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Initial Ideas & Context
Your Name
Pre-proposal
Tell me in no more than 20 words, what is your FMP idea? My idea is to make a trailer for a game in pixel art and then also make some
posters for it.
Why have you decided to make it? I have decided to make it in pixel art because when we were doing the pixel art
project I really enjoyed making and animating in pixel art.
What about your project makes it important to you? It makes it important to me because I’ve always liked playing games and I think I
would be a lot more engaged and motivated being able to animate a trailer and
making some poster for a game In pixel art rather then going out and filming
one.
Outline some of the initial influences on your idea/work and some potential
research targets (remember, research isn’t just a paper based activity)
I would like to look a similar game that aren’t in pixel art trying to get some
inspiration from that and then making something similar in pixel art.
What effect do you want to have on your audience when they see your
project?
The effect I would aim to have is to be able for someone to watch what I have
made and be entertain by it and wouldn’t mind seeing more of it.
Describe the tone/mood/style of your project [which production
techniques/characteristics are you employing?]
I would like to make a action adventure type trailer in pixel art with a good story
behind it. I would also want to be able to bring it more alive with sound effects
and music.
Why have you decided to make your project in this style? Because I have more interest in more survival and action games. This means I
have more ideas rather than if I made a strategy game for example.
Initial Reaction
One my thoughts for the FMP was making a short trailer and then some advertisement to go with it. However I started to do some
animation for the adventure project and that inspired me to change my idea from making a trailer and advertainment for a real life
movie but make a trailer for a game in pixel art and then some poster to advertise that.
I think that I am quite good at making things in pixel art and putting them together which will help me in my production as
hopefully I can make more content as it wont take me long to make certain assets.
Mind Map
1.1 Initial Ideas _ Context.pptx
Mood Board Analysis
Is there any repetition in the images you have collected? Repeated colours/images
styles/fonts/tone/mood
.There is a lot of repetition in the image style. However the colours are different to each other I
would also say no images is completely identical everyone was has something unique to it. The
reason why I have got different colours and environments is because I want to have my game
go across different regions/environments.
How will your mood board influence your final product?
I think it has given me a lot more ideas in what backgrounds I should make and how I should
make the story behind the game. I think my mood board has helped me by given me more of a
range of environments to work with making my product longer and better. I added my own
game in my mood board because that helped me by getting to experiment what works well
when making something in pixel art and doesn’t I think this will help me when it comes to
production as I already have a idea of where I need to start.
Shigeru Miyamoto
• Shigeru Miyamoto is a Japanese video game designer who producer and
game director at Nintendo. He is the creator of Mario, The Legend of
Zelda, Donkey kong and much more. He regarded as one of the most
accomplished and influential designers in the history of video games.
After the Nintendo released the first home video game console (The
computer) he knew that he had to make a game that was unique. In the
process of making Mario and Zelda he focused on more on gameplay
than on high scores unlike many games at the time. When he was
making Zelda he took the approach of making the player think their way
through riddles and puzzles. This made the world of Zelda more
expansive and seemingly endless. However when he made Zelda 2 It has
very little resemblance to the first game of the series.
Koji Kondo
• Koji Kondo is a Japanese music composer, pianist and music
director who works for Nintendo who was first hired in 1984.
He was mainly hired for Music Composition and sound
programing. He was the third person who was hired by
Nintendo to create music and sound effects for its games. His
first work at Nintendo was to create sound effects and music
for a game called Punch-out at this point Nintendo became
fairly popular in Japan. Kondo's music for Super Mario
Bros. was designed around the feeling of motion that mirrors
the player's physical experience.
Kazuaki Morita
• Kazuaki Morita is a Japanese games designer, he
works as a programmer and manager at the company
systems research and development. He began to
program games for Nintendo in the early 1980s his first
game was NES version of Ice Climber. Then a few years
later started to program Mario and The Legend of Zelda
series. Then in 1991 he started experimenting with the
game boy and developing Zelda links awakening. Morita
who describes himself as a big angle fan, incorporated a
angle mini-game into the game, which has since
appeared in many other Zelda games.
Skills Audit
Strengths Weaknesses
Pixel art animation. I'm good at making assets then
making work all together to make a clean animation.
Time management. I can spend to long on a certain thing
or lose focus when making something.
