The document provides an evaluation of an original 2D character design created for a client. [1] The character, Cpt. Dempsey, is aimed at younger audiences and features an astronaut from space who saves his wife from the villain Dr. Dang using laser beams from his finger. [2] Although initially considering a villain character, the creator decided Cpt. Dempsey was more appropriate for the target audience. [3] In developing the flash animation, the creator overcame issues like an arm moving when hovering over text by adding a blockade over the original image.
The production log summarizes the creator's work from October to December. In October, flash exercises were completed and uploaded. In November, 2D game characters were created and a project charter was made. A mood board with character images was also compiled. A character profile with biography and description was produced. In December, flash work demonstrating the character was started and completed, despite difficulties with positioning.
Mario is Nintendo's iconic mascot and hero who is usually saving Princess Peach from Bowser. He has the ability to jump on enemies and uses this move often. Luigi is Mario's anxious younger brother who usually plays a minor role. Toad is Princess Peach's servant who helps Mario but often plays a small role. Yoshi is a friendly dinosaur who helps Mario by eating enemies and giving him rides. Peach is the princess who is frequently kidnapped by Bowser. Daisy is the princess of Sarasaland and friend of Peach. Sonic is a blue anthropomorphic hedgehog known for his super speed. Bowser is the main antagonist who tries to take over the Mushroom Kingdom and kidn
This schedule shows the availability of 5 people - Lisa, Steve, Harry, Nauman and Stuart - on various dates in October and November 2012. The days of the week are listed across the top with time slots of AM, PM and EVE listed below. Availability is indicated through color coding with green for available and red for not available.
This schedule outlines the tasks to be completed each day for several weeks. Task 1 is worked on from Monday to Wednesday the first week, with Tasks 1-2 occurring the second week. Tasks 3-7 are spread out over subsequent weeks, with the deadline falling on the last date listed.
In October, Task 1 was completed which involved creating flash tools that would be used later. In November, Task 2 involving creating a production schedule in Microsoft Excel was completed or in progress. Task 3 was also completed which included creating 10 2D characters with images and descriptions presented in a PowerPoint. For Task 4, ideas and a mood board were developed but the creator felt they could have done a more creative job. Issues arose in Task 4 like not drawing the character in a way that allowed animation in parts. Photoshop also caused pixelation that was resolved using the 'Break Apart' tool. In December, the creator was working on Task 5 using Flash to create an animation or interactive presentation, and encountered problems but was able
The document describes a character concept profile for a character named Hench for a 2D game. Hench is a broad and built character with incredible strength and power. He is highly skilled in combat and weaponry, particularly with guns. The game is an action-adventure set in a corrupt future world in 2025, with the objective to fight through corrupt streets, complete missions to save people, and ultimately take down the world's leader of corruption.
The document outlines a project charter for creating a 2D vector character for an external client within 5 weeks. The client wants the character to have a flexible backstory for use across a variety of merchandise to generate revenue. The intellectual property will be jointly owned by the creator and client, Lazy Eye Media. To avoid plagiarism, research into existing characters must be conducted before concepting the new character. Feedback on the created character will help define goals and allow for self-improvement on future assignments.
The document provides an evaluation of an original 2D character design created for a client. [1] The character, Cpt. Dempsey, is aimed at younger audiences and features an astronaut from space who saves his wife from the villain Dr. Dang using laser beams from his finger. [2] Although initially considering a villain character, the creator decided Cpt. Dempsey was more appropriate for the target audience. [3] In developing the flash animation, the creator overcame issues like an arm moving when hovering over text by adding a blockade over the original image.
The production log summarizes the creator's work from October to December. In October, flash exercises were completed and uploaded. In November, 2D game characters were created and a project charter was made. A mood board with character images was also compiled. A character profile with biography and description was produced. In December, flash work demonstrating the character was started and completed, despite difficulties with positioning.
Mario is Nintendo's iconic mascot and hero who is usually saving Princess Peach from Bowser. He has the ability to jump on enemies and uses this move often. Luigi is Mario's anxious younger brother who usually plays a minor role. Toad is Princess Peach's servant who helps Mario but often plays a small role. Yoshi is a friendly dinosaur who helps Mario by eating enemies and giving him rides. Peach is the princess who is frequently kidnapped by Bowser. Daisy is the princess of Sarasaland and friend of Peach. Sonic is a blue anthropomorphic hedgehog known for his super speed. Bowser is the main antagonist who tries to take over the Mushroom Kingdom and kidn
This schedule shows the availability of 5 people - Lisa, Steve, Harry, Nauman and Stuart - on various dates in October and November 2012. The days of the week are listed across the top with time slots of AM, PM and EVE listed below. Availability is indicated through color coding with green for available and red for not available.
