The artist first outlined a character using the pen tool, then added more detail and color to make the image look more realistic using the pen tool and eye dropper tool, and finally added a background to improve the overall look of the image.
Nathan created a 120x80 pixel ghost animation in Photoshop. He drew and colored the ghost, then used keyframes and tweening to animate it moving. Nathan improved the background by adding shading and depth to trees using pencils and gradients. For the final animation, he experimented with keyframes and tweening to make the ghost fade in and out, looking more realistic. In his reflection, Nathan said he would include the tree detailing skills and keyframe/tweening animation techniques in his final Ghost Game product.
The document describes three processes used in production. The first process involved using the shapes tool to create boxes for text on the front cover and editing a photo with the burn tool. The second process described creating spirals using a brush tool and history brush to blend lines. The third process involved vectorizing a character from an image using the quick select tool, duplicating it in different colors, and arranging the copies around the character to create a spiraling effect.
The document provides step-by-step instructions for designing a magazine cover and contents page in Photoshop. Key steps include:
1) Adding a black background and masthead logo. Text and shapes were added using various tools.
2) Images and cover lines were inserted and color balances adjusted. Social media icons and additional logos were placed.
3) The contents page included shapes, lines, and images cut out using selection tools. Text was then added in Quark.
4) A double page spread was created with a banner, images, color adjustments, glow effects and spaces for additional text in Quark.
The document provides feedback on improving a magazine layout. It suggests making the font and cover image more eye-catching. Pictures should be sized proportionally to the background. The contents page needs page numbers and a more interesting background than just black. Images throughout should be more cohesively connected. Overall, gaining better Photoshop skills would improve the professionalism and layout.
The document summarizes the steps taken to design the front cover, contents page, and a double page spread for a magazine in Photoshop and Quark. Key steps included:
1) Adding backgrounds, mastheads, cover lines, images and effects in Photoshop.
2) Importing shapes, images and adding panels/sections in Photoshop for text in Quark.
3) Adding all text, fonts, page numbers and formatting text around shapes in Quark to complete page designs.
The document discusses editing a photo in Photoshop. The editor removed the background, adjusted lighting to match other photos, increased contrast to make facial features stand out more, and changed the hair color to match across photos. Considerable time was spent editing the eyes by removing red-eye and flash, and making the iris color consistent. Photoshop tools like spot healing, red-eye correction, and layering were used to edit parts of images without affecting other areas. Photoshop was also used to design a magazine by layering text and images, and precisely measuring text placement.
The document describes the editing process for the cover, contents page, and a double page spread for a magazine. For the cover, the editor added a background, main image, title text with effects, and coverlines with glow effects. For the contents page, color-coded boards were added along with masthead, article numbers, and coverlines. Images were imported from Photoshop. For the double page spread, the masthead was imported from Photoshop along with edited images, and text was added around the images.
The document describes the editing process for the cover, contents page, and a double page spread for a magazine. For the cover, the editor added a background, main image, title text with effects, and coverlines with glow effects. For the contents page, color-coded boards were added along with masthead, article numbers, and coverlines. Images were imported from Photoshop. For the double page spread, the masthead was imported from Photoshop along with edited images, and text was added around the images.
Nathan created a 120x80 pixel ghost animation in Photoshop. He drew and colored the ghost, then used keyframes and tweening to animate it moving. Nathan improved the background by adding shading and depth to trees using pencils and gradients. For the final animation, he experimented with keyframes and tweening to make the ghost fade in and out, looking more realistic. In his reflection, Nathan said he would include the tree detailing skills and keyframe/tweening animation techniques in his final Ghost Game product.
The document describes three processes used in production. The first process involved using the shapes tool to create boxes for text on the front cover and editing a photo with the burn tool. The second process described creating spirals using a brush tool and history brush to blend lines. The third process involved vectorizing a character from an image using the quick select tool, duplicating it in different colors, and arranging the copies around the character to create a spiraling effect.
The document provides step-by-step instructions for designing a magazine cover and contents page in Photoshop. Key steps include:
1) Adding a black background and masthead logo. Text and shapes were added using various tools.
2) Images and cover lines were inserted and color balances adjusted. Social media icons and additional logos were placed.
3) The contents page included shapes, lines, and images cut out using selection tools. Text was then added in Quark.
4) A double page spread was created with a banner, images, color adjustments, glow effects and spaces for additional text in Quark.
The document provides feedback on improving a magazine layout. It suggests making the font and cover image more eye-catching. Pictures should be sized proportionally to the background. The contents page needs page numbers and a more interesting background than just black. Images throughout should be more cohesively connected. Overall, gaining better Photoshop skills would improve the professionalism and layout.
The document summarizes the steps taken to design the front cover, contents page, and a double page spread for a magazine in Photoshop and Quark. Key steps included:
1) Adding backgrounds, mastheads, cover lines, images and effects in Photoshop.
2) Importing shapes, images and adding panels/sections in Photoshop for text in Quark.
3) Adding all text, fonts, page numbers and formatting text around shapes in Quark to complete page designs.
The document discusses editing a photo in Photoshop. The editor removed the background, adjusted lighting to match other photos, increased contrast to make facial features stand out more, and changed the hair color to match across photos. Considerable time was spent editing the eyes by removing red-eye and flash, and making the iris color consistent. Photoshop tools like spot healing, red-eye correction, and layering were used to edit parts of images without affecting other areas. Photoshop was also used to design a magazine by layering text and images, and precisely measuring text placement.
The document describes the editing process for the cover, contents page, and a double page spread for a magazine. For the cover, the editor added a background, main image, title text with effects, and coverlines with glow effects. For the contents page, color-coded boards were added along with masthead, article numbers, and coverlines. Images were imported from Photoshop. For the double page spread, the masthead was imported from Photoshop along with edited images, and text was added around the images.
The document describes the editing process for the cover, contents page, and a double page spread for a magazine. For the cover, the editor added a background, main image, title text with effects, and coverlines with glow effects. For the contents page, color-coded boards were added along with masthead, article numbers, and coverlines. Images were imported from Photoshop. For the double page spread, the masthead was imported from Photoshop along with edited images, and text was added around the images.
The document describes how the author used Photoshop skills to create a contents page, including choosing a color scheme to match the front cover, adding images and cropping them, editing the images using effects like "Poster Edges", adding text and numbering using specific fonts and sizes, and utilizing a grid to align all elements. In the end, brushes were added to enhance the design but at a lowered opacity so as not to clash with the text.
The photographer used various editing tools in Photoshop to enhance several photographs. For the first photo, they desaturated the colors and then replaced the sky color. For the second photo, they darkened the colors for more contrast and used gradients to add shadows. They removed the background of a statue using selection tools and brushed away white areas. A bending yellow line was added to another photo and then partially removed.
The document summarizes the steps taken to design a magazine cover, including adding a bold masthead text with shadow and stroke to stand out, adding an issue date below in simple text, cutting part of a head image to place behind the masthead, adding a secondary sub-masthead, angling a red box with white text at the bottom to maintain the house style, creating a puff sticker effect by duplicating and cutting a circle, and adding photos with inner glow and red borders while maintaining the house style.
Production: manipulation of original photographyamyrobb7
The document discusses the manipulation of several original photographs for use in a magazine. The photographs were edited by [1] adjusting colors, brightness, contrast and cropping to make subjects stand out; [2] cutting out backgrounds around subjects using selection tools; and [3] using smudge tools to blend colors and remove unwanted elements like grass. The goal of the edits was to make the photographs more dramatic, professional-looking and well-sized for the intended magazine layouts.
This document describes various tools available in Photoshop and how the creator used each tool to design a music magazine. The tools include: Move Tool, Select Tool, Lasso Tool, Magic Wand Tool, Crop Tool, Eyedropper Tool, Healing Brush, Paint Brush, Stamp Tool, Eraser Tool, Paint Bucket Tool, Blur Tool, Burn Tool, Pen Tool, Text Tool, Shape Tool, Hand Tool, Zoom Tool, and Foreground/Background colours. For each page of the magazine, the document explains how different elements were created and edited using these various Photoshop tools.
The painting depicts H2 with colorful fireworks in the background. H2 represents the artist's family names, Hanns and Hilldreds. Vibrant yellow is used for the sparky fireworks and purple complements the yellow for the letters H2. The artist feels they did a good job capturing their excitement around family firework celebrations each weekend in the painting.
