving.
Next, I want to be moving onto the demo level and creating
my animations or firstly create the audio which will explain
the game and what will happen. If I struggle with these, I
may also start my other production parts such as my
magazine because I this. have a better understanding with
7. I have been focusing on the practical side of my project which includes creating a
pixel of one of the main characters in the game (the princess). I have also begun my
game background which I have started and is not fully complete yet. For my pixel I
used dino pixel which I used for my previous pixel examples and practicing and for
my background I use pixil art, this is new to me and I haven’t used this before but
once I got the hang of it it became easy to use.
I think so far, I am happy with this work because it is turning out the way I
planned. I like the turn out of both these things and I think using other sources to
create the pixels and background isn't as bad as I imagined because of covid not
being able to access photoshop. As the work isn’t fully completed yet except from
my princess pixel which took a while to make because I wanted a certain outcome
and it turned out just how I wanted for this I had to try different techniques by
trying experiments first until it was perfect. I also had to estimate with colour
schemes and try quite a few different colours until they would match well.
the main success in this work is that I had practiced pixel examples before
creating a final one because this helped me to find out new techniques using
these different apps and helped me to not get lost or not know which tools are
which. Another success was that I didn’t rush when using pixels because
sometimes you need a-lot of patience because pixels can take a-lot of time and
detail for a good outcome. However, I took time and my outcomes where just
how I expected
whilst having to be at home and using different types of apps I did struggle with
understanding which part I am creating is for what element in my project for
example when I was creating my background, I got confused whether this is for
my menu screen or for the actual game. Also, with pixil art it is something I am
not used to and some tools where confusing to use and I did end up not using the
tools which are quicker instead I took the long way of completing for example I
would colour a whole section in without knowing I had a paint bucket tool. This
made it a-lot more time consuming for me. Another thing I struggled with is when
I tried to create hills (for a field) for my menu screen I messed up a-lot and it
didn’t look right at the end so i decide to focus on my game background.
Due to the fact I haven’t yet finished the game background my main focus to
expand that is to add more onto it for example trees are something I want to
scatter around the grass and in-front of the blue sky. I was also thin king a Castle
this will improve the background because it will give the audience a much better
of what this game includes. Diamonds, jewels and boxes are something I am yet
to add in for the game and have animations on the pixels tis will bring the game
to life and improve it. To expand the amount of work I produced I could have also
created a prince character which I will be doing I just had spent a-lot of time
creating the princess to how I wanted.
My action plan is to complete both my characters and the background to
the game then I can move onto the menu screen and creating all the game
parts separate therefore I can then put it all together this also includes
beep-box for sounds. For the prince I need to create three different pixels
so that when I animate, he will be walking and jumping. I am looking to
create the game first and then move onto my magazine cover and
billboard this is because the thing I struggle with mostly is my game and I
think its better to get this part complete first then I have time for my other
two.
8. In todays lesson I have been focusing on my planning side which involves my
proposal and I also made sure my blog was up to date with my reflective journals
and screenshots of my work so far .I did complete most of the proposal but still
need to finish of parts of the planning for example when I move onto my
evaluation.
I feel this work is going well because I preferred to complete my proposal at this
stage because I have a much better understanding on what my game is called and
specific audiences as before I was still unsure. I am happy with how I will also
evaluate my work and completing this has given me a much better idea of what I
need to make sure I am including in my work for example make sure the audios or
sound effects I use worked well together and that my game doesn’t look hard to
understand for my younger audience.
As I said beforehand my understanding from the proposal is a success because I
know what to look out for and make sure I don’t make this simple mistakes. I also
think using the planning grid below the proposal is helping me out a-lot because I
can type things into a list so I don’t miss out on what work needs completing
which makes me more organized .Also explaining my game out I think is a success
mainly because I can get this idea into my head and also make sure I don’t miss
things out when creating the products.
Not completely this was less successful because I did struggle with understanding
about what the bibliography meant as I didn’t know if I had to complete surveys
or not at first (which I think I don’t have to).When uploading to my blogger some
of my screenshots hadn’t saved onto my laptop so I had to retake a lot of these
which was very time consuming, but I managed to do this. As well as putting
together the PowerPoint for the reflective journal took a lot of time.
personally, I don’t think I could add much more detail in my proposal because this
was written about my story and I couldn’t add parts which wouldn’t make sense
or relate to this. However, to improve this I would have made sure to save my
screenshots and completed my full proposal in one.
my next step is to finish off the proposal and move back onto my production
once I do this, I will just have my production and evaluation to get through then I
will be finished.
9. I have been working on finishing my proposal off and moving onto part of my
front magazine cover, in this time I also took some pictures for the magazine
which included a picture of trees (in a forest) and a picture of the model. I used
photoshop for my magazine so far.
I think this work is going well because I am starting to focus on other parts
instead of completing in an order which I thought was better, but I want to make
sure I am putting effort into all of my three outcomes. As I still haven’t finished
my magazine so far it isn’t how I am wanting it to look but I am hoping after I
have added more into it it will.
My main success was being able to use photoshop again for my game so far, I
have been using pixil art which I have struggled with but now I can try use
photoshop for my magazine cover as I believe I work best with magazines by
using Photoshop. This is because I understand a-lot of the tools on photoshop
and especially with the fonts and I have had previous experience doing this. My
proposal also turned out well and I was able to get all my information around my
project and type out a plan which can still be useful now when I am working on
production.