This schedule outlines the tasks to be completed each day for several weeks. Task 1 is worked on from Monday to Wednesday the first week, with Tasks 1-2 occurring the second week. Tasks 3-7 are spread out over subsequent weeks, with the deadline falling on the last date listed.
In October, Task 1 was completed which involved creating flash tools that would be used later. In November, Task 2 involving creating a production schedule in Microsoft Excel was completed or in progress. Task 3 was also completed which included creating 10 2D characters with images and descriptions presented in a PowerPoint. For Task 4, ideas and a mood board were developed but the creator felt they could have done a more creative job. Issues arose in Task 4 like not drawing the character in a way that allowed animation in parts. Photoshop also caused pixelation that was resolved using the 'Break Apart' tool. In December, the creator was working on Task 5 using Flash to create an animation or interactive presentation, and encountered problems but was able
The document describes a character concept profile for a character named Hench for a 2D game. Hench is a broad and built character with incredible strength and power. He is highly skilled in combat and weaponry, particularly with guns. The game is an action-adventure set in a corrupt future world in 2025, with the objective to fight through corrupt streets, complete missions to save people, and ultimately take down the world's leader of corruption.
The document outlines a project charter for creating a 2D vector character for an external client within 5 weeks. The client wants the character to have a flexible backstory for use across a variety of merchandise to generate revenue. The intellectual property will be jointly owned by the creator and client, Lazy Eye Media. To avoid plagiarism, research into existing characters must be conducted before concepting the new character. Feedback on the created character will help define goals and allow for self-improvement on future assignments.
The document outlines the tasks completed for an evaluation assignment. It describes completing 7 tasks including reading the brief, making a schedule, choosing a character, drawing a character plan, making a character profile, creating an interactive Flash presentation with the character, and blogging the work and writing an evaluation. Overall, the tasks were found to be easy to complete except making the character name and remembering to date work, but progress was made.
Dylan Jones is creating a 2D character for Lazy Eye Media over 5 weeks and 3 days, designing a creative character with personality and soul using vector graphics. He will create a presentation including a design pack and animated sprites to demonstrate completing the project according to his own ideas.
This document outlines the progress of 7 tasks over 7 weeks. It shows the tasks scheduled for each day. For the first 5 weeks, tasks 1-4 were complete, task 5 was almost complete, and tasks 6-7 were not started. By week 7, tasks 1-6 were complete and task 7 was in progress, with comments added on dates showing progress on character animation tasks in Flash.
The document describes a 2D character concept profile for a game character named Banana Ram. Banana Ram is a banana who lives on a shelf in a shop with his girlfriend Amy. He becomes angry when the leader of a spider gang named Mr. Spider takes Amy hostage. Banana Ram's goal is to smash through other fruit and make his way to the spider's den to save Amy and defeat the spider gang, using his ability to ram into enemies and jump. The proposed game genre is a comedy adventure.
Joshua created a production log and gantt chart to plan milestones. He researched E6 radio and similar stations as well as BBC Three. Joshua extended the time for ethical signoff on his gantt chart and started drawing ideas. After finishing research and ethical signoff, Joshua began production by downloading and dividing the E6 symbol, importing work into layout software, and rendering in Adobe Premiere. Joshua uploaded the finished render to YouTube and took screenshots for his blog where he annotated and detailed his work. He completed post production and a review of his work and strengths/weaknesses.
This risk assessment identifies hazards associated with using computer workstations at all sites. Hazards include work-related disorders from prolonged sitting, eyestrain, and stress. Chemical hazards from screen cleaners and electrical hazards are also identified. Control measures require workstations to meet display screen equipment regulations, provide training, enforce safe chemical and electrical practices, and encourage varied work and breaks from the computer. The assessment will be reviewed annually.
This document provides a risk assessment for curriculum lessons conducted in a general classroom setting. It identifies potential hazards such as slip/trip hazards, sharp implements, electricity, and fire. Control measures are outlined to reduce risks, including ensuring safe storage of materials, following electrical safety procedures, keeping exits clear, and instructing students on emergency evacuation. The assessment will be reviewed annually.
This document describes Planetization VI, a real-time strategy game that takes place across entire solar systems. Players can colonize planets, battle opponents with thousands of units across multiple worlds, and even destroy home planets or end matches by sending asteroids into collisions. The game allows for epic multiplayer battles with up to 10 players, advanced command and control features, dynamic picture-in-picture viewing of different planets, instant replays, and the ability to annihilate opponents by smashing their planets.
