The game was tested to ensure that sound effects were functioning properly. The testing confirmed that sound effects were present and working as intended in the game. In summary, sound effects were verified during testing of the game.
To add sound effects to a game, one selects sound and clicks on the original sound to browse for and add a new sound effect. This process is then repeated to add additional sound effects to the game. The document provides instructions for adding multiple sound effects to a game by browsing for the files and repeating the process of selection and addition.
This 3 sentence summary provides the high level information from the document:
The document discusses a sequencing audio project that Jowen Roche created in Reaper where he added audio and layered it on top of each other to create a sequence where the audio mixes together.
The document summarizes the process of creating a 3D tunnel environment in a modeling program. Key steps included:
1. Creating a hollow cuboid tunnel to use as a template for other sections. Different pieces were assembled according to a design pack.
2. Expanding the tunnel by adding more sections, filling in holes and opening new holes as needed. A larger room was created by scaling a box to the desired size.
3. Connecting the large room to the corridors proved difficult and required deleting walls and connecting polygon shapes.
4. Furniture like chairs, tables and computers were added to the main room by modeling basic shapes and textures.
1) Jamie Shepherd completed a legal and ethical checklist for a 3D animation project declaring that the work meets standards for decency and appropriate representation of race, gender, religion and sexuality.
2) The checklist notes that Jamie Shepherd considered ethical issues, how the work would be perceived publicly, and whether it complies with legal standards before agreeing and signing the declaration.
3) Jamie Shepherd signed and dated the declaration on June 18, 2015 for the animation project as part of a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design at Salford City College Eccles Sixth Form Centre.
This document contains a list of 6 website URLs related to various rogue-like games such as Rogue Legacy, The Binding of Isaac, and Terraria. Each URL is accompanied by a date of 13/03/15, suggesting the websites were accessed on that date for an article on rogue-like games in Magazine OXMIssue 126 on pages 70-71.
Jamie shepherd final major project projection diaryJamieShepherd
This document contains 15 weekly progress updates from a student working on their final major project for a BTEC Extended Diploma in Creative Media Production. Over the course of 15 weeks, the student worked on various tasks for their project including research, idea generation, pixel art, developing levels and characters, and coding. For each week, a summary of progress is provided along with plans for the next week, which often involved continuing or completing the current work and starting new tasks.
This document contains a production diary for a BTEC Extended Diploma in Creative Media Production final major project. It consists of weekly progress updates from January 5th, 2015 to June 1st, 2015, with each entry noting that a detailed weekly summary is provided. Contingency plans are also included for anticipated problems. The diary documents the planned progress and schedule for the completion of the final major project over a 6 month period.
This document discusses potential risks from computer use including physical fatigue, eyestrain, and wrist injuries. It notes that radiation levels are low and unlikely to cause harm. Control measures mentioned include proper ergonomics, taking breaks to avoid eye strain, and keeping noise levels low.
To add sound effects to a game, one selects sound and clicks on the original sound to browse for and add a new sound effect. This process is then repeated to add additional sound effects to the game. The document provides instructions for adding multiple sound effects to a game by browsing for the files and repeating the process of selection and addition.
This 3 sentence summary provides the high level information from the document:
The document discusses a sequencing audio project that Jowen Roche created in Reaper where he added audio and layered it on top of each other to create a sequence where the audio mixes together.
The document summarizes the process of creating a 3D tunnel environment in a modeling program. Key steps included:
1. Creating a hollow cuboid tunnel to use as a template for other sections. Different pieces were assembled according to a design pack.
2. Expanding the tunnel by adding more sections, filling in holes and opening new holes as needed. A larger room was created by scaling a box to the desired size.
3. Connecting the large room to the corridors proved difficult and required deleting walls and connecting polygon shapes.
4. Furniture like chairs, tables and computers were added to the main room by modeling basic shapes and textures.
1) Jamie Shepherd completed a legal and ethical checklist for a 3D animation project declaring that the work meets standards for decency and appropriate representation of race, gender, religion and sexuality.
2) The checklist notes that Jamie Shepherd considered ethical issues, how the work would be perceived publicly, and whether it complies with legal standards before agreeing and signing the declaration.
3) Jamie Shepherd signed and dated the declaration on June 18, 2015 for the animation project as part of a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design at Salford City College Eccles Sixth Form Centre.
This document contains a list of 6 website URLs related to various rogue-like games such as Rogue Legacy, The Binding of Isaac, and Terraria. Each URL is accompanied by a date of 13/03/15, suggesting the websites were accessed on that date for an article on rogue-like games in Magazine OXMIssue 126 on pages 70-71.
