Unit 1 Task 1
Pre-Production techniques in the creative media industry Sam Bizley
Pre-production is a vital part of many different creative
industries, not just the gaming industry. Proper planning and pre-production is
absolutely imperative to the success of any given project. The main areas of
preproduction are Finance, Time,
Personnel, Facilities, Materials, Contributors, Locations, Codes of Practise. There
are various types of media production that require pre-production techniques.
Examples of these are Film, Television, Advertising, Video Games, Internet,
Radio, etc.
The type of production will influence your pre-production
techniques. For instance, certain projects such as Film, the budget may be
bigger than any other type of media. Pre production
techniques must then change to fit whatever type of production is being
undertaken.
Finance
Finance is a very important thing to consider. Many projects
have failed before completion by going over their budget. In pre-production a
company would try to project how much money that will be spent, which is their
expenditure, and how much money they will receive both during the project and
after, sources of income.
·
Sources
of income include:
Sponsorship
– money given to you by a company for a return of the profit or advertising
benefits. Many large publishers in recent times have committed all of the
project’s funding but maintain “god like” creative control over the project.
Sales
– money received from commercial sale of the product
Donations
– with the growing use of companies such as Kickstarter, crowd funding is
becoming more popular. So the game in question may be partly or entirely
financed by people’s donations. Faster Than Light is an example of a game that
was conceived entirely on Kickstarter by user donations. It is one of the most
popular Kickstarter projects and its target for fund raising was £10,000 which
they ended up smashing with £200,000 donated towards it.
https://www.kickstarter.com/projects/64409699/ftl-faster-than-light
This is the game FTL Faster Than Light and a link to its Kickstarter page where it was crowdfunded |
Self
funded – with video games becoming both cheaper to create and to release
because of the rise of open market places such as Steam, many small companies
or even individuals decide to fund everything out of their own pocket and rely
on the commercial success of the product to sustain their livelihood. An
example of a game that was self funded was Super Meat Boy by Team Meat. Team
Meat is just two guys and apart from some promotion from Microsoft for their
indie games showcase, they financed it all from their own pocket.
·
Requirements/Expenditure:
Equipment
– how much does it cost to rent or buy the equipment to complete your
project? In video games this might mean the cost of things like; the computers
to write the code, artist tools for concept art, or motion capture equipment,
etc.
Personnel
– what kind of employees will you need, and how much will it cost to pay
them? In creative media there are often a wide range of professionals and so
you must think about how much it costs to employ them.
Advertising
– most companies will need some sort of advertising to make their audience
aware to what you are trying to sell. Sometimes this may come from having a
publisher who will organise various events to showcase your media and the
people behind it.
Housing
and Transport – your company will need to be based somewhere to complete
its work. What is the cost of renting or buying the space required? Also what
travel requirements for your staff will there be? To work or to advertising
events.
Time
Deadline
– Every project in media has an estimated release date. It is essential to work
towards a deadline so as not to run out of money or have staff become
unavailable due to other commitments. This is especially so when working under
a publisher as often in the games industry you will void whatever contract you
are under if you fail to meet a certain deadline.
Personnel
and Equipment Hire – Your media project is planned for a certain amount of
time. So the personnel you hire may not be available to work outside that time
period. Also the equipment required may be unavailable. It is therefore very
important to adhere to the time contract.
Clearances
– when working under a publisher you may be required to meet certain levels
of progress by a certain time as you are developing your project.
Personnel
What kind of team of people will you
require for your project? Things to think about are; the size and diversity of
your team. Where you will find this team could be from a variety of areas. They
might be a large team of industry professionals of worldwide renown, each with
their own specific area. They might also be friends that happen to have the
skills required to create the media and there might only be a handful of you,
juggling different jobs on a shoe string budget.
· -First find out what experience and skills your
current team has.
· -Find out what requirements the task and using
the equipment to create your project has.
· -Identify any areas that you need to strengthen.
GTA 4 reportedly had 1000 people
work on the game. This would include people such as programmers, artists,
designers, PR people, producers, writers etc. It was developed by a studio
called Rockstar which is one of the largest video game studios today and there
are several iterations of Rockstar all around the world. There are lots of different ways
to go about recruiting staff. Artists and the like may present you with a
portfolio of their previous work which you will then assess and decide to bring
them in for an interview. There are forums and communities online that many
reputable freelance professionals use to reach out to a wide variety of
employers. Indie games are often made by people with programming experience who
work with a freelance artist to create their game.
Facilities
What equipment will you need to
produce the media? And where will you keep and use this equipment? In film
development you will likely need the use of a lot of equipment. Cameras, motion
capture gear, green screens may all be things you require. The Last of Us video
game used entirely motion capture for its cut scenes. This system was set up in
a huge warehouse like building and this would have been one of the things they
had to consider when producing the game.