This document provides an overview of the new real-time strategy (RTS) game Planetization. It describes key features such as epic multiplayer battles across entire solar systems, conquering and annihilating planets, and using asteroids to end matches. The game will have hundreds of unique planets to control and features improved animations, client-server technology, and mod support. Funding will come from a Kickstarter campaign offering various rewards for different donation tiers, such as in-game items, miniatures, and t-shirts.
The document is a glossary created by Joshua Gillespie for a games design course. It contains definitions of various audio and sound design terms. Joshua researched definitions online and provided the URL sources. He also described how each term relates to his own production work creating sounds for a game. The glossary covers areas like foley artistry, sound file formats, audio limitations, recording systems, MIDI, sampling and more.
The project involved designing an urban city expansion map for the multiplayer survival game Rust. Research was conducted through a survey to determine players wanted a city-like map with destruction and desolation. An initial layout and sketches were created. Strengths included having a clear vision and leveraging past experience with tools like Photoshop and Illustrator. Weaknesses were difficulties keeping to a schedule and learning to use new programs like Adobe Premiere. Problems encountered were fixed, such as rendering issues resolved using modeling tools. The final flythrough and map were refined throughout production for a realistic appearance suitable for gameplay.
Over 8 weeks, the author created a map for the game Rust using Newtek's Modeller and Layout software. At first, using the programs was difficult, but the author gathered evidence on why a new map was needed and ideas came easily. A survey of Rust players provided feedback that most wanted a city-like map. Though initially unfamiliar with the software again, the tools became clearer and the author was able to include detailed features within the 8 week deadline. The final map included a range of buildings and explorable areas that met the target audience's wants.
This document contains the production log of a student named Joshua Gillespie for his games design project creating an urban cityscape environment. It details his progress over several dates from February to May, including creating concept art and mood boards, planning scenarios, building 3D models in Modeller, texturing, adding details like roads and buildings, creating flythrough videos, and revising his work based on feedback. He worked to overcome challenges with the modeling software and rendering his project to a high standard by his deadline.
This effect changed the user's voice to sound alien-like in feel and tone. It was a simple effect to apply that allowed easy manipulation of the voice alteration. The effect on its own modified the voice into an unusual, non-human sound.
This short document discusses creating a death sound effect that sounds stereotypical because the creator had heard a similar sound before and was able to recreate it easily using an effect.
This short audio clip featured a rising then falling pitch that was meant to convey the message that the listener had won an award. The sound effect used in this clip was unique and different from other similar effects.
This short musical piece gets progressively deeper in tone as the keys on a keyboard are played, helping to establish a dark or ominous theme that could work well as part of a death sequence in a film or other media.
The document outlines the tasks completed for an evaluation assignment. It describes completing 7 tasks including reading the brief, making a schedule, choosing a character, drawing a character plan, making a character profile, creating an interactive Flash presentation with the character, and blogging the work and writing an evaluation. Overall, the tasks were found to be easy to complete except making the character name and remembering to date work, but progress was made.
Dylan Jones is creating a 2D character for Lazy Eye Media over 5 weeks and 3 days, designing a creative character with personality and soul using vector graphics. He will create a presentation including a design pack and animated sprites to demonstrate completing the project according to his own ideas.
This document outlines the progress of 7 tasks over 7 weeks. It shows the tasks scheduled for each day. For the first 5 weeks, tasks 1-4 were complete, task 5 was almost complete, and tasks 6-7 were not started. By week 7, tasks 1-6 were complete and task 7 was in progress, with comments added on dates showing progress on character animation tasks in Flash.
The document describes a 2D character concept profile for a game character named Banana Ram. Banana Ram is a banana who lives on a shelf in a shop with his girlfriend Amy. He becomes angry when the leader of a spider gang named Mr. Spider takes Amy hostage. Banana Ram's goal is to smash through other fruit and make his way to the spider's den to save Amy and defeat the spider gang, using his ability to ram into enemies and jump. The proposed game genre is a comedy adventure.
Joshua created a production log and gantt chart to plan milestones. He researched E6 radio and similar stations as well as BBC Three. Joshua extended the time for ethical signoff on his gantt chart and started drawing ideas. After finishing research and ethical signoff, Joshua began production by downloading and dividing the E6 symbol, importing work into layout software, and rendering in Adobe Premiere. Joshua uploaded the finished render to YouTube and took screenshots for his blog where he annotated and detailed his work. He completed post production and a review of his work and strengths/weaknesses.