Reed Cunningham experimented with creating pixel art elements for a ghost game, including a knight, trees, and ghosts. They used tools like the pen tool and paint brush to manually create the pixel art. For the final game, Reed plans to include the knight character and keep the nighttime setting to add scariness. The experiment was conducted to develop art assets for a brief about creating a ghost game.
The document describes the steps taken to create a label in Photoshop, including adding a title, original photo, removing the background using selection tools, and adding effects like burning and cutting using drawing tools to finalize the label with a black background and title.
The document describes the steps taken to design a magazine cover in Photoshop, including:
1) Inserting the main image and adjusting its size and placement on the page.
2) Using tools like the healing brush and magic wand to remove spots from the model and delete the background.
3) Adding effects like blurring, converting to black and white, and adding a drop shadow to make the image stand out.
4) Adding design elements like a blue background, gold banner, masthead, bar code, and text in different sizes, fonts, and colors to complete the cover design.
The log documents the process of creating a 2D character named Thunder over the course of November and December 2012. It involved coming up with character ideas, creating a character profile and mood board, drawing the character using Illustrator, and then animating it using Flash. The creator had some difficulties with the buttons in Flash.
The document summarizes the process of recreating a magazine cover. The creator began by replicating the title, date, and cover lines in InDesign, changing fonts, colors, and sizes to match the original as closely as possible. They then took a photo and edited it in Photoshop, converting it to black and white, cropping, adjusting exposure, and adding shadows. Final touches included drawing on eyebrows and eyes, and placing the recreated elements together to complete the recreation. Overall the creator was pleased with capturing key elements like stance and layout, but notes weaknesses like imperfect fonts and lighting that could be improved.
The document outlines a student's process of designing a 2D character over several weeks. This included organizing their time, researching inspiration, creating mood boards and mind maps, sketching initial character ideas, developing a character profile presentation, illustrating the character in Illustrator, animating it in Flash, and adding interactive elements to a Flash presentation about the character. The student presented their work to the class and continued refining details up until the deadline.
The document describes the process of creating pixel art characters, weapons, backgrounds and animations for a game. Over several days, the artist created character concepts and walk animations in Photoshop using the pencil tool. Weapons were also designed in pixel art style. Background development included a forest setting with a house for player interaction. Interior details and a non-player character were added to the house. Upcoming work involves animating battle scenes between the player and enemies.
The document describes the process used to create elements for the front cover and a double page spread of a magazine. For the front cover, the creator used blending tools to eliminate lines around an image and designed a badge in Photoshop. For the double page spread, the creator developed the spread as a single large image in Photoshop using guidelines and text boxes to guide text around images. Hexagons in the magazine's color scheme were placed and duplicated at 50% opacity to form the background.
Nathan Tugwell describes the steps taken to edit an image and design magazine pages. He cut out the background of an image using the pen tool and adjusted the brightness and contrast to darken it. Rectangles and the magic wand tool were used to create boxes around text. Stars were added to the masthead using a downloaded brush. Drop shadows and strokes were applied to boxes to make the text stand out on the pages. Rectangles and red text on a white background were also used to make elements pop visually.
The document describes Hayden's process of creating a magazine layout in Photoshop. Hayden used various tools in Photoshop like the pencil, fill, shape, text, and embedded tools to draw objects, add colors, write text, and insert images. For each piece, Hayden explained which tools they used to create different elements like backgrounds, logos, reviews, and graphics. The goal was to design a magazine layout advertising and reviewing various video games.
The document describes the process of creating a character and background for an adventure game. It explains that the artist first drew an outline of the character's feet but did not like it and changed it. They then drew the character's outline and colored it in. A forest background was created to match the adventure theme. However, the character was too big for the background, so it was adjusted to make the character appear smaller by reducing mud and adding more grass.
The document provides instructions for using various software tools to edit documents, images, and create designs. It includes over 30 steps describing how to use tools in Excel, Photoshop, Publisher, and Word to perform tasks like merging cells, adding graphics and text, adjusting colors and lighting, selecting and cutting out objects, and more. The tools and techniques covered allow for organizing information, representing data visually, designing page layouts, editing photographs, and creating advertisements.
