The document describes various parts of a controller including a main menu button, touch screen buttons, a soft rubber grip coating, back buttons that may change position, and a battery life indicator.
This document provides layout guidelines for PSoC CapSense applications regarding PCB layout, overlay thickness and material selection, and chassis design. It describes how PCB traces, overlay thickness, button size and spacing can impact sensitivity and noise. The document also provides an example design for a CapSense button, selecting parameters like button size, overlay thickness, and scan speed and calculating resulting capacitance and counts.
A SNES console and games were set up with a CRT TV and power supply on March 18th. On the same day an Xbox 360 was connected to a PC with a scart lead. A photo was taken where a student's foot can be seen but another pupil is partially blocking their body.
The document analyzes the sound elements in a game trailer for Watchdogs. It identifies the setting as the lobby of a public building like a restaurant or hotel based on narrative dialogue. Criminal activity like hacking is also identified from dialogue. No mood is conveyed since there is no sound or narrative. The game genre is identified as underground crime/action based on dialogue about hacking and taking out a rival gang member. The narrative solely relies on dialogue recorded in a studio, as other sounds don't help explain the setting, mood, or genre.
The document analyzes the sound design of a cutscene from the game South Park: Stick of Truth.
It describes the setting as an ancient fantasy battlefield based on sounds of sword fighting and crowds. However, the name "Kupa Keep" and a line about the wizard king being cool create confusion about whether it is meant for children.
The mood is described as confusing due to the clash between the bloody battle sounds and childish elements.
The game genre is assessed as medieval fantasy based on the battle sounds and references to armies and wizardry, though it may also have childish elements.
Throughout, the narrative is conveyed through ambient recordings, directional recordings, and narration. Field recordings
This document analyzes the soundtrack elements in a cutscene from the game Killzone Shadow Fall. It examines the setting, mood, game genre, and narrative established by the cutscene. For most elements, such as the narration, in-studio recording was used. However, for the gunfire sound effect, field recordings were likely used and edited with specialist software to achieve the final sound. The cutscene establishes a sci-fi setting involving a war between alien races and the destruction of a planet, creating feelings of sadness, anger, and a sense that justice has been served.
The document summarizes a game cutscene from Tropico 5. It analyzes the setting, mood, game genre, and narrative based on quotes and music from the cutscene. For each element, it states that in-studio recording was used to record the narrative and music. The cutscene takes place in the Caribbean or Hawaii, has a mood of confidence and faith, suggests a city builder genre, and uses narration and music to set the scene and mood. In-studio recordings were used to capture both the narrative and background music.
This document provides an assignment brief for a student to complete tasks involving sound design and programming for a computer game. The student must select sound effects and music they have produced, document the process of programming these sounds into their game, and create a video demonstrating the gameplay with their soundtrack. They will be assessed on applying industry standard practices for sound design, programming, and presenting their work through blog posts, screenshots, and video according to the provided grading criteria. Completing the tasks successfully will help the student learn outcomes involving sound design and application for computer games.
The document provides instructions for inserting a sound into a game. It describes double clicking on a sound option which opens a menu. From there, the user clicks a file button to browse for a sound file, selects it, and then clicks "Ok" to insert it into the game. The instructions are repeated across multiple sections with minor variations in wording.
This document provides layout guidelines for PSoC CapSense applications regarding PCB layout, overlay thickness and material selection, and chassis design. It describes how PCB traces, overlay thickness, button size and spacing can impact sensitivity and noise. The document also provides an example design for a CapSense button, selecting parameters like button size, overlay thickness, and scan speed and calculating resulting capacitance and counts.
A SNES console and games were set up with a CRT TV and power supply on March 18th. On the same day an Xbox 360 was connected to a PC with a scart lead. A photo was taken where a student's foot can be seen but another pupil is partially blocking their body.
The document analyzes the sound elements in a game trailer for Watchdogs. It identifies the setting as the lobby of a public building like a restaurant or hotel based on narrative dialogue. Criminal activity like hacking is also identified from dialogue. No mood is conveyed since there is no sound or narrative. The game genre is identified as underground crime/action based on dialogue about hacking and taking out a rival gang member. The narrative solely relies on dialogue recorded in a studio, as other sounds don't help explain the setting, mood, or genre.
