The document provides a production log for creating various 3D models and animations using basic primitive shapes in 3Ds Max. It summarizes the process of:
1) Creating a basic bedroom using only cubes and cuboids to furnish, including adding details like an open wardrobe door and a messy bed.
2) Animating a walking loop for a cube-shaped character, including adding swaying body movements and arm swinging to make it more realistic.
3) Modeling a penguin character out of primitive shapes like pyramids and oiltanks, and animating it with wing flapping, beak opening, and waddling movements.
4) Attempting to model a proportionate
This document provides details on the planning and initial work for creating caricature models of the band The Cure in a low poly art style for a project. It discusses the band members that will be modeled - Robert Smith, Porl Thompson, Simon Gallup, and Boris Williams. Reference images and initial sketches of exaggerated facial features are shown. A basic low poly body model is created to build the characters from. Next steps include refining Simon and Boris' caricatures, starting character models for Robert and Porl, and creating a simple background scene from a Cure music video.
The document is a production log for animating a penguin character. It describes how the creator started with primitive shapes and developed them into a bird-like shape that they decided to make into a penguin. Details are provided about improvements made to the beak, placement of features like eyes and feet, and additions like color scheme, hair, and cheeks to make it look more like a penguin. The animation process is briefly outlined, describing parenting the body and animating wing flaps, beak movement, and waddling.
The document is a production log for a 3D model created in 3Ds Max using only cubes and cuboids. It describes the process of modeling a bedroom from the author's flat by starting with walls and floor, then adding larger furniture items like a bed and wardrobe, and finally adding smaller details and electronics to complete the virtual recreation of the room. References were used to help with perspective and layout.
_ig5 assignment final major project 2014 to 2015 crimzon36
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 create pre-production documents including a risk assessment, storyboards, scripts and schedules to plan their production.
4) Produce the final media product according to their proposal and brief.
5) Gather audience feedback and evaluate their
This production diary outlines the progress made over several months in developing a video game for a BTEC final major project. It documents tasks such as researching other games, creating design documents, developing game mechanics in a tech demo, making sprites and animations, adding audio, and tweaking the game based on feedback. The diary provides weekly updates on the status of tasks and plans for continuing to finish the remaining work, such as completing sprites, adding audio, and exporting the final game. Potential issues are also noted, like encountering event limits, and contingency plans for addressing problems.
The document provides an overview of the rogue-like horror game BoneBreaker. It discusses how the game will fuse elements from popular genres like rogue-likes and horror games. The game will involve randomly generated dungeons and player choices that impact the story. It will avoid jump scares and gore in favor of environmental threats that make players feel panicked and cautious. The target audience is males and females ages 15+ and the game will be released on mobile and PC platforms.
This document lists various assets needed for a medieval castle and village scene, prioritizing straight castle wall pieces, corner castle wall pieces, and curved castle wall pieces first. It then lists additional buildings, structures, props, and scenery pieces needed like castle towers, taverns, houses, shops, market stalls, farm houses, fences, barrels, archery rings, foliage, rocks, and a scarecrow.
The document provides a production log for creating various 3D models and animations using basic primitive shapes in 3Ds Max. It summarizes the process of:
1) Creating a basic bedroom using only cubes and cuboids to furnish, including adding details like an open wardrobe door and a messy bed.
2) Animating a walking loop for a cube-shaped character, including adding swaying body movements and arm swinging to make it more realistic.
3) Modeling a penguin character out of primitive shapes like pyramids and oiltanks, and animating it with wing flapping, beak opening, and waddling movements.
4) Attempting to model a proportionate
This document provides details on the planning and initial work for creating caricature models of the band The Cure in a low poly art style for a project. It discusses the band members that will be modeled - Robert Smith, Porl Thompson, Simon Gallup, and Boris Williams. Reference images and initial sketches of exaggerated facial features are shown. A basic low poly body model is created to build the characters from. Next steps include refining Simon and Boris' caricatures, starting character models for Robert and Porl, and creating a simple background scene from a Cure music video.
The document is a production log for animating a penguin character. It describes how the creator started with primitive shapes and developed them into a bird-like shape that they decided to make into a penguin. Details are provided about improvements made to the beak, placement of features like eyes and feet, and additions like color scheme, hair, and cheeks to make it look more like a penguin. The animation process is briefly outlined, describing parenting the body and animating wing flaps, beak movement, and waddling.
The document is a production log for a 3D model created in 3Ds Max using only cubes and cuboids. It describes the process of modeling a bedroom from the author's flat by starting with walls and floor, then adding larger furniture items like a bed and wardrobe, and finally adding smaller details and electronics to complete the virtual recreation of the room. References were used to help with perspective and layout.
_ig5 assignment final major project 2014 to 2015 crimzon36
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 create pre-production documents including a risk assessment, storyboards, scripts and schedules to plan their production.