El documento lista los nombres de varias personas en diferentes horarios de la mañana y tarde de un domingo. En algunas entradas se incluye el coordinador y notas para ese turno en particular.
Este documento describe la empresa Las Plumas y Asociados C.A., una compañía dedicada a la compra, distribución y venta de productos agrícolas. Explica las actividades del departamento de compras, incluyendo la comunicación con proveedores, negociación de condiciones y precios, y recepción de productos. También detalla las tareas realizadas por los estudiantes durante su pasantía, como creación de requisiciones, órdenes de compra y guías de inventario. Por último, ofrece algunas recomendaciones como asign
The document describes how the author used Photoshop skills to create a contents page, including choosing a color scheme to match the front cover, adding images and cropping them, editing the images using effects like "Poster Edges", adding text and numbering using specific fonts and sizes, and utilizing a grid to align all elements. In the end, brushes were added to enhance the design but at a lowered opacity so as not to clash with the text.
The photographer used various editing tools in Photoshop to enhance several photographs. For the first photo, they desaturated the colors and then replaced the sky color. For the second photo, they darkened the colors for more contrast and used gradients to add shadows. They removed the background of a statue using selection tools and brushed away white areas. A bending yellow line was added to another photo and then partially removed.
The document summarizes the steps taken to design a magazine cover, including adding a bold masthead text with shadow and stroke to stand out, adding an issue date below in simple text, cutting part of a head image to place behind the masthead, adding a secondary sub-masthead, angling a red box with white text at the bottom to maintain the house style, creating a puff sticker effect by duplicating and cutting a circle, and adding photos with inner glow and red borders while maintaining the house style.
Production: manipulation of original photographyamyrobb7
The document discusses the manipulation of several original photographs for use in a magazine. The photographs were edited by [1] adjusting colors, brightness, contrast and cropping to make subjects stand out; [2] cutting out backgrounds around subjects using selection tools; and [3] using smudge tools to blend colors and remove unwanted elements like grass. The goal of the edits was to make the photographs more dramatic, professional-looking and well-sized for the intended magazine layouts.
This document describes various tools available in Photoshop and how the creator used each tool to design a music magazine. The tools include: Move Tool, Select Tool, Lasso Tool, Magic Wand Tool, Crop Tool, Eyedropper Tool, Healing Brush, Paint Brush, Stamp Tool, Eraser Tool, Paint Bucket Tool, Blur Tool, Burn Tool, Pen Tool, Text Tool, Shape Tool, Hand Tool, Zoom Tool, and Foreground/Background colours. For each page of the magazine, the document explains how different elements were created and edited using these various Photoshop tools.
The painting depicts H2 with colorful fireworks in the background. H2 represents the artist's family names, Hanns and Hilldreds. Vibrant yellow is used for the sparky fireworks and purple complements the yellow for the letters H2. The artist feels they did a good job capturing their excitement around family firework celebrations each weekend in the painting.
Reed Cunningham experimented with creating pixel art elements for a ghost game, including a knight, trees, and ghosts. They used tools like the pen tool and paint brush to manually create the pixel art. For the final game, Reed plans to include the knight character and keep the nighttime setting to add scariness. The experiment was conducted to develop art assets for a brief about creating a ghost game.
The document describes the steps taken to create a label in Photoshop, including adding a title, original photo, removing the background using selection tools, and adding effects like burning and cutting using drawing tools to finalize the label with a black background and title.
The document describes the steps taken to design a magazine cover in Photoshop, including:
1) Inserting the main image and adjusting its size and placement on the page.
2) Using tools like the healing brush and magic wand to remove spots from the model and delete the background.
3) Adding effects like blurring, converting to black and white, and adding a drop shadow to make the image stand out.
4) Adding design elements like a blue background, gold banner, masthead, bar code, and text in different sizes, fonts, and colors to complete the cover design.
The log documents the process of creating a 2D character named Thunder over the course of November and December 2012. It involved coming up with character ideas, creating a character profile and mood board, drawing the character using Illustrator, and then animating it using Flash. The creator had some difficulties with the buttons in Flash.