Being able to watch back a animation a being able to be
creative and maybe find a better way to do a certain
effect.
I'm not familiar with making my own sounds I could find
this a challenge when I start to make a theme tune or
sound effects for my trailer and gameplay.
Being able to improvise if I realise something doesn’t
work and I might to redo a scene so that the animation
looks smooth and pleasant to look at.
My planning does lack when it comes to having a
structure of what I want to do first in my production. In
the past this made me start of the production phase
slower.
I'm good at using photoshop I think this gives me a
advantage when I start production as I am good at using
the tools and layers which saves me a lot of time when I
start making things as I don’t have to find look for
certain things.
Why are you making this project?
• I have decided to make this project because I have had a lot of enjoyment with animation in my last project. One
of my hobbies is gaming so I already have a good interested in games. I would say I have a good understanding
of games and I think that helps me have more motivation when making animation as instead of playing these
games I can have a chance to make a some animation for a game and have complete control of what I want it to
look like and the story behind it. This also will give me more a understanding of how they make games and some
of the process they have to go through to make a game and advertise it.
Hopes for the FMP
• One of my biggest hopes for my FMP is making a clean and entertaining animation with also a good story behind
it. I think I defiantly have potential of making this happen all though In order to make the best animation I can I
need to be able to improve my planning to have more time in the production to create more animation. Another
hope for my FMP is to have the end projects engaging and entertaining for other people to look at and also have
a professional look to it. Another hope for my FMP is to also be able to grow my skills and develop them further
and be able to make more professional animation.
Strengths and Limitations
• One of my main strengths for this production would be making pixel art I think I can be quite creative when It comes to making it work
and linking things together. I would say this makes my work look more appealing to look at. This effects my production in a positive way
as it helps make it look more professional and help my production go more smoothly as I wouldn’t have to think of any ideas on the
spot and I would be always creating more assets to work with. Another strength I would say I have is not overcomplicating my work I
would say I know when something will look better if it was simpler, and this would also be more appealing to a younger audience as
this makes it easier to navigate and understand what's going on. This helps my production as it helps me focus on making more
animation and detail into other areas as making something simpler mainly means it doesn’t take up too much time which allows me to
focus more of my time elsewhere. Another strength would be being able to improvise when something doesn’t work this could be
making a bunch of animation then look at the final thing and realising something doesn’t quite work or makes sense, I would be able to
quickly adjust or find a way to make it look better and work well with the full animation.
• A Limitation I have when I'm making production would be not having enough time to finish or add to an animation as I would be
focusing too long on other assets. This could mean there is a part of my production that I'm not happy with and don’t have time to
improve it which has an overall impact on the entire project. I would say this comes down to planning and setting certain small targets
to hit to make sure all my work is on time. This could slow down my overall production and hand in work that I'm not happy with or
unfinished. Another limitation I have when making my production is making a background look detail, I would say It takes a lot of time
to making a background have detail and look professional and work well with the animation. This could have a big effect on me overall
project as some background might be more detail than others making the overall project look like it has some unfinished work in there
or clearly a noticeable difference on how much time I have spent on each scene. Another limitation I have when making my production
is keeping the animation match the story I have said as its very easier to go off track and have new ideas mid creating the animation
that you could think work better however going away from the story I had planned. I would say this has multiple effects on production
as it can get confusing of what to do next if you know you have gone away from the story you had planned. This means you have the
potential of when putting all the animation together not making much sense or have a noticeable difference between all the scenes.
Potential Research Activities
• A major potential research is the Nintendo games like Mario and Zelda, these would give me a really good insight on what
animation works and why they have added certain things. I think this would also help when planning as I can look at their
games and see what works for them this could be from how the main menu is and reflects to the story or how the games tells
the story through the progress you make in the game. Another research Idea would be games like terraria which focus more
on survival and story this will help me find a good way to present my story and improve it to make it more suitable for a game.