4) Produce the final media product according to their proposal and brief.
5) Gather audience feedback and evaluate their
This production diary outlines the progress made over several months in developing a video game for a BTEC final major project. It documents tasks such as researching other games, creating design documents, developing game mechanics in a tech demo, making sprites and animations, adding audio, and tweaking the game based on feedback. The diary provides weekly updates on the status of tasks and plans for continuing to finish the remaining work, such as completing sprites, adding audio, and exporting the final game. Potential issues are also noted, like encountering event limits, and contingency plans for addressing problems.
The document provides an overview of the rogue-like horror game BoneBreaker. It discusses how the game will fuse elements from popular genres like rogue-likes and horror games. The game will involve randomly generated dungeons and player choices that impact the story. It will avoid jump scares and gore in favor of environmental threats that make players feel panicked and cautious. The target audience is males and females ages 15+ and the game will be released on mobile and PC platforms.
This document lists various assets needed for a medieval castle and village scene, prioritizing straight castle wall pieces, corner castle wall pieces, and curved castle wall pieces first. It then lists additional buildings, structures, props, and scenery pieces needed like castle towers, taverns, houses, shops, market stalls, farm houses, fences, barrels, archery rings, foliage, rocks, and a scarecrow.
In this 3D game workflow document, the author details their process of creating a 3D environment in Unity. They describe creating different landscapes like mountains, forests, beaches and plains. Landmarks like rock formations and man-made structures are added. Textures are imported and applied to give realism. A skybox is selected to add a sky. Trees, plants and buildings are placed from assets. Some bugs were fixed by reimporting files. More objects and buildings were added to make the world more detailed, like a shanty town on the beach. The environment was further refined with additional rocks, boats and a construction site to improve realism.
The document describes the level design workflow for creating a 2D side-scrolling shoot 'em up game with a space theme. It involves creating sprites, objects, rooms, and coding player movement and abilities like shooting lasers. Enemies are added that spawn randomly and fire lasers at the player. Health and scoring systems are implemented, along with particle effects, scrolling backgrounds, and sound effects. The game is thoroughly tested throughout development.
The document outlines an assignment for a games design qualification involving analyzing game engines. It provides 3 tasks: 1) Producing a report on the purposes and components of game engines using industry terminology; 2) Creating a playable 2D level using Game Maker to industry standards; and 3) Creating a playable 3D level using Unity to industry standards. The tasks are mapped to learning outcomes and grading criteria.
The document profiles several artists and the types of inspiration and mediums they use in their work. Philippa Borman takes inspiration from mammals, birds, and insects and uses pencil, coffee stains, and digital art. Matias Tapia is inspired by people, insects, and reptiles and works digitally. Adam Adamowicz is inspired by reptiles, insects, and robots and works primarily in pencil but also digitally. Yoshitaka Amano is inspired by people and mythical creatures and works in paint, computer, and alternative mediums.
The document describes the level design workflow for creating a 2D side-scrolling shoot 'em up space game. It involves creating sprites, objects, and coding events for player movement and controls. Backgrounds, particles, lasers, enemies, health systems, and scoring were added. Testing was done after implementing each new element to ensure proper functionality. The game is now complete with sprites, backgrounds, player movement, firing lasers, enemies, health systems, and scoring.
The document defines several key terms used to analyze and describe different types of media texts, using the games "The Last of Us" and "Just Dance" as examples. It discusses how a media text can be anything that conveys a message to an audience, such as newspapers, TV, advertisements, games, or radio. It also explains how semiotics refers to how different people can interpret the same media text differently based on their own tastes, and how genre describes the overall feeling or tone conveyed by a media text through visuals and audio.
This survey document asks 5 questions to understand who plays the game Grand Theft Auto (GTA), their opinions on the graphics, favorite parts of gameplay, favorite character, and one thing they would change about the game. Respondents are asked their gender, thoughts on graphics, most enjoyed gameplay aspects, favorite character and what they liked about them, and one thing they would change.
We surveyed 10 people who played GTA5 to understand what they liked most about the game. 5 respondents were male and 5 were female. Most were satisfied with the game's graphics and felt they did not need improvement. Respondents enjoyed the flying gameplay most, though many also liked the story and player-versus-player gameplay. Their favorite characters varied, with no clear consensus on the most popular character.
This document contains a glossary of terms related to video game design. It includes definitions of terms like alpha, beta, demo, debug, vertex shader, pixel shader, and more. For each term, it provides a short definition from an online source as well as a description of how the term relates to the production practice of video game development. The glossary is intended to help students learn important concepts and terminology in the field of video game design.
This document contains a glossary of terms related to video game design. It includes over 30 terms with short definitions from online sources. For each term, the document provides a short description of how the term relates to the production practice of video games. The glossary covers topics such as game engines, testing, animation, physics, and user interfaces.