The document summarizes the process of recreating a magazine cover. The creator began by replicating the title, date, and cover lines in InDesign, changing fonts, colors, and sizes to match the original as closely as possible. They then took a photo and edited it in Photoshop, converting it to black and white, cropping, adjusting exposure, and adding shadows. Final touches included drawing on eyebrows and eyes, and placing the recreated elements together to complete the recreation. Overall the creator was pleased with capturing key elements like stance and layout, but notes weaknesses like imperfect fonts and lighting that could be improved.
The document outlines a student's process of designing a 2D character over several weeks. This included organizing their time, researching inspiration, creating mood boards and mind maps, sketching initial character ideas, developing a character profile presentation, illustrating the character in Illustrator, animating it in Flash, and adding interactive elements to a Flash presentation about the character. The student presented their work to the class and continued refining details up until the deadline.
The document describes the process of creating pixel art characters, weapons, backgrounds and animations for a game. Over several days, the artist created character concepts and walk animations in Photoshop using the pencil tool. Weapons were also designed in pixel art style. Background development included a forest setting with a house for player interaction. Interior details and a non-player character were added to the house. Upcoming work involves animating battle scenes between the player and enemies.
The document describes the process used to create elements for the front cover and a double page spread of a magazine. For the front cover, the creator used blending tools to eliminate lines around an image and designed a badge in Photoshop. For the double page spread, the creator developed the spread as a single large image in Photoshop using guidelines and text boxes to guide text around images. Hexagons in the magazine's color scheme were placed and duplicated at 50% opacity to form the background.
Nathan Tugwell describes the steps taken to edit an image and design magazine pages. He cut out the background of an image using the pen tool and adjusted the brightness and contrast to darken it. Rectangles and the magic wand tool were used to create boxes around text. Stars were added to the masthead using a downloaded brush. Drop shadows and strokes were applied to boxes to make the text stand out on the pages. Rectangles and red text on a white background were also used to make elements pop visually.
The document describes Hayden's process of creating a magazine layout in Photoshop. Hayden used various tools in Photoshop like the pencil, fill, shape, text, and embedded tools to draw objects, add colors, write text, and insert images. For each piece, Hayden explained which tools they used to create different elements like backgrounds, logos, reviews, and graphics. The goal was to design a magazine layout advertising and reviewing various video games.
The document describes the process of creating a character and background for an adventure game. It explains that the artist first drew an outline of the character's feet but did not like it and changed it. They then drew the character's outline and colored it in. A forest background was created to match the adventure theme. However, the character was too big for the background, so it was adjusted to make the character appear smaller by reducing mud and adding more grass.
The document provides instructions for using various software tools to edit documents, images, and create designs. It includes over 30 steps describing how to use tools in Excel, Photoshop, Publisher, and Word to perform tasks like merging cells, adding graphics and text, adjusting colors and lighting, selecting and cutting out objects, and more. The tools and techniques covered allow for organizing information, representing data visually, designing page layouts, editing photographs, and creating advertisements.
El documento lista los nombres de varias personas en diferentes horarios de la mañana y tarde de un domingo. En algunas entradas se incluye el coordinador y notas para ese turno en particular.
Este documento describe la empresa Las Plumas y Asociados C.A., una compañía dedicada a la compra, distribución y venta de productos agrícolas. Explica las actividades del departamento de compras, incluyendo la comunicación con proveedores, negociación de condiciones y precios, y recepción de productos. También detalla las tareas realizadas por los estudiantes durante su pasantía, como creación de requisiciones, órdenes de compra y guías de inventario. Por último, ofrece algunas recomendaciones como asign
The document summarizes the evaluation of a magazine cover created by the author for a class project. It discusses the research conducted on real magazine cover designs and how those conventions were used in the created cover. Specifically, it placed the title in the upper third, included cover lines on the right side of the middle third, and films reviewed in the lower third. Feedback confirmed the dark colors and genre matched the targeted horror theme. The cover was deemed effective at representing a real magazine cover.
Dokumen ini membahas tentang cara melaksanakan shalat sunat Tarawih dan witir selama bulan Ramadan. Terdapat penjelasan tentang jumlah rakaat, bacaan surat, dan tata cara pelaksanaannya secara berjemaah di masjid.
