Amaan Mahmood's professional development plan outlines his goals from May 2013 to December 2017 which include completing a BTEC diploma in creative media production with a focus on games design, applying to university programs, gaining work experience in the games industry, and ultimately pursuing a career as a games designer.
Skillset Job Roles in the Games IndustryBatmanGrunt
Game designers are responsible for planning all elements of a game including its setting, rules, story, characters and gameplay. They define the overall design which is then implemented by other roles such as level editors and artists. Level editors create the specific environments and challenges within the constraints of the design. The lead artist oversees the visual style and manages the art team to create all graphics. Technical artists ensure the art can be integrated into the game technically. Programmers write the code to run the game under the leadership of the lead programmer.
This curriculum vitae is for Amaan Mahmood, who is applying for the Extended Diploma in Creative Media Production in Games Design at Salford City College. He has a variety of GCSE qualifications including grades C or higher in Math, English Language, English Literature, and Graphics Products. His work experience includes two weeks at Littlewoods Direct in their fraud department. He is hard working, reliable, and enthusiastic with interests in technology, gaming, and cinematography. His referee is Harry Arnold, his Games Design tutor at Eccles Sixth Form Centre. In his personal statement, Amaan discusses his lifelong passion for video games and desire to pursue games design, citing influences like Naughty Dog developers.
This document is a curriculum vitae for Hayden Parkes, who is studying for a BTEC Level 3 Extended Diploma in Creative Media Production - Games Design at Salford City College Eccles Sixth Form Centre. It includes his personal details, education history, qualifications, work experience at Merlyn Electronics for one week in 2012-2013, skills and interests which include fishing, water sports and gaming. His referee is listed as Harry Arnold, his New Media Tutor at Eccles Sixth Form Centre.
A contract of employment is an agreement between an employer and employee that establishes the employment relationship. Most contracts do not need to be in writing but it is better if they are. The contract begins when an offer is accepted and work starts. A mutual agreement between parties can modify the contract terms outside of the existing agreement. Non-disclosure agreements are commonly used when companies or individuals evaluate potential business relationships to restrict sharing of confidential information. Partnership and collaboration terms are often used interchangeably in policy to describe coordinated efforts between organizations.
The document discusses the key components of a computer system that are important for game platforms and technologies. It defines 11 components: human-computer interface, central processing unit, graphic processors, memory (RAM), display, sound, game storage medium, interface devices, connectivity, power supply. Each component is defined, explained in the student's own words, and noted as to why it is important for hardware technologies in game platforms.
Amaan Mahmood's professional development plan outlines his goals from May 2013 to December 2017 which include completing a BTEC diploma in creative media production with a focus on games design, applying to university programs, gaining work experience in the games industry, and ultimately pursuing a career as a games designer.
Skillset Job Roles in the Games IndustryBatmanGrunt
Game designers are responsible for planning all elements of a game including its setting, rules, story, characters and gameplay. They define the overall design which is then implemented by other roles such as level editors and artists. Level editors create the specific environments and challenges within the constraints of the design. The lead artist oversees the visual style and manages the art team to create all graphics. Technical artists ensure the art can be integrated into the game technically. Programmers write the code to run the game under the leadership of the lead programmer.
This curriculum vitae is for Amaan Mahmood, who is applying for the Extended Diploma in Creative Media Production in Games Design at Salford City College. He has a variety of GCSE qualifications including grades C or higher in Math, English Language, English Literature, and Graphics Products. His work experience includes two weeks at Littlewoods Direct in their fraud department. He is hard working, reliable, and enthusiastic with interests in technology, gaming, and cinematography. His referee is Harry Arnold, his Games Design tutor at Eccles Sixth Form Centre. In his personal statement, Amaan discusses his lifelong passion for video games and desire to pursue games design, citing influences like Naughty Dog developers.
This document is a curriculum vitae for Hayden Parkes, who is studying for a BTEC Level 3 Extended Diploma in Creative Media Production - Games Design at Salford City College Eccles Sixth Form Centre. It includes his personal details, education history, qualifications, work experience at Merlyn Electronics for one week in 2012-2013, skills and interests which include fishing, water sports and gaming. His referee is listed as Harry Arnold, his New Media Tutor at Eccles Sixth Form Centre.
A contract of employment is an agreement between an employer and employee that establishes the employment relationship. Most contracts do not need to be in writing but it is better if they are. The contract begins when an offer is accepted and work starts. A mutual agreement between parties can modify the contract terms outside of the existing agreement. Non-disclosure agreements are commonly used when companies or individuals evaluate potential business relationships to restrict sharing of confidential information. Partnership and collaboration terms are often used interchangeably in policy to describe coordinated efforts between organizations.
The document discusses the key components of a computer system that are important for game platforms and technologies. It defines 11 components: human-computer interface, central processing unit, graphic processors, memory (RAM), display, sound, game storage medium, interface devices, connectivity, power supply. Each component is defined, explained in the student's own words, and noted as to why it is important for hardware technologies in game platforms.
