Friday, 5 May 2017

TASK 3 - Be Able to Apply Pre-Production Planning for a Specific Media Production

Self-Reflection

Backpack
The backpack model, as its one of the first models I worked on it lacks the slight tweaks seen in later creations, there are several things I enjoy about this model- it is well modeled without any type of  error or clipping, this gives it a clean and professional edge. The textures used are crisp and detailed, giving the backpack a more realistic look. The model for the main bag and the chest on top of it are clean and well modeled however the ones on the side are slightly blocky, lacking the amount of polish seen elsewhere, to fix this all I have to do is split the polygons up further- adding detail and smoothing them out along the way. One extremely large problem I have with this is the texture used on the chest, because of scatterbrain-ity on my part I forgot to add a wooden texture and now the chest looks like its made out of leather, while not a deal breaker I'd prefer if it used a more suitable texture. The last fault I have with the model is the metal, seen on the chest, belt buckles and button, this gray material was originally supposed to be very shiny but turned out dull and gray, I'm surprised I never fixed this as it is literally as simple as dragging a slider.



Med-Kit
The med-kit is one of the most texture-heavy models I worked on next to the ring, with separate images for the planks, bark, trunk texture and logo to name a few, the reason I mention this is because I feel proud of the way it turned out, the textures blender and worked together well without much trouble. The original idea for this model way a hollowed out tree trunk turned into a chest, I feel like the concept has been faithfully recreated (especially when viewed from the back). The gold rim and handle turned out great, shiny and reflective like I'd hoped. The largest problem with this model is that it lacks any contents, all the items I planned to model were scrapped due to time constraints, this turned the med-kit into a glorified chest. The final complaint I have is that the healing logo was mirrored, this was a problem caused by my use of a mirror filter, allowing me easy editing of one side without messing up the other, the downside of this is that textures turn up mirrored, ironically I could have worked out fine with a cross as it would have been mirrored correctly.



The Plague Doctor Crow
The plague doctor crow, such a difficult model and one of my first attempts at UV mapping, while I was able to fully cover the model with the crow texture it wasn't without sacrifice, the horrible stretching and glitching of the textures show this pretty easily. I feel that while the model's textures turned out odd the overall shape of the model ended up looking quite swell, with proper proportions and correct anatomy. The final things I want to note are the texture on the crow's feet and the unsaturated, washed-out look of the feathers, the contrast between the two pulls the attention towards them, giving the render a slightly odd feel.



Goat
Undeniably (and intentionally) the worst of all the models, this low resolution, low detail goat was especially planned for out of bounds areas where the player could not spot its low quality. Regardless of its intended use the proportions and texturing of the  sheep ended up relatively well-done and realistic, the torso of the animal stuck extremely close to its real life counterpart for the sake of quality, the texturing (while slightly bland) is still UV mapped correctly. There are slight issues I take to heart, the most obvious can be seen by the untrained eye, the goat lacks modeled tears or tail, this gives it an unfinished look and really takes away from its charm. Another problem proportion wise is the blocky legs, these abominations of limbs strut out in a vile manner, their solid and edging look crashing with the smooth and soft curves of the animal.




Ring of Necromancy
This ogling ring was my first attempt at multiple textures and it shows, not only is there a noticeable crash in colours, fuzzle and undetailed textures but it wasn't even able to stick to the original sketch. To give it some credit I think the eyeball turned out rather nicely, the gloss wasn't too sharp or too spread out, it really does look like what a eyeball taken from someone and struck onto a ring would look like (for better of for worse).  And while the textures lacked much detail I still feel like with some saturation, sharpening and colour correction they would work great together and on the ring.