Kalin Murr is a 24-year-old doctor and pharmacist who is respected in his town. He has long dark hair, emerald green eyes, and a birthmark on his left hand. Kalin is calm but will defend his private work. He vowed to cure his younger sister's cancer and spent years researching, but it became too expensive. He then created and spread a deadly virus to get funding for a vaccine. This killed many people, including the hero's sister. Years later, with no permanent cure found, Kalin began illegal human experiments to regenerate cells, kidnapping subjects. The hero eventually discovers Kalin's dark past and role in creating the virus that killed his sister.
The document provides a summary of Daniel Walsh's qualifications and experience including living independently, responsibility, problem solving, communication skills, public speaking abilities, serving as a council member, peer mentor and prefect. He has completed a level 3 course, earned many GCSEs, and has experience in martial arts, work experience, and medical training.
This short document contains numbers that may represent data or an ordering of ideas. It is unclear from the limited information provided what exactly the numbers refer to or what the overall topic or message is about. More context would be needed to generate a more meaningful summary.
In this 3D game workflow document, the author details their process of creating a 3D environment in Unity. They describe creating different landscapes like mountains, forests, beaches and plains. Landmarks like rock formations and man-made structures are added. Textures are imported and applied to give realism. A skybox is selected to add a sky. Trees, plants and buildings are placed from assets. Some bugs were fixed by reimporting files. More objects and buildings were added to make the world more detailed, like a shanty town on the beach. The environment was further refined with additional rocks, boats and a construction site to improve realism.
The document describes the level design workflow for creating a 2D side-scrolling shoot 'em up game with a space theme. It involves creating sprites, objects, rooms, and coding player movement and abilities like shooting lasers. Enemies are added that spawn randomly and fire lasers at the player. Health and scoring systems are implemented, along with particle effects, scrolling backgrounds, and sound effects. The game is thoroughly tested throughout development.
The document outlines an assignment for a games design qualification involving analyzing game engines. It provides 3 tasks: 1) Producing a report on the purposes and components of game engines using industry terminology; 2) Creating a playable 2D level using Game Maker to industry standards; and 3) Creating a playable 3D level using Unity to industry standards. The tasks are mapped to learning outcomes and grading criteria.
The document profiles several artists and the types of inspiration and mediums they use in their work. Philippa Borman takes inspiration from mammals, birds, and insects and uses pencil, coffee stains, and digital art. Matias Tapia is inspired by people, insects, and reptiles and works digitally. Adam Adamowicz is inspired by reptiles, insects, and robots and works primarily in pencil but also digitally. Yoshitaka Amano is inspired by people and mythical creatures and works in paint, computer, and alternative mediums.
The document describes the level design workflow for creating a 2D side-scrolling shoot 'em up space game. It involves creating sprites, objects, and coding events for player movement and controls. Backgrounds, particles, lasers, enemies, health systems, and scoring were added. Testing was done after implementing each new element to ensure proper functionality. The game is now complete with sprites, backgrounds, player movement, firing lasers, enemies, health systems, and scoring.
The document defines several key terms used to analyze and describe different types of media texts, using the games "The Last of Us" and "Just Dance" as examples. It discusses how a media text can be anything that conveys a message to an audience, such as newspapers, TV, advertisements, games, or radio. It also explains how semiotics refers to how different people can interpret the same media text differently based on their own tastes, and how genre describes the overall feeling or tone conveyed by a media text through visuals and audio.
This survey document asks 5 questions to understand who plays the game Grand Theft Auto (GTA), their opinions on the graphics, favorite parts of gameplay, favorite character, and one thing they would change about the game. Respondents are asked their gender, thoughts on graphics, most enjoyed gameplay aspects, favorite character and what they liked about them, and one thing they would change.
We surveyed 10 people who played GTA5 to understand what they liked most about the game. 5 respondents were male and 5 were female. Most were satisfied with the game's graphics and felt they did not need improvement. Respondents enjoyed the flying gameplay most, though many also liked the story and player-versus-player gameplay. Their favorite characters varied, with no clear consensus on the most popular character.
This document contains a glossary of terms related to video game design. It includes definitions of terms like alpha, beta, demo, debug, vertex shader, pixel shader, and more. For each term, it provides a short definition from an online source as well as a description of how the term relates to the production practice of video game development. The glossary is intended to help students learn important concepts and terminology in the field of video game design.
This document contains a glossary of terms related to video game design. It includes over 30 terms with short definitions from online sources. For each term, the document provides a short description of how the term relates to the production practice of video games. The glossary covers topics such as game engines, testing, animation, physics, and user interfaces.
Kalin Murr is a 24-year-old doctor and pharmacist who is respected in his town. He has long dark hair, emerald green eyes, and a birthmark on his left hand. Kalin is calm but will defend his private work. He vowed to cure his younger sister's cancer and