The document provides a top 10 list of favorite 2D game characters. Mario is listed as the favorite for being the first character played and for consistently saving Princess Peach from Bowser. Zelda, who is actually a male character, is next for being featured in games like The Legend of Zelda. Bowser, despite being a villain, is seen as a cool character. Knuckles, Donkey Kong, Kirby, Sonic, Shadow, Yoshi, and Samus Aran round out the remaining spots on the list. Reasons for each character's inclusion involve their roles in games, appearances, powers or abilities.
This document profiles a character concept for a 2D game character named Morwic. It describes Morwic as a fierce yet loyal dwarf warrior in his peak years. It provides backstory that Morwic was experimented on by gnomes during a dwarven war, which gave him the power to transform into an invincible stone golem. The game genre is described as an adventure, role-playing, and action game.
In 5.5 weeks, the author will create an interactive trailer using Adobe Illustrator and Flash to showcase an original character. They will research and brainstorm characters, choose one, present a character profile, and develop an interactive Flash trailer for the selected character.
1. Thunder is a young teenage boy who lives in a magical medieval/cyber world called Cylands. He rides a cyborg dragon named Storm who controls lightning. Thunder trains Storm and rides him during thunderstorms to control the weather.
2. Candyfloss is a 17-year-old fairy who can cast spells and create potions. There are three types of fairies - Elementals, Magic Types like Candyfloss, and Normal Types. Fairies are magically connected to and protect a human from birth. If the human stops believing, the fairy will die. Candyfloss risks this by experimenting with black magic.
3. Darkness and Shadow are shadow-
2 d character concept profile by victoria bellVictoriaLBS
The document contains a character concept profile for "Thunder", a young teenage boy and dragon rider from the fictional world of Cylands. Thunder's dragon, Storm, has elemental control over lightning and thunder. Their job is to train together and ride in storms to control the weather using lightning. The profile provides details on Thunder's physical appearance, backstory as a dragon rider, and the proposed action-adventure game genre where the objective is to control lightning and storms.
The document profiles several popular video game characters including Sonic the Hedgehog, Shadow the Hedgehog, and Blaze the Cat from the Sonic series; Link, Princess Zelda, and Epona from the Legend of Zelda series; Red and Pokemon like Charmander and Pikachu from the Pokemon series; and Pit from Kid Icarus. For each character, it provides their name, species, gender, age, physical description, personality, powers, and a brief comment.
The document provides a top 10 list of favorite 2D game characters. Mario is listed as the favorite for being the first character played and for consistently saving Princess Peach from Bowser. Zelda, who is actually a male character, is next for being featured in games like The Legend of Zelda. Bowser, despite being a villain, is seen as a cool character. Knuckles, Donkey Kong, Kirby, Sonic, Shadow, Yoshi, and Samus Aran round out the remaining spots on the list. Reasons for each character's inclusion involve their roles in games, appearances, powers or abilities.
This document profiles a character concept for a 2D game character named Morwic. It describes Morwic as a fierce yet loyal dwarf warrior in his peak years. It provides backstory that Morwic was experimented on by gnomes during a dwarven war, which gave him the power to transform into an invincible stone golem. The game genre is described as an adventure, role-playing, and action game.
In 5.5 weeks, the author will create an interactive trailer using Adobe Illustrator and Flash to showcase an original character. They will research and brainstorm characters, choose one, present a character profile, and develop an interactive Flash trailer for the selected character.
1. Thunder is a young teenage boy who lives in a magical medieval/cyber world called Cylands. He rides a cyborg dragon named Storm who controls lightning. Thunder trains Storm and rides him during thunderstorms to control the weather.
2. Candyfloss is a 17-year-old fairy who can cast spells and create potions. There are three types of fairies - Elementals, Magic Types like Candyfloss, and Normal Types. Fairies are magically connected to and protect a human from birth. If the human stops believing, the fairy will die. Candyfloss risks this by experimenting with black magic.
3. Darkness and Shadow are shadow-
2 d character concept profile by victoria bellVictoriaLBS
The document contains a character concept profile for "Thunder", a young teenage boy and dragon rider from the fictional world of Cylands. Thunder's dragon, Storm, has elemental control over lightning and thunder. Their job is to train together and ride in storms to control the weather using lightning. The profile provides details on Thunder's physical appearance, backstory as a dragon rider, and the proposed action-adventure game genre where the objective is to control lightning and storms.
The document profiles several popular video game characters including Sonic the Hedgehog, Shadow the Hedgehog, and Blaze the Cat from the Sonic series; Link, Princess Zelda, and Epona from the Legend of Zelda series; Red and Pokemon like Charmander and Pikachu from the Pokemon series; and Pit from Kid Icarus. For each character, it provides their name, species, gender, age, physical description, personality, powers, and a brief comment.