The production log describes the design process of a transforming sidekick character that was inspired by Transformers. The character can collapse into a box like the transforming robot characters. The log documents the iterative design process, with images showing the addition of eyes, legs, arms positioned and unpositioned, and finally hands and coloring, to create the finished transforming sidekick character.
This document discusses legal and ethical obligations related to games, including copyright which protects original creative works, trademarks which protect brand identities, patents which protect novel inventions, and registered designs which protect novel product designs. It also discusses ethical issues like violence in games, age rating systems to help consumers make informed choices, using games for education though many popular games are not suitable, and the risk of games stereotyping certain groups.
This document outlines various job roles in the creative development, technical development, project implementation, and business development areas of the games industry. It describes the responsibilities of games designers, level editors, lead artists, technical artists, game artists, game animators, audio engineers, game programmers, lead game programmers, project managers, assistant producers, external producers, creative directors, QA testers, public relations managers, product managers, marketing executives, and marketing managers. The roles involve tasks like devising game elements, creating art and animations, programming code, managing projects, testing games, and promoting products through marketing and public relations.
Games developers are involved in the creation and production of games across various platforms and their work involves design or programming. Games development is a multi-billion pound industry that can take teams of up to 200 professionals up to three years to make a game from concept to finished product. Video game publishers finance development, distribute published games, and perform other functions like deciding on licenses, localization, packaging, and marketing. Console manufacturers serve as gatekeepers that approve games for their platforms and provide support to developers, while having power over what titles get priority marketing.
The scene involves Italian-American gangsters going to collect a package, but the deal goes wrong when another gang starts shooting at them. They manage to grab the package and drive off while returning fire. They later deliver the package to their boss, Craig, who then sends Joel and Tommy to collect another shipment. The characters speak with Italian-American accents and wear tracksuits while carrying out the deal, which goes awry in a hail of gunfire.
Jake Thompson discusses the role of a sound designer. A sound designer manages other departments involved in sound production. They focus on recording sound from various sources and modifying existing recordings by editing out background noise to perfect the sound. In their role, sound designers must understand pre-production which involves practice sessions before recording to help capture the best final product.
Jake sound design in computer games analysis work sheet saw 2Jaket123
The document summarizes sounds used in the video game Saw 2 – Flesh&Blood. It analyzes 4 examples of sounds:
1) The setting introduces crackling TV and talking sounds, which would have been recorded voice overs and Foley artistry.
2) Mood conveys fear and struggling through screaming and movement sounds, which would be voice overs and studio recorded without background noise.
3) Genre is identified as horror/adventure based on pain and atmosphere sounds created by pure silence.
4) Narrative features a voice on TV, moving metal objects, and bad signal sounds created through Foley artistry and voice overs.
The document discusses changing a sound effect in a game by selecting an existing sound from a folder, choosing a new sound to replace it, and pressing ok to implement the change without altering the original sound's name to avoid issues with how it is coded in the game.
This short document discusses downloading effects to finish a sound and mentions downloading a keyboard screen to create sounds. However, it does not provide enough context or details to generate a meaningful 3 sentence summary.
This document discusses editing a sound file to change the volume over time and pan the sound across headphones from one side to the other to sound further away and moving from side to side. Changes were made to the way the volume changes and the sound pans across headphones.
The document outlines details for a scene involving gangsters collecting a package that goes wrong. It describes the characters as Italian-American mafia members who swear and have deep voices. When they go to pick up the package, another gang starts shooting at them, so they grab the package and drive off while delivering gunfire. Audio for the scene will include gunshots, dialogue in an Italian-American accent, horns, footsteps, cars, rap, hip hop and rock music. Sounds will be recorded using a sound recorder and Foley artistry with objects to replicate needed sounds.
Tommy and Joel are gangsters waiting for a package delivery to take to their buyer. When the delivery is ambushed, a shootout ensues but they retrieve the package. Their buyer, Craig, is suspicious of the delay and tasks them with stealing a secret shipment from a guarded warehouse. They succeed after a close call and Craig pays them double as promised. He then warns them to cut contact permanently, so they leave with their money and get on with their lives.
Dead space 3 jake sound design in computer games analysis work sheetJaket123
The document provides an analysis of the sounds used in a video game cut scene from DeadSpace 3 between times 3:45 and 9:22. It describes the sounds that establish the setting, mood, game genre, and narrative. For the setting, it notes outdoor sounds of wind and crunching ground that could be snow or cold grass. For the mood, it describes a natural feel outside with wind gusts and a later adrenaline rush with shouting and anger. The game genre of sci-fi/horror is exposed through the sounds. The narrative is created through voice actors, foley artistry to simulate natural sounds, and music from an orchestra.
