Unit 1: Task 1


Unit 1: Task 1
Understand requirements for a specific media production

Type of production: (e.g. film, television, video, radio, audio, interactive media, web, computer game, print, photo-imaging) -

 Within the Pre-production process, it is extremely significant to first consider what type of production you are creating. This is because for different productions there will be different initial steps to be taken and the different factors that you need to consider. For example,  if you are aiming to  create a film, then within your pre-production process you may need to focus on how you will source filming equipment such as video cameras, the script for your film, who  you might want to hire to act in your film, and other things such as locations for the film to take place in and your budget. Whereas, if you are aiming to create something for radio you may need to focus on completely different aspects within your pre-production process such as what audiences you are trying to reach, what type of radio station it is, for example, a talk show or an FM radio and what equipment you need such as high tech microphones for better sound recording quality. In this case, I am working on pre-production for a computer game so we're having to consider avenues such as environments for the game to take place in and what kind of character will star in the game; a 2D-sprite. 


Image result for film set

Finance: (sources of finance; requirements, e.g. equipment, transport, talent, crew, materials, facility hire, clearances) - 
Once you know what type of production you are creating, financing that production is one of the next major steps. Usually for larger productions such as films they receive a budget from a film financing company.  Depending on how large that budget is they may be able to afford things like better filming equipment which will allow them to create a higher quality film which may also allow for the film to be more successful. However, with other productions, e.g web, a financing company may not always be involved which means they will have to find their own way of financing their production (Independent funding). This could mean working with public funding or donations which would then allow them to afford things such as their computing equipment. Within computer games, especially AAA games, their funding will come from a financing company and they usually have quite large budgets. For smaller games companies it would be important to create the whole pre-production process via a document called High Concept Document in which the whole pre-production process would be outlined in a direct and concise manner allowing investors to give money or decline. This is an example of a High Concept Document that might be presented by a smaller game company in order to try and obtain funding for their production:



Image result for high concept document game
Time (e.g. deadlines, availability of equipment, availability of personnel, timescales for clearances) -

Establishing deadlines is a major factor within the pre-production process. There are usually multiple deadlines for individual smaller parts of creating the production and these allow us to structure and manage how we can meet our overall deadline for the production. For example, in order to create our computer game, there may be separate deadlines for the sketches of our character and then the animation of those sketches, turning them into a 2D sprite. Without the use of such deadlines, problems may arise such as not being able to complete the production in time which may then also lead to loss of money.


Personnel: (size of team; roles; skills and experience; resourcing; availability; costs; team or crew CVs) -

 Part of pre-production includes deciding what personnel you need to work on the production. Depending on the size of your production and its purpose you may have a varying amount of team members needed. For example, you may need a larger team to produce a Computer Game than you would in order to produce Radio. This is because there may be more roles that need to be filled to create a video game such as a project manager, animators, graphic designers, marketing teams, concept artists, sound engineer, a lead programmer and many more. Whilst to produce a radio show/ station you need fewer roles such as someone to operate the recording equipment and music and someone to host the station (which can potentially be done by the same person). Furthermore, they may require different skill sets as the roles may have different requirements throughout the production. So in this case to create our Computer Game we will need someone with relevant qualifications in animation and games development - such as a degree. Whereas to produce a radio show you may need someone with strong communication skills to host the show which wouldn't necessarily require a qualification. Moreover, to have a larger team working on a production means that it will cost more to pay their salaries. So in this case, for productions that might have a smaller budget, a larger team may not always be ideal. This image shows all of the roles that may be needed when producing a computer game and indicates how they may be linked together:



Image result for what roles are there in creating a game

Facilities: (e.g. production equipment, post-production equipment, facility houses, outsourcing; availability; costs) -

It is extremely important to consider your facilities when producing media. This is when you have an area such as a studio where you can work to produce your game in. For example, when making a computer game, you might need to use a green screen studio in order to record movements that you can use within your games on 3D models. This is an example of a facility as you can use these spaces in order to complete your production using the certain assets that the space has.  Facilities are usually equipped with certain equipment that would be more difficult or expensive to obtain on your own.

