2. Case Study- DELETE ONCE COMPLETE
• Call your work; 1. Case Study
• You must choose a game that was released within the last 5 years and
critically discuss:
1. List terminology from the lecture and reference how each has been used
2. Discuss the game’s use of audio
• Music, Sound effects, Dialogue, Tone/Mood created etc
3. How the game is representative of the wider genre of that style of games
(does it share characteristics of the genre? Does it develop the gameplay of
the genre?)
4. Graphics comparison to similar games/ games from the same franchise/
games released at a similar time
5. Game engines used/console capabilities/ graphics cards needed for the
game
6. Annotate screenshots and box art
• You must include a paragraph on video game addiction and quote and
reference an article discussing this subject.
3. Compress Your File- DELETE ONCE COMPLETE
1. Click on any picture in your file and then a FORMAT tab should appear at the top
of the screen (or somewhere depending upon your version).
2. Click on the COMPRESS PICTURE button. This may have text saying that or it may
just look like a square with 4 arrows pointing in to it.
3. Next ensure “Only apply to this picture” is unticked and “delete cropped areas” is
ticked.
4. Next choose “email resolution”
5. Hit ok and save
See below (it will be slightly different on a mac)
4. Case Study
The witcher 3 is a game which features
terrain, architecture and objects to create the
game world. You play as the main character
Geralt of Rivia and Ciri throughout the story
and you encounter many NPC characters, this
game also features lots of feedback interface
which immerses the player. This game uses 3D
and 3rd person perspectives to create how the
game is visualised on screen. The witcher 3 is
a single player story driven game which has no
multiplayer functions where the narrative is to
find Ciri and defeat the wild hunt. The game is
also set in a medieval fantasy type world
where monsters and magic are common as
humans, the goals of the game change
depending on the quest you have selected
which provides the player with brand new
gameplay experiences. The game doesn’t
really focus on rewards and more on the story
and completing quests.
Witcher 3 wild hunt
5. Case Study
Witcher 3 wild hunt
The game has a tough to break set of
rules such as not being able to attack
civilians etc. It also has various difficulty
settings to play through which change
the gameplay by making enemies
tougher and the character weaker. The
game also features an inventory system
which allows the character to pickup,
drop, equipment items. The winning
system in the game also works by
completing missions rather than gaining
points for kills like many other games. In
order to ensure an aspect of the game is
not exploited the enemies have
toughness levels which gives the player
an incentive to level up so they can
defeat higher level enemies and
complete higher level quests. The
witcher 3 also uses photorealism as an
artistic style which can be noticed in
game.
6. Case Study
Witcher 3 wild hunt
The witcher 3 is clearly a very detailed game which took a log time to develop, examples of
this development would be with concept art as reference to create the video games’ art style
and assets. This kind of development is very vital in the designing of the games aesthetics.
7. Case Study
Witcher 3 wild hunt
Witcher 3 also uses an In Game Interface which informs the player about the aspects of
gameplay visually on screen, this has taken the form of a Heads Up Display (HUD).
8. Case Study
Witcher 3 wild hunt
Main character on front to
display what game it is
Platform that disk
is compatible on
Title of game
Age rating
Game developer
Game publisher
9. Case Study
Witcher 3 wild hunt
The Witcher 3 Wild Hunts use of audio is revolutionary in comparison to other games, there
aren't many games that could compete on the same level as the Witcher 3 does with audio.
The audio/music used in the game is so detailed and immersive it makes the player really feel
like they are in the actual game environment, also when in combat the music makes the
atmosphere that much more intense for the player. The selection and use of instruments used
to create the Witcher 3’s unique and authentic sound is truly magical when involving yourself
in the environment and brings the game to life. Dialogue is one of the biggest factors in the
Witcher 3 as the majority of gameplay involves interacting with NPS’s in which you choose the
dialogue of Geralt which changes the interactions with NPS’s and the outcomes, this can turn
a conversation from friendly to hostile or effect the outcome of quests.
“From an auditory perspective, the
environments are one of the
highlights of the game for me – my
first ‘wow’ moment was when first
riding into the forest and wind
started whipping up and rushing
through the trees. I ended up
standing still and just listening for
10 minutes.”
10. Case Study
Witcher 3 wild hunt
The Witcher 3 is very good at representing the wider genre of that style of games, it shares
characteristics with many other action role playing games such as skyrim and oblivion
which is very similar due to the environment and selective dialogue. I think the Witcher 3
has developed the gameplay of the genre as its set the bar for this style of games .
11. Case Study
Witcher 3 wild hunt
Witcher 3 graphics (2015) Tomb Raider graphics (2015)
As you can see the witcher 3 has
improved its graphics from its previous
instalments and has very similar
graphics compared to other titles
released in 2015.
12. Case Study
Witcher 3 wild hunt
The game engine used for the Witcher 3 Wild Hunt was REDengine 3 which was designed to
run exclusively on a 64-bit software platform, CD Projekt Red created REDengine 3 for the
purpose of developing open world video game environments, such as those of The Witcher 3:
Wild Hunt. It introduces improvements to facial and other animations. Lighting effects no
longer suffer from reduced contrast ratio. REDengine 3 also supports volumetric effects
enabling advanced rendering of clouds, mist, fog, smoke, and other particle effects. There is
also support for high resolution textures and mapping, as well as dynamic physics and an
advanced dialogue lip syncing system. However, due to limitations on texture streaming, use
of high resolution textures may not always be the case. REDengine 3 has a flexible renderer
prepared for deferred or forward+ rendering pipelines. The result is a wide array of cinematic
effects, including bokeh depth-of-view, colour grading and lens flares associated with multiple
lighting. The terrain system in REDengine 3 uses tessellation and layers varying material,
which can then be easily blended.
Requirements:
CPU: Intel CPU Core i5-2500K 3.3GHz / AMD CPU Phenom II X4 940.
RAM: 6 GB.
OS: 64-bit Windows 7 or 64-bit Windows 8 (8.1)
VIDEO CARD: Nvidia GPU GeForce GTX 660 / AMD GPU Radeon HD 7870.
FREE DISK SPACE: 40 GB.
13. Case Study
video game addiction
Video game addiction is a very common but strange thing in the game industry, the recent
studies and research which I have read have surprised me as to how it can affect people
with such addiction. I have been a gamer myself for as long as I can remember but have
never found any of the games that I have played to cause me to an unnatural addiction,
granted I have been addicted to playing new titles as I enjoy them but never to an extent
to where it could be classified as a mental health condition.
“Symptoms include:
impaired control over gaming (frequency, intensity, duration).
increased priority given to gaming.
continuation or escalation of gaming despite negative consequences.”
Reference: http://www.bbc.co.uk/news/technology-42541404