_ ig2 game audio cut sequence production_2014 to 2015Jaket123
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
The production log describes the design process of a transforming sidekick character that was inspired by Transformers. The character can collapse into a box like the transforming robot characters. The log documents the iterative design process, with images showing the addition of eyes, legs, arms positioned and unpositioned, and finally hands and coloring, to create the finished transforming sidekick character.
This document discusses legal and ethical obligations related to games, including copyright which protects original creative works, trademarks which protect brand identities, patents which protect novel inventions, and registered designs which protect novel product designs. It also discusses ethical issues like violence in games, age rating systems to help consumers make informed choices, using games for education though many popular games are not suitable, and the risk of games stereotyping certain groups.
This document outlines various job roles in the creative development, technical development, project implementation, and business development areas of the games industry. It describes the responsibilities of games designers, level editors, lead artists, technical artists, game artists, game animators, audio engineers, game programmers, lead game programmers, project managers, assistant producers, external producers, creative directors, QA testers, public relations managers, product managers, marketing executives, and marketing managers. The roles involve tasks like devising game elements, creating art and animations, programming code, managing projects, testing games, and promoting products through marketing and public relations.
Games developers are involved in the creation and production of games across various platforms and their work involves design or programming. Games development is a multi-billion pound industry that can take teams of up to 200 professionals up to three years to make a game from concept to finished product. Video game publishers finance development, distribute published games, and perform other functions like deciding on licenses, localization, packaging, and marketing. Console manufacturers serve as gatekeepers that approve games for their platforms and provide support to developers, while having power over what titles get priority marketing.
The scene involves Italian-American gangsters going to collect a package, but the deal goes wrong when another gang starts shooting at them. They manage to grab the package and drive off while returning fire. They later deliver the package to their boss, Craig, who then sends Joel and Tommy to collect another shipment. The characters speak with Italian-American accents and wear tracksuits while carrying out the deal, which goes awry in a hail of gunfire.
Jake Thompson discusses the role of a sound designer. A sound designer manages other departments involved in sound production. They focus on recording sound from various sources and modifying existing recordings by editing out background noise to perfect the sound. In their role, sound designers must understand pre-production which involves practice sessions before recording to help capture the best final product.
Jake sound design in computer games analysis work sheet saw 2Jaket123
The document summarizes sounds used in the video game Saw 2 – Flesh&Blood. It analyzes 4 examples of sounds:
1) The setting introduces crackling TV and talking sounds, which would have been recorded voice overs and Foley artistry.
2) Mood conveys fear and struggling through screaming and movement sounds, which would be voice overs and studio recorded without background noise.
3) Genre is identified as horror/adventure based on pain and atmosphere sounds created by pure silence.
4) Narrative features a voice on TV, moving metal objects, and bad signal sounds created through Foley artistry and voice overs.
The document discusses changing a sound effect in a game by selecting an existing sound from a folder, choosing a new sound to replace it, and pressing ok to implement the change without altering the original sound's name to avoid issues with how it is coded in the game.
This short document discusses downloading effects to finish a sound and mentions downloading a keyboard screen to create sounds. However, it does not provide enough context or details to generate a meaningful 3 sentence summary.
This document discusses editing a sound file to change the volume over time and pan the sound across headphones from one side to the other to sound further away and moving from side to side. Changes were made to the way the volume changes and the sound pans across headphones.
The document outlines details for a scene involving gangsters collecting a package that goes wrong. It describes the characters as Italian-American mafia members who swear and have deep voices. When they go to pick up the package, another gang starts shooting at them, so they grab the package and drive off while delivering gunfire. Audio for the scene will include gunshots, dialogue in an Italian-American accent, horns, footsteps, cars, rap, hip hop and rock music. Sounds will be recorded using a sound recorder and Foley artistry with objects to replicate needed sounds.
Tommy and Joel are gangsters waiting for a package delivery to take to their buyer. When the delivery is ambushed, a shootout ensues but they retrieve the package. Their buyer, Craig, is suspicious of the delay and tasks them with stealing a secret shipment from a guarded warehouse. They succeed after a close call and Craig pays them double as promised. He then warns them to cut contact permanently, so they leave with their money and get on with their lives.
Dead space 3 jake sound design in computer games analysis work sheetJaket123
The document provides an analysis of the sounds used in a video game cut scene from DeadSpace 3 between times 3:45 and 9:22. It describes the sounds that establish the setting, mood, game genre, and narrative. For the setting, it notes outdoor sounds of wind and crunching ground that could be snow or cold grass. For the mood, it describes a natural feel outside with wind gusts and a later adrenaline rush with shouting and anger. The game genre of sci-fi/horror is exposed through the sounds. The narrative is created through voice actors, foley artistry to simulate natural sounds, and music from an orchestra.
_ ig2 game audio cut sequence production_2014 to 2015Jaket123
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.