U72 lesson 10

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U72 lesson 10

  1. 1. Tick, Tock!<br />The clock is ticking for this first academic year. I’m making decisions about you, your performance this year and forecasts for next year.<br />Have you performed as well as you could have??<br />How do you know?<br />
  2. 2. Deadlines<br />Those who gave up their time to the awards and the showcase have earned an extension to Friday.<br />Those who have handed in work after the Friday deadline will be put on disciplinary stage 1 unless they have seen me for an extension prior to the deadline.<br /><br />
  3. 3. Japanese Word of the Week (21)<br />Doitsu kara kimashita<br />[Doh-itsoo ka-rakimashita]<br />Ho kaneh!<br />
  4. 4. Aims & Objectives<br />Aims:<br />Students will critique professional work in order to offer a critique on their work. <br />Objectives:<br />All students will be able to examine 3 points for critique in professional work<br />Most students will be able to examine 3 points for critique in professional work and 2 in their own work<br />Some students will be able to examine 3 points for critique in professional work and 2 in their own work explaining both in detail<br />
  5. 5. Computer Game Story Development<br />28 June 2010<br />Unit 72 Computer Game Story Development<br />
  6. 6. Computer Game Story Development<br />1 Understand storytelling for games<br />2 Be able to produce a story for a game<br />3 Be able to produce game dialogue<br />4 Be able to reflect upon own narrative work.<br />
  7. 7. Making Influences Count<br />
  8. 8. Ken Rolston, <br />Ted Peterson, Michael Kirkbride<br />Oblivion<br />
  9. 9. Q: What influence could they offer Long Way Home?<br />A: They provide a rich lexis of proto-human references and characterisations in a deep environment and context.<br />
  10. 10. Jesse Stern<br />Steve Fukuda<br />
  11. 11. Q: What does Jess bring to MW2 that you brought to Long Way Home?<br />A: An extreme canvas to paint the real-life exploits of allied forces in world war situations<br />
  12. 12. Marc Guggenheim<br />
  13. 13. Q: How influenced were you by the world that Guggenheim had created for you in X-Men Origins: Wolverine?<br />A: Guggenheim provided something real for fans and players alike. <br />
  14. 14. Pinpoint<br />Drill down to:<br /><ul><li> Character development
  15. 15. Environment/backdrops/plot development
  16. 16. Devices (cliff-hangers, shit points etc)
  17. 17. Denouements or not denouements!
  18. 18. Use of audio/diegesis</li></ul>... This will help me to mark your work more effectively<br />
  19. 19. Activity<br />In pairs, I’d like you to discuss the type of experiences in gaming or reading that you may use for your evaluative statements. Pinpointing specifics is a great help to you.<br />
  20. 20. Share the love!<br />
  21. 21. You, the Writer <br />A Slight Return<br />
  22. 22. What To Look For When <br />You Review Yourself<br /><ul><li> Did you underperform in this assignment?
  23. 23. What would you change if you resubmitted?
  24. 24. Who got it right? You or your influences?
  25. 25. Did you want to learn or just get to the end?</li></li></ul><li>You Need To Know...<br />... When you’ve messed up and why<br />... What’s happened and how you can solve the problem<br />... Where your influences went wrong, or right and how you acted on it<br />
  26. 26. Activity<br />How could Elder Scrolls IV: Oblivion, Modern Warfare 2 or X-Men Origins: Wolverine be improved? Back in your pairs, have a chat about what you would do if you were the writer.<br />
  27. 27. Overview – What Have We Learned?<br /><ul><li>How other writers play a part in our story development
  28. 28. How you can sometimes write like them
  29. 29. A critique can revolve around the writing process and not just the story itself</li></ul>Have we met our outcomes?<br />
  30. 30. Next Week<br />Review of the year Part I.<br /><ul><li> Every unit we’ve taught
  31. 31. Every bit we’ve covered....</li></ul>Online!<br />

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