Moon Staff
The magic staff of the night, this is by far one of my most favorite models, not only is it smooth and clean but the materials (from the golden extrusions to the gemstone star) work so well with the marble textured staff and moon that it hurts. While speaking of the moon, it turned out great, originally it had a more yellowish glow but that was (for lack of better words) ugly, who knew that a simple colour shift to a blue would look so much better? Out of all the times I've attempted a metallic look this takes the cake, the shine looks great and the gold's colour is just saturated enough. My favourite thing by far has to be the gemstone, it looks perfect and really serves to bring the floating moon together with the staff. There are slight errors that bug me however, for one the staff base hangs between smooth and edgy lighting that almost ruins it for me, thankfully its not that prominent from far away, the final seems to be linked with the program itself and how it handles glossy, if you look closely (and while at the right angle) at any glossy material you might spot a pure black outline, you can see this on the staffs second picture, just look closely at the gold curves.




Pre-Production and Why Its the Best Thing Since Sliced Bread

Pre-production was extremely supportive, I doubt I'd have gotten this far without it, not only did it keep my work on the right track but it gave me that push I needed to continue working. If it had not been for pre-production I would not have had a clear idea for my models and would have spent hours playing around with them to no avail, hoverer I had the foresight of doing some sketches before diving into the 3D modeling saving me valuable time.

The resource list was useful as it was the document that made me get an external hard-drive, and what luck! Was it not for that external hardrive months of work would have been lost as my computer ended up breaking during the production. The risk assessment was also useful, in an effort to refresh my mind and make my environment more safe and friendly I followed some of the tips from the "What can be done to prevent this?" section, I created backups (as already mentioned), I checked to make sure my healing icon (seen on the Med-Kit) was not some type of copyrighted design, I checked with friends to ensure my work was appropriate for all ages and diversities and finally and most importantly I did an entire overhaul of my workspace, this change led to a staggering amount of improvement in the quality and speed of my work. Had it not been for pre-production I would still be stuck in my normal working environment with less than stellar performance.

The SWOT analysis was a productive creation, the feedback I received from its creation (while lacking in description) was enough to make me put a spin on my production, focusing on my weaknesses, this can be clearly seen in the quality of my models and their increases in quality. The first two sections "Strengths of Plans" and "Weaknesses of Plans" were personally the two most helpful sections out of them all, as I'm more of a hands-on learner. Pre-production was the correct answer on this part as well, the new spin this document game me turned my work upside down, giving me a new perspective and new ways to improve it.

Last but not least, the Recce report, a short and simple little thing. While it was nothing special, it was something that made me decide to do most of my 3D modeling at school, I am a simple man- one unable to defy the powers of a cat's tricks and charms, had I not done the work at school 95% of this unit would have been pictures of my cats in a blatant and nowhere subtle attempt at a higher score...

Huh? Did I say something?...*cough*

TASK 2 - Be Able to Prepare Pre-Production Documentation for a Specific Media Production

This labeled map displays the resources that a professional company owns compared to the ones I can get my hands on, it's useful for honing the things I have access to without needing to search or struggle with materials only experienced and grande companies have access to.

Recourse List
By studying up on what resources you have access to you can better set the scope for your future projects, if you start work on a project that is too ambitious you could lose money financing a dead end. Your resources are an integral part of what your organization can accomplish. Even large businesses don't have endless resources, Nintendo had to pull out the NES Classic, a console that was selling like wildfire all because they couldn't meet the demand of the public, they overestimated a project and ended up cancelling sales of a monetarily masterpiece.

Professional organisations are always in contact and work with large companies, offering cheap prices to sway their contractors, they do this with their long reach acquired through their experienced staff. People with connections and knowledge that get payed to sniff out a profit. While some large organisations focus on this exchange, earning money by working with large companies, some smaller companies dedicate themselves to smaller contracts and/or a website, this website hosts many models developed in house, they are made during work drought and help funnel in money.

Risk Assessment
This document allows me to identify and take care of workplace risks, the document covers legal, ethical and hazardous problems that could occur out of nowhere. By keeping this document handy I know how to handle out of nowhere issues such as ethical dilemmas, an example of this can be seen with the Pepsi commercial that wracked the internet. This pretentious commercial presented Pepsi as some type of Deus Ex Machina, able to just solve world problems with a snap of its fingers, this made light of a serious and dangerous matter, brushing aside people's beliefs in the attempt to sell carbonated garbage.