Jamie shepherd final major project projection diaryJamieShepherd
This document contains 15 weekly progress updates from a student working on their final major project for a BTEC Extended Diploma in Creative Media Production. Over the course of 15 weeks, the student worked on various tasks for their project including research, idea generation, pixel art, developing levels and characters, and coding. For each week, a summary of progress is provided along with plans for the next week, which often involved continuing or completing the current work and starting new tasks.
This document contains a production diary for a BTEC Extended Diploma in Creative Media Production final major project. It consists of weekly progress updates from January 5th, 2015 to June 1st, 2015, with each entry noting that a detailed weekly summary is provided. Contingency plans are also included for anticipated problems. The diary documents the planned progress and schedule for the completion of the final major project over a 6 month period.
This document discusses potential risks from computer use including physical fatigue, eyestrain, and wrist injuries. It notes that radiation levels are low and unlikely to cause harm. Control measures mentioned include proper ergonomics, taking breaks to avoid eye strain, and keeping noise levels low.
This contrast moodboard contains 4 images that depict different styles and tones. The first image shows a dark, abstract painting. The second is a screenshot from the classic NES game The Legend of Zelda, featuring colorful pixelated graphics. The third image displays a creepy underground setting from the game Crawl. The final screenshot is of the indie game Broforce, which has a cartoonish and over-the-top visual style. Overall, the moodboard highlights different aesthetics, ranging from dark to light-hearted.
The document discusses different types of briefs that a media company may work under when contracted by a client. It describes contractual, negotiated, formal, informal, commissioned, tender, co-operative, and competition briefs. For each brief type, it outlines aspects of communication, time management, technical skills required, and how it could progress one's career. The key information provided is the definitions and unique characteristics of each brief type.
Anthony Caruso reviewed Fallout New Vegas by Bethesda. Li Newton also commented on the game. The document appears to contain a game review by Anthony Caruso and a comment by Li Newton, but provides no other details about their opinions or evaluations of the game.
This document summarizes survey results about video game preferences. It finds that the two respondents were male, under 17 years old, and spoke English as their primary language. One played games for over 10 hours per week, indicating they were a hardcore gamer. Both played on Windows PC and Xbox One. Responses to an open-ended question showed that preferences varied, with one person liking the driving and another preferring the storyline of GTA. People generally preferred the character Trevor and criticized the lack of multiplayer features on launch.
This document outlines a game pitch for a project called "Contrast" that will merge multiple game genres into a single 2D game. The 6 person team will contribute different game development skills and ideas. Each level will feature a different genre through variations in gameplay, music, and art to create an immersive experience for the player and showcase the different genres. The game aims to appeal to teenagers and young adults by evoking nostalgia for early dungeon crawler games through its pixel art style and variations in genre between levels.
Final major project proposal form contrastJamieShepherd
This document is a proposal form for a final major project creating a 2D video game called "Contrast" that will explore multiple genres within one game. Each level will show a different genre through gameplay, audio, and art style to create an immersive experience for the player. The purpose is to showcase the team's individual game development skills through merging their varying ideas and styles into one cohesive project. The target audience is teenagers and young adults who may feel nostalgia for early dungeon crawler games. A wide variety of genres and focus on audio and pixel art aims to appeal to this demographic. Production will utilize 2D sprite-based programs like GameMaker and Photoshop as well as sound software to create the desired experience
This document discusses different art styles used in 2D isometric games, including 2D pixel art, which allows developers to focus on gameplay over graphics and appeals to wide audiences. It also discusses pixel art characters commonly found in games using this style, such as Fez and Terraria. The document notes that the isometric view keeps art simple while giving a clear view of the game and easy room-to-room movement, and that some games use "seeds" to ensure varying experiences between playthroughs.
This document discusses different styles found in 2D isometric games, including dungeon crawlers and RPGs that use this perspective to allow easy movement between rooms without getting lost. It also discusses 2D pixel art styles commonly used by indie developers due to their focus on gameplay over graphics. Finally, it discusses pixel art character designs that are simply designed but effective, often used together with 2D pixel art backgrounds and worlds.
This document lists and provides images for several 2D isometric and pixel art games that are similar in style to the target game including The Legend of Zelda, Final Fantasy IV, Diablo 2, Crawl, and Binding of Isaac for 2D isometric games and Papers Please, Terraria, Rogue Legacy, and Metal Slug for 2D pixel art games. References are also provided for further research.
The Game Jolt brief involves creating a game within 72 hours for a game jam event. The game must be legal and cannot attack specific groups. Only assets created during the 72 hour period can be used. The target audience is game enthusiasts and indie developers, as well as PewDiePie who will play the games.
The Valve brief involves submitting a film created using Source Filmmaker within a week. The target audience are Steam and Valve game players who will vote on submissions. There are no constraints besides using Source Filmmaker and no advertisements. Entrants work independently to submit an entry for votes.
