sm 2233 multimedia production introduction school of creative media
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SM 2233Multimedia Production
Introduction
School of Creative Media
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What is this course about?
“the big picture” – how multimedia products are produced
How do we achieve goal? What are the different roles in a
multimedia production? What is the process? You got to involve
in the process!!!! Nothing can substitute experience!
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What is this course about?
Many other courses look at individual media, small set of tools and techniques
Real-life project use multiple types of media, use many different tools
How do these tools interact? Do they work together? How do we set up a “production line” to produce the final product
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What is this course about?
We will talk about:
Proposals Budgets Scheduling Management Reports
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What is this course about?
To make the course more interesting we will focus on :
Work in a practical context Understand group dynamics Focus in the process
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What is Multimedia? Multimedia is the use of several different media to convey
information. Multimedia may include text, spoken audio, music, images,
animation, video and interactivity. Multimedia also refers to specific computer system Not all multimedia product / project involve computers. But
using computer devices becoming a common practice. A communication form that uses any combination of
different media; Multimedia programs are often interactive and include
games, online presentations, live events and creative projects.
Also referred to as newmedia.
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Types of Multimedia Projects Many type of projects in multimedia: some typical categories:
Websites Educational/Training software Games/Entertainment Commercial presentations/Advertising campaigns Exhibition/Trade show Art/Performance What else you can think of?
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Types of Multimedia Projects
Project differ in: Risk Size / length of time Team size Team composition Innovation
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RiskHigh risk types:
Commercial presentations (For game deveopment, risk could be as high as 90%)
Live events Projects with tight deadline Projects without a clear goal
More interesting multimedia projects. Lower risk: Art projects, no definite guideline for judgment
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Risk How can we determine the level of risk?
Project size – smaller projects are safer Team size and composition – large varied
teams introduce management problems New tools and techniques – doing something
new is a source of risk Experience – the more experience the better
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Project Size A commercial presentation may take one
person a few days to prepare A game could take a team of 75 three years
to produce As projects get bigger they become harder
to manage - longer time & more people
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Team Size Small teams can be quite informal, no need for
management. Easier for small team to keep track of means towards
the goal / final product. Problems occur when teams get larger. Large teams may loose sight of the final product as a
whole, as individuals tends to focus on particular portion only.
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Team Composition How diverse is the team? Are there only creative talents, or are there
technical people as well? How do you manage both technicians and
artists, motivated by different things? Different work cultures can produce issues
in the production process
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Politics
Larger teams divided into groups or departments
Groups will fight over: Resources – money and facilities Responsibilities – two groups wanting to do the
same thing Blame – whose fault is it when something does
wrong
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Innovation Is there something new about this project?
New media type? New technology? New tools ? New effects ?
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InnovationHow does innovation affect a project?Pro:
Increase value of the project – commercial, artistic, academic, etc.
Increase multimedia production standard
Con: Adds risk! More planning More time, more training, Lack experience with new technique/media, need to
experiment, develop prototypes
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Production Process
For standard products can have a relatively standard production process - what needs to be done according timeline
For rapidly developing areas this is much harder, don’t fully understand the media, hard to standardize production process
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Production Process
There are three areas where a standard process is starting to emerge: Websites (Rich-media) CD-ROM / DVD – commercial/advertising presentations Games Live events
Websites and CD/DVD are quite similar - traditional approach
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Web / Media Presentation
Usually done with relatively small teams, mainly creative people
Relatively short term, several weeks/months Projects tend to be client driven, hired to
produce a particular product
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Games
High risk, high innovation projects Usually larger teams with a mixture of
creative and technical people Long term projects, usually taking several
years to complete Involve certain peripheral products, like
character figurines, posters, etc.
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Live Events / Presentation More interactive Direct contact with participants/ audience Large amount of production deal with time issue All media elements need to be produced and
“rehearsed” (tested) More interesting – can be creative in electronic
media design, as well as performance elements (stage design, music, speech, lighting, etc.)
Instant response / feedback of the project