Many studios especially small low
budget ones will use the outsourcing of freelancers to produce their media. Team
Meat is two guys and they produced Super Meat Boy from miles away as one of
them lived in California and the other in North Carolina. They had to consider how difficult it would be to work together and launch their game effectively so
far apart.
Motion capture from The Last Of Us, featuring Troy Baker and Ashley Johnson |
Materials
All types of creative media
require raw materials to produce the project. There are various ways of
gathering these materials and producing original content might only be a small
part of the content used.
When producing original content,
it is usually prudent to organise preliminary photo shoots or recordings to
gain more insight on what and how much original content you will use. Creating
original content is the most expensive way of gathering materials so extra care
is needed.
For example if you are trying to
create sound effects of traffic in the middle of a city, you might travel into
London at rush hour. You might then find that the sound of the traffic recorded
is not quite what you would like to use and you feel New York traffic may be
better suited. However you are based in the UK and it is very expensive to fly
all the way to the US. Instead you may decide to use copyright free recordings
that have been uploaded to the internet. You are sacrificing the specificity of
the recordings for your budgets sake. You might also decide to use copyrighted
materials that would require you to gain permission from the creator of the
content. This would usually involve paying the original creator depending on
how much of their content you plan to use.
Contributors
What are the people outside of
development who are going to propel your media forward? Whether as a special
consultant or with advertising. Many big budget video games today are turning
to people who are already in the public eye. For example the music artist
Eminem wrote a song called “Survival” that debuted in a trailer for the game
Call of Duty: Ghosts. This was in fact the third time that an Eminem song had
been uses to promote a Call of Duty game. Clearly the series has a large fan
base of teenage to adult males and the same can be said of Eminem so it is makes
sense to combine the two.
Beyond Two Souls is a very
cinematic, big budget game for the Playstation 3. The creator of the game,
David Cage, attempted to create a game that is more like an interactive movie.
To do this he incorporated motion capture of A-list actors from the film
industry. The game stars Ellen Page and Willem Dafoe. The game is very
accessible to people of all skill ranges and so the transition from watching
film to interactive fiction has been made easy.
The game received generally
positive reviews even though the game itself wasn't particularly captivating
the performance of the actors was exemplary.
This is a short trailer featuring Eminem and Pink's song Won't Back Down promoting Call of Duty Black Ops.
This is a short trailer featuring Eminem and Pink's song Won't Back Down promoting Call of Duty Black Ops.
Motion Capture of Willem Dafoe and Ellen Page in Beyond Two Souls |
Locations
In creative media, inspiration from real world
environments are often used and finding appropriate locations in the
pre-production stage can save time and money during the production stage.
Bringing employees and equipment to a location, especially if your location is
a large distance away, can be very expensive. To counter this you need to know
exactly what you want to accomplish and in how much time. You also need to find
out the availability of the location, ie travel requirements, whether you have
permission and any risk or health and safety issues you might need to think
about.
A location reconnaissance or “recce” is a visit to a
potential location to find out any information needed and suitability of the
site. You will try to find out things such as, travel requirements, access,
weather issues, cost and health and safety requirements. All these things will
inform the decisions you make during the production phase and help you plan out
each aspect of your work on location.
So for example if you want to take photographs of a
jungle, where will you have to go? First you would go about finding a site,
either from places people have shot before or somewhere completely unique. You
would then go out and find information on this chosen site by travelling there.
How are you going to get to the site? In rainforest areas the climate will
probably mean a lot of rain, how will this affect your shooting?
The game Skyrim developed by Bethesda Softworks takes heavy inspiration from Nordic and Scandinavian culture.
The game Skyrim developed by Bethesda Softworks takes heavy inspiration from Nordic and Scandinavian culture.
(top) image of an Inn in Skyrim. (bottom) recreation of a Nordic household |
Codes of Practise
One very important reason to do pre-production in the media industry is
to make sure everything that you plan to do adheres to the law and the relevant
codes of practise. In other topics I have mentioned the need to gain permission
to use copyrighted materials and to make sure health and safety regulations are
met.
Public liability is another consideration that those working in the
media industry have to make. Public liability insurance protects you from legal
action if someone is injured on your site. This is particularly relevant when
working in areas where there is a risk to the public because of your production
activities. Companies will have a range of other insurance that will protect
against things such as equipment damage, personnel injury and completion
insurance.
You also need to be aware of the rules and regulations of the body that
governs your area of work. These rules and regulations can vary considerably
between different media types, so you may need to do some in depth research on
exactly what is allowed and recommended in your area. Some examples of these
bodies are; Pan European Game Information, Entertainment Software Rating Board.
