Director
Tips
Here
at Wheeler Multimedia we work with clients at many levels of production.
Although most of our projects involve a producer, artists, programmers
and an end client, these roles are fluid.
Are you
an artist who also wants to act as the producer? Are you preparing assets
to send to WMC? Would you like to co-program your project with WMC? Here
are a few tips.
These
recommendations are guidelines, and may not apply to all projects—your
project may require different techniques. We are always available to help
at any stage of the process. Happy Directoring!
Being
your own producer
Interface
design
Preparing
your assets
Using
your assets in Director
Being
your own producer
Multimedia
development = software development
Develop
your project as a software project first and a graphic project second—major
changes in the course of the project can be difficult and expensive to
implement.
Step 1: Concept
Avoid feature creep!
Figure out who your end user is, all the features your program needs,
and what your minimum and preferred system requirements will be before
you start the layout. System requirements let you plan for performance.
Step 2: Flow-chart
Multimedia is
usually nonlinear. To help you work out the structure of the program
and make sure everything is included, create a flow chart that includes
every screen.

Step 3:
Storyboards or scripts
Follow up your flow
chart with a script or storyboards. Sketch/describe each element and
function for every screen.
How many buttons
are there on the screen? What happens when you click a button? Do buttons
or other graphics appear differently depending on what you’ve
done in the previous screen?
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4: Gather your team, prepare assets
Arrange for artwork, audio, video, programming, and any other
components of the final product. Find out the format the programmer requires
for each kind of asset (see Preparing your assets below).
Step
5: Manage project progress
Monitor deliveries, set deadlines, arrange for testing, manage
the client. Now it's all up to you!
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Interface
design
Good
design = easy to use
Follow
these tips to create a program that is usable as well beautiful. If your
average user has trouble understanding how to use the program, the problem
is the program, not the user. Design around your user’s experience,
skills and equipment.
- Keep
it simple—crowded
interfaces are difficult to understand and use.
- Graphics communicate
functionality as well as content—use placement and design of interface
controls and screen elements to tell the user where they are now, what
they can do next, and how to do it. Consistency is the key to user understanding.
For example, a single button might contain multiple visual cues about
its function, such as color, icon and text label. Use multiple clues
to make your interface easy to learn.
- Organize your
functions to make intuitive sense—for example, “print”
and “preview” buttons should be close to each other.
- Make on-screen
text large enough—screen resolution is lower than print. Small
print becomes fuzzy and hard to read.
- Make it easy—avoid
requiring point-and-click acrobatics among controls scattered across
the screen, or super-fine motor skills of any kind (unless it’s
a game).
- Avoid requiring
lots of reading—if the text has to scroll, it’s probably
too long.
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Preparing
your assets
Graphics:
- Design at the final
screen size of your application, at 72 dpi, RGB. CD presentations are
usually 800 x 600, but could be greater in an application environment
such as a kiosk, where you can control the playback platform. Shockwave
size varies and is generally smaller than full-screen.
- PC monitors have
greater contrast than Mac monitors' usual setting. Avoid designs that
appear very dark or very light overall on the Mac, since shadow and
highlight detail may be lost on the PC. Test early in the design process
by setting your Mac monitor gamma to 2.2 to approximate a PC screen.
You can reset your gamma by choosing Calibrate in the monitor's color
settings.
- Design in 32-bit,
but keep in mind that we usually convert your graphics to 16-bit within
Director. Large, subtly colored gradients may show some banding in 16-bit.
Most people's monitors are set to display 16-bit color.
- Follow Windows
naming conventions for naming files. Use extensions .psd, .pct, .mov,
etc. This is just a good habit, since most applications are cross-platform
or Windows-only. Although we do authoring and graphics processing on
both platforms, we work mainly on PCs.
- Keep all graphic
elements in layers in Photoshop. This will keep size and placement consistent,
and make any changes much easier. If you create elements in Illustrator,
bring them into a Photoshop layer when you are finished.
- If your buttons
have several different visual states (rollover, mousedown, disabled),
give each button its own Photoshop layer. Turn the visibility on and
off to check for shifts in position.
