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Ha2 task 7 evaluation | DOCX
HA2 Task 7: Evaluation
Using the knowledge and understanding of what I had learned through use of the Adobe flash
software I was assigned to create a 2D Vector character that would fit the part for a game which I
would pitch to my client, Lazy eye media, I was given a total of 5 weeks to Produce a finished
animation displaying all the information my client needed to know about the game character.
The first task was to produce a Project charter, which would display my goal, what I needed to
achieve, and how I would go about delivering the finished concept. This task was fairly straight
forward once I had an idea of what the client was asking of me, I just needed to be descriptive about
the steps I would take to succeed.
The next stage was to create a schedule and production log, which I would review and update
throughout the duration of the project, explaining the phases I went through, giving information
about the ideas I was developing, the tools I was using to execute these ideas and how difficult it
was proving to be. Throughout the first few weeks I didn’t find this a problem at all and found the
process quick and hassle free, all I needed to do was update my progress and mark off the points at
which I completed each task. Towards the end of production my schedule started to lack in detail,
and slowly but surely I began to forget about explain my progress. By the end of the project my
production log was very limited as far as detail and consistency.
Once I created my schedule and began my production log I was set to focusing on the tasks at hand,
the next of which was fairly straightforward and nostalgic for me as far as games go. The task was to
compile a list of some of my favourite 2D Game characters aligned with an illustration of them and a
brief description of themselves. The main purposes of this exercise was to comprehend the format
of which I needed to display my character and the list’s secondary purpose was to use it as a
moodboard which would allow a broad range of ideas to develop speeding up the ideas generation
process.
The next strides were generating a wide range of character sketches and profiles and then among
those productions, choosing the strongest concept and developing it into a fully detailed character
description with a backstory and purpose.
This task was very quick to complete and from my character concepts my strongest idea was Sammy
the cyborg squirrel born in the land of the tree climbers, after developing the concept further the
name transformed to Sammy the squirrel the mechanical genius.
The final stage of the project was presenting my finished concept to the client Lazy eye media, to
execute this I needed to create an animation using Adobe’s flash software featuring fully functional
buttons, allowing the client to play through an alpha stage of the game and some of the starting
features. Once everything was set up I was moderately happy with the work I had produced, more
so from the presentation rather than the character itself. If I were to restart this project or begin one
with similar requirements I would add further detail to my progression spend more time developing
the final concept to a near professional level of detail.

Ha2 task 7 evaluation

  • 1.
    HA2 Task 7:Evaluation Using the knowledge and understanding of what I had learned through use of the Adobe flash software I was assigned to create a 2D Vector character that would fit the part for a game which I would pitch to my client, Lazy eye media, I was given a total of 5 weeks to Produce a finished animation displaying all the information my client needed to know about the game character. The first task was to produce a Project charter, which would display my goal, what I needed to achieve, and how I would go about delivering the finished concept. This task was fairly straight forward once I had an idea of what the client was asking of me, I just needed to be descriptive about the steps I would take to succeed. The next stage was to create a schedule and production log, which I would review and update throughout the duration of the project, explaining the phases I went through, giving information about the ideas I was developing, the tools I was using to execute these ideas and how difficult it was proving to be. Throughout the first few weeks I didn’t find this a problem at all and found the process quick and hassle free, all I needed to do was update my progress and mark off the points at which I completed each task. Towards the end of production my schedule started to lack in detail, and slowly but surely I began to forget about explain my progress. By the end of the project my production log was very limited as far as detail and consistency. Once I created my schedule and began my production log I was set to focusing on the tasks at hand, the next of which was fairly straightforward and nostalgic for me as far as games go. The task was to compile a list of some of my favourite 2D Game characters aligned with an illustration of them and a brief description of themselves. The main purposes of this exercise was to comprehend the format of which I needed to display my character and the list’s secondary purpose was to use it as a moodboard which would allow a broad range of ideas to develop speeding up the ideas generation process. The next strides were generating a wide range of character sketches and profiles and then among those productions, choosing the strongest concept and developing it into a fully detailed character description with a backstory and purpose. This task was very quick to complete and from my character concepts my strongest idea was Sammy the cyborg squirrel born in the land of the tree climbers, after developing the concept further the name transformed to Sammy the squirrel the mechanical genius. The final stage of the project was presenting my finished concept to the client Lazy eye media, to execute this I needed to create an animation using Adobe’s flash software featuring fully functional buttons, allowing the client to play through an alpha stage of the game and some of the starting features. Once everything was set up I was moderately happy with the work I had produced, more so from the presentation rather than the character itself. If I were to restart this project or begin one with similar requirements I would add further detail to my progression spend more time developing the final concept to a near professional level of detail.