Toni Gibson conducted research on older and newer games to inform the design of their own game. They found that newer games have more detailed storylines while older games lacked narrative. Additionally, newer games can last over an hour while older games were often very short. Gibson also surveyed people about their gaming preferences, finding that gameplay should be easy, enjoyable, and have good graphics. Based on this research, Gibson planned a pixel zombie game inspired by the film Zombieland, designing the main character after Columbus. While the basic gameplay was created, Gibson notes that adding more levels and background detail would have further improved the game.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
2. Research
• For my research I looked into two different games. One that was created in
the 90s and one that has been created recently. This research allowed me
to see how graphics and gameplay have improved in 10 years. I found that
the older game doesn't really have a storyline. This is something that puts
off players to play the game. With the newer game there is a very detailed
storyline which caters to the way the player plays the game, meaning the
outcome can change depending on what choices the player makes. The
length of the two different games are complete opposites. The 90s game
can last as short as 30 seconds, this can make the player uninterested in
playing anymore of the game. The newer game on the other hand, can
have people for playing over an hour straight because its not the same
gameplay over and over.
• The strengths of my research was that I could find out a lot of information
on newer games. This allowed me to see what types of games are popular
and what aren't as much. With this information I was able to design my
game to resemble something that if it was to actually be made, people
would buy. The weakness of this is that I couldn't find much information
on the older games. So to find things out about the older games I would
3. • Have to download the games for myself to play and understand what the
idea of the game is.
• To improve this research I would of chosen a game that has some online
information about it. This would of effect my product because I would
have better knowledge of what to include and what not to include.
• As well as online research I also asked other people what they thought
about different games and gameplay. I asked three questions (“When
playing a side scrolling game what are three things you look for in game
play, and why?”, “What would draw you in to play a game, and why?”,
“What console do you prefer to play games on, and why?”). These
questions allowed me get truthful answers from my target age group. I
found that people prefer when a game has easier controls, is enjoyable to
play and the graphics are good. The main thing I found out is that my
target audience mostly play the games for the storyline and less for the
game play. I found that pc and PlayStation are the most popular choice of
console, due to the easy download system and controls.
• This research allowed my take into consideration what consoles my game
would be compatible on. I think that my game will most likely be played on
played on pc because it would be easier to control the game. The
weakness of this research is that I only have two peoples opinions, to get a
4. • More accurate result I would have to ask a larger body of people. I would
also of asked what type of games people like to play. This would of
affected my product because I would have more detailed information of
what types of games people are interested in playing.
5. Planning
• When planning my product, I looked into how my game would be
designed and themed. To decide this I looked into other zombie pixel
games. This gave me an Idea of what well played games looked like.
• After looking at the type of background I looked into the character style I
would have. I needed my character to look like the main character in the
film that I have chose to focus on. Columbus, who is the main character I
found to be the easiest to create into a pixel character, because he looks
like a stereotypical teenager.
• The strengths of my planning was that I knew what my target audience
likes because I fall into the age category.
• Planning helped strength my product because I had an idea of where I
wanted my game to go because I had something to base it on.
6. • The weakness of my planning was that because I
chose something surrounding zombies there has
already been a lot of zombie related things created.
That the main reason I chose to base my game off a
film so there was an actual reason that it was
created.
• If I had more time I would of looked in more zombie
games so I knew what drew in people from other
target audiences. This would of effected my product
because I could of made it so it targeted more to
other age categories.
8. Time Management
• I think that I managed my time quite well due
to having nearly 2 weeks out of class due to
the weather and being ill.
• If I had more time I would of like to of added
more layers to my game to show difficulties,
because that would of shown off my
photoshop and premier skills.
9. Technical Qualities
I chose to compare my game to SCD Recon
because both games are side scroller games
and have and have the same end objective
to get to the end without dying. Both
games have a similar dark color scheme.
Both games only have one hero character
there are about 5+ enemy characters.
I chose to compare my game to an older
game so that I can see how far game styles
have come, and by comparing these game it
looks like not very far.
A difference between the games is that they
flow differently. My games character moves
better than the older game.
10. Aesthetic Qualities
I think my game worked out quite given that I only have basic knowledge on
how to use photoshop. I think that my game does look good, because it flows
quite well and there isn’t any glitches when it has come to editing the video
together. I think that my game is quite similar to other games so to make it
stand out I made the weapons involved comically bigger. I liked how my
character came out because the walking sequence came out quite well.
If I could improve my game I would add more detail to the background of my
game, to make it look better and give off a more professional look. I like how
the movement came out, the movement is quite simple but I like the way it
looks. I think the movement helps fit my game into its target audience which
is teenagers and under.
I like how the game menu game out because I spent a lot of time on that to
make it look like someone was actually controlling it. I wanted my game to
look like it was a screen recording of someone playing it.
11. Aesthetic Qualities
• The biggest weakness of my game is the background visuals. If I added
more detail to my game it would of made my game look more
professional. I could of added more detail in the sky of my game to give it
a better look.
• For the font of my game I took the font from the film and edited it into my
own font.
• With the time I had I'm happy with how my game eventually game out
because I got a level completed even though I would love to of been able
to create other levels to show off my skills.
12. Audience AppealHere I added a menu
screen, so that it looks
like an actual game and
not just an animation
I added in a curser so
that it looks like
someone is actually
playing the game
I included different characters, so
that there can be a variety to
choose from.
I designed my game from
the movie ”Zombieland”, so
the characters I created are
the main characters in the
film. Due to the game being
based off a film, the game
would appeal to most
people if not everyone who
is a fan of the film. I wanted
the product to look like
someone else was playing it
and that it doesn't just look
like a pixel animation, which
is why I added in a curser
when the menu is on the
screen to give the feel that
someone else is playing it.
13. Audience Appeal
I made the weapons
comically big, to give
the player something
to laugh about
For my target audience
(male 13+), it
stereotypical that they
like weapons and
violence. I decided to
include this in my work in
a comedic way, with the
weapons being large and
the explosion only being
small.
The background buildings move as
the level progresses. To keep from
looking the same, I changed some of
the windows to look like lights are
switched on
The characters are supposed to
come across scary but in the end
that wasn’t the case.
Editor's Notes
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Compare your work to similar existing products and discuss the similarities and differences
Put your final piece(s) in the centre of a page alongside an existing product
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows