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this is my concept for formula news logo 1 I imported a picture of a helmet outline and added "formula news" under the helmet with the text being slightly arched so it follows the curve of the helmet.

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with the 2nd concept I added the same helmet from the 1st concept as it keeps the race driver theme but this time I separated the formula and news from formula news and places the formula at the top with an arch effect going over the top of the helmet and news at the bottom which is also arched. the text is also in bold so it is clearly read.

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for the 3rd concept I created a whole new design with formula directly at the top of the logo arched over the top of 2 over lapped racing flags and directly under is the words news and opposite each side of the news there is 2 fire tires to signify fast racing. for extra effect I added a finish Lin racing strip and placed the corners behind the fire from the tires. this design is colorful and eye catching to ensure attention.

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for my first design i added a menu at the top where 4 buttons will be places in the middle and on the far left i will add the website logo and also the name of the website to show branding and so the user can remember the name and logo incase they want to return to the website. under the menu there will be a header about the article this will be in big bold writing as it is the first thing that should be read it gives brief description under it explaining slightly more detail. under the header there will be 3 paragraphs this will be the article to the right of the article there will be a picture relevant to the article.

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static is a type of camera shot that involves no camera movement.

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what effect did it have?

i used the text tool to add writing onto/around my picture which can add a more deeper meaning to the image and for concepts you can add to the concept to explain or show what text designs you want to use.

how to change the size

you can change the size of the text by pressing on the text you have added and selecting "set font size" there it will give you a list of numbers ranging from smallest to biggest which changes the size.

how to change the shape

firstly select the shape, then press warp text and you can change the shape of the text for example an arch.

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what tool i used

magic wand tool

layers

copy and paste

how i used them

firstly, i copy and pasted the picture of the dog and then the hat on a different layer showing i then moved the hat on top of the dog using the move tool.

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music intended to make you feel an emotion, its not directly conneected to an action. on this clip the apatosaurus is being in golfed in flames as Owen Clair watch as it dies music is used in the scene to make the viewer feel sad.

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Jurassic World: Fallen Kingdom (2018) - The Death of Jurassic Park Scene (5/10) | Movieclip

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You are currently working towards a Pass, the estimated grade you got was a MM (double Merritt).

On ProPortal you can find your smart target.

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game maker is a games engine that implements creation to create games

what is it used for?

game maker is used to create 2D games

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1. rhetorical questions

2. subtle / catchy music. Happy/ positive messages.

3. the logo- usually shown at the end of the advert (instil feeling of happiness with the brand)

4. memorable words - snappy slogan

5. fast paced editing - whip pan/ jump cuts

6. showcasing the product (use of close ups is common)

7. persuasive techniques

8. repetition

9. emotion- e.g. RSPCA

10. how the product is unique to anything else (voice over)

11. Narrative- feel good story

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gives the illusion that you are moving because the background moves as you walk.

examples:

Lunar Leeper (1982)

Revenge of the Mutant Camels (1984)

Iridis Alpha (1986)

Nemesis (Konami) (1986)

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A mood board is a page full of pictures, for example pixel art. Usually a concept artist will create/ ask for a mood board with that there should be images of that specific topic.

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this is my version of a mood board with theme being "Ferrari driver" i added a colour pallet 5 other images that fit the theme of the colour pallet so if an concept artist was to look at this they would know which colours to use and what the theme was.

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this is my props mood board it has weapons, potions, consumables and items to read that give the player clues on where to go in a game.

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this is my environment mood board it has different biomes and areas in the mood board for example it has a throne room and also a jungle/forest. all of the pictures are in 16 bit to show that the theme is in 16 bit.

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theme music is used when a certain character is on screen for example in jaws we know the shark is on about to appear when the 2 notes are heard the audience can predict what happens next in the scene. another example of this is Star Wars when data Vader is about to appear.

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sprites do not hold code

objects do hold code

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by changing the room settings a white box goes around a certain area this is what the camera can see.

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the box at the bottom shows the coding of the game when running the game if there is any errors it will show up in red in the box at the bottom of the screen.

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by pressing the play button lines of code will play at the box of the bottom of the screen and then if all lines of code are running smoothly then the game will start playing.

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I ran the game and the sprite apeared when running the game

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adding movement so the player can move the sprite. i also added collision so the player cant go through the wall (yellow block).

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i added collision using coding which uses the yellow line as a wall that the player cannot go through.

