Session 1: Ideas Generation
In this session I created some characters that had a horror theme and this was done by having two different templates, one was for a small character while the other was for a tall character. I did this so I could learn how to create clothing and how to texture a character, such as the face and body. After this I then went on to creating a character through photo bashing and this was done by taking body parts from different characters and then putting them together to create a new one. The reason for me doing this is because so I can learn how to photo bash for future references, for example creating concept art for environments.
Session 2: Photoshop & Digital Sketching

In this session I created a new photoshop document and I made two layers, one for the character that I created last session and another so I could draw the outlines for the character so I then could go on to create a silhouette. After creating this I then thought to my self and then decided that I did not like the silhouette and when it came to creating another outline for my character I then decided to change the shape of it to look more like a human. This is because I found that my character was way too small and that I did not like to work on smaller characters because I find it harder to create detail.
Session 3: Render Techniques
In this session I then went onto adding to the outline on other layers. I done this by creating three different layers, two to colour in with two different colour schemes using a graphics tablet and the last so I could solid colour it by using the fill tool. I did this to show the difference with the sort of style that they looked like, for example the painted versions give out a more cartoon feel to the game like borderlands 2 and the solid colour gives a more detailed feel to the game like The Division. After this I then went onto creating the last layer and this was so I could make a greyscale version and this is because in case I wanted a greyscale game then I will then know to to shade characters by using black, white and greys.
Session 4: Level Design & Assets
List Of Components And Horror Themes:
Level Design Components:
- Platforms – Grounds
- Hazards – Spikes – Lava – Water – Ice
- Enemies – Bosses – Minions
- Levels – Easy To Hard
- Checkpoints
- Movement Aid – Ladders – Ropes – Jump Pads
- Collectables – Weapons – Health – Armour – Coins – Gems – Power Ups
- Character – Avatar
- Trigger Switches – For Doors – For Platforms
Horror Locations (Theme Park):
- Rides
- Food Markets
- Fields
- Horror Homes
- Sweet Shops
- Caravans
Horror Enemies:
- Clowns
- Zombies
- Zombie Clowns
- Vampires
- Skeletons
- Ring Masters
- Wear Wolves
Level Design:

In this session I had a tile set that I used to create a level out of. This was done because I needed to get used to creating levels out of tiles and this is because if it comes to making a platform game then I will know how to lay out the tiles in need to create a level. This is useful because I will not need to create every bit of the level and only will need to make out a set of tiles, such as different parts of platforms as well as some scenery, for example if it is in a horror theme then I could create gravestones, dead trees/bushes as well as bones.
Creating Assets:

In this session I also rough sketched some assets and a tileable wall, this is because I need to know how to create some assets and some tiles so when it comes to creating them then I’ll know how to do it which’ll give me an advantage. I done this by thinking of a theme which was horror and then I decided to create a metal wall is if it was an abandoned bunker as well as creating a coin, a chest and some spikes and this is because the game was going to be a platform game and those assets suited that style.
Session 5: Pixel Art

In this session I experimented with pixel art and I done this by creating swords on 4 different size grids (16×16, 32×32, 64×64 and 128×128 pixel size grids). I done this to show how the detail of an object can completely change depending on the size of the grid. Doing the larger size grids allowed me the chance to put more detail and this is because I could add in more shades of the colour that was used. This will be useful later on and this is because if I create a pixel game I will know how to create the characters and assets with detail so they do not look too pixelated.
Session 6: Illustrator

In this session I was introduced to Illustrator and how it is used and this was done be me being taught what the tools are and how they are used. I first started by making a perfectly round circle and then moved onto a curved that has a gradient fill of black and white. I done this to experiment with different shapes and learn how it works, I then went to create a star with curved edges. After this I then moved onto creating some assets for a games such as a crate and a block of grassy dirt, these took longer to do and this is because they are a lot more detailed. Other than this session I have not touched or heard of Illustrator and I did not find it that difficult due to me being used to Photoshop, this helped because some of the tools are a lot like the ones in Photoshop.
Session 7: Animation
List Of Animation Tehniques
- Traditional Animation
- Hand Drawn
- Rotoscoping
- Cel Animation
- Stop Motion
- Clay/Plasticine Animation
- Object
- Pixilation
- Model Puppet/Armature
- Cut Out
- Computer Animation
- 3D
- Motion Graphics
- 2D
- Flash
- Toon Boon
- Gif
- Photoshop
- Experimental Techniques
- Flip Book
- Oil On Glass
- Drawn On Film
- Sand Animation
Thaumatrope

I created this by cutting out two circles and drawing a fish bowl on one and a dead fish on the other, I then went and hole punched the sides on both and thread one elastic band through each hole. This then let me flip it over and over to look like the dead fish is in the bowl.
Bird Animated Gif

I then went onto drive and downloaded file that already had all the frames that I needed for this gif scattered over the page, I then moved them over each other and turned it into a gif. I done this by making a frame for each layer and keeping the background and making each frame 0.1 seconds long.
Guy Sliding Gif

I then went on to create my own gif and I done this by making my terrain a slope and then created a character and for each frame I moved the character and slightly changed him on each one. I then made it so each frame was 0.1 second long and set it on repeat.
Session 8: Walk Cycle

In this session I learned how to create a walk cycle for an animation and I done this by making a frame for each movement and a group with each body piece for each frame and then named them after each frame. This is useful to learn because I will need to know how to create an animation for a character when it comes to creating a game. This is because the game will look a lot better with animations and it will also appeal to more people and attract a larger audience.