This risk assessment identifies hazards associated with using computer workstations at all sites. Hazards include work-related disorders from prolonged sitting, eyestrain, and stress. Chemical hazards from screen cleaners and electrical hazards are also identified. Control measures require workstations to meet display screen equipment regulations, provide training, enforce safe chemical and electrical practices, and encourage varied work and breaks from the computer. The assessment will be reviewed annually.
This document provides a risk assessment for curriculum lessons conducted in a general classroom setting. It identifies potential hazards such as slip/trip hazards, sharp implements, electricity, and fire. Control measures are outlined to reduce risks, including ensuring safe storage of materials, following electrical safety procedures, keeping exits clear, and instructing students on emergency evacuation. The assessment will be reviewed annually.
This document describes Planetization VI, a real-time strategy game that takes place across entire solar systems. Players can colonize planets, battle opponents with thousands of units across multiple worlds, and even destroy home planets or end matches by sending asteroids into collisions. The game allows for epic multiplayer battles with up to 10 players, advanced command and control features, dynamic picture-in-picture viewing of different planets, instant replays, and the ability to annihilate opponents by smashing their planets.
This document provides an overview of the new real-time strategy (RTS) game Planetization. It describes key features such as epic multiplayer battles across entire solar systems, conquering and annihilating planets, and using asteroids to end matches. The game will have hundreds of unique planets to control and features improved animations, client-server technology, and mod support. Funding will come from a Kickstarter campaign offering various rewards for different donation tiers, such as in-game items, miniatures, and t-shirts.
The document is a glossary created by Joshua Gillespie for a games design course. It contains definitions of various audio and sound design terms. Joshua researched definitions online and provided the URL sources. He also described how each term relates to his own production work creating sounds for a game. The glossary covers areas like foley artistry, sound file formats, audio limitations, recording systems, MIDI, sampling and more.
The project involved designing an urban city expansion map for the multiplayer survival game Rust. Research was conducted through a survey to determine players wanted a city-like map with destruction and desolation. An initial layout and sketches were created. Strengths included having a clear vision and leveraging past experience with tools like Photoshop and Illustrator. Weaknesses were difficulties keeping to a schedule and learning to use new programs like Adobe Premiere. Problems encountered were fixed, such as rendering issues resolved using modeling tools. The final flythrough and map were refined throughout production for a realistic appearance suitable for gameplay.
Over 8 weeks, the author created a map for the game Rust using Newtek's Modeller and Layout software. At first, using the programs was difficult, but the author gathered evidence on why a new map was needed and ideas came easily. A survey of Rust players provided feedback that most wanted a city-like map. Though initially unfamiliar with the software again, the tools became clearer and the author was able to include detailed features within the 8 week deadline. The final map included a range of buildings and explorable areas that met the target audience's wants.
This document contains the production log of a student named Joshua Gillespie for his games design project creating an urban cityscape environment. It details his progress over several dates from February to May, including creating concept art and mood boards, planning scenarios, building 3D models in Modeller, texturing, adding details like roads and buildings, creating flythrough videos, and revising his work based on feedback. He worked to overcome challenges with the modeling software and rendering his project to a high standard by his deadline.
This effect changed the user's voice to sound alien-like in feel and tone. It was a simple effect to apply that allowed easy manipulation of the voice alteration. The effect on its own modified the voice into an unusual, non-human sound.
This short document discusses creating a death sound effect that sounds stereotypical because the creator had heard a similar sound before and was able to recreate it easily using an effect.
This short audio clip featured a rising then falling pitch that was meant to convey the message that the listener had won an award. The sound effect used in this clip was unique and different from other similar effects.
This short musical piece gets progressively deeper in tone as the keys on a keyboard are played, helping to establish a dark or ominous theme that could work well as part of a death sequence in a film or other media.
This short audio file was created by typing on a keyboard and adding digital effects to produce an unusual sound that could represent either a malfunctioning computer or alien communication. The creator notes that it was a fairly simple process to generate the sound by combining keyboard inputs with digital audio effects.
The audio was made to sound mumbled by applying a battery acid effect. Adding a Dblue Glitch effect made the audio sound scratched and damaged like a flawed CD, as it became slightly flat in tone.
The creator added an effect called "lost technology" to make the sound feel like a door shutting on a spaceship. Next, they added "voxengoboogex" which changed the sound from a door shutting to more of a squeal and bang. The effects helped transform the feel of the original sound.