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action music is a fast and intense type of music which is used in a fight or running from something it is intense to show the character is stressed, under pressure or tense

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programs consist of a set of instructions that are carried out one after another. sometimes there may be more than one path (or set of steps) that can be followed. at this point , a decision need to be made. this is known as selection.

For example, this simple algorithm point out a message depending on how old you are.

1. Ask how old you are

2. IF you are 70 or older, say "You are aged to perfection!"

the selection comes in step 2. if you are aged 70 or over, one message is displayed.

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i covered the sprite with a one block colour and added an animation one slide had arrows facing down with the left one being further down then i copied that sprite and made another slide but i reversed the image so the right arrow was further down which shows a simple animation

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i also added alternative arrows to show the players movement:

down

left

right

up

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I added code to so that when up, down , left , right was pressed it would move that direction while playing an animation.

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i added onto the code i written for the original player but this time i added if statements.

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an error occurred when i forgot to add a bracket on line 5 this led to the game not loading.

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what did i do?

i added arrows and codded the arrows to move (animate) in that direction when pressed in that direction.

what can i do to improve?

i will check all lines of code are correct before loading the game because if one line isn't correct the game will not load this even includes forgetting a bracket.

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i added even more code to the sprite but the code added stops the animation when no buttons are pressed.

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i designed a new player sprite this time adding legs arms ect so it looks like a human i added walking animation by adding another slide its the same picture as the sprite but i cut the leg to show 1 step i then pasted the non cut picture (creating 3 slides so far) this was to show the character took one step i then added another slide but cutting the other leg to show another step.

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i designed the left side profile of my sprite so when the user presses left the sprite turns left on that sprite i added another slide but the sprites leg goes out showing one step to the left i then pasted the facing left sprite to the 3rd slide showing that step had be done for the 4th slide i animated the opposite leg moving to show another step.

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i designed the right side profile of my sprite so when the user presses right the sprite turns right. I animated the leg moving out to signify that the sprite is taking one step to the right. I pasted the idle animation to the 3rd slide showing the step to the left had been done. for the 4th slide the opposite leg was put out showing another step.

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this time i copied the walking down animation by showing how the back of the sprite looked like and animating each step the same as the down animation but making it look like the sprite is walking up.

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s.  getting better at creating smoother sprite animations

m. I will create a 4 frame animation in my next game in Courtney's class

a.  by attending all lessons 100% i will achieve this

r. i want to get into esports

t. 13th December

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music that is played in the background

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In this close up shot Luca opens the door too slowly which caused the scene to look choppy as the handle moved quicker than the door opening. This was fixed when I adjusted the speed.

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pan shot can be achieved by moving the camera left or right to show the full scene.

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a tilt shot is when the camera is moved up or down (tilt up, tilt down) it can be used to show the height of something

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the push in shot is when the camera is moved towards the target usually up close.

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pull out is when the camera is moved back away from the person

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zooming with a camera is when the lens zooms into the characters face, body or whatever specific information need to be shown for example in horror movies the camera zooms in on writing

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a dolly shot is when the camera is moving back while zooming

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the camera roll is when the camera rolls when a character might fall or get thrown to the ground it follows the character

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the tracking shot is when the character is moving and the camera follows the movement in the same direction

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an arc shot is when the camera orbits the target and does a 360 showing all the angles as seen in avengers the camera is orbiting around them showing all the heroes

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an establishing shot is used to see the whole picture during a scene. in this scene we can see the camera is showing the whole view of the sky and the land with balloons in the sky. an establishing shot is usually at the start of a new scene to show the area

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a two shot angle is used to show 2 characaters up close or next to each other which could show awkwardness, friendship or anticipation.

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the extreme wide shot is used to show an even wider shot showing off the scene and making the character appear smaller

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the wide shot is used to balance the character and the subject surrounding them

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the medium wide shot shows the character from below the knee and up so the character is still in shot and you can also see their surroundings

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the POV shot is used so the viewer can see what the character is seeing and so they feel as if they was the character by seeing how their head moves and their actions through the characters eyes.