For different types of mediums, we would require different facilities. (eg. for a photography production you might need a photography studio).
This is an example of a typical green screen studio that might be used in order to map out someone's movements for a 3D game.

Related image


Materials: (type, eg original materials, archive and library materials, photo-library materials, sound library materials, internet, assets, audio, script, animatics, graphics, interviews, costumes,
properties, recorded music; sources; costs; clearances) -  

When producing a piece of media, you may need to create some raw materials that you can use within your production. For example, in a computer game, you may need to create a sound to accompany a possible rainy environment our 2D sprite can adventure. This means that we would then have to go out and collect the sounds of rain using a high-quality microphone. Once we have recorded this sound we can use it freely throughout our game. However, if you cannot for any reason attain the material you want on your own, you could also use existing material that has been created by someone else. When doing this, it is important to be aware of Copyright laws and if you do aim to utilise materials that are copyrighted, you will usually have to get a license to do so which might cost a small number of royalties. The most common copyright law for media online is called Creative Commons.
For more info please see this link - https://creativecommons.org/licenses/ 

Additionally, I have found an example of a website where you can source royalty free sound effects that can be used in any game - https://www.audioblocks.com/royalty-free-audio/sound-effects


 Contributors: (type, e.g. specialists, experts, talent, public; contributor biographies)



A contributor is an expert in the field of your production who can review your production and then give you insight and advice into how you can improve the quality of your production. It is important to consider getting a contributor from the pre-production process so that you know that during your production you will have a specialist on-hand who will be available to give their input on each part of the production as it is being developed. This will allow you to quickly make informed decisions and changes if necessary to increase your chances of overall success. This may be especially significant with the production of our game as a contributor will have strong knowledge of what certain conventions may be for a 2D side scroller game and they will have a deep and thorough understanding of how to ensure that this type of game can progress following things like a storyline and how to better meet consumer needs.


Locations: (identification; recces; limitations and risks, e.g. distance, access, cost, weather) -

It is important to decide on a location during the pre-production process. Depending on the type of production, location can vary in significance. For example, for a television production or film, location can be extremely significant as you have to get filming rights from the council to use that location and you have to ensure that location undergoes necessary health and safety checks so that all personnel can access the area without endangering themselves. Furthermore, for film and television, it may be important to consider if the area is one that is okay to be disclosed or if they have to disguise the area in order to make it unrecognisable for privacy purposes. On the other hand, with computer games production, the location may be significant as they have to ensure the area they are working in fulfills all their needs to create the game. This may mean choosing a location with consideration for things such as multiple electrical sockets in order to house all of the electrical equipment;  such as computers. They may also have to be considerate of how much it will cost to access such locations - for example, if the location is a building that will be rented, it may impact the production budget. Whereas if it is an outside area; such as a field or park, they may be able to operate in that area without acquiring additional costs - which also means they can put that money toward other things such as better facilities.

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Codes of practice and regulation: 
This is when producers of anything within the media industry must ensure that what they plan to produce complies with any codes of practice laws and regulations in place. These help to ensure that workers stay safe and that the material they produce doesn't breach things such as copyright laws and that they are properly insured for any problems that may take place within the working environment. To produce a game, producers may have to look into their material to ensure none of it is copyrighted - such as the music used in-game - if it is they may have to gain permission to use it by the creators and possibly obtain a license. Licenses usually cost money so if the production is being created on a smaller budget, this may not be an optimal action.

Clearances, e.g. Mechanical Copyright Protection Society-Performing Rights Society Alliance (MCPS-PRS), model releases, location permissions; 

A clearance is to have legal access or permission to use things whilst in the process of your production. For example, you may need clearance to operate in a certain location. To do this you may need clearance from the owner, a local council or government. This is important to consider in the preproduction process as you need to get clearance for locations before you can begin working in those areas and so by ensuring you gain clearance before you begin production, you are being more resourceful with time as you won't experience delays and you have time to find another location if clearance is not granted.


legal, e.g. copyright, health, and safety; 


