Lewis brady engine_terminology (edited version)LewisB2013
This document provides a template for Lewis Brady to create a glossary of video game design and video game terms. For each term, Lewis must research the definition, provide the source URL, and describe how the term relates to his own video game production practice. He must also include an image or video example for each term. The glossary contains terms such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post-processing, rendering, normal map, entity system, and UV map.
The document discusses three constraints related to 3D modeling: polygon count and file size, which impact performance and memory usage; and rendering time, which affects the speed of displaying and interacting with 3D models.
The Last of Us is a survival horror game set in a post-apocalyptic world where players must scavenge for supplies and weapons while conserving ammunition. The dark, depressing tone depicts ruined cities and characters develop through an engaging narrative. Gameplay follows a linear path through 15 stages as players progress from area to area.
Just Dance is a dance simulation game where players match their movements to on-screen choreographies and are scored based on accuracy. Its bright, colorful content aims to put players in a positive mood for efficient gameplay. Progression relies solely on correctly mimicking dance positions to accumulate points in short gameplay bursts.
Sgt. John Ranger is a former mercenary who witnessed horrific human experiments conducted by the secretive I.E.A organization. This led him to join G.B.I.S.T to help contain a virus outbreak. As the virus spread, John rose in the ranks through his determination. By 2018, he was leading clearance squads in London when the city came under attack by huge hordes of infected. John's mission to evacuate government members failed when the parliament building was overrun by more of the giant infected creatures.
Mark McCreery received a BFA in illustration from the Art Center College of Design in 1988. That same year, he met Stan Winston and began a 12-year working relationship. McCreery's first major project was working on Predator II, and he later collaborated with Tim Burton on Edward Scissorhands.
Cecil Kim began his career designing levels for the video game Parasite Eve. He later spent 2.5 years designing levels for Final Fantasy IX in Hawaii. Kim then joined Sony Santa Monica Studio in 2000 and worked on games such as Twisted Metal Black and God of War.
Robert Jefferson Travis Pond creates imposing sculptures of birds, fish, and beasts out of scrap metal from items
The document provides definitions for key terms related to sound design and production. It includes a template for the student, Lewis Brady, to research definitions of glossary terms and describe their relevance to his own production practice. He provides definitions for 15 terms from sources like Wikipedia, along with brief explanations of how some of the terms like Foley artistry and sound libraries relate to improving audio quality in his game production and using SoundCloud.
3D modeling has applications in many industries such as gaming, film, education, engineering, architecture, product design, and more. In gaming, early 3D games like Crash Bandicoot helped popularize the technology. Film uses 3D modeling for characters and scenes as well as motion capture. Education utilizes 3D printing of modeled objects. Engineering and architecture find 3D modeling useful for visualizing designs of vehicles, buildings, and structures before construction.
Lewis brady engine_terminology (edited version)LewisB2013
This document provides a template for Lewis Brady to create a glossary of video game design and video game terms. For each term, Lewis must research the definition, provide the source URL, and describe how the term relates to his own video game production practice. He must also include an image or video example for each term. The glossary contains terms such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post-processing, rendering, normal map, entity system, and UV map.
The document discusses three constraints related to 3D modeling: polygon count and file size, which impact performance and memory usage; and rendering time, which affects the speed of displaying and interacting with 3D models.
The Last of Us is a survival horror game set in a post-apocalyptic world where players must scavenge for supplies and weapons while conserving ammunition. The dark, depressing tone depicts ruined cities and characters develop through an engaging narrative. Gameplay follows a linear path through 15 stages as players progress from area to area.
Just Dance is a dance simulation game where players match their movements to on-screen choreographies and are scored based on accuracy. Its bright, colorful content aims to put players in a positive mood for efficient gameplay. Progression relies solely on correctly mimicking dance positions to accumulate points in short gameplay bursts.
Sgt. John Ranger is a former mercenary who witnessed horrific human experiments conducted by the secretive I.E.A organization. This led him to join G.B.I.S.T to help contain a virus outbreak. As the virus spread, John rose in the ranks through his determination. By 2018, he was leading clearance squads in London when the city came under attack by huge hordes of infected. John's mission to evacuate government members failed when the parliament building was overrun by more of the giant infected creatures.
Mark McCreery received a BFA in illustration from the Art Center College of Design in 1988. That same year, he met Stan Winston and began a 12-year working relationship. McCreery's first major project was working on Predator II, and he later collaborated with Tim Burton on Edward Scissorhands.
Cecil Kim began his career designing levels for the video game Parasite Eve. He later spent 2.5 years designing levels for Final Fantasy IX in Hawaii. Kim then joined Sony Santa Monica Studio in 2000 and worked on games such as Twisted Metal Black and God of War.