SWOT Analysis Document
This document is designed to give extra insight on the project its being written for, not only does it separate the strengths and weaknesses of the project, which gives the user and idea as to which work to focus efforts on but it also labels opportunities learn, steps in which the user would and could improve their skills and knowledge. The final category is the "Treats" which details ways a projects could fail, this section is full of things the user should make sure to avoid like the plague, it is extremely useful for beginners and people getting into the project without much experience.

Recce Report
A Recce Report, it is a report that discusses the good and bad things about a location when pandering to the script and budget (along with other more minor factors) it reports on the positive things, things like the healthy living condition with a pleasant and non-stressful mood, and/or safe building and work environment so less accidents occur, while also keeping in mind the stuff like needing to keep low volume or closing times, these bad factors would also be considered and may end up warding off myself and requiring a switch in working location. I've used this document to consider where I will do the modeling for my project, I've thought about the equipment supplied to me, the chances of being interrupted and other factors that may slow down or entirely halt the production. Recce Reports help you manage your time and budget, decide on what positives a set can provide, aid you in figuring out how to deal with complications and positively empowering the staff. On the other hand it could lead to no major improvements, along with ending up a big waste of time.

Below is my own Recce Report for my project. As you can see I had a choice between working on the project at school or at home, with this document I was able to identify the good things about each location, the flaws that might slow production and also the things that needed to be dealt with before the project was started. A good way to improve this was to add an extra column detailing how to deal with the obstacles and which obstacles would be more troublesome than others.

3D Model Concept Art
This was a sketch for enchanted jewellery, I wanted to have special magical items that all had different effects, the page is split into two parts, in the left are the rings and on the right are the necklaces. I planned out 4 different rings, top left we have the "Ring of Steamwork" a ring that a player can wear whenever they plan on building steam-work contraptions like garden waterers or basic item transporters. Top right is "Poseidon's Ring", a ring inspired by underwater life that gives you a boost to the amount of time you can spend underwater. Bottom left is the "Dance of Necromancy", a ring that stops undead creatures (like ghouls or wraiths) from attacking you. The final ring is the "Dragon Vertebrae", constructed from the bones of a dragon it gives you a special ability whenever worn, the more damage you take the larger damage boost you receive. Moving on the the two pendants we have the "Oracle's Sapling" which increases your characters regeneration by 10% meaning you can jump back into action quicker. Last but not least we have "A Cruel King's Wrath" a necklace for the aggressive player who would rather slay villages instead of befriending them, it gives a massive boost to the amount of money dropped by NPCs.

I've chosen the "Dance of Necromancy" to 3D model, I really enjoy the idea such a mystical and dark idea such as disguising yourself into a ghoul by becoming a part of them, I would also enjoy the practical work that would be put into it, with the veins and the large eye popping out of an otherwise normal/generic ring.

On the top of this page I've made a little mind map to help myself create unique ideas, the words that I decided to use and made it into a design where "Moon", "Heal", "Soul" and "Life". The bottom of the page is reserved for the 4 magical staffs, in the top left corner is the "Heal" Staff, it is based on an unbloomed rose, with the bud glowing a warm and pleasant light whenever healing, it can only be used in a sunny location. In the top right corner we have the "Soul" Staff, a staff/scythe combo that can be used as a melee weapon, when the player deals physical damage to an enemy the weapon reaps its health and mana, giving a percentage of it to the player. In the bottom left we have the "Moon" Staff, a staff that gives the player a boost to their defence and magic stats during the night. Finally theres the "Life" Staff, this mushroom-esque staff absorbs any water based attacks with its shield like mushroom head and uses them to heal the player.

I've decided to create the "Moon" Staff because I enjoy its asthetical value. The way it floats and hovers seems so pleasant and I would enjoy creating that in a 3D environment, I already have plans for how I want it to look.

