Requirement for final animation

 Pre-planning 













I utilize animatic sequences frame by frame to plan out the final animation in advance and make adjustments while gaining a sense of how it will appear. The animatic video demonstrates how ridiculous it is to have a grenade objective and score at the same time, so I also have to make changes to the game's user interface and scoring system. Rather, I set it up so that the player wins with a straightforward 0/3. The fundamental game's objective is to act as a tutorial for the novel gaming platform. I'm unable to create more tutorial assets due to time constraints. 




Production and Post production

I apologize for forgetting to include the production and post-production sections in the presentation slides. I was trying to multitask at the time, which is the reason why. 


I create the illustration for the game asset using Clipstudio Paint, which will be converted to pixelated form and played online. Depending on the complexity of the drawing, I occasionally use both a mouse and a drawing tablet.





In order to make the image appear more like a pixelated game based on user feedback, I use this online image converter to reduce the image from vector to pixelate form. Once all of the illustration assets have been converted, I will then import them into Adobe Premiere Pro for post-editing and assembly. 






This is the last post-production stage, where I will trim the sequence to match the character's movement and action and make it look like the character hit the grenade. The character was supposed to have a sword at first, but it takes longer to animate the sprites frame by frame, so I had to improvise and make the character kick the grenade instead. 



Assets used for final animation

Monster and Main character









Game ui interface













Thus, these are the total assets that will be used as assets in the final animation and imported into the editing process. I use the luma key to eliminate the black background by lowering the effect control cutoff until the transparent background of the asset is visible. I already made the background transparent before pixelating it; the reason for the black background is unknown. I removed the black background during the editing stage because, for some reason, it remained there after conversion.








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