- Render out each
screen individually. Turn layers on and off in Photoshop to create each
screen, and use save-a-copy to create picts. This allows us to place
elements accurately, and makes sure each element is anti-aliased to
the background. Please provide us with plain background screens as well.
Also send us the original Photoshop file, just in case we need to make
a change or re-export a screen.
- For best performance,
export a screen for each of group of button states. Include the background
to prevent a white fringe. Although we prefer not to, we could also
use the Alphamania Xtra. Alphamania lets you import layers while preserving
transparency, so the button can be placed against any background. However,
since Alphamania members are 32-bit they may affect performance slightly.
Video:
- For CD playback
on a Pentium 200, we would recommend limiting the pixel dimensions to
320 x 240, the data rate to 100K per second, and the frame rate to 15
frames per second with Sorenson compression. You can create a larger
video with greater data rates if your minimum processor specification
is greater.
- Stretching
or shrinking the video in Director will effect performance, so create
a version of the video at the size required.
Audio:
- We usually prefer
to receive sounds with the following settings for a good compromise
between sound quality and performance: Sample rate: 22.050 khz, Bit
depth: 16 bits, Channels: mono.
Flash Assets:
- Flash assets are
small in file size but processor intensive. It is best to avoid animating
too many of them at once (particularly when using background transparent
ink). You may be able to get better results for your Flash assets by
animating several items in Flash and importing a single Flash (SWF)
asset.
- Streaming Flash
assets may interfere with reliable video playback. Avoid using streaming
Flash animations simultaneously with video, which also streams.
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Using
your assets in Director
These tips address a few recurring assets issues in Director.
They reflect WMC's best practices. We hope they are helpful for your Director
project.
Graphics:
- Convert 32-bit
graphics to 16-bit after you have brought them into Director for better
performance. Avoid-32 bit graphics and alpha channels unless you need
the transparency, for example when masking an scrolling image with a
soft-edged mask. You may also want to use the Alphamania Xtra for transparent
members.
- For smaller file
size, you may choose varying levels of jpeg compression in the Publish
settings. Compression will take place only in a dcr or Shockwave projector.
Video:
- To prevent the
video from jumping or jerking as it takes control of the stage, either
place the first frame of the video offstage, or set to video to be
paused at the start then start play with Lingo.
- Stretching or
shrinking the video in Director will affect performance. If you must
stretch a video sprite, maintain the original aspect ratio of the
source file (not including cropping). The final dimensions of the
stretched video sprite should be divisible by 4. The x and y placement
of the video should also be divisible by 4.
- No stage transitions
should occur during the video playback.
- Fade and Fadeto
commands for sounds in Director's sound channels should be completed
before videos appear. Sound fading and video should not occur simultaneously.
- If the videos
are Quicktime movies with their own soundtracks, the sounddevice setting
(usually set in the startmovie handler) should be set to "QT3mix."
See Sounds below.
- To ensure that
the projector will link to videos located in a subdirectory, put an
append the searchpaths command in the startmovie handler. For example,
append the searchpaths, the moviepath&"movies"
in the
startmovie handler will make the projector begin its search for externally
linked files (such as videos) in the subdirectory named "movies".
Text:
- Text members have
both vector based and bitmapped options. Vector based text, rendered
from either a system font or an embedded font, contributes to a smaller
file size. It is more processor intensive because the text is re-rendered
every time it appears on stage.
- Text members with
the Pre-Render and Save Bitmap options render the text using a saved
bitmap. While the saved bitmaps increase file size, they also improve
performance. This option cannot be used for editable text.
- To be sure the
user will see the same font you have chosen, either 1) insert your font
into a cast in Director, 2) use a font that all users will have, or
3) chose Pre-Render and Save Bitmap in the cast member properties. If
the user doesn't have the correct font, then the program can still display
the font you have chosen.
Sounds:
- If externally linked
sounds are placed in a subdirectory, place an append the searchpaths
command in the startmovie handler. See the video section for more detail.
- For Windows machines,
the soundDevice default is to DirectSound when DirectX is present. If
you are using QuickTime video, set the soundDevice to "QT3Mix"
in your startMovie handler for smooth transfer of sound control between
Director and QuickTime.
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