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1.1 Initial Ideas _ Context.pptx

  • 1. Initial Ideas & Context Your Name
  • 2. Pre-proposal Tell me in no more than 20 words, what is your FMP idea? My idea is to make a trailer for a game in pixel art and then also make some posters for it. Why have you decided to make it? I have decided to make it in pixel art because when we were doing the pixel art project I really enjoyed making and animating in pixel art. What about your project makes it important to you? It makes it important to me because I’ve always liked playing games and I think I would be a lot more engaged and motivated being able to animate a trailer and making some poster for a game In pixel art rather then going out and filming one. Outline some of the initial influences on your idea/work and some potential research targets (remember, research isn’t just a paper based activity) I would like to look a similar game that aren’t in pixel art trying to get some inspiration from that and then making something similar in pixel art. What effect do you want to have on your audience when they see your project? The effect I would aim to have is to be able for someone to watch what I have made and be entertain by it and wouldn’t mind seeing more of it. Describe the tone/mood/style of your project [which production techniques/characteristics are you employing?] I would like to make a action adventure type trailer in pixel art with a good story behind it. I would also want to be able to bring it more alive with sound effects and music. Why have you decided to make your project in this style? Because I have more interest in more survival and action games. This means I have more ideas rather than if I made a strategy game for example.
  • 3. Initial Reaction One my thoughts for the FMP was making a short trailer and then some advertisement to go with it. However I started to do some animation for the adventure project and that inspired me to change my idea from making a trailer and advertainment for a real life movie but make a trailer for a game in pixel art and then some poster to advertise that. I think that I am quite good at making things in pixel art and putting them together which will help me in my production as hopefully I can make more content as it wont take me long to make certain assets.
  • 6. Mood Board Analysis Is there any repetition in the images you have collected? Repeated colours/images styles/fonts/tone/mood .There is a lot of repetition in the image style. However the colours are different to each other I would also say no images is completely identical everyone was has something unique to it. The reason why I have got different colours and environments is because I want to have my game go across different regions/environments. How will your mood board influence your final product? I think it has given me a lot more ideas in what backgrounds I should make and how I should make the story behind the game. I think my mood board has helped me by given me more of a range of environments to work with making my product longer and better. I added my own game in my mood board because that helped me by getting to experiment what works well when making something in pixel art and doesn’t I think this will help me when it comes to production as I already have a idea of where I need to start.
  • 7. Shigeru Miyamoto • Shigeru Miyamoto is a Japanese video game designer who producer and game director at Nintendo. He is the creator of Mario, The Legend of Zelda, Donkey kong and much more. He regarded as one of the most accomplished and influential designers in the history of video games. After the Nintendo released the first home video game console (The computer) he knew that he had to make a game that was unique. In the process of making Mario and Zelda he focused on more on gameplay than on high scores unlike many games at the time. When he was making Zelda he took the approach of making the player think their way through riddles and puzzles. This made the world of Zelda more expansive and seemingly endless. However when he made Zelda 2 It has very little resemblance to the first game of the series.
  • 8. Koji Kondo • Koji Kondo is a Japanese music composer, pianist and music director who works for Nintendo who was first hired in 1984. He was mainly hired for Music Composition and sound programing. He was the third person who was hired by Nintendo to create music and sound effects for its games. His first work at Nintendo was to create sound effects and music for a game called Punch-out at this point Nintendo became fairly popular in Japan. Kondo's music for Super Mario Bros. was designed around the feeling of motion that mirrors the player's physical experience.
  • 9. Kazuaki Morita • Kazuaki Morita is a Japanese games designer, he works as a programmer and manager at the company systems research and development. He began to program games for Nintendo in the early 1980s his first game was NES version of Ice Climber. Then a few years later started to program Mario and The Legend of Zelda series. Then in 1991 he started experimenting with the game boy and developing Zelda links awakening. Morita who describes himself as a big angle fan, incorporated a angle mini-game into the game, which has since appeared in many other Zelda games.
  • 10. Skills Audit Strengths Weaknesses Pixel art animation. I'm good at making assets then making work all together to make a clean animation. Time management. I can spend to long on a certain thing or lose focus when making something. Being able to watch back a animation a being able to be creative and maybe find a better way to do a certain effect. I'm not familiar with making my own sounds I could find this a challenge when I start to make a theme tune or sound effects for my trailer and gameplay. Being able to improvise if I realise something doesn’t work and I might to redo a scene so that the animation looks smooth and pleasant to look at. My planning does lack when it comes to having a structure of what I want to do first in my production. In the past this made me start of the production phase slower. I'm good at using photoshop I think this gives me a advantage when I start production as I am good at using the tools and layers which saves me a lot of time when I start making things as I don’t have to find look for certain things.