The document analyzes the sound design of a cutscene from the game South Park: Stick of Truth.
It describes the setting as an ancient fantasy battlefield based on sounds of sword fighting and crowds. However, the name "Kupa Keep" and a line about the wizard king being cool create confusion about whether it is meant for children.
The mood is described as confusing due to the clash between the bloody battle sounds and childish elements.
The game genre is assessed as medieval fantasy based on the battle sounds and references to armies and wizardry, though it may also have childish elements.
Throughout, the narrative is conveyed through ambient recordings, directional recordings, and narration. Field recordings
This document analyzes the soundtrack elements in a cutscene from the game Killzone Shadow Fall. It examines the setting, mood, game genre, and narrative established by the cutscene. For most elements, such as the narration, in-studio recording was used. However, for the gunfire sound effect, field recordings were likely used and edited with specialist software to achieve the final sound. The cutscene establishes a sci-fi setting involving a war between alien races and the destruction of a planet, creating feelings of sadness, anger, and a sense that justice has been served.
The document summarizes a game cutscene from Tropico 5. It analyzes the setting, mood, game genre, and narrative based on quotes and music from the cutscene. For each element, it states that in-studio recording was used to record the narrative and music. The cutscene takes place in the Caribbean or Hawaii, has a mood of confidence and faith, suggests a city builder genre, and uses narration and music to set the scene and mood. In-studio recordings were used to capture both the narrative and background music.
This document provides an assignment brief for a student to complete tasks involving sound design and programming for a computer game. The student must select sound effects and music they have produced, document the process of programming these sounds into their game, and create a video demonstrating the gameplay with their soundtrack. They will be assessed on applying industry standard practices for sound design, programming, and presenting their work through blog posts, screenshots, and video according to the provided grading criteria. Completing the tasks successfully will help the student learn outcomes involving sound design and application for computer games.
The document provides instructions for inserting a sound into a game. It describes double clicking on a sound option which opens a menu. From there, the user clicks a file button to browse for a sound file, selects it, and then clicks "Ok" to insert it into the game. The instructions are repeated across multiple sections with minor variations in wording.
The applicant considers themselves committed and punctual based on their excellent school and college attendance record. They see themselves as honest and trustworthy since they learned at a young age that lying has serious consequences. The applicant takes pride in problem solving and never leaving tasks unfinished. They have a paper route that must be completed between 5-7pm daily. The applicant also takes pride in their self-presentation and does not want to be seen as dirty or untidy. They seek a job to develop their weakest skills of communication and public speaking, while also improving their stronger skills of creativity and innovation.
This skills audit document lists various soft skills relevant to the computer games industry such as problem solving, communication, creativity, teamwork, self-presentation, confidence, and public speaking. It asks the reader to identify which skills they possess or need to develop and how in order to understand their strengths and weaknesses for a career in games design.
This skills audit document lists various soft skills relevant to the computer games industry such as problem solving, communication, creativity, teamwork, self-presentation, confidence, and public speaking. It asks the reader to identify which skills they possess or need to develop and how in order to understand their strengths and weaknesses for a career in games design.
The document describes several apprenticeship opportunities across different industries including games development, software development, hairdressing, construction, landscaping, plant maintenance, security installation, engineering technical support, and motor vehicle engineering. The vacancies provide on-the-job training, classroom instruction, and qualifications in areas such as programming, design, customer service, construction trades, horticulture, equipment repair, security systems, and automotive mechanics. Employers offer salaries, benefits, and support to develop skills over multi-year apprenticeship programs.
This document describes Graham Wall's plans for a new video game console called the 4Gear. It provides a list of the proposed components and their prices, totaling £218.45. It also shares results from market research conducted primarily with 16-18 year old boys. This research found that gameplay is the most important factor for games and that the target audience buys 1-2 games per month and spends £30-50 per game. Considering these findings, the 4Gear aims to be a low-cost console focused on indie games with an emphasis on multiplayer gameplay.
