Michael confronts Franklin about stealing money from his business. Franklin refuses to return the money, claiming Michael obtained it through murder. Michael argues that successful people do what they must, whether they want to or not. Franklin then threatens Michael's wife and draws a gun. Michael draws a gun from the car as well. Franklin says he needs the money as much as a new life. Gunshots are heard and a body bag is later seen at the bottom of a lake.
This document outlines the progress and plans of a student over the course of several months as they worked to complete their final major project for a BTEC Extended Diploma in Creative Media Production. It provides weekly updates summarizing the work completed and plans for the following week, including gathering research, developing ideas, preparing a pitch presentation, creating initial drawings, designing work in Illustrator and Photoshop, and finishing all final outcomes. The student was able to complete all planned tasks, including a final review in the last week to finish the project.
The document describes the process of creating an animation of a car. The first step was to find a 3D model of a car from an online website. Then in the modeling program, the model was prepared by placing different movable parts like wheels and doors on separate layers. Next, the model was imported into an animation program where the parts were parented correctly. The animation was created by first animating the rotating wheels and then moving the whole car while the wheels rotated. Additional effects like headlights and camera movements were added to complete the animation. Finally, the animation was rendered out frame by frame and compiled into a video.
This document outlines a student's final major project to design an environment for their art class, as drawing environments is their strongest skill. They plan to generate design ideas through research and inspiration from current environmental art.
The document summarizes the steps taken to film and render a 3D space station model in Layout. Key steps included:
1) Importing the finished 3D model into Layout and setting up lighting to illuminate all areas.
2) Configuring camera settings like turning off auto-keying and setting the correct resolution.
3) Filming the model by moving the camera around to give a first-person perspective, checking lighting and frame rates.
4) Setting render settings like file format before starting the render by pressing F10.
The document summarizes the steps taken to texture 3D models of a space station for rendering. The key steps are:
1. Locating named surfaces in the surface editor panel and applying textures. UV maps were placed on some models and images added.
2. Finding saved surfaces in the surface editor tab and adding UV maps by using the map tab and selecting the correct option.
3. Editing a chosen photo in Photoshop to the shape of the UV map and saving it as a JPEG to create the finished UV texture in the modeler.
Michael confronts Franklin about stealing money from his business. Franklin refuses to return the money, claiming Michael obtained it through murder. Michael argues that successful people do what they must, whether they want to or not. Franklin then threatens Michael's wife and draws a gun. Michael draws a gun from the car as well. Franklin says he needs the money as much as a new life. Gunshots are heard and a body bag is later seen at the bottom of a lake.
This document outlines the progress and plans of a student over the course of several months as they worked to complete their final major project for a BTEC Extended Diploma in Creative Media Production. It provides weekly updates summarizing the work completed and plans for the following week, including gathering research, developing ideas, preparing a pitch presentation, creating initial drawings, designing work in Illustrator and Photoshop, and finishing all final outcomes. The student was able to complete all planned tasks, including a final review in the last week to finish the project.
The document describes the process of creating an animation of a car. The first step was to find a 3D model of a car from an online website. Then in the modeling program, the model was prepared by placing different movable parts like wheels and doors on separate layers. Next, the model was imported into an animation program where the parts were parented correctly. The animation was created by first animating the rotating wheels and then moving the whole car while the wheels rotated. Additional effects like headlights and camera movements were added to complete the animation. Finally, the animation was rendered out frame by frame and compiled into a video.
This document outlines a student's final major project to design an environment for their art class, as drawing environments is their strongest skill. They plan to generate design ideas through research and inspiration from current environmental art.
The document summarizes the steps taken to film and render a 3D space station model in Layout. Key steps included:
1) Importing the finished 3D model into Layout and setting up lighting to illuminate all areas.
2) Configuring camera settings like turning off auto-keying and setting the correct resolution.
3) Filming the model by moving the camera around to give a first-person perspective, checking lighting and frame rates.
4) Setting render settings like file format before starting the render by pressing F10.
The document summarizes the steps taken to texture 3D models of a space station for rendering. The key steps are:
1. Locating named surfaces in the surface editor panel and applying textures. UV maps were placed on some models and images added.
2. Finding saved surfaces in the surface editor tab and adding UV maps by using the map tab and selecting the correct option.
3. Editing a chosen photo in Photoshop to the shape of the UV map and saving it as a JPEG to create the finished UV texture in the modeler.