Robert Jefferson Travis Pond creates imposing sculptures of birds, fish, and beasts out of scrap metal from items
The document provides definitions for key terms related to sound design and production. It includes a template for the student, Lewis Brady, to research definitions of glossary terms and describe their relevance to his own production practice. He provides definitions for 15 terms from sources like Wikipedia, along with brief explanations of how some of the terms like Foley artistry and sound libraries relate to improving audio quality in his game production and using SoundCloud.
3D modeling has applications in many industries such as gaming, film, education, engineering, architecture, product design, and more. In gaming, early 3D games like Crash Bandicoot helped popularize the technology. Film uses 3D modeling for characters and scenes as well as motion capture. Education utilizes 3D printing of modeled objects. Engineering and architecture find 3D modeling useful for visualizing designs of vehicles, buildings, and structures before construction.
Lewis brady engine terminology (edited version)LewisB2013
This document is a glossary created by Lewis Brady containing terms related to video game design and video game testing. It includes definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, Brady provides a short definition from an online source, describes how the term relates to his own video game production practice, and includes one or two video or image links showing the term in use within a game. The purpose of the glossary is to research and gather definitions for specific video game terms using an provided template.
Pixel art involves creating raster images that can be edited pixel by pixel, often found in 2D videogames and on mobile devices. Concept art in games can be abstract or expressive to convey feel and style, rather than just realistic. Textures are used to make game characters and objects appear more realistic, though this effect is different for games like Minecraft. Background graphics, also called themes, are images displayed on a monitor. Print media art involves transferring ink from a matrix or screen to paper, and is used for game packaging artwork.
The document summarizes several response theories that were developed to explain how audiences interact with and are influenced by media messages:
1) The Hypodermic Needle Theory from the 1920s-1930s suggests media messages are directly "injected" into passive audiences' brains.
2) The Inoculation Model proposes supplying information to audiences beforehand to make them more resistant to future messages.
3) The Two-Step Flow Model asserts that media information flows from media to opinion leaders to the general public in two stages.
4) Uses and Gratifications Theory examines how audiences actively use media to fulfill various needs and gratifications.
5) Reception Theory understands that audiences play an essential role
The author conducted a quantitative survey about the video game GTA 5 by sharing it on Facebook but did not receive many responses. They acknowledge that distributing surveys on Facebook does not guarantee responses. In the future, the author would prefer to use a qualitative survey approach to obtain more detailed feedback from fewer people, such as by distributing the survey via email where response rates may be higher.
Lewis brady engine_terminology (edited version)LewisB2013
The document provides a template for researching and defining video game design and video game terms. It includes a table with terms to define such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and game engines. For each term, the template requires providing a short definition from an online source, describing how the term relates to one's own video game production practice, and including an image and/or video example.
The document describes the stages of developing concept art for a character. It started with designing the character's body armor and making refinements. Background elements like a brick wall, fence, and buildings were then added to make the setting look more atmospheric. Colors and lighting were adjusted to give a dull, military-like and creepy feel. Over multiple stages, more details were added like bullet holes, debris on the walls, and zombie hordes in the distance. Different zombie designs and destruction elements were incorporated to finalize the character concept art.
This document discusses two robot designs. While the details of each design are not provided, the document lists two separate robot designs for consideration or comparison. In a very concise manner, the document outlines two robot designs without elaborating on the specifics of either option.
The document summarizes an animation assignment where the student created 3 animation sequences of a character doing actions like walking and fighting. While the quality could be improved and the original intentions were more complex, the student is pleased with the results given the short deadline and their lack of animation experience. They believe their production skills and time management were consistent through the project, and they received positive feedback from their target audience through a questionnaire. Overall the student evaluated their work positively while noting areas like animation skills and planning that could be improved if they did the project again.
The document discusses different types of production briefs that could be used for creating media products for clients. It provides examples of briefs for competitions, including briefs for creating games for Armor Games, games for Steam Greenlight, and games for reviews on IGN. For each competition example, it outlines the client, required product, timescale, target audience, legal/ethical considerations, and constraints. The document serves to illustrate how production briefs provide guidance and set expectations for creating media products for different clients and platforms.
This production diary details the progress of a student over several weeks as they worked to complete animations for their major project. Over the course of multiple entries, the student researched examples, developed storyboards, textured 3D models, added skeletons to models, animated sequences in Layout, tweaked and rendered the final animations, and uploaded them to YouTube and their blog. Their plan for each following week was to continue working towards completing and polishing the animations.
