Adaptation: Props, objects and vehicles

During this lesson we looked at the differences between a ‘props buyer’ and a ‘product designer‘ so in order to define this correctly I will give you my own definition of both which was influenced from Gareth’s blog but also from what I researched myself.

Props buyer – these individuals are people who examine the idea (script/story/plot) and decide on what’s needed for it in regards to props. They carefully monitor and control the amount of spending. They know that some objects are key and will effect how convincing the scene will be.

Product designer – they create new products or physical objects by generating new ideas, concept development and even changing existing ideas to make them more cost effective and functional. They create everything from chairs to clocks to computers. They use drawings, 3D models and computer generated designs to help them present and express their ideas. There are many things a product designer has to consider other then aesthetics although this is a major part of what needs to be considered. There is a lot to consider when designing a product but here are a few considerations which spring to mind, these are technology, usability, being cost effective and materials needed.

During the concept stage of product design, the designer must consider the entire product during this period such as how the product will move or bend at the users will. This allows you to have a greater sense of what the product will be able to achieve before it is even prototyped. Linking to this, we were asked to create a list of 36 items which could be placed within our environment to give it a particular feel for our game. I have given this list some thought and although the items seem random just reading them straight off the list, it is simply because my environment is an ‘abandoned house’ which was filled with outdated junk which has managed to find its way into the house.

Here are 42 items that I thought would fit nicely into my environment:

  1. Chairs
  2. Tables
  3. Lamp
  4. Books
  5. Baskets
  6. Carrier bags
  7. TV
  8. Old war Radio
  9. Dolls
  10. Empty food boxes
  11. Toilet seat
  12. Old microwave
  13. Metal bed frame
  14. Wired telephone
  15. Broken Pottery
  16. Rusted Chains
  17. Medical posters
  18. Empty shotgun rounds
  19. Broken Sofa
  20. VHS Tapes
  21. Picture frames
  22. Jugs
  23. Screw driver
  24. Broken mattress
  25. Teddy bear
  26. Metal iron
  27. Cot
  28. Sheets used to cover furniture
  29. Wooden cross meant to be placed on the wall
  30. Many variations of clocks both analogue and digital
  31. Coat hangers
  32. Food casing (sandwich packets, crisp packets etc)
  33. Old movie posters
  34. Newspaper clippings
  35. Cushions
  36. Plant pots
  37. Candles
  38. Skateboard
  39. Old rusted red pick up truck

Audio production: My project brief

Me and my group have made the decision to base our five
minute factual speech on the Mayan calendar and the belief that due to the calendar
finishing, people thought the world was about to end. The brief states that I
must explore this idea with a creative mind set and look at a range of things
such as true stories and obsessions. We need to question why these events took
place, why people believed that the end of the world was coming and why/how it affected
people’s daily lives.

We will need to look into the subject as a
group, but I will have to research into this myself so that I can show my

I will need to create a range of aims and
objectives to help me complete my brief effectively

I will need to develop a proposal and treatment
so that my end result fit its purpose and will be seen to have been affective
and match what I wanted originally.

I will adopt and include a range of practises
such as editing, mixing, actuality, location recording, music, sound effects,
dramatic reconstruction and possibly poetry to add atmosphere and variation to
my idea.


I will need to consider using a range of voices

I will have to consider music carefully so that
it is used to compliment the feature and shows relevance

Things to hand in:

CD – containing finished piece as a .wav file, a
folder with adobe audition session file and all the audio files used

MUSIC REPORTING FORM – must include details of
any pre-recorded music or sound effects

SCRIPT – must include in/out cues for long
interviews or vox pops, not full transcribed interviews

RESEARCH (300 words)  – individual self-motivated research done by myself

GROUP PROPOSAL (500 words) – This is a treatment
which describes the topic, the intended audience and style. The proposal will
also include individual roles

CRITIQUE (300 words) – that assesses the
programme content in terms of content and audience, your individual role, and
team contribution. The critique is a good opportunity to be reflected about
your experience and practice.

post a finished copy of proposal and a copy of finished piece on my blog

‘Adaption’ Mini Brief: Environment design styles

I want to really consider the best way forward for my environment design, looking closely at artist made me want to create an distorted environment inspired by such artists like Tim Burton and Mark Ryden but with a really dark horror aesthetic. I hope to have a texas chainsaw massacre feel when designing my environments as this is the atmosphere I am wanting to create. By using the images below as influence, I will try encorperate this within my design as it would make my game more unique but also playing with distortion can allow people to become more septiable to fear.


Mark Rhyden

Adaption: Possible house designs and locations

I made the decision to look further into my house designs for my adaption concept; admittingly, i know nothing of architecture so I decided to research into this further so that I could make an educated decision on where to house my game. When looking into houses I decided to look at rather large ones as most of my gameplay will happen within the house so a large house would be one of the key factors when looking into which house type to use for my game.

Idea number one

I firstly discovered this beautiful house called a ‘Queen Anne‘ which I thought would be great for my game to take place as it would give my game a larger sense of exploration within the house due to the sheer size alone.  The mansion contains 12 rooms with 23 stained glass windows and made of nine different types of wood within the two main floors.

Kansas City Queen Anne Missouri

This particular house was built in 1887 in Kansas City, Missouri, so I decided to look into the Missouri area in order to see where I could place this house without it appearing too out of character and doing so I found a rather reclusive area not far from this house location within Kansas City! This general area seemed perfect for my game to take place as the area is rather concealed and with the large amount of green surrounding the  endless possibilities of where my house could be located within this street.  If I made the decision to use this location I would want to make the area seem old and abandoned by its occupants to heighten the games atmosphere and to set a tone to the area which suggests this is not a place you would want to be; I would play around with the semiotics in order to capture this appropriately.