  • 11. Why are you making this project? • I have decided to make this project because I have had a lot of enjoyment with animation in my last project. One of my hobbies is gaming so I already have a good interested in games. I would say I have a good understanding of games and I think that helps me have more motivation when making animation as instead of playing these games I can have a chance to make a some animation for a game and have complete control of what I want it to look like and the story behind it. This also will give me more a understanding of how they make games and some of the process they have to go through to make a game and advertise it.
  • 12. Hopes for the FMP • One of my biggest hopes for my FMP is making a clean and entertaining animation with also a good story behind it. I think I defiantly have potential of making this happen all though In order to make the best animation I can I need to be able to improve my planning to have more time in the production to create more animation. Another hope for my FMP is to have the end projects engaging and entertaining for other people to look at and also have a professional look to it. Another hope for my FMP is to also be able to grow my skills and develop them further and be able to make more professional animation.
  • 13. Strengths and Limitations • One of my main strengths for this production would be making pixel art I think I can be quite creative when It comes to making it work and linking things together. I would say this makes my work look more appealing to look at. This effects my production in a positive way as it helps make it look more professional and help my production go more smoothly as I wouldn’t have to think of any ideas on the spot and I would be always creating more assets to work with. Another strength I would say I have is not overcomplicating my work I would say I know when something will look better if it was simpler, and this would also be more appealing to a younger audience as this makes it easier to navigate and understand what's going on. This helps my production as it helps me focus on making more animation and detail into other areas as making something simpler mainly means it doesn’t take up too much time which allows me to focus more of my time elsewhere. Another strength would be being able to improvise when something doesn’t work this could be making a bunch of animation then look at the final thing and realising something doesn’t quite work or makes sense, I would be able to quickly adjust or find a way to make it look better and work well with the full animation. • A Limitation I have when I'm making production would be not having enough time to finish or add to an animation as I would be focusing too long on other assets. This could mean there is a part of my production that I'm not happy with and don’t have time to improve it which has an overall impact on the entire project. I would say this comes down to planning and setting certain small targets to hit to make sure all my work is on time. This could slow down my overall production and hand in work that I'm not happy with or unfinished. Another limitation I have when making my production is making a background look detail, I would say It takes a lot of time to making a background have detail and look professional and work well with the animation. This could have a big effect on me overall project as some background might be more detail than others making the overall project look like it has some unfinished work in there or clearly a noticeable difference on how much time I have spent on each scene. Another limitation I have when making my production is keeping the animation match the story I have said as its very easier to go off track and have new ideas mid creating the animation that you could think work better however going away from the story I had planned. I would say this has multiple effects on production as it can get confusing of what to do next if you know you have gone away from the story you had planned. This means you have the potential of when putting all the animation together not making much sense or have a noticeable difference between all the scenes.
  • 14. Potential Research Activities • A major potential research is the Nintendo games like Mario and Zelda, these would give me a really good insight on what animation works and why they have added certain things. I think this would also help when planning as I can look at their games and see what works for them this could be from how the main menu is and reflects to the story or how the games tells the story through the progress you make in the game. Another research Idea would be games like terraria which focus more on survival and story this will help me find a good way to present my story and improve it to make it more suitable for a game.

Editor's Notes

  • #4: Log your initial thoughts regarding the FMP - What could you make? What are you good at? Your opinions? Can be a list of bullet points of reactions- does not have to be full prose. Can be hand drawn and scanned in.
  • #5: Bubbl.us or hand drawn-scanned using college printers exploring 3 potential ideas
  • #6: Collection of images related to your product/inspirational/visually interesting At least 15 needed
  • #8: Collect their work, beliefs, approaches to work. Focus on the person- who they are? What they believe? Their approach to work. What have they said about the medium your working in? Make it detailed. Become an expert on the people you look at. Include images to illustrate the topic.
  • #9: Collect their work, beliefs, approaches to work. Focus on the person- who they are? What they believe? Their approach to work. What have they said about the medium your working in? Make it detailed. Become an expert on the people you look at. Include images to illustrate the topic.
  • #10: Collect their work, beliefs, approaches to work. Focus on the person- who they are? What they believe? Their approach to work. What have they said about the medium your working in? Make it detailed. Become an expert on the people you look at. Include images to illustrate the topic.
  • #14: Min. 3 of each with explanation and how it affects your production