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 over multiple days, and then animating it using Flash, which presented some difficulties with buttons. The character was presented to others by mid-November and continued to be refined through drawing and animation until being finished in mid-December.
The schedule outlines a 5 week plan to develop a character concept, with week 1 focusing on ideas, week 2 on writing up character ideas, week 3 starting to draw the character, week 4 finishing the character drawing and beginning work in Flash, and week 5 spending more time in Flash to complete the project.
The document summarizes the author's evaluation of their project. They are pleased with how the end product turned out and that they completed it on time, despite initially finding it difficult. While creating characters and keeping a log posed some challenges, research and using Adobe Illustrator were easy given the author's experience. The flash presentation was harder due to less recent practice with the software, but the author was able to overcome initial troubles and was pleased with the final flash trailer.
The document outlines a project timeline from October to December 2012. It involves creating 2D characters, including making a timeplan, listing top characters, collecting images, creating a mindmap, sketching characters, refining designs, drawing from different angles, profiling characters, uploading sketches, finishing work, and creating an interactive presentation to share the final work. The presentation was uploaded by the December project deadline.
This document contains a character concept profile for Zipp, an alien insect hybrid sent to Earth to collect samples for his home planet's army. Zipp appears like a fly but holds his body upright as he flies and walks. He has a straightforward personality focused on getting jobs done. Zipp's abilities include flying, crawling, fighting with wings, pincers and silk-like material. The game profiled is a platform-RPG where the player defeats enemies to create ultimate creatures to battle opponents across multiple levels and a final battle.
The document outlines the process taken by a student to design a 2D character for their project over several weeks. They began by organizing their time, making inspiration boards with character references, and mind maps. They then generated sketch ideas and a final design. Next, they created a character profile in PowerPoint and presented it to the class. Following this, the student drew the character in Illustrator, added color and shading. They edited the character to be animated in Flash and built out a presentation with buttons, colors, and character information. Sound effects and music were added, along with an interactive graphic. Finally, the student created a logo and proofread their work.
The document discusses three 2D games and how they approach character design. The first game allows players to choose between different wolf characters but all have realistic appearances. The second game involves evolving a character through different forms in a realistic prehistoric setting. The third game stars Ecco the Dolphin, whose realistic dolphin design helps players connect with the character. Realistic, consistent character designs that fit the games' settings are emphasized.
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 outlines the tasks completed for an evaluation assignment. It describes completing 7 tasks including reading the brief, making a schedule, choosing a character, drawing a character plan, making a character profile, creating an interactive Flash presentation with the character, and blogging the work and writing an evaluation. Overall, the tasks were found to be easy to complete except making the character name and remembering to date work, but progress was made.
The document describes a 2D character concept profile for a game character named Banana Ram. Banana Ram is a banana who lives on a shelf in a shop with his girlfriend Amy. He becomes angry when the leader of a spider gang named Mr. Spider takes Amy hostage. Banana Ram's goal is to smash through other fruit and make his way to the spider's den to save Amy and defeat the spider gang, using his ability to ram into enemies and jump. The proposed game genre is a comedy adventure.
Dylan Jones is creating a 2D character for Lazy Eye Media over 5 weeks and 3 days, designing a creative character with personality and soul using vector graphics. He will create a presentation including a design pack and animated sprites to demonstrate completing the project according to his own ideas.
This document outlines the progress of 7 tasks over 7 weeks. It shows the tasks scheduled for each day. For the first 5 weeks, tasks 1-4 were complete, task 5 was almost complete, and tasks 6-7 were not started. By week 7, tasks 1-6 were complete and task 7 was in progress, with comments added on dates showing progress on character animation tasks in Flash.
The document outlines progress on 7 tasks over several weeks. It includes:
- Hours spent and tasks started/completed each day
- Notes on tasks like creating a character in Flash and adding a bone structure
- An extension to the original deadline of December 14th
- Continued progress animating the character running on a map with jumping animations
The production log outlines the progress made on a 2D character assignment from November 8th to 23rd. It documents scheduling on the 8th, character research and a mood board from the 14th to 16th, and beginning work in Flash on the 23rd after finishing additional research.
The document contains character ideas including a cheese with sunglasses that lives in a bag, a steampunk cyborg flying pig that flies mechanically, and a sardine with a knife that swims and flaps around using its knife when not in water.
This schedule shows availability in green and unavailability in red for each day of the week and time of day (morning, afternoon, evening). It applies to all weeks up until a deadline and indicates the person will be working on multiple sources and tasks throughout the days and times.
This document contains a character concept profile for a 2D game character named Sid Sardine the Sardine. Sid is a small green sardine with hands and legs that has the personality of a forgetful fish. The game objective is for Sid to go on adventures through different sea levels, using a knife to fight enemies and collecting upgrades to find his sardine friends. The proposed game is a 2D adventure and platform game.