This production diary details the progress of a student over several weeks as they worked to complete animations for their final major project. In the first week, the student began research on 3D gameplay animations and assets for inspiration. The next week's plan was to finish research and ideas generation to move onto storyboarding. Subsequent weeks were spent texturing models, completing storyboards, adding skeletons to models, animating sequences in Layout, tweaking and rendering the final animations, and uploading them to a blog and YouTube to review. The final week's plan was to complete the review and make any necessary improvements.
This document contains a production diary for a 3D animation project. It summarizes the progress made each week from April to June, including research, storyboarding, modeling, texturing, rigging, and animation. The student's plan for the following week is also provided each time, with the goal of completing all animation sequences and rendering the final product by mid-June.
This document contains a student's production diary for their major project creating 3D animations. Over the course of several months, the student researched examples, developed storyboards, textured 3D models, added skeletons to models, animated sequences in Layout, tweaked the animations, and planned to render and present the finished animations on their blog along with a review. Their plans for upcoming weeks involved continuing, tweaking, and completing the various animation production stages.
This document contains a list of print media references from magazine articles about video games such as Splatoon, Bloodborne, and Avengers. It includes the magazine title, publication date, article title, author name, and page numbers for articles discussing games like Witcher 3, Dawn of Titans, Bloodborne, Swords & Shields II, Bravely Second, and studio profiles from Edge magazine issues in May 2015 and April 2015. It also lists Empire magazine articles from March 2015 that reference Avengers and include pages about Captain America and Thor.
The document provides an evaluation of the author's final major project (FMP) which involved creating different types of art, including character art, environment art, and sprite art with a medieval theme. The author discusses their process, including doing research to help with character designs, experimenting with colors, and creating pieces with varying levels of technical skill. They also reflect on improving quality, meeting deadlines through time management, and receiving positive feedback from their target audience through a survey. Overall, the author believes they successfully completed the FMP while developing their production skills and creating a consistent body of work to a high standard.
The document provides an evaluation of the author's final major project (FMP) involving the creation of various art pieces within deadlines. It discusses the character, environment, and sprite art created for a medieval-themed game. The author believes they successfully managed their time and improved their production skills over the course of completing independently planned stages of pre-production, production, and post-production. Feedback on the target audience's response to the created art was also positive.
The document provides an evaluation of the author's final major project (FMP) involving the creation of various art pieces within deadlines. The FMP included character art, environment art, and sprite art with a medieval theme. Through completing the project, the author believes their production skills and ability to manage time improved. Originally the project was intended to be a group effort developing a game, but was changed to an individual art-focused project. Feedback from surveys on the art was mostly positive.
The document evaluates the author's final major project (FMP) involving creating different types of art within a given deadline. The FMP included character art, environment art, and sprite art with a medieval theme. The author believes they successfully managed the project through planning and keeping track of progress. While some pieces could be improved, the author is overall pleased with the quality and variety of art created within the constraints of the FMP.
The document contains 4 character sketches inspired by fantasy games and films. The first sketch is based on Templar armor from Dragon Age II but with original design elements. The second sketch has unrealistic proportions but appealing armor design. The third sketch interprets a Gondorian soldier from Lord of the Rings with tweaks to boots and leg armor. The final sketch adds background and features Roman-themed chest plate and helmet designs.
The document describes three pieces of concept art created for an environment and character in a game. The environment art uses a dark color palette with some light blue for the sky and orange for fires. The character art depicts a gladiator-themed figure with a single armored arm and collar attached to armor surrounding the neck. The sprite art removes the helmet and changes the armor to a darker tone.
In his final pieces of concept and environment art, the artist used a darker color palette with some light blue for the sky and orange for fires. For his final character art, he created a gladiator-themed character with a single fully armored arm like Roman gladiators. For the final sprite art, he removed the character's helmet, added a collar attached to the armor surrounding the neck, and changed the armor to a much darker tone.
Final major project production diary lewis bradyLewisB2013
This document contains the production diary of a student working on their final major project for a creative media course. It consists of 15 weekly updates spanning from January to June, with each update providing a summary of work completed that week and a plan for the following week. The student's work included creating concept art, sketches, and presentations for a video game they were designing. Their plans generally involved continuing to create and refine concept art, presentations, and other materials for their project.
Lewis brady engine terminology (edited version)LewisB2013
This document is a glossary created by Lewis Brady containing terms related to video game design and video game testing. It includes definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, Brady provides a short definition from an online source, describes how the term relates to his own video game production practice, and includes one or two video or image links showing the term in use within a game. The purpose of the glossary is to research and gather definitions for specific video game terms using an provided template.