The document summarizes the process of modeling a spaceship interior in 3D modeling software. It describes how the author built out the main areas first before walls to have an unobstructed view. Key areas modeled included the captain's office, stairways, walkways, rooms, computer desk, bathroom fixtures like toilets and cubicles, seats based on Star Trek designs, beds, engine room with complex parts, and lastly storage shelves. Basic shapes were modified using tools like extrude, bevel, drill to achieve realistic designs for furnishings.
The document discusses a student's final major project to create a 3D city scene using software like LightWave Modeller and Photoshop. The student aims to recreate a modern city like Manchester, LA, or New York. Sources of inspiration include real-life cities like New York, Hong Kong, and Manchester as well as fictional cities from games like GTA and animated concepts. The student plans to use these sources to help design their 3D city scene for the project.
The document describes the process of modeling a 3D cityscape in steps. It begins with setting preferences and initially designing the bottom layer to establish size. Basic shapes are added to represent building placement and shape. More complex shapes and designs are added, like walls surrounding a park. Details are added to structures like a fast food parlor and outdoor dining area. Multiple structures are created, including a multi-story car park with ramps and walls. Other buildings follow like a burger shop, park with basketball courts, playground, and apartment blocks with windows. Texture and materials are added and the map is populated with more buildings until half is complete.
The document is a production diary for a student's final major project creating a 3D environment. Over several months, the student worked on modeling tasks in Lightwave like defining terms, creating design packs, and building out the 3D city model. The student documented progress each week and challenges like missing lessons. Their plans were to continue modeling work, add more detail, finish structures, and complete all tasks and blogging evidence to pass the unit.
The student proposes creating a 3D city landscape environment to be placed in a 3D game engine or animation software. The environment will allow for a fly-around viewing and include high levels of interactive detail. Both male and female teenagers interested in open world gaming will be the target audience. Production techniques will include 3D modeling, UV mapping in Photoshop, and textures to create a realistic virtual world.
This assignment brief requires the student to:
1) Create a 3D animation by devising either an original character run cycle or collision-based object sequence using animation techniques from tutorials.
2) Develop ideas through research, mind-mapping, and storyboarding before producing the animation in LightWave.
3) Review and evaluate the finished animation against the original intentions and production process.
Three key points about the Game Jolt Jams brief:
1. The clients are Game Jolt and Pewdiepie, who are working together to run a game jam event.
2. Participants must create a game within 72 hours to be considered for publishing on the clients' platforms.
3. The target audience will depend on the genre of game created, but all games must adhere to the clients' rules and be indie-style games.
Qualitative Research is a document written by Sam Duxbury. The document likely discusses different types of qualitative research methods and how to conduct qualitative research. Qualitative research focuses on understanding human behavior and experiences through methods like interviews, observations, and focus groups to gather non-numerical data.
IG5 Assignment Final Major Project 2014 to 2015SamDuxburyGDS
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 pre-production planning including risk assessments, storyboards, schedules, scripts and test materials.
4) Produce the final media product according to their proposal and brief.
5) Evaluate their work by gathering audience feedback and analyzing
Sam Duxbury created a sprite to represent the main player and an object for the player to add scripting to make it collidable and playable. Code was added to allow movement around the room. A room was created and the player object was placed inside along with a scrolling background. Particle systems were added to represent flames from the player. Enemies and projectiles were created so that hitting enemies would destroy them. Health and scoring systems were implemented using objects and scripting. Main menu and game over screens were built with interactive objects. Sound effects were imported and attached to rooms.
Sam Duxbury created a mountainous terrain by sculpting a flat plane and adding mountains. Textures were painted onto the terrain to give it a natural look. Various assets like shanty towns, caves, and beaches were then added by importing them from the Unity asset store and placing them in the world. Box colliders were added to assets to make them interactable by players. The cave interior included rooms designed to look like a blacksmith area, with rock walls and ceilings to appear fully enclosed in the mountainside.
The document summarizes several response and communication theories:
1) The Hypodermic Needle model from the 1920s proposed that audiences passively receive media messages like injections from a needle. It was influenced by the panic from War of the Worlds radio broadcast.
2) Inoculation Theory from 1961 examines how to strengthen existing attitudes against persuasive attacks.
3) Two-Step Flow Theory from 1944 found personal contacts, not media, most influence decisions. Information flows from media to opinion leaders to the public.
