Production

  • Alex Alone

    Alex Alone

    Documentary detailing a portrait of Alex Cartwright. Role: Producer Editor Composer Team size: 5 Duration: 5 months Software used: Adobe Premier Pro Propellerhead Reason Adobe Audition Skills improved: Audio recording, video editing, composition. Skills gained: Interview technique, project management, production, handling ethics paperwork. - As team leader and producer for this project, I was responsible for organising general production and project planning. Further responsibility included the majority of video and audio editing, as well as creation of music used at the start and end of the documentary. - What was done right: Initiatives to begin filming far earlier than required, proved useful in providing more time for later editing and assembly of footage. Other initiatives to assemble a draft documentary prior to production, were also useful in both establishing a good team dynamic early on, as well as identifying key areas of weakness and strength to be considered throughout the process. What to learn from: Certain team members had great skill but did not contribute to the project. One team member had family issues which impacted their attendance. The other was involved in substance abuse and as such was not fit for the process. In hindsight, addressing these issues in future would involve accelerated intervention (in regards to the drug use) as well as communication (in regards to the member with family issues).
  • Void

    Void

    Nordic Game Jam 2018 Entry Space Exploration puzzle game. Role: Producer Design (Rapid prototyping) Engine: Unity 2017 Duration: 48hrs Team size: 4 Skills improved: Rapid prototyping, Production. Skills gained: Cross-disciplinary collaboration w/ Programming&Music major, Remote collaboration via Voice Chat and Screen sharing. - Liasing remotely via Discord with team members in Portugal and Denmark, although no roles were officially designated, I acted as Producer and Prototype designer. Utilising Trello, production was managed with key areas of focus clearly outlined and delineated into their constituent tasks. Initiating production, I was also responsible for realising planned gameplay in an initial prototype, which other team members could then begin working with. - What was done right: With such a short time-frame to complete production, this project was particularly straining. Particularly useful was pre-production planning where key ideas and concepts were laid out, with a shared vision of which direction the game should head toward (dependent on the game jam theme to be revealed). This led to accelerated progress in the first period of development What to learn from: Overall this project fell far short of what was intended. Certain protocol was not followed which would have enabled better collaboration, namely, the necessity to communicate as a team prior to any group effort. The consequence of this was that one team members skills were not properly diagnosed early on, with their programming ability implying that they should have begun production and prototyping rather than producing music. With a prototype produced quicker, the designer would have been able to work on level design sooner, which would also have freed up production time for the remaining two team members. Production as a whole would have been astronomically improved, with every team member better positioned to contribute to the group effort in a timely and efficient manner.
  • POLAR BLAST

    POLAR BLAST

    AR game concept for Android powered mobile devices, created to brief provided by Dream Reality Interactive (DRi). Role: Producer Lead Programmer Engine: Unity 2017 with Vuforia integration. Duration: 4 1/2 months Team size: 5 Skills improved: Rapid prototyping, Unity 2017 usage. Skills acquired: Trello usage. - As producer for this project I was responsible for maintaining a Trello board documenting team member tasks and responsibilities. Additionally, I was responsible for the majority of the coding. Although a fully working game was not required, a developed prototype was necessary in order to capture intended gameplay footage for a video pitch to the client. - What was done right: Initiatives to gather survey information impressed the client, with key decisions made based upon data collected. Narrative changes did not impact gameplay as core mechanics could be straightforwardly refactored, having followed a modular design process. What to learn from: Focus would have been better if production had started with an honest review of previous work already attempted by team members. If it was more apparent what each member's proficiency was, then collaborations would have been more straightforward, with shared understanding of each others personal work-style and taste.
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