The Informal brief has little communication, unspecified timeline, and allows work at your own pace with few limitations
Jamie Shepherd gathered images from various media sources for a task. The images included the Death Star interior and exterior, a starbase with ships, scenes from Alien: Isolation and Mass Effect, and the Normandy spaceship. The images were collected from different sources like movies, TV shows, and video games to complete the task.
This document outlines the tasks and assessment criteria for a student's final major project. The project requires the student to:
1) Independently devise and manage a creative media production from pre-production to post-production. The project must relate to at least one discipline such as video, audio, motion graphics, photography or graphic design.
2) Develop initial ideas using techniques like mind maps and pitch a proposal for their chosen project.
3) Conduct research and create pre-production documents like storyboards, schedules, and scripts to plan their project.
4) Produce the media product according to their proposal and brief.
5) Gather audience feedback and evaluate their project's technical quality
The document details the steps taken to create a first person Unity map of an island terrain:
1) A first person camera was imported and positioned above the ground. 2) A basic terrain was imported and downscaled to 1000x1000 to fit an island. 3) The terrain was sculpted into a mountainous island with hills, and textures were added to the different elevations. 4) Water was imported and fitted around the island terrain. 5) Trees and rocks were added to key areas to make the island feel natural and lived in.
The document describes the process of creating a spaceship shooting game in steps. First, the creator designed a square sprite for their spaceship and added color. They then created a collision mask using a diamond shape for smoother movement. Code was written to control the sprite's movement around the room. Enemies and projectiles were designed and coded to fire at the player. Sound effects and a shield system were added. Finally, a boss enemy and scoring system were implemented to complete the game.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It contains definitions for common terms like alpha, beta, demo, debug, bug, and more. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included a supporting image.
The document outlines the tasks and requirements for a unit on game engines. The student must complete 3 tasks: 1) Produce a report analyzing the purposes and components of game engines using industry terminology. 2) Create a playable 2D level in Game Maker according to industry standards and document the development process. 3) Create a playable 3D level in Unity according to industry standards and document the 3D development process. The tasks are graded based on criteria that evaluate the student's explanation of game engine concepts, technical proficiency in creating levels, and ability to work independently at a professional level.
The document lists various ideas for a small flying machine including defense, offense, guns, armor, as well as entertainment options like music, TV, and radio. It also mentions the machine could be clever, act as a servant making food and drinks, and even think for you.
The document provides a skills audit and project charter for a student's 3D modelling assignment creating a sidekick in Second Life. The student feels confident in their project management, research skills, and use of Photoshop. Their drawing technique and skills in Illustrator and LightWave Modeler need improvement. They understand the assignment requirements and timeline. Research in Second Life revealed a wide variety of items for sale. The student's goal is to meet the deadline. Potential constraints include time and technical skills, which the student will work to overcome.
This contrast moodboard contains 4 images that depict different styles and tones. The first image shows a dark, abstract painting. The second is a screenshot from the classic NES game The Legend of Zelda, featuring colorful pixelated graphics. The third image displays a creepy underground setting from the game Crawl. The final screenshot is of the indie game Broforce, which has a cartoonish and over-the-top visual style. Overall, the moodboard highlights different aesthetics, ranging from dark to light-hearted.
The document discusses different types of briefs that a media company may work under when contracted by a client. It describes contractual, negotiated, formal, informal, commissioned, tender, co-operative, and competition briefs. For each brief type, it outlines aspects of communication, time management, technical skills required, and how it could progress one's career. The key information provided is the definitions and unique characteristics of each brief type.
Anthony Caruso reviewed Fallout New Vegas by Bethesda. Li Newton also commented on the game. The document appears to contain a game review by Anthony Caruso and a comment by Li Newton, but provides no other details about their opinions or evaluations of the game.
This document summarizes survey results about video game preferences. It finds that the two respondents were male, under 17 years old, and spoke English as their primary language. One played games for over 10 hours per week, indicating they were a hardcore gamer. Both played on Windows PC and Xbox One. Responses to an open-ended question showed that preferences varied, with one person liking the driving and another preferring the storyline of GTA. People generally preferred the character Trevor and criticized the lack of multiplayer features on launch.
This document outlines a game pitch for a project called "Contrast" that will merge multiple game genres into a single 2D game. The 6 person team will contribute different game development skills and ideas. Each level will feature a different genre through variations in gameplay, music, and art to create an immersive experience for the player and showcase the different genres. The game aims to appeal to teenagers and young adults by evoking nostalgia for early dungeon crawler games through its pixel art style and variations in genre between levels.