4) Uses and Gratifications Theory studies how people actively seek out media to meet needs. It examines patterns in media consumption.
5) Reception Theory analyzes how readers actively interpret
The document compares the key differences between the games Just Dance and The Last of Us. Just Dance is a dance and party game featuring upbeat music, bright colors, and an encouraging interface designed to be enjoyable for all ages. In contrast, The Last of Us is a dark, tense survival horror game set in a post-apocalyptic world with scary music, dirty environments, and life-threatening situations that is intended for older male audiences.
This document contains a list of links to images of settings from various genres including games, films, TV, comics, and animation. The settings depicted in the images are from science fiction franchises like Star Trek, Halo, Doctor Who, and Futurama and include spaceship interiors, space stations, and other futuristic environments.
This assignment brief asks students to create a 3D environment for a video game. Students must research a setting, design the environment, build and texture 3D models, implement the environment in a game engine, and publish a prototype. They are to keep a production log and get feedback on their prototype. The goal is for students to demonstrate creativity in designing realistic 3D environments to a professional technical standard.
This quantitative research survey asked respondents for their sex, age, gamer category, status, location, whether they played GTA V, the console played on, and their opinion on if GTA V is a good game. The survey collected demographic and gameplay data from participants to understand profiles of those who played the popular Grand Theft Auto V title.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including types of game testing (alpha, beta, demo), components of game engines (vertex shader, pixel shader, post processing), and other design elements (collision, lighting, animation). For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included a video or image example when possible.
The document outlines the tasks and requirements for a unit on game engines. The student must complete 3 tasks: 1) A report explaining the purposes and components of game engines using industry terminology. 2) Creation of a 2D game prototype in Game Maker according to industry standards. 3) Creation of a 3D game prototype in Unity according to industry standards. The tasks are graded based on criteria around explaining concepts, following standards, and demonstrating imagination and independence.
The document outlines the 9 step process the author took to create a final character design project in Photoshop and Illustrator. They began by cropping an image of themselves in Photoshop, then traced the character in Illustrator. Later steps involved finding and tracing a suitable background, adding layers, and completing small details before adding a template and writing a review of the process.
The document summarizes the process of modeling a spaceship interior in 3D modeling software. It describes how the author built out the main areas first before walls to have an unobstructed view. Key areas modeled included the captain's office, stairways, walkways, rooms, computer desk, bathroom fixtures like toilets and cubicles, seats based on Star Trek designs, beds, engine room with complex parts, and lastly storage shelves. Basic shapes were modified using tools like extrude, bevel, drill to achieve realistic designs for furnishings.
The document discusses a student's final major project to create a 3D city scene using software like LightWave Modeller and Photoshop. The student aims to recreate a modern city like Manchester, LA, or New York. Sources of inspiration include real-life cities like New York, Hong Kong, and Manchester as well as fictional cities from games like GTA and animated concepts. The student plans to use these sources to help design their 3D city scene for the project.
The document describes the process of modeling a 3D cityscape in steps. It begins with setting preferences and initially designing the bottom layer to establish size. Basic shapes are added to represent building placement and shape. More complex shapes and designs are added, like walls surrounding a park. Details are added to structures like a fast food parlor and outdoor dining area. Multiple structures are created, including a multi-story car park with ramps and walls. Other buildings follow like a burger shop, park with basketball courts, playground, and apartment blocks with windows. Texture and materials are added and the map is populated with more buildings until half is complete.
The document is a production diary for a student's final major project creating a 3D environment. Over several months, the student worked on modeling tasks in Lightwave like defining terms, creating design packs, and building out the 3D city model. The student documented progress each week and challenges like missing lessons. Their plans were to continue modeling work, add more detail, finish structures, and complete all tasks and blogging evidence to pass the unit.
The student proposes creating a 3D city landscape environment to be placed in a 3D game engine or animation software. The environment will allow for a fly-around viewing and include high levels of interactive detail. Both male and female teenagers interested in open world gaming will be the target audience. Production techniques will include 3D modeling, UV mapping in Photoshop, and textures to create a realistic virtual world.
This assignment brief requires the student to:
1) Create a 3D animation by devising either an original character run cycle or collision-based object sequence using animation techniques from tutorials.
2) Develop ideas through research, mind-mapping, and storyboarding before producing the animation in LightWave.
3) Review and evaluate the finished animation against the original intentions and production process.