Destiny is an action-roleplaying, first-person shooter game set 700 years in the future in a post-apocalyptic world. The player takes on the role of a Guardian defending the last city of humanity against hostile alien races. Throughout key scenes in the game, there is a voiceover of a man telling a bedtime story to a child that relates to the narrative and sets a serious tone. Many of the sound effects like gunfire were likely created by recording the real sounds and editing them, while vehicle noises were made using fan or engine recordings combined with wind. The voiceover actor was probably recorded in a controlled studio environment speaking the scripted lines.
The document discusses the soundtrack for the video game Fifa 15. It describes three different soundtrack elements: the setting, mood, and game genre. For the setting of an intense free kick, the soundtrack builds tension with crowds cheering that get louder and more intense. The mood creates an intense atmosphere with fast-paced sounds that build pressure until a moment of silence right before the kick. As a sports simulation game, the soundtrack follows genre conventions with realistic crowd noise and grass sounds to immerse the player.
The document discusses sound elements in the video game Forza Horizon 2. It analyzes the sounds of a car engine revving in a farmer's field setting as the sun is setting. It states the car sounds were likely recorded using microphones around an actual car being revved. It describes the mood as relaxed but with a thrill from the car sounds. It notes racing games commonly feature realistic car sounds to simulate the experience. The narrative aims to become the top driver at a festival through open road races, with sound immersing the player in the surrounding environment.
Thomas Giblin has studied games design and has taken his knowledge to create a video game called "Abridged" to fill a gap in the market. Abridged is a puzzle/platform game where the player uses bridges to solve problems and progress through challenging compartments. The target audience is primarily males aged 12-30, though female gamers are also interested in these types of games. Unique selling points of Abridged include using bridges to solve environmental puzzles and throwing players in the deep end with limited instruction against many challenges.
This document provides an introduction and overview of the game "Abridged" which challenges the player to navigate through various compartments using puzzle-solving skills. The player must use a "Bridge Gun" which shoots orbs that can bounce and expand into bridges to cross gaps. The first few compartments introduce basic mechanics - walking over existing bridges, using a prism to open a door. Later compartments require using the gun to create bridges over gaps, then bouncing a second bridge to cross larger gaps. Precision is needed to solve puzzles and progress through increasingly difficult trials.
The document contains 50 links to various images of armor, weapons, and costumes from different time periods and cultures including Templar knights, samurai, Roman soldiers, mages, and Persian warriors. The images show everything from full plate armor to robes and include references to films like 300 and games like World of Warcraft.
This document lists armor slots for different character classes in a game. Druids can equip items in head, shoulders, back, chest, robe, and legs slots. Warriors can equip head, shoulders, back, chest, robe, legs, and feet. Mages can equip chest, robe, legs, feet, head, and influence. Death knights can equip head, influence, shoulders, and chest, robe, legs, and feet.
This document discusses designing armor sets for a World of Warcraft expansion. It outlines trends in armor preferences for different character classes based on forum research. These include nature-themed armor for druids, battle-scarred armor for warriors, and elemental or arcane-themed armor for mages. It also notes that the target audience for armor designs is typically male players aged 16-30 and provides statistics on subscription and revenue numbers for the game and its developer Blizzard.
The document describes the process used to design armor for different World of Warcraft characters. For each character, the designer started with the feet and worked upwards, using drawing and coloring tools to layer the armor design. Key aspects like colors and head designs were chosen based on feedback. The same techniques were applied consistently across each character's armor pieces.
This production log documents Thomas Giblin's 9-week process of creating armor designs for 4 character classes from World of Warcraft as part of a BTEC Level 3 Extended Diploma in Creative Media Production Games Design. In the first few weeks, Thomas conducted research on WoW armor and armor design, created character outlines in Illustrator, and hand-drew armor designs. He then scanned and imported these into Illustrator, using the pen tool to create digital armor designs for each character. Over subsequent weeks, Thomas worked to complete the armor designs for each character in Illustrator, facing some issues with file corruption along the way. By week 9, he had finished designs for all 4 characters and presented his work for feedback.
