Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
The Milena Principle ontwikkelt "locative media". Voeg zelf een geluidslaag toe aan bepaalde locaties. Dank zij de gps-functie van je smartphone hoor je de audio exact op de plaats die je geprogrammeerd hebt.
In het project 'Luistervinken' in Sint-Niklaas vertellen buurtbewoners en bezoekers over de stad, de natuur en het samen leven, en stellen zo een alternatieve, niet-toeristische audiogids samen: https://www.youtube.com/watch?v=9tzRuFIOPsI
Presentatie op studiedag "Sociaal-cultureel werk in digitale transformatie" (9 juni 2016).
www.themilena.com
www.echoes.xyz
www.notours.org
SOFTWARE EDUCATIVO PARA LOS ESTUDIANTES DE EDUCACIÓN PRIMARIA EN LA E.B.N “MAESTRO MARCOS PEREIRA OLIVARES”, SECTOR LA SALINA DEL SUR, DE LOS PUERTOS DE ALTAGRACIA, MUNICIPIO MIRANDA ESTADO ZULIA
Here's a quick overview on some of the latest and most popular video games out now, along with killer accessories all gamers should have.
Losing is not an option... Play to win!
The Milena Principle ontwikkelt "locative media". Voeg zelf een geluidslaag toe aan bepaalde locaties. Dank zij de gps-functie van je smartphone hoor je de audio exact op de plaats die je geprogrammeerd hebt.
In het project 'Luistervinken' in Sint-Niklaas vertellen buurtbewoners en bezoekers over de stad, de natuur en het samen leven, en stellen zo een alternatieve, niet-toeristische audiogids samen: https://www.youtube.com/watch?v=9tzRuFIOPsI
Presentatie op studiedag "Sociaal-cultureel werk in digitale transformatie" (9 juni 2016).
www.themilena.com
www.echoes.xyz
www.notours.org
SOFTWARE EDUCATIVO PARA LOS ESTUDIANTES DE EDUCACIÓN PRIMARIA EN LA E.B.N “MAESTRO MARCOS PEREIRA OLIVARES”, SECTOR LA SALINA DEL SUR, DE LOS PUERTOS DE ALTAGRACIA, MUNICIPIO MIRANDA ESTADO ZULIA
DSP Anime export to Unity and other middlewareTsugiStudio
DSP Anime is a procedural sound effect generator for games and animations. It uses different synthesis techniques to create sound effects and many random variations automatically. For example, the "impact" sound model alone can generate up to 5 million of different impacts sounds with various materials, sizes and resonances.
This presentation shows how DSP Anime can easily export the sounds it generates to Unity, adding all the assets to the project automatically, creating meta files with the right settings and even writing JavaScript or C# scripts.
DSP Anime also exports towards the latest versions of Wwise, FMOD Studio, ADX2 & ADX2 LE, and GameMaker: Studio. All events, cues, containers, banks etc… can be created automatically.
SuperStreamer: Enabling Progressive Content Streaming in a Game EngineAnand Bhojan
This technical demonstration presents the SuperStreamer project, which enables progressive game assets streaming to players while games are played, reducing the startup time required to download and start playing a cloud-based game.
SuperStreamer modifies a popular game engine, Unreal Engine 4, to support developing and playing games with progressive game asset streaming. With SuperStreamer, developers can mark the minimal set of files, containing only the game content essential to start playing the game. When a player plays the game, these minimal set of files will be downloaded to the player's device. SuperStreamer also generates low resolution textures automatically when a developer publishes a game, and these low resolution textures are transmitted first into the game client. As players move through a game level, high quality textures required for the game will be downloaded. In our demo game, we are able to decrease the time taken to startup and load the first game level by around 30%.
1. For this first sound I imported one of my previosuly created sounds of that will feature as one of
the main ambient background sounds. There will be several main ambient sounds that will alter
as the player moves to different platforms featured in the game world that I have created.
Below is a screenshot of me importing the sound file that will be featured as the ambient sounds
for one of the platfroms in my game world.
After importing the file I brought it into the game world itself and scaled the area in which it will
be heard, depending on where the player is positioned in the game world.
I then repated the same process on the other 2 platforms, so different ambient sounds will be
featured on different platfroms.
2. In my next step, I imported two seperate sounds which I set to be triggered when the player
aproaches the area in which they are set to trigger. I did this using two of my previously created
sounds and the kismet feature in UDK. I set up two sequences using this feature that triggere
seperate sounds in seperate locations in the game world when the triggers are activate by the
player entering a certain area.
Below is a creenshot of the two events I created that allow the sounds to be triggered when
activated by the player.
3. Below are two screenshots of the areas I allocated for the sounds to be triggered in when the
player enters the specific areas.