Pixel art involves creating raster images that can be edited pixel by pixel, often found in 2D videogames and on mobile devices. Concept art in games can be abstract or expressive to convey feel and style, rather than just realistic. Textures are used to make game characters and objects appear more realistic, though this effect is different for games like Minecraft. Background graphics, also called themes, are images displayed on a monitor. Print media art involves transferring ink from a matrix or screen to paper, and is used for game packaging artwork.
The document summarizes several response theories that were developed to explain how audiences interact with and are influenced by media messages:
1) The Hypodermic Needle Theory from the 1920s-1930s suggests media messages are directly "injected" into passive audiences' brains.
2) The Inoculation Model proposes supplying information to audiences beforehand to make them more resistant to future messages.
3) The Two-Step Flow Model asserts that media information flows from media to opinion leaders to the general public in two stages.
4) Uses and Gratifications Theory examines how audiences actively use media to fulfill various needs and gratifications.
5) Reception Theory understands that audiences play an essential role
The author conducted a quantitative survey about the video game GTA 5 by sharing it on Facebook but did not receive many responses. They acknowledge that distributing surveys on Facebook does not guarantee responses. In the future, the author would prefer to use a qualitative survey approach to obtain more detailed feedback from fewer people, such as by distributing the survey via email where response rates may be higher.
Lewis brady engine_terminology (edited version)LewisB2013
The document provides a template for researching and defining video game design and video game terms. It includes a table with terms to define such as demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and game engines. For each term, the template requires providing a short definition from an online source, describing how the term relates to one's own video game production practice, and including an image and/or video example.
The document describes the stages of developing concept art for a character. It started with designing the character's body armor and making refinements. Background elements like a brick wall, fence, and buildings were then added to make the setting look more atmospheric. Colors and lighting were adjusted to give a dull, military-like and creepy feel. Over multiple stages, more details were added like bullet holes, debris on the walls, and zombie hordes in the distance. Different zombie designs and destruction elements were incorporated to finalize the character concept art.
This document discusses two robot designs. While the details of each design are not provided, the document lists two separate robot designs for consideration or comparison. In a very concise manner, the document outlines two robot designs without elaborating on the specifics of either option.
The document summarizes an animation assignment where the student created 3 animation sequences of a character doing actions like walking and fighting. While the quality could be improved and the original intentions were more complex, the student is pleased with the results given the short deadline and their lack of animation experience. They believe their production skills and time management were consistent through the project, and they received positive feedback from their target audience through a questionnaire. Overall the student evaluated their work positively while noting areas like animation skills and planning that could be improved if they did the project again.
The document discusses different types of production briefs that could be used for creating media products for clients. It provides examples of briefs for competitions, including briefs for creating games for Armor Games, games for Steam Greenlight, and games for reviews on IGN. For each competition example, it outlines the client, required product, timescale, target audience, legal/ethical considerations, and constraints. The document serves to illustrate how production briefs provide guidance and set expectations for creating media products for different clients and platforms.
This production diary details the progress of a student over several weeks as they worked to complete animations for their major project. Over the course of multiple entries, the student researched examples, developed storyboards, textured 3D models, added skeletons to models, animated sequences in Layout, tweaked and rendered the final animations, and uploaded them to YouTube and their blog. Their plan for each following week was to continue working towards completing and polishing the animations.
This production diary details the progress of a student over several weeks as they worked to complete animations for their final major project. In the first week, the student began research on 3D gameplay animations and assets for inspiration. The next week's plan was to finish research and ideas generation to move onto storyboarding. Subsequent weeks were spent texturing models, completing storyboards, adding skeletons to models, animating sequences in Layout, tweaking and rendering the final animations, and uploading them to a blog and YouTube to review. The final week's plan was to complete the review and make any necessary improvements.
This document contains a production diary for a 3D animation project. It summarizes the progress made each week from April to June, including research, storyboarding, modeling, texturing, rigging, and animation. The student's plan for the following week is also provided each time, with the goal of completing all animation sequences and rendering the final product by mid-June.
This document contains a student's production diary for their major project creating 3D animations. Over the course of several months, the student researched examples, developed storyboards, textured 3D models, added skeletons to models, animated sequences in Layout, tweaked the animations, and planned to render and present the finished animations on their blog along with a review. Their plans for upcoming weeks involved continuing, tweaking, and completing the various animation production stages.
This document contains a list of print media references from magazine articles about video games such as Splatoon, Bloodborne, and Avengers. It includes the magazine title, publication date, article title, author name, and page numbers for articles discussing games like Witcher 3, Dawn of Titans, Bloodborne, Swords & Shields II, Bravely Second, and studio profiles from Edge magazine issues in May 2015 and April 2015. It also lists Empire magazine articles from March 2015 that reference Avengers and include pages about Captain America and Thor.