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 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 over multiple days, and then animating it using Flash, which presented some difficulties with buttons. The character was presented to others by mid-November and continued to be refined through drawing and animation until being finished in mid-December.
The schedule outlines a 5 week plan to develop a character concept, with week 1 focusing on ideas, week 2 on writing up character ideas, week 3 starting to draw the character, week 4 finishing the character drawing and beginning work in Flash, and week 5 spending more time in Flash to complete the project.
The document summarizes the author's evaluation of their project. They are pleased with how the end product turned out and that they completed it on time, despite initially finding it difficult. While creating characters and keeping a log posed some challenges, research and using Adobe Illustrator were easy given the author's experience. The flash presentation was harder due to less recent practice with the software, but the author was able to overcome initial troubles and was pleased with the final flash trailer.
The document outlines a project timeline from October to December 2012. It involves creating 2D characters, including making a timeplan, listing top characters, collecting images, creating a mindmap, sketching characters, refining designs, drawing from different angles, profiling characters, uploading sketches, finishing work, and creating an interactive presentation to share the final work. The presentation was uploaded by the December project deadline.
This document contains a character concept profile for Zipp, an alien insect hybrid sent to Earth to collect samples for his home planet's army. Zipp appears like a fly but holds his body upright as he flies and walks. He has a straightforward personality focused on getting jobs done. Zipp's abilities include flying, crawling, fighting with wings, pincers and silk-like material. The game profiled is a platform-RPG where the player defeats enemies to create ultimate creatures to battle opponents across multiple levels and a final battle.
The document outlines the process taken by a student to design a 2D character for their project over several weeks. They began by organizing their time, making inspiration boards with character references, and mind maps. They then generated sketch ideas and a final design. Next, they created a character profile in PowerPoint and presented it to the class. Following this, the student drew the character in Illustrator, added color and shading. They edited the character to be animated in Flash and built out a presentation with buttons, colors, and character information. Sound effects and music were added, along with an interactive graphic. Finally, the student created a logo and proofread their work.
The document discusses three 2D games and how they approach character design. The first game allows players to choose between different wolf characters but all have realistic appearances. The second game involves evolving a character through different forms in a realistic prehistoric setting. The third game stars Ecco the Dolphin, whose realistic dolphin design helps players connect with the character. Realistic, consistent character designs that fit the games' settings are emphasized.
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 outlines the tasks completed for an evaluation assignment. It describes completing 7 tasks including reading the brief, making a schedule, choosing a character, drawing a character plan, making a character profile, creating an interactive Flash presentation with the character, and blogging the work and writing an evaluation. Overall, the tasks were found to be easy to complete except making the character name and remembering to date work, but progress was made.
The document describes a 2D character concept profile for a game character named Banana Ram. Banana Ram is a banana who lives on a shelf in a shop with his girlfriend Amy. He becomes angry when the leader of a spider gang named Mr. Spider takes Amy hostage. Banana Ram's goal is to smash through other fruit and make his way to the spider's den to save Amy and defeat the spider gang, using his ability to ram into enemies and jump. The proposed game genre is a comedy adventure.
Dylan Jones is creating a 2D character for Lazy Eye Media over 5 weeks and 3 days, designing a creative character with personality and soul using vector graphics. He will create a presentation including a design pack and animated sprites to demonstrate completing the project according to his own ideas.
This document outlines the progress of 7 tasks over 7 weeks. It shows the tasks scheduled for each day. For the first 5 weeks, tasks 1-4 were complete, task 5 was almost complete, and tasks 6-7 were not started. By week 7, tasks 1-6 were complete and task 7 was in progress, with comments added on dates showing progress on character animation tasks in Flash.
The document outlines progress on 7 tasks over several weeks. It includes:
- Hours spent and tasks started/completed each day
- Notes on tasks like creating a character in Flash and adding a bone structure
- An extension to the original deadline of December 14th
- Continued progress animating the character running on a map with jumping animations
The production log outlines the progress made on a 2D character assignment from November 8th to 23rd. It documents scheduling on the 8th, character research and a mood board from the 14th to 16th, and beginning work in Flash on the 23rd after finishing additional research.
The document contains character ideas including a cheese with sunglasses that lives in a bag, a steampunk cyborg flying pig that flies mechanically, and a sardine with a knife that swims and flaps around using its knife when not in water.
This schedule shows availability in green and unavailability in red for each day of the week and time of day (morning, afternoon, evening). It applies to all weeks up until a deadline and indicates the person will be working on multiple sources and tasks throughout the days and times.
This document contains a character concept profile for a 2D game character named Sid Sardine the Sardine. Sid is a small green sardine with hands and legs that has the personality of a forgetful fish. The game objective is for Sid to go on adventures through different sea levels, using a knife to fight enemies and collecting upgrades to find his sardine friends. The proposed game is a 2D adventure and platform game.
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.