The document defines and describes various terms related to sound design for computer games. It provides short definitions for terms like Foley artistry, sound libraries, uncompressed and lossy file formats like WAV and MP3. It also discusses audio hardware components like sound processor units, digital signal processors and limitations like random access memory. Methods of audio playback and recording are covered, such as mono, stereo, surround sound, and analogue recording. The student explains the relevance of each term to their own production work for the games design course and unit.
This document provides information on several higher education programs related to video game development in the UK. The first program is a Progression course at Birmingham City University for games development with entry requirements including programming or art skills and abilities. The second is a 3D Games Modelling Masters program at Staffordshire University requiring a 2:2 degree and 3D modeling portfolio. The final three programs are Bachelor's degrees from UCLAN-Futureworks in Games Design, Game Art, and 3D Visual Effects all with similar entry requirements of A-level grades or diploma results and portfolio review along with a yearly cost of £6600.
Graham Wall is applying for the BTec Level 3 Extended Diploma in Creative Media Production Games Design program at Salford City College Eccles Sixth Form Centre. He provides his contact information, education history, qualifications including GCSEs and BTECs, 2 weeks of work experience at a local aquarium store, skills like reliability and enthusiasm, and interests like martial arts and sports. His referee is listed as his new media tutor Harry Arnold from the college.
The document provides details from Graham Wall's production log for a 3D modeling assignment creating a robot sidekick character. Over multiple dates, Graham documents progress modeling different parts of the robot including the head, neck, body, arms, and legs. He describes techniques used like halving and mirroring shapes as well as challenges encountered in shaping certain areas like the eyes and backpack. The log concludes with Graham adding facial features, a shield, and color to complete the 3D robot model.
The document provides information for a project charter for designing a sidekick robot character for a game using 3D modeling software. It includes:
1) A skills audit where the student summarizes their strengths in research, illustration, and 3D modeling software but weaknesses in time management and Photoshop skills.
2) Answers to assignment structure questions confirming their understanding of the project goals, scenarios, and skills being assessed regarding modeling a robot sidekick in Lightwave for a police officer character in the game Second Life.
3) Identification of the main technical constraint being designing a robot suitable for the game and staying within their modeling abilities.
This document provides an assignment brief for a 3D modelling and games design qualification. The assignment requires students to: 1) Devise and create a 3D model of a robotic sidekick following industry practice; 2) Use project management techniques to plan and execute the project; and 3) Evaluate the final model and process. Students will research sidekick designs, develop concepts, create a design pack and 3D model, and present the final prototype. They will apply skills in areas like 3D modelling, project planning, and self-evaluation. The assignment aims to develop technical skills while mirroring real-world industry workflows and standards.
The document provides an assignment brief for an article on the basics of 3D modeling. The student must write a blog post covering: 1) applications of 3D in different industries, 2) displaying 3D animations through APIs and graphics pipelines, 3) geometric principles of 3D space, 4) mesh construction techniques, 5) 3D software tools, and 6) constraints of 3D like polygon counts. The goal is to comprehensively explain 3D theory and applications using examples and terminology. The assignment aims to assess the student's skills in explaining, applying, and working with 3D concepts.
This document contains annotations for 4 different tracks. Each track uses different virtual instruments to create music or natural sounds. The first track uses eSLine String and MinimogueVa to create a fast-paced piano and drum composition. The second uses Cheapo Tone and Tromine GT to make a song with cheapo sounds and background noise. The third recreates nature with rain and bird noises from rain and oscine tract. The fourth is a composition of drums from EXD-80 and guitar-style music from Extractor.
The document provides definitions for various computing and gaming related terms. It defines RAM as temporary memory that is wiped when power is lost, making it suitable for game data. The CPU is described as the central component that performs arithmetic and logical operations. The GPU is specialized in graphics processing and improves processing speed. Interpreted programming languages like Java and C# execute instructions instantly, while compiled languages like C++ are translated to binary first.
The assignment brief asks the student to complete two tasks:
1) Produce a glossary of terms related to sound design and production, including definitions from research connected to their own production work.
2) Create original sound samples and short musical compositions for different game genres to add to a sample library, combining computer-generated and recorded audio with effects plugins.
