The document discusses a media product created by the author - a music magazine.
The author used basic layout conventions from existing magazines like Q, Kerrang, and NME. The masthead is at the top for visibility on shelves. Cover lines flank the main photo without cluttering the page.
The front cover uses blue to appeal to the male target audience. Articles like "hot and sexy girls go undercover" also aim to attract boys and girls.
The author wants an underground institution to distribute the niche magazine, promoting through word of mouth. It would be sold alongside magazines like Front to reach a similar audience.
The intended audience is males aged 16-30 from social classes C1 and C
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 discusses a media product created by the author - a music magazine.
The author used basic layout conventions from existing magazines like Q, Kerrang, and NME. The masthead is at the top for visibility on shelves. Cover lines flank the main photo without cluttering the page.
The front cover uses blue to appeal to the male target audience. Articles like "hot and sexy girls go undercover" also aim to attract boys and girls.
The author wants an underground institution to distribute the niche magazine, promoting through word of mouth. It would be sold alongside magazines like Front to reach a similar audience.
The intended audience is males aged 16-30 from social classes C1 and C
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.
I experimented with audio effects and added ambience and reverb to create a sense of space and time in the recording. By adding these effects, it helped generate an echo effect in the audio. The ambience and reverb additions assisted in crafting an echo within the recording.
The document discusses using a glitch effect on sound that provided multiple options for manipulating the audio, including reversing, slowing down, and changing the pitch of the repeating sound.
The document contains 6 links to images depicting post-apocalyptic cities, including deserted urban landscapes in ruins, a city surrounded by large walls presumably for protection, and scenes from fictional works like The Walking Dead and Fallout showing how cities may appear after societal collapse.
The document outlines a scenario where the author has been tasked with designing an urban city expansion map for the multiplayer survival game Rust. They will draw a paper layout of the map, import it into Illustrator, then use Modeler to create the 3D map and a fly through showing resource areas. Research included images compiled in a PowerPoint on visual influences from games, film, and literature. A questionnaire on Reddit gathered audience preferences on map features and weapons for the apocalyptic theme. Ideas generation will consider viability, timeline, and client needs.
Unit 73 ig2 assignment creating a sample library 2013_y2JoshuaGillypoop
This assignment brief asks students to create sound assets for a computer games sample library. Students must produce sound samples and musical compositions for different game genres, and create a glossary defining key terms related to sound design methodology, file formats, recording systems, and audio sampling. Students will be assessed on their ability to explain uses of sound in games, describe sound design principles, and create sound assets following industry practice at different levels of assistance.
I listened to over 100 ambient sounds to imagine and create an immersive scene using sound effects. I selected a base ambient track and added dog sounds to my left side using panning, horse galloping sounds passing by from left to right, and adjusted a baby's cries to be louder initially then softer to portray waking up. By strategically placing different animal and human sounds, I was able to use audio mixing and panning tools to successfully construct a realistic scene.
Franklin suggests using a tunnel to escape the train yard as police arrive to bust Michael and Trevor's cocaine deal. Michael urges Trevor to bag the cocaine while Franklin has access to repossessed guns that could help if they reach his cars. Despite the danger, Trevor samples some of the cocaine, worrying Michael it could ruin their deal if any is missing. Franklin tries to end the bickering and get Trevor and the drugs away from the scene so they can escape in his truck as the police close in.
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.
I experimented with audio effects and added ambience and reverb to create a sense of space and time in the recording. By adding these effects, it helped generate an echo effect in the audio. The ambience and reverb additions assisted in crafting an echo within the recording.
The document discusses using a glitch effect on sound that provided multiple options for manipulating the audio, including reversing, slowing down, and changing the pitch of the repeating sound.
The document contains 6 links to images depicting post-apocalyptic cities, including deserted urban landscapes in ruins, a city surrounded by large walls presumably for protection, and scenes from fictional works like The Walking Dead and Fallout showing how cities may appear after societal collapse.
The document outlines a scenario where the author has been tasked with designing an urban city expansion map for the multiplayer survival game Rust. They will draw a paper layout of the map, import it into Illustrator, then use Modeler to create the 3D map and a fly through showing resource areas. Research included images compiled in a PowerPoint on visual influences from games, film, and literature. A questionnaire on Reddit gathered audience preferences on map features and weapons for the apocalyptic theme. Ideas generation will consider viability, timeline, and client needs.
Unit 73 ig2 assignment creating a sample library 2013_y2JoshuaGillypoop
This assignment brief asks students to create sound assets for a computer games sample library. Students must produce sound samples and musical compositions for different game genres, and create a glossary defining key terms related to sound design methodology, file formats, recording systems, and audio sampling. Students will be assessed on their ability to explain uses of sound in games, describe sound design principles, and create sound assets following industry practice at different levels of assistance.
I listened to over 100 ambient sounds to imagine and create an immersive scene using sound effects. I selected a base ambient track and added dog sounds to my left side using panning, horse galloping sounds passing by from left to right, and adjusted a baby's cries to be louder initially then softer to portray waking up. By strategically placing different animal and human sounds, I was able to use audio mixing and panning tools to successfully construct a realistic scene.
Franklin suggests using a tunnel to escape the train yard as police arrive to bust Michael and Trevor's cocaine deal. Michael urges Trevor to bag the cocaine while Franklin has access to repossessed guns that could help if they reach his cars. Despite the danger, Trevor samples some of the cocaine, worrying Michael it could ruin their deal if any is missing. Franklin tries to end the bickering and get Trevor and the drugs away from the scene so they can escape in his truck as the police close in.