On this one I planned out some ideas for friendly characters and such, I started out by writing down some animals and mythological creatures I could base the NPCs off. From the mind map I picked 3 creatures to develop further, theres the turtle guard, a character that hangs around the towns and defends them against enemies (or you if you've attacked a peaceful NPC), their designs are based on a turtle with its normal shell turned into large, heavy armour. In the top right theres the plague doctor "Crow", this crow will approach a wounded player when they're lost or stranded away from home, the crow will sell the player healing items like potions or first-aid kits for an expensive but affordable price. As stated previously their design is inspired by the plague doctors, inexperienced people pretending to be doctors during the black death, scamming people out of their money in return for untested and useless "cures". The final design is the "Lion", this NPC is a mercenary you can hire, they would follow you around and attack hostiles for you. They're tanks, being able to take a lot of damage while allowing for the player to finish the enemy off from afar.

The idea of a plague crow fascinates me and thus I have chosen to further that design in particular. The mask over he crow seems like it would be great for experimentation with materials and the glossy option.

This page shows off my backpack designs, on the top I brainstormed some ideas based on loose words like "modern", "magic", "bulky" or "stylized". I combined some of the packs to create a cross-species version. I finally decided on making the "Medieval" backpack, I sketched it out and did the side of it, altering some of the elements seen on the backpack like the main button and the bulkiness of the side-bags.

The reason I decided on that backpack in particular is simple and to the point, It was based on medieval backpacks, the medieval backpack was large and bulky because of the amount of things needed for transport, compasses, large and bulky maps and fresh changes of clothes all needed to be placed somewhere and since they all took up so much space more bags needed to be added.

This large paper was the one I used for my MedKit Design, on the left I drew up a generic, modern MedKit and listed everything you'd find in it, things like "Cotton", "Rubbing Alcohol", "Tweezers", "Thermometer" and many others. From there I decided on mapping out a symbol for a medkit that was not the generic red plus sign you see everywhere, some of the ideas I tried were sun, flower, symbolic and mythological motifs. After some scribing I decided on  the design seen in pencil, it was a combination of the galaxy swirl and the angelic wing, the design is supposed to represent a sapling, with the leaves being the top 3 strokes and the seed the bottom swirl. I decided on the sapling theme as it made sense a symbol of health would be linked with new growth. For the fantasy redesign I started by basing them off generic shapes such as cubes, cylinders and spheres. From there I developed the chests until I had several different looks, I decided on the cylinder chest and developed it further with railings and insides (medieval version of item list).

I decided on the cylinder because I thought it wasnt a shape usually used for chests, I liked the way it clipped open and decided on turning it into a defined shape with the final sketch, I really like the way it looks and plan to develop it further during the transition from 2D to 3D.

TASK 1 - Understand Requirements for a Specific Media Production

Types Of Production

Production (in this context) is the creation of an entertainment venue with many branches- auditory as in radio/audio, visual as in movie/television or even intractable as in computer software. There are many types of productions, two that easily stand out are movies and videogames, they are extremely prominent examples seen at large when discussing the entertainment media, while they share many similarities they also have varying differences in their production.
Movies require a large budget due to their production as they are in constant need of expensive equipment and documents, they require famous and talented actors to star as their characters to make sure the production flows correctly and pleasantly, they also require places to film, these can be indoor sets (which require people to physically construct them) outdoor scenery (which requires licences and contracts) or 3D animated locations (which require modeling and green screens).
Video games on the other hand require a talented staff composed of programmers, artists and developers. Since Video games are interactable a more broad approach can be taken in both the story and gameplay giving the player more control over the narrative. An example of this can be seen in the video game "Cave Story". This game tasks you with exploring and discovering the secrets of a one floating island, it gives the player many instances of both story and gameplay that resonate with charm and style.
3D's advancements have had a great effect on media production, things like special effects and 3D printing have influenced the way movies and scenes play out and are built. The 3D printer's ability to print out designs and props that would have taken people weeks of hard work to build has definitely reduced the amount of time movie production has paused so props can be made, this can be seen in the Iron Man movies, while most of the scenes were completely 3d animation there were scenes that the team needed an actual Iron Man costume for, by using a 3D printer they were able to easily film these scenes without any problem.