The assignment aims to support learning outcomes about sound design methods and principles and creating game sound assets following industry practices. The student must submit their glossary and samples to blogs for assessment against criteria related to communication skills and sound design.
This assignment brief outlines three tasks for a Level 3 BTEC National qualification in computer game platforms and technologies. The purpose is to assess understanding of hardware and software technologies for game platforms. For task 1, students must research and compare features of existing game consoles and mobile technologies in two tables. Task 2 requires designing a specification, including concept artwork, for an open source game console. Task 3 involves producing a glossary of key hardware and software terms related to game technologies, with descriptions and examples. The deadline for submission is March 10th.
By moving audio signals off a straight diagonal line, the creator produced a static-like sound, finding that greater movement led to more static. This manipulation gave the sound a high-pitched ringing quality.
Lowering the frequency makes sounds appear more muffled, lowering the gain makes sounds quieter, and lowering the tilt lowers the pitch while raising the tilt raises the pitch.
The applicant considers themselves committed and punctual based on their excellent school and college attendance record. They see themselves as honest and trustworthy since they learned at a young age that lying has serious consequences. The applicant takes pride in problem solving and never leaving tasks unfinished. They have a paper route that must be completed between 5-7pm daily. The applicant also takes pride in their self-presentation and does not want to be seen as dirty or untidy. They seek a job to develop their weakest skills of communication and public speaking, while also improving their stronger skills of creativity and innovation.
This skills audit document lists various soft skills relevant to the computer games industry such as problem solving, communication, creativity, teamwork, self-presentation, confidence, and public speaking. It asks the reader to identify which skills they possess or need to develop and how in order to understand their strengths and weaknesses for a career in games design.
This skills audit document lists various soft skills relevant to the computer games industry such as problem solving, communication, creativity, teamwork, self-presentation, confidence, and public speaking. It asks the reader to identify which skills they possess or need to develop and how in order to understand their strengths and weaknesses for a career in games design.
The document describes several apprenticeship opportunities across different industries including games development, software development, hairdressing, construction, landscaping, plant maintenance, security installation, engineering technical support, and motor vehicle engineering. The vacancies provide on-the-job training, classroom instruction, and qualifications in areas such as programming, design, customer service, construction trades, horticulture, equipment repair, security systems, and automotive mechanics. Employers offer salaries, benefits, and support to develop skills over multi-year apprenticeship programs.
This document describes Graham Wall's plans for a new video game console called the 4Gear. It provides a list of the proposed components and their prices, totaling £218.45. It also shares results from market research conducted primarily with 16-18 year old boys. This research found that gameplay is the most important factor for games and that the target audience buys 1-2 games per month and spends £30-50 per game. Considering these findings, the 4Gear aims to be a low-cost console focused on indie games with an emphasis on multiplayer gameplay.
The document defines and describes various terms related to sound design for computer games. It provides short definitions for terms like Foley artistry, sound libraries, uncompressed and lossy file formats like WAV and MP3. It also discusses audio hardware components like sound processor units, digital signal processors and limitations like random access memory. Methods of audio playback and recording are covered, such as mono, stereo, surround sound, and analogue recording. The student explains the relevance of each term to their own production work for the games design course and unit.
This document provides information on several higher education programs related to video game development in the UK. The first program is a Progression course at Birmingham City University for games development with entry requirements including programming or art skills and abilities. The second is a 3D Games Modelling Masters program at Staffordshire University requiring a 2:2 degree and 3D modeling portfolio. The final three programs are Bachelor's degrees from UCLAN-Futureworks in Games Design, Game Art, and 3D Visual Effects all with similar entry requirements of A-level grades or diploma results and portfolio review along with a yearly cost of £6600.
Graham Wall is applying for the BTec Level 3 Extended Diploma in Creative Media Production Games Design program at Salford City College Eccles Sixth Form Centre. He provides his contact information, education history, qualifications including GCSEs and BTECs, 2 weeks of work experience at a local aquarium store, skills like reliability and enthusiasm, and interests like martial arts and sports. His referee is listed as his new media tutor Harry Arnold from the college.