These two governing bodies are responsible for age ratings on games and content
warnings. When creating media you must be careful that the content is deemed
appropriate for mass consumption and that your target audience is not alienated
by a different age rating. The ASA or Advertising Standards Authority is a
group that helps to regulate media and advertising and make sure it adheres to
the advertising standards codes. Ofcom or the Office of Communications is a government
approved regulatory and competitive body. Its job is to represent the interests
of its citizens by promoting competition in the industry and protecting people
from harmful content. It mainly governs over television, radio and the postal
service.
Trade Unions can also be important to your project. Trade unions were
set up by the people in the industry to protect themselves and others from the
government and larger corporations. If you were to become involved in some kind
of legal struggle any trade union you are a member of would try to help you win
the case. It would help to negotiate with any company you may be working under
to try and reach fair pay and employment. Also it may provide support such as
sickness benefits if for some reason you are unable to work.
I have been assigned the task of creating a
simple 2D maze game that must feature at least 5 levels of increasing
difficulty. It must have collectables that are required to reach the next level
and enemies that will kill you should they catch you. The player must avoid
these enemies while collecting the items and reaching the end of the stage at a
specific point. Ideally I want to include things such as a “score calculator”
and background music for each stage. This may be subject to how much time and
assets I have left.
For Wayne's video game project I will have to consider certain
pre-production requirements. Financially I will have to set myself an overall
budget for the game production and think about exactly what aspects I will
spend this money on. The game will be made in Game Maker which is available on
the college computers, but if I want to continue work at home, I may have to
buy a copy for myself. Game Maker professional is $99.99 and the Game Maker
Master edition is $799.99. The computer I currently own cost around £600 and
this is another cost I have to consider. If I was in the position of a paid
games developer I would be earning something around $48,000 with under 3 years
experience, $62,000 with 3-6 years experience and $78,000 with 6+ years of experience.
This information is from (http://www.gameindustrycareerguide.com/video-game-designer-salary/). So unless I am given
a separate budget this would be how much I have to spend. Also what resources
will I need to complete the project? It is very time consuming to create all
resources such as sprites and sounds from scratch so I may decide to purchase
copyright free material for my game, which is a cost I have to consider. Also
while I am working on this project I am unavailable to work so I am in fact
losing potential income.
It should take around 3-4 weeks
continuous work to complete this project as I am fairly unfamiliar with the
software being used. We do not yet know the deadline for this project but I
will have to plan my time into several segments of work and complete the work
in the allotted time. Also if I need any other software or equipment to
complete the work I will have to consider when, for how long, and how much it
will cost, when hiring this equipment.
Game Maker has several free sprites and sounds that can be downloaded
and used copyright free, however we have been asked to use mainly original
content so I will have to devote a good portion of my time creating sounds and
sprites with tools such as Photoshop. I may also have to create unique sounds
and music for my game which I will create in software such as Audacity. Again
this software is available on the college computers, but if I decide to
continue work at home I will have to consider buying things such as Photoshop.
This software is not very cheap and will take a considerable amount of money
away from other potential aspects. If I was to release my game commercially I
would have to obtain the correct license for Photoshop and Audacity to use
content created in this software.
Since I don't have a large budget I will not be looking for contributors
to improve or advertise my product and except for inspiration as contributors
are usually very expensive to hire. Also it is a very small production that
will not be released commercially so contributors would be unnecessary. If it
was a bigger production I would perhaps think of hiring celebrities to
advertise my game on the television to help increase sales. Any locations that
I decide to use for my project will have to be local and be free to use since I
don’t have a substantial budget. The characters and backgrounds in Wayne’s game
are going to be fairly abstract so real life inspiration will be difficult to
incorporate. Since the game will be created with fairly simple 2D sprites the
internet will provide any images and inspiration that I would need.
There are not many Codes of Practise I must consider since I am not
releasing my game commercially. However I still have to consider the codes of
the college, for instance, I must not plagiarize another student’s work or a
source from the internet and I must not use Wikipedia for any references. If I
was to release my game commercially I would have to make sure I have permission
to use the assets in my game and I would have to pay the creators of Game Maker
an amount of money to be allowed to release the game after using their software
to create the game. If I replicate any locations within my game world I may
face legal action if I do not have permission to shoot there or recreate that
area. I would also have to adhere to the guidelines of PEGI (http://www.pegi.info/en/index/) who would give my
game an age rating and content warnings. If you look back at my research for
Task 1a PEGI have a 12+ and a 7+ age rating and these would be the ratings I
would aim to get. I may have to adjust my game’s content to get a particular
rating as it is ideal to get an age rating similar to your target audience age
as you don’t want it to be illegal for you target audience to play your game. The
ASA or Advertising Standards Authority will monitor my game and make sure it
adheres to the advertising standards code and this is something I will have to
be aware of.
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