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over the shoulder shots can be used to show that a character is talking to another character by having the camera showing over the shoulder you can see that there might be dialogue or the main character (the one were looking over) could be looking at something important

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i went on my player sprite and pressed "collision masking" and changed node to manual and moved the box to the bottom half of my sprite (the legs)

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Collision mask is the selected part of the sprite that looks to find a collision

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i created another sprite by right clicking sprite and create i then pressed the grid at the bottom opening the editor where i then created a grid onto the sprite with each tile being 16 x 16 and the whole sprite being 64 x 64

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i coloured the top tile white using the rectangle colour tool to fill the tile in that colour. with the same tool i coloured in the bottom 9 tiles in a skin tone colour which is used as the floor it has a white bboardert around the edges so when places it can make the room look more like a room and next to the white tile i coloured the tile in a maroon colour which is used as a wall.

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i titled the tile "Ts_House_tiles) so when it comes to coding it is easier and simpler to do so. i also assigned the tile to Spr_House

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the cowboy shot is when the camera is pointed just above the characters knee and up this is very similar to the medium wide shot but the difference being that the cowboy shot is above the knee where the medium wide shot is below.

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the low angle shot is when the camera is looking it up at the character this is usually used to done to make the character look powerful or intimidating it makes the viewer know that this character is powerful.

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a full shot is when the character is fully in shot from the top of their head to their feet are all in frame

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a medium shot is when the camera is pointed at the waist (sometimes the knee) and showing the characters head this can make us feel closer to the character.

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the camera is pointed at the characters face showing their chest and enough space from the top of their screen from their head

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this shot tightly frames the character showing facial expressions better.

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the extreme close up is when the camera is very close up showing the fine details of an object or body part.

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This midpoint shot went well because Harrison acts out the scene really well by showing his fear in the situation without using words or sound.

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I experimented with a drum machine on band lab I started off making a track with no reference and didn't like how it sounded so I then searched up some songs I liked and went along with how it sounded then I kept on adjusting the speed and swing until it sounded how I wanted.

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a variable can be thought of as a label on a box that the PC used to identify a value.

the value held in that box can change or 'vary'. A program can use as many variables as it needs it to.

all variables are made up of three parts

a name

a type

a value

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i unticked the "visible" box on Obj_Wall

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Horror films often include:

Ghosts/monsters/killers

Dark lighting

Set in isolated locations

Haunted/ old houses

Full moon

Colder colours like blue

Blood/gore

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i changed the viewpoint and added Obj_Player to the viewpoint so when the player moves the camera follows

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it works. the camera successfully follows the player as it moves

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For this design I moved the menu to the left side of the page so the article is full screen. This way the user can see more. On the menu I also added 5 buttons to direct the user to other pages within the website. To the right of the menu there is the title of the article and under there is a tagline describing briefly what the article is about. under there is the main article then to the right of the article there is photo relevant to the article. this whole layout is user friendly as if the user wants to switch to a different page they do not need to scroll they can look to the left hand side of the page and press a button and with this layout you can see the title, tagline, article and photo without scrolling

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i lowered the opacity of the wall sprite so the player cant see the collisions

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i added more objects into the tile to add to my house and in the rooms for example i added a door, a window stairs ect to make the area look more like a house.

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this is the first design for my house

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this is a more updated version of my house where i added a separate room where i made it into the garage with a car in, while making this i took away the window in the living room otherwise it wouldn't make sense for the window to be looking into the garage so instead i made a TV

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I was indecisive with how I wanted the instrument to sound so I cycled through the different sounds of the instrument until I found something that I liked. I focused on a 'sad' genre, however next time I will create other genres within 'bandlab'.

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The point of this video is when a person moves the camera shows another angle involving a smooth transition as shown in the video. There is a seamless cut between each shot which lets the viewer see the characters from different perspectives with each movement as shown in the video, we show 2 angles where the characters are handshaking.

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On our first shot we positioned the camera too low down and Harrison was too close which meant that his head wasn't in the frame. In order to try and fix this, we told Harrison to move back and we positioned the camera higher therefore giving us a better shot.

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this is my HUD mood board for a game im making which requires a speedometer this is to let the player know how fast their going.

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i designed a rough layout for how i wanted the HUD to look like, i added a health bar which depletes when the player gets hit or takes damage. Under it there is a ability bar which when the player picks up an ability the bar goes down the however long the ability lasts for. opposite the health bar there is a hot bar this is where the players items will be shown when the player cycles through their hot bar whatever item the players holding the box around the item will get bigger showing that the player has that item out. At the top right corner there is a map here will show the map of the room and small flags will appear on the map implying that their is a task or objective to be done in that area

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the scene opes up with an establishing shot here we see Darren, max and Emily sipping and linking arms