The document provides details from Graham Wall's production log for a 3D modeling assignment creating a robot sidekick character. Over multiple dates, Graham documents progress modeling different parts of the robot including the head, neck, body, arms, and legs. He describes techniques used like halving and mirroring shapes as well as challenges encountered in shaping certain areas like the eyes and backpack. The log concludes with Graham adding facial features, a shield, and color to complete the 3D robot model.
The document provides information for a project charter for designing a sidekick robot character for a game using 3D modeling software. It includes:
1) A skills audit where the student summarizes their strengths in research, illustration, and 3D modeling software but weaknesses in time management and Photoshop skills.
2) Answers to assignment structure questions confirming their understanding of the project goals, scenarios, and skills being assessed regarding modeling a robot sidekick in Lightwave for a police officer character in the game Second Life.
3) Identification of the main technical constraint being designing a robot suitable for the game and staying within their modeling abilities.
This document provides an assignment brief for a 3D modelling and games design qualification. The assignment requires students to: 1) Devise and create a 3D model of a robotic sidekick following industry practice; 2) Use project management techniques to plan and execute the project; and 3) Evaluate the final model and process. Students will research sidekick designs, develop concepts, create a design pack and 3D model, and present the final prototype. They will apply skills in areas like 3D modelling, project planning, and self-evaluation. The assignment aims to develop technical skills while mirroring real-world industry workflows and standards.
The document provides an assignment brief for an article on the basics of 3D modeling. The student must write a blog post covering: 1) applications of 3D in different industries, 2) displaying 3D animations through APIs and graphics pipelines, 3) geometric principles of 3D space, 4) mesh construction techniques, 5) 3D software tools, and 6) constraints of 3D like polygon counts. The goal is to comprehensively explain 3D theory and applications using examples and terminology. The assignment aims to assess the student's skills in explaining, applying, and working with 3D concepts.
This document contains annotations for 4 different tracks. Each track uses different virtual instruments to create music or natural sounds. The first track uses eSLine String and MinimogueVa to create a fast-paced piano and drum composition. The second uses Cheapo Tone and Tromine GT to make a song with cheapo sounds and background noise. The third recreates nature with rain and bird noises from rain and oscine tract. The fourth is a composition of drums from EXD-80 and guitar-style music from Extractor.
The document provides definitions for various computing and gaming related terms. It defines RAM as temporary memory that is wiped when power is lost, making it suitable for game data. The CPU is described as the central component that performs arithmetic and logical operations. The GPU is specialized in graphics processing and improves processing speed. Interpreted programming languages like Java and C# execute instructions instantly, while compiled languages like C++ are translated to binary first.
The assignment brief asks the student to complete two tasks:
1) Produce a glossary of terms related to sound design and production, including definitions from research connected to their own production work.
2) Create original sound samples and short musical compositions for different game genres to add to a sample library, combining computer-generated and recorded audio with effects plugins.
The assignment aims to support learning outcomes about sound design methods and principles and creating game sound assets following industry practices. The student must submit their glossary and samples to blogs for assessment against criteria related to communication skills and sound design.
This assignment brief outlines three tasks for a Level 3 BTEC National qualification in computer game platforms and technologies. The purpose is to assess understanding of hardware and software technologies for game platforms. For task 1, students must research and compare features of existing game consoles and mobile technologies in two tables. Task 2 requires designing a specification, including concept artwork, for an open source game console. Task 3 involves producing a glossary of key hardware and software terms related to game technologies, with descriptions and examples. The deadline for submission is March 10th.
By moving audio signals off a straight diagonal line, the creator produced a static-like sound, finding that greater movement led to more static. This manipulation gave the sound a high-pitched ringing quality.
Lowering the frequency makes sounds appear more muffled, lowering the gain makes sounds quieter, and lowering the tilt lowers the pitch while raising the tilt raises the pitch.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
1. This is a button to the
main menu
These would
be like touch
screen.
This is a soft rubber
– like coating that
improve grip.
This is the
battery
These are buttons for the back of the
controller. Their position on the controller
may change to make them more suitable if
they are not already
This is a soft rubber
– like coating that
improve grip.
This informs you of the remaining battery
life