Three key points about the Game Jolt Jams brief:
1. The clients are Game Jolt and Pewdiepie, who are working together to run a game jam event.
2. Participants must create a game within 72 hours to be considered for publishing on the clients' platforms.
3. The target audience will depend on the genre of game created, but all games must adhere to the clients' rules and be indie-style games.
Qualitative Research is a document written by Sam Duxbury. The document likely discusses different types of qualitative research methods and how to conduct qualitative research. Qualitative research focuses on understanding human behavior and experiences through methods like interviews, observations, and focus groups to gather non-numerical data.
IG5 Assignment Final Major Project 2014 to 2015SamDuxburyGDS
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 pre-production planning including risk assessments, storyboards, schedules, scripts and test materials.
4) Produce the final media product according to their proposal and brief.
5) Evaluate their work by gathering audience feedback and analyzing
Sam Duxbury created a sprite to represent the main player and an object for the player to add scripting to make it collidable and playable. Code was added to allow movement around the room. A room was created and the player object was placed inside along with a scrolling background. Particle systems were added to represent flames from the player. Enemies and projectiles were created so that hitting enemies would destroy them. Health and scoring systems were implemented using objects and scripting. Main menu and game over screens were built with interactive objects. Sound effects were imported and attached to rooms.
Sam Duxbury created a mountainous terrain by sculpting a flat plane and adding mountains. Textures were painted onto the terrain to give it a natural look. Various assets like shanty towns, caves, and beaches were then added by importing them from the Unity asset store and placing them in the world. Box colliders were added to assets to make them interactable by players. The cave interior included rooms designed to look like a blacksmith area, with rock walls and ceilings to appear fully enclosed in the mountainside.
The document summarizes several response and communication theories:
1) The Hypodermic Needle model from the 1920s proposed that audiences passively receive media messages like injections from a needle. It was influenced by the panic from War of the Worlds radio broadcast.
2) Inoculation Theory from 1961 examines how to strengthen existing attitudes against persuasive attacks.
3) Two-Step Flow Theory from 1944 found personal contacts, not media, most influence decisions. Information flows from media to opinion leaders to the public.
4) Uses and Gratifications Theory studies how people actively seek out media to meet needs. It examines patterns in media consumption.
5) Reception Theory analyzes how readers actively interpret
The document compares the key differences between the games Just Dance and The Last of Us. Just Dance is a dance and party game featuring upbeat music, bright colors, and an encouraging interface designed to be enjoyable for all ages. In contrast, The Last of Us is a dark, tense survival horror game set in a post-apocalyptic world with scary music, dirty environments, and life-threatening situations that is intended for older male audiences.
This document contains a list of links to images of settings from various genres including games, films, TV, comics, and animation. The settings depicted in the images are from science fiction franchises like Star Trek, Halo, Doctor Who, and Futurama and include spaceship interiors, space stations, and other futuristic environments.
This assignment brief asks students to create a 3D environment for a video game. Students must research a setting, design the environment, build and texture 3D models, implement the environment in a game engine, and publish a prototype. They are to keep a production log and get feedback on their prototype. The goal is for students to demonstrate creativity in designing realistic 3D environments to a professional technical standard.
This quantitative research survey asked respondents for their sex, age, gamer category, status, location, whether they played GTA V, the console played on, and their opinion on if GTA V is a good game. The survey collected demographic and gameplay data from participants to understand profiles of those who played the popular Grand Theft Auto V title.
The document is a glossary of terms related to video game design produced by a student at Salford City College. It contains definitions for over 30 terms, including types of game testing (alpha, beta, demo), components of game engines (vertex shader, pixel shader, post processing), and other design elements (collision, lighting, animation). For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included a video or image example when possible.
The document outlines the tasks and requirements for a unit on game engines. The student must complete 3 tasks: 1) A report explaining the purposes and components of game engines using industry terminology. 2) Creation of a 2D game prototype in Game Maker according to industry standards. 3) Creation of a 3D game prototype in Unity according to industry standards. The tasks are graded based on criteria around explaining concepts, following standards, and demonstrating imagination and independence.
The document outlines the 9 step process the author took to create a final character design project in Photoshop and Illustrator. They began by cropping an image of themselves in Photoshop, then traced the character in Illustrator. Later steps involved finding and tracing a suitable background, adding layers, and completing small details before adding a template and writing a review of the process.