My only less successful area so far is how my magazine cover is looking so far
because I am struggling with finding the right font colours which match with the
backgrounds. This can be very important as I have to base the colours of my
target audience as well. Placing certain images, I am also uncertain about and will
try to find the prefect fit to how I want my magazine to look.
I think for my magazine cover I can add more text surrounding the main focus of
the image and started to add more blending options and saturated the
backgrounds.
This is my next action plan to continue with the magazine cover whilst also
focusing on my game and other advertisement.
10. • Today I have been working on sorting my blog out because all my work was
on the same post which was very confusing, so I separated both of my music
video and adventure projects and added in everything I needed to keep up to
date, this is something which I do most days updating my blog especially with
screenshots and reflective journal posts. I also then focused on my billboard
which I have begun on photoshop and starting to explore different
techniques to how I will produce the layout.
this work is going well so far, although I still have a few aspects I need to finish
and add for example a tag line which I am still deciding on and other bits like
names of actors. I also feel happy with my pixil art gems which I made and added
into photoshop these really stood out and relate towards my game.
I am happy with how my work has turned out so far especially with my
background colour this is something which I think makes the whole layout stand
out a lot more and will appeal to my audience. This really changes the whole look
to the billboard and another aspect which turned out well was the use of my
fonts using da font these really stood out to me. This is because they are bold &
large, I also used the blending options to the font and turned the opacity of a
black outer shadow. This is something I was glad I tried out because it also really
made the outcome stand out and look professional .
I struggled with choosing my style and layout because at first, I had a dark colour
scheme and realised this wouldn’t match the type of audience this appeals too. I
also had to re start my layout a lot which was stressful because I did get confused
with thinking I was advertising my game when it is mean to advertise the film.
Therefore, I had to go through and add my own pictures which I had taken this
took a lot of time up, but it was worth how my result so far has turned to to look.
added other real-life pictures to show the main focus is the film or added a lot
more text in to show more about the film and its information. In my opinion I
wouldn’t want to add much more to this because a billboard is better when it
isn’t crowded.
Next, I am looking to carry on completing the billboard and the either moving
back onto my game or my magazine cover.
11. In todays lesson I have focused on adding the last touches to my billboard advert
and moving back onto my magazine cover I only managed to add a few more bits
to the magazine because I had to update my blogger as well. I used photoshop for
today for both of these separate adverts.
I think this work is going well and it is helping me to improve my own skills with
photoshop itself as sometimes I do struggle using certain tools, but I am now able
to spend a lot of my time focusing on different areas. I also realised I like to not
rush when creating my products and I have been given a lot of time, so I spend
my time completing a bit at a time therefore I come out with a high-quality
product which I am satisfied with this is my way of working especially since
COVID.
my main success was the editing which I added to my forest background I
changed the brightness to low and added a shadow which a-bit of saturation this
really made it look a-lot more mysterious and exciting. It also gives a hint towards
my audience of what time of mood the film is. I then changed the opacity to my
portrait to not make it look as photoshopped and almost blend in this turned-out
a-lot better and I was no longer unsure about that part. Outer glow is something
which I love on photoshop because this makes my text stand out so much and
give it that pop this was a huge success and now, I can match my colour schemes
and experiment.
my layout was something which I found stressful because I didn’t seem to like
how my main picture was cut out onto the background of the forest therefore, I
did try move around the image into different places, but it still looked. very clear
that it had been photoshopped on. The magic tool also wouldn’t let me select
certain parts which I needed to cut out therefore my end result looked a-bit
bumpy and you could still see my white background to the cut out of me.
I could have added a lot more text surrounding the magazine and taken
time to try find other people who I could have taken photos of to be in the
magazine as I had to only use one which was of me. This is something I
can learn from and plan ahead who will be in my magazine and not last
minute .
the next step is to reflect back onto my game (cut scene) and focus on this
and then I can put my game together to check for any specific
improvements .
12. In todays lesson I am focusing on my magazine cover advertisement which I have
continued with (practical) and I used photoshop for this type of product because
that's what I like best and find easiest to use. Ive been completing things like
adding more fonts with changing the blending options and moving around the
layouts to see what fits where best.
so far, I am actually surprised with how my work is going because with the theme
being adventure which is something, I thought I would struggle with because of
my knowledge with movies that relate to this and therefore I thought I would
struggle with thinking on what to add onto my magazine cover, but I am actually
coming up with my own ideas and this seems to be working out well for me with
my outcomes so far.
my main successes where my colour schemes I was able to find the gradient
tool bar which mixes with two colours and creates a darker glow to my fonts
and another success was I had mentioned in my planning that I wanted a
colour scheme of 2 colours used within the whole of my magazine cover and so
far, I have managed to do this. This includes a dark gold colour and white.
Another success was my pug which is the round circle I have added to the top
left this really stands out a-lot and grabs the audience's attention because it is
a shape and something different, I am happy with this so far.
In this lesson I didn’t really come across any struggles the main thing that I could
figure out would have to be my layout sometimes I was a-bit unsure where to put
what text to make it look even and like an actual magazine but in the end, I
managed to change bits around and I am still unsure if everything will stick in
these places.
to expand my work, I could have maybe added in the villain at the
back onto the background to make it more clear to the audience. To
improve I can add more text in the blank spaces which I still have to
do.
My next step is to finish up the magazine and move back onto my
game which I have the cut scene to do and add together all of the
bits into I movie.