Introduction
NZQA at year 12 requires you to use relevant conventions to the media type
and
use two of the following advanced techniques:
● creating or customizing scripts, code or presets
● using a combination of steps to manipulate or enhance elements
● using a third-party library
● using composite effects.
and
use two of the following advanced techniques:
● creating or customizing scripts, code or presets
● using a combination of steps to manipulate or enhance elements
● using a third-party library
● using composite effects.
Relevant Conventions
If you have done the "Develop a Design" assessment you may be aware of some of the conventions you require for this page.
However we need to the conventions for media types. You will be required to list at least 3 conventions with evidence that you have followed. Here are some ideas for relevant media conventions: Video Game: User Interface (UI) - Including health bars, maps, inventory screens, and menus that are intuitive and don't detract from gameplay. Gameplay Mechanics - Rules and systems like physics, controls, combat, or puzzle-solving that dictate how the game functions. Character Design - Visual and narrative design of characters that convey personality, role, and backstory through appearance and behavior. Sound Design - Use of music, sound effects, and voice acting to enhance immersion and communicate game events or character emotions. Level Design - Layout and progression of game environments that guide players through the narrative or gameplay challenges. Animation: Storyboarding - Visualizing the sequence of events to plan timing, camera angles, and character movements. Character Animation - Techniques like keyframe animation, squash and stretch, and anticipation to give characters life and personality. Timing and Pacing - Ensuring the speed of animation matches the mood and narrative needs of the scene. Background Art - Designing environments that support the story and provide context, often with depth and detail to enhance visual storytelling. Sound and Music - Syncing audio elements like dialogue, effects, and score with visual actions for emotional impact. Poster: Typography - Selection of fonts that match the theme or message, ensuring readability and impact. Color Scheme - Use of color to convey mood, attract attention, or align with branding. Layout Composition - Arranging elements to guide the viewer's eye in a logical and aesthetically pleasing manner. Imagery - Choosing or creating visuals that are central to the message or theme, often with a strong focal point. Hierarchy of Information - Structuring text and graphics so that the most important information stands out first. Board Game: Theme - A cohesive narrative or setting that guides the design of the game's art, mechanics, and player experience. Components - Design of physical items like cards, tokens, and boards, which should be both functional and thematic. Artwork - Illustrations that not only look appealing but also aid in understanding game rules or strategy through visual cues. |
A convention in this image is ensuring that the GUI icons are on the top left and right for health. Another convention that you could use is the colour red and hearts for health.
It is a relevant convention for an animation to story board an outcome.
Typographies are common conventions when creating visual media
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Convention Evidence
Before you start creating your outcome you will need to decide on the conventions you are going to use.
Evidence needs to be collected in order to pass this assessment.
Evidence needs to be collected in order to pass this assessment.
Creating, Customizing Scripts Code or Presets
Video Game:
For a video game we would be looking at coding the animation or certain animation effects. You would just need to show some evidence of doing this. Also modifying presets is good enough. Animation/3D Modelling: If you were to use Duik in after effects this would be rigging. You would be customizing rigging settings. If you were to use a greenscreen or a light saber affect, merely modifying the presets is good enough. |
Combination of steps to manipulate or enhance elements
Video Game:
Sprite Sheets: Import pixel art into Unity as sprite sheets for animations. Animation Clips: Create animation clips from sprite frames for character movements. Animator Controller: Use the Animator component to manage animations based on game state. Color Tint: Apply color changes via scripts or Shader Graph for different states or effects. Sorting Layers: Organize pixel art elements by depth using sorting layers and orders. Pixel Perfect Camera: Use Unity's Pixel Perfect Camera to maintain crisp pixel art visuals. Tilemaps: For environments or backgrounds, use Tilemaps to place and animate pixel tiles. Scripting for Movement: Write simple scripts to control sprite movement or behavior. Particle Systems: For simple effects like dust or magic, use particle systems with pixel art textures. Prefabs: Save commonly used pixel art setups as prefabs for reuse across scenes. Shader Effects: Use custom or built-in shaders to apply effects like outlines or glows while preserving pixel art style. Scaling: Set sprites to scale in whole numbers to avoid pixel distortion, often in conjunction with the Pixel Snap setting. Animation: Layer Organization: Arrange your elements into separate layers. Keyframe Animation: Set start and end points for animations. Apply Effects: Use effects like color correction or motion blur. Expressions: Link properties with simple expressions for dynamic control. Masking: Shape your layers to reveal or hide parts of your animation. Track Mattes: Use one layer to control the visibility of another. 3D Conversion: Turn layers 3D for depth and use cameras for perspective. Pre-composition: Group layers into a single layer for complex animations. Parenting: Connect layers so one influences the others' movements. Use Presets: Save and apply custom animations or effects quickly. |
Sprite sheets require a combination of steps which help enhance your media outcome
A particle system would require a series of steps that would enhance your outcome.
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Third Party Library
Third party libraries are made by people who did not create the original software.
Using Duik for Adobe After Effects counts as a third party library. You may want to look these up for Unity or other engines. On the wright is a third party library for Illustrator which gives you a 3D view of box design. |
Composite effect
A composite effect is when you mix different video or image pieces together to make one scene.
Scenario: You're making a simple 2D side-scroller game where a character runs through a forest.
Example
You have three separate images:
Character Sprite: The player's character.
Background Image: A forest scene.
Foreground Element: A bush or tree in front of the character for depth.
Process:
Place the Background Image as the first layer in your scene.
Add the Character Sprite on top of the background so it appears to be in front of the forest.
Overlay the Foreground Element (like a bush) over part of the character, but with a lower sorting order than the character so the character appears to be partially behind it, adding depth to your scene.
Result: When viewed in-game, it looks like your character is running through a forest with elements in front and behind them, creating a more immersive environment. This is a basic composite effect where you're combining layers to enhance the visual storytelling and depth perception in your game.
Scenario: You're making a simple 2D side-scroller game where a character runs through a forest.
Example
You have three separate images:
Character Sprite: The player's character.
Background Image: A forest scene.
Foreground Element: A bush or tree in front of the character for depth.
Process:
Place the Background Image as the first layer in your scene.
Add the Character Sprite on top of the background so it appears to be in front of the forest.
Overlay the Foreground Element (like a bush) over part of the character, but with a lower sorting order than the character so the character appears to be partially behind it, adding depth to your scene.
Result: When viewed in-game, it looks like your character is running through a forest with elements in front and behind them, creating a more immersive environment. This is a basic composite effect where you're combining layers to enhance the visual storytelling and depth perception in your game.
Evidence
We will want evidence of your advanced effects in the following table.