Legally you must have permission to use anything that is copyrighted by the owner. This could mean that you have to contact them and obtain a license to use it which may cost money. If you do use copyrighted material without the permission of the owner you could be found guilty of copyright infringement which could get you in legal trouble. This is why producers must take the highest of precautions when using certain materials. This means that within our game we cannot use the same ideas characters and location without permission from the owner. Furthermore, producers must legally ensure that there are health and safety precautions put into place throughout the duration of their productions and they must further ensure that all personnel also follow these health and safety regulations. Risk assessments documentation when working in the media is important as it outlines the risks that might be posed when working in an outside area. Similarly, this is important within games design as things inside can pose risks such as water near computers or not taking frequent breaks. In terms of the legal requirements, it's important that a company working on the game stays on the part of the delivery without breaching any agreements made. For example, by breaching the delivery time you can set the entire production process (pipeline) behind. In conversation with SFX profession Nina Fallon, I learned that the significance of maintaining deadlines properly is extremely important. In verbatim, she stipulated that the deadlines do not change.

Insurance, e.g. public liability, completion insurance; 


Producers also need to make sure they have insurance. If they are working in close proximity to the public, for example;  in an open field, the producers need to ensure they have insurance in case of public liability. This means that if any members of the public get harmed whilst interacting with your production, it means you are protected against any claims they may make. Completion insurance is something that also must be overseen within the pre-production phase and is usually for independently financed firms. It guarantees that producers will complete the production, and the production is financed by the completion insurance company. An example of this is the Allen Financial Insurance group that focuses on completion insurance for films. ( https://www.eqgroup.com/completion_bond/)
Allen Financial Insurance Group


Regulatory bodies, e.g. Ofcom, Press Complaints Commission (PCC), Advertising Standards Authority (ASA), Pan European Game Information (PEGI), Entertainment Software Rating Board (ESRB), British Board of Film Classification (BBFC); 


A regulatory body within media is a government or sometimes public, agency that oversees certain industries and their practices. It may be important to have a regulatory body review any media production as it is their duty to represent the interests of the consumers of your production and protect them from any offensive material your production may include. By initially introducing a regulatory body it means you can confirm that your produced material is suitable for consumers and that it doesn't violate any of the government and public standards set. An example of a regulatory body within the media sector is Ofcom and they are a government-appointed regulatory body that oversees the television, radio, telecoms and postal sectors.



Trade unions, e.g. Producers’ Alliance for Cinema and Television (PACT), National Union of Journalists (NUJ), Broadcasting Entertainment, Cinematograph and Theatre Union (BECTU);

A trade union is an association of workers within a trade or profession that is designed to protect and further the rights of employees. It is important that within the production process employees are aware of the trade unions so that if they suspect their rights are being breached they have people that they can confront about this and who can then assist them in resolving their issue. In short, most unions act as a mid-point between a client and a designer in order to resolve an ongoing dispute. For example, the National Union of Journalists aims to act as a voice for journalists and they 'strive to improve the pay and conditions of our members and protect and promote media freedom, professionalism and ethical standards.'  (https://www.nuj.org.uk/about/)

Trade associations, e.g. The Independent Games Developers’ Association (TIGA), Entertainment and Leisure Software Publishers’ Association (ELSPA), British Interactive Media Association (BIMA)

Trade associations are non-profit organisations that are funded by businesses within that particular industry. For example, within the Media industries, there are multiple trade associations such as the British Interactive Media Association that was founded in 1985 and works to represent the Digital Industry within the United Kingdom. They are a non-profit organisation and function to 'build connections, deliver thought leadership, recognise excellence and drive change' (https://www.bima.co.uk/About-Us).  Trade associations such as BIMA are particularly important as they set laws specifically within the industry which ensures that all productions can follow the same laws which therefore ensure no disputes are caused and that the industry can flourish. This allows us to follow the same guidelines and regulations as all other productions within the media industry which also allows for productions to meet industry standard.


To conclude, all of these individual aspects are extremely significant when in the pre-production process of making any production and will be relevant throughout the pre-production process of our 2D Side-Scroller game.

Zalika English








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