Final major project proposal form contrastJamieShepherd
This document is a proposal form for a final major project creating a 2D video game called "Contrast" that will explore multiple genres within one game. Each level will show a different genre through gameplay, audio, and art style to create an immersive experience for the player. The purpose is to showcase the team's individual game development skills through merging their varying ideas and styles into one cohesive project. The target audience is teenagers and young adults who may feel nostalgia for early dungeon crawler games. A wide variety of genres and focus on audio and pixel art aims to appeal to this demographic. Production will utilize 2D sprite-based programs like GameMaker and Photoshop as well as sound software to create the desired experience
This document discusses different art styles used in 2D isometric games, including 2D pixel art, which allows developers to focus on gameplay over graphics and appeals to wide audiences. It also discusses pixel art characters commonly found in games using this style, such as Fez and Terraria. The document notes that the isometric view keeps art simple while giving a clear view of the game and easy room-to-room movement, and that some games use "seeds" to ensure varying experiences between playthroughs.
This document discusses different styles found in 2D isometric games, including dungeon crawlers and RPGs that use this perspective to allow easy movement between rooms without getting lost. It also discusses 2D pixel art styles commonly used by indie developers due to their focus on gameplay over graphics. Finally, it discusses pixel art character designs that are simply designed but effective, often used together with 2D pixel art backgrounds and worlds.
This document lists and provides images for several 2D isometric and pixel art games that are similar in style to the target game including The Legend of Zelda, Final Fantasy IV, Diablo 2, Crawl, and Binding of Isaac for 2D isometric games and Papers Please, Terraria, Rogue Legacy, and Metal Slug for 2D pixel art games. References are also provided for further research.
The Game Jolt brief involves creating a game within 72 hours for a game jam event. The game must be legal and cannot attack specific groups. Only assets created during the 72 hour period can be used. The target audience is game enthusiasts and indie developers, as well as PewDiePie who will play the games.
The Valve brief involves submitting a film created using Source Filmmaker within a week. The target audience are Steam and Valve game players who will vote on submissions. There are no constraints besides using Source Filmmaker and no advertisements. Entrants work independently to submit an entry for votes.
The Informal brief has little communication, unspecified timeline, and allows work at your own pace with few limitations
Jamie Shepherd gathered images from various media sources for a task. The images included the Death Star interior and exterior, a starbase with ships, scenes from Alien: Isolation and Mass Effect, and the Normandy spaceship. The images were collected from different sources like movies, TV shows, and video games to complete the task.
This document outlines the tasks and assessment criteria for a student's final major project. The project requires the student to:
1) Independently devise and manage a creative media production from pre-production to post-production. The project must relate to at least one discipline such as video, audio, motion graphics, photography or graphic design.
2) Develop initial ideas using techniques like mind maps and pitch a proposal for their chosen project.
3) Conduct research and create pre-production documents like storyboards, schedules, and scripts to plan their project.
4) Produce the media product according to their proposal and brief.
5) Gather audience feedback and evaluate their project's technical quality
The document details the steps taken to create a first person Unity map of an island terrain:
1) A first person camera was imported and positioned above the ground. 2) A basic terrain was imported and downscaled to 1000x1000 to fit an island. 3) The terrain was sculpted into a mountainous island with hills, and textures were added to the different elevations. 4) Water was imported and fitted around the island terrain. 5) Trees and rocks were added to key areas to make the island feel natural and lived in.
The document describes the process of creating a spaceship shooting game in steps. First, the creator designed a square sprite for their spaceship and added color. They then created a collision mask using a diamond shape for smoother movement. Code was written to control the sprite's movement around the room. Enemies and projectiles were designed and coded to fire at the player. Sound effects and a shield system were added. Finally, a boss enemy and scoring system were implemented to complete the game.
The document is a glossary assignment for a games design course requiring students to research and define terms related to video game development. It contains definitions for common terms like alpha, beta, demo, debug, bug, and more. For each term, the student provided a short definition from an online source, described how it relates to their own work, and included a supporting image.
The document outlines the tasks and requirements for a unit on game engines. The student must complete 3 tasks: 1) Produce a report analyzing the purposes and components of game engines using industry terminology. 2) Create a playable 2D level in Game Maker according to industry standards and document the development process. 3) Create a playable 3D level in Unity according to industry standards and document the 3D development process. The tasks are graded based on criteria that evaluate the student's explanation of game engine concepts, technical proficiency in creating levels, and ability to work independently at a professional level.
The document lists various ideas for a small flying machine including defense, offense, guns, armor, as well as entertainment options like music, TV, and radio. It also mentions the machine could be clever, act as a servant making food and drinks, and even think for you.
The document provides a skills audit and project charter for a student's 3D modelling assignment creating a sidekick in Second Life. The student feels confident in their project management, research skills, and use of Photoshop. Their drawing technique and skills in Illustrator and LightWave Modeler need improvement. They understand the assignment requirements and timeline. Research in Second Life revealed a wide variety of items for sale. The student's goal is to meet the deadline. Potential constraints include time and technical skills, which the student will work to overcome.