On the other hand SFX has the ability to edit a scene by adjusting the video, this means little tweaks like blur or colour adjustment all the way to full on explosions can be added in post process, SFX allows for a more thoughtless approach since it takes place after the filming, it means any forgotten/desired elements can be edited in, this can be seen with the "Who shot first?" Star Wars dilemma and how a scene can change its desired effect with slight tweaking. The utter customizability of this offers movies the chance to alter scenes after production, adding things like background detail, weapons, explosions and completely impossible things like destroyed cities and car crashes.

Finance
Finance is arguably one of the most complicated and (infuriatingly) most vital part of production and/or development, making sure the right funds are put in and taken out of a project can leave a lesser person scratching their head. The expenses of entertainment are many, Grand Theft Auto V had a development cost of over 130 million dollars, this money went into the software and hardware, many members of staff and huge library of materials along with many other such that all came together into the singular game.
A project can have many sources of revenue, if we take a franchise like Sonic The Hedgehog we can see all the different ways the IP earns money, first we have all the video games- they are the backbone, providing a large amount of money with every release. The Archie Sonic comics have been in circulation from 1992 and are still ongoing, they have a large number of fans behind them who have built up a huge collection and serve to attract new customers. Lastly we have the toys and plush, these trinkets serve as a slow and steady stream of cash for sega, giving them an extra support if they are slow on releasing the next sonic game.

Time
Deadlines are an extremely important part of any project, by pushing or missing deadlines a once hyped for and praised project could be forgotten by the masses and left to rot. This can be seen with the release of the Dreamcast, while the hardware was praised for its ingenuity and grande, it still ended up failing due to a lack of development tools making it hard for 3rd parties to make games for it, this meant a wave of deadline pushing or straight up cancelling that led the console to its doom. the consoles failure was the nail in the coffin for sega's console era and they became a 3rd party publisher after that.

Development hell is an expression that is placed upon projects that have had long years of development without much significant progress towards a release, these projects could be stuck like this over many reasons, it could be that the production company has not got the required documents to actually publish the game or it could be simply slow development. Resident Evil 4 was stuck being developed for over a decade with almost 5 different versions of the game being created until the team was able to decide on the final version and finish the game later releasing it January 2005 for Japan and the USA, March 2005 for Europe and Australia.

Personnel
Celebrities are a great asset to any work, not only are they iconic, able to attract a larger audience but (with some exceptions) they are talented individuals, able to bring their own life into a project with style and flair. The attraction a celebrity has over their fans is a great asset worth any cost, this can be seen with the game Yooka-Laylee, the music in that game was composed by a god among men, the harmonic genius Grant Kirkhope. This man was responsible for the songs seen in the game Banjo Kazooie so who better than him to bring on the team? A man as well respected as him brought on many sales for the game and was one of the leading selling points by both the producers and the fans.

Actors are extremely important to movies, despite this they are only human, they can get sick and even pass on. What happens if an actor is unavailable of a role? With modern technology this large problem isnt actually that big of a deal, its obvious technology has greatly increased these past years, it has become so incredibly advanced that movies have been able to digitally resurrect actors who have passed on for small scenes in the movie, this can be seen in Rouge One with Peter Cushing, an actor who died in 1994 shows up in a movie released in 2016 through the power of computer animation and CGI.

Facilities
Equipment is a vital part of development, without it a person (no matter how talented) cannot do any of their work, it is vital to provide a team with the needed software and hardware, this problem can be seen with Sonic Boom: Rise Of Lyric, while the team behind the game was a collection of talented individuals they just lacked the hardware they needed to produce a good game, since they had plans on working with more powerful hardware, porting the game over to the Nintendo WiiU completely destroyed the project and any chance it had at being a good game.