The document provides an evaluation of the author's final major project (FMP) which involved creating different types of art, including character art, environment art, and sprite art with a medieval theme. The author discusses their process, including doing research to help with character designs, experimenting with colors, and creating pieces with varying levels of technical skill. They also reflect on improving quality, meeting deadlines through time management, and receiving positive feedback from their target audience through a survey. Overall, the author believes they successfully completed the FMP while developing their production skills and creating a consistent body of work to a high standard.
The document provides an evaluation of the author's final major project (FMP) involving the creation of various art pieces within deadlines. It discusses the character, environment, and sprite art created for a medieval-themed game. The author believes they successfully managed their time and improved their production skills over the course of completing independently planned stages of pre-production, production, and post-production. Feedback on the target audience's response to the created art was also positive.
The document provides an evaluation of the author's final major project (FMP) involving the creation of various art pieces within deadlines. The FMP included character art, environment art, and sprite art with a medieval theme. Through completing the project, the author believes their production skills and ability to manage time improved. Originally the project was intended to be a group effort developing a game, but was changed to an individual art-focused project. Feedback from surveys on the art was mostly positive.
The document evaluates the author's final major project (FMP) involving creating different types of art within a given deadline. The FMP included character art, environment art, and sprite art with a medieval theme. The author believes they successfully managed the project through planning and keeping track of progress. While some pieces could be improved, the author is overall pleased with the quality and variety of art created within the constraints of the FMP.
The document contains 4 character sketches inspired by fantasy games and films. The first sketch is based on Templar armor from Dragon Age II but with original design elements. The second sketch has unrealistic proportions but appealing armor design. The third sketch interprets a Gondorian soldier from Lord of the Rings with tweaks to boots and leg armor. The final sketch adds background and features Roman-themed chest plate and helmet designs.
The document describes three pieces of concept art created for an environment and character in a game. The environment art uses a dark color palette with some light blue for the sky and orange for fires. The character art depicts a gladiator-themed figure with a single armored arm and collar attached to armor surrounding the neck. The sprite art removes the helmet and changes the armor to a darker tone.
In his final pieces of concept and environment art, the artist used a darker color palette with some light blue for the sky and orange for fires. For his final character art, he created a gladiator-themed character with a single fully armored arm like Roman gladiators. For the final sprite art, he removed the character's helmet, added a collar attached to the armor surrounding the neck, and changed the armor to a much darker tone.
Final major project production diary lewis bradyLewisB2013
This document contains the production diary of a student working on their final major project for a creative media course. It consists of 15 weekly updates spanning from January to June, with each update providing a summary of work completed that week and a plan for the following week. The student's work included creating concept art, sketches, and presentations for a video game they were designing. Their plans generally involved continuing to create and refine concept art, presentations, and other materials for their project.
Final major project production diary lewis bradyLewisB2013
This document contains the production diary of a student working on their final major project for a creative media course. It consists of 15 weekly updates spanning from January to June. Each update summarizes the work completed in the past week and outlines plans for the following week, which generally involve continuing concept art sketches for characters, weapons, and environments for a video game project. Contingency plans are also mentioned in case of delays or issues arising.
The document provides an evaluation of an assignment to create various art pieces for a project with a deadline. It discusses creating character art, environment art, and sprite art with a medieval theme. Time management was key to complete all tasks on schedule. Overall, the creator believes they produced a consistent level and quantity of work while maintaining quality and managing their time efficiently.
The document describes the process of creating several sprite art pieces, including characters in armor, weapons, and a shield. For the first character, the artist primarily used gold and yellow colors with additional colors for accessories. The second character had a modified helmet and armor design with a different color scheme. Subsequent pieces included a sword with colored details and a shield with a colored illumination on the central gem.
The document describes 4 pieces of environment concept art. The first piece depicts a bridge over a river with a tower in the distance. The second piece features a castle and palace within a lighter color palette. The third design goes back to darker colors with brighter colors showing illumination from a cave and torches in a town. The fourth piece has a variety of dark and light colors with a blue tint to represent a cold environment.
The document describes 5 character sketches inspired by fantasy designs. The first sketch takes aspects from Dragon Age II's Templar armor. The second depicts a gladiator character with a single armored arm. The third has unrealistic proportions but appealing armor. The fourth interprets Gondorian soldiers from Peter Jackson's work with tweaks. The fifth adds background and depicts Roman-themed armor.