This production log documents Thomas Giblin's 8-week process of designing armor sets for four characters from World of Warcraft as part of a BTEC Level 3 Extended Diploma in Creative Media Production Games Design final major project (FMP). In the first few weeks, Thomas conducted research on WoW armor and armor design, created character outlines in Illustrator, and hand-drew armor designs which he scanned and imported into Illustrator. He finished the armor design and coloring for the first character in weeks 6-7 and the second character in week 7. In week 8 he faced issues with his Illustrator file but was able to complete the third character.
This production log details Thomas Giblin's progress on his FMP project creating armor sets for characters from World of Warcraft over 5 weeks. In week 1, he chose his project idea and researched existing WoW and real-world armor designs. He created a questionnaire to gather feedback. In week 2, he developed initial design ideas by creating a mind map of the 4 character classes. In week 3 while on holiday, he refined his research based on feedback. In week 4, he finished planning and pitched his project, then began production by outlining the base WoW character models in Illustrator.
This production log details Thomas Giblin's progress on a final major project (FMP) for a BTEC Level 3 Extended Diploma in Creative Media Production. The FMP involves designing armor sets for four character classes from World of Warcraft. In the first few weeks, Thomas conducted research on armor designs from World of Warcraft and other sources, created a project schedule, and pitched his idea. He then began production by modeling basic character outlines and hand drawing armor designs which he scanned and imported into Illustrator. Over subsequent weeks, Thomas continued refining the digital armor designs in Illustrator, finishing the first character by week 6 and the second by week 7 while starting the third.
Thomas Giblin is creating an armour set for multiple characters from World of Warcraft for his FMP at Salford City College Eccles Sixth Form Centre. In week 1, he chose his idea and researched different armours from World of Warcraft and other games, films, and television to gather references. He also started his production log and schedule. In week 2, he created design ideas by making a mind map of the four character classes and listing their features. He planned how to design the project. In week 3, while on holiday, he continued planning and refining his research based on feedback.
This production log details Thomas Giblin's progress over 7 weeks on developing armor designs for 4 character classes from World of Warcraft as part of a BTEC Level 3 Extended Diploma in Creative Media Production Games Design final major project. In the initial weeks, Thomas conducted research on armor designs from World of Warcraft and other games and films, created a project schedule, and gathered feedback from a questionnaire. He then began planning armor ideas and designing basic outlines of the characters in Illustrator before starting to draw armor features by hand and scan them into Illustrator to begin the digital designs.
This production log documents Thomas Giblin's progress on his Final Major Project (FMP) to design armor sets for four character classes from World of Warcraft. In week 1, Giblin chose his project idea, researched existing WoW and real-world armor designs, and created a survey to gather feedback. He began his production log and schedule to manage the project. In week 2, Giblin created concept maps with armor ideas for each class based on his research and survey feedback. He planned how to design the project.
This document is a production log for a student's FMP (Final Major Project) creating armor sets for characters from the game World of Warcraft. In the first few weeks, the student gathered research on armor designs from World of Warcraft and other sources, created a questionnaire to get feedback, and started planning their project schedule. Later weeks were spent hand drawing armor designs, scanning them into Illustrator, and digitally creating the armor sets for four different characters. The student faced issues when one of their Illustrator files became corrupted but was able to complete all four sets. Feedback was received and improvements were made after the deadline.
This document is a production log for a student's FMP (Final Major Project) creating armor sets for characters from the game World of Warcraft. Over the course of 12 weeks, the student conducted research, planned the project, designed basic outlines and armor concepts for 4 characters, created the digital designs using Illustrator, received feedback, and made improvements before uploading the final project and materials to a blog.
Thomas Giblin is creating armor sets for four characters from World of Warcraft as part of his FMP project. In the first week, he chose his idea and researched existing armor designs from World of Warcraft and other sources. He created a production log and schedule to manage the project. In subsequent weeks, he developed initial concepts by creating a mind map and refining his research based on feedback. He pitched his idea and began production by outlining the base character models in Illustrator. In week 5, he hand drew main armor features and scanned them into Illustrator to use as the basis for his core armor designs.
1. The next thing that I did was add basic
The first thing that I did was use colour to the character. I used the eye
the pen tool to outline the dropper tool to help me with it.
character.
Finally I added the background to make
the image look better.
I then added more detail and added the
colour to make the image look more
realistic. To do this I used the pen tool
and the eye dropper tool.