Outsourcing is the action of paying an outside studio to do part of the work for you, most companies do this for mindless work such as background elements or small segments that are not integral to the main storyline, an extreme example of this can be seen in the game Forza Horizon, this game has most of not all of their models outsourced leaving the company to focus on the driving controls and realistic physics, with such a negative view of outsourcing its incredible to see it in a positive light.

Materials
A production is nothing without the proper building blocks to build it up from, these can take many forms but can all be put together into a project to give it life and style, audio- while a small and sometimes unnoticeable part of development can have a great impact on a game, it has the ability to shift a game's mood in subtle ways that subconsciously alter the feelings of the player. An example of this can be seen in the Legend Of Zelda games, the triumphant and heart pumping music fill the player with a sense of adventure, the sound effect made as Link collects an item is a payoff for all the hard work it took to get there. The game gives off an overall feel of "Adventure" that none other have beat.

Graphics and the overall artstyle of a game can shift its mood, a good example of this can be seen in the game Journey, this game was made with a very stylistic approach that gave it a soul most others lack. The flow and colours combine so well with the controls and levels that its hypnotic. A great thing about games with this much charm is that by taking out a piece of graphic or a 3d model and trying to use it in another game it would not feel right not matter how much you try to incorporate it, this shows the clear skill its creator had to be able to create such a strong link a while also repelling it from anything else.

Contributors
Specialists are people  who have a certain gift with a particular skill/line of work. They are looked up to and held as a type of benevolent entity that can do no wrong, people like Hideo Kojima, the creator of Solid Snake and Silent Hill, a specialist when it comes to game and story design, a man who was seen many years of hard and extensive work with the toughest of tough challenges is a great example of a specialist. He is now working on Death Standing as the lead developer, an open world game about the ties humans build together and the way they push away from each other.

Public funding is a brand new and unexplored wonder, completely rewriting how the gaming scene works. Instead of a game being funded by faceless people in suits who have never touched a video game in their life, public funding allows for the target audience to fund the things they like to see. The are many websites you can find that do public funding but IndieGoGo and Kickstarter are two of the largest and most popular. This switch in how things are done has allowed for a number of great games to have been created when such things would never have passed normally. Games like Shovel Knight, a side scrolling action game with elements of fantasy and Duck Tales that took the world by storm on June 2014.

Locations
A location can be an important puzzle piece to a project, a stunning scene can easily make or break a project and sometimes its required to leave the studio, transport and filming can have an array of problems accompanying them however, from unexpected injuries to broken equipment, these need to be kept in check to insure safety and fluidity of work. A Recce report is a handy document that gives a summary of the location's hazardous points while also listing positives as to why the locale works for the production. Its important to keep an eye out for risks, the document covers legal and ethical issues like licences that need to be acquired to film in a location, problems that could arise when transporting fragile equipment like storms or scalding weather or even keeping the staff safe and healthy by supplying them with proper food and drink.

Codes of Practice
PEGI (standing for Pan European Game Information) is a rating system that allows the audience to see the recommended age of a game along with the reasons for that warning, an example of this is Portal 2, the game has been given a 12 meaning anyone below 12 should not be allowed to play the game, the reasoning behind this is that the game can be played online, it has depictions of violence and it has bad language. These warnings are great for people who know little about the game and want to be careful with what they show their children.

Copyright is the legal right a person holds over a creation that means anyone without their permission cannot use that creation without the permission of that person. Copyright of music, artistry, code and any others lasts the life of the creator plus 70 years (different countries have different laws).Copyright can be confusing as it throws most people for a loop, it's extremely unclear as different countries have different copyright laws meaning that in some countries you are allowed renew a copyright early while others do not. You can assign your content to a company and after 35 years you can take the contract back if you please. Reproduction is a violation of copyright law, for example a reviewer using a picture from a game but fair use says in certain instances a person can use a small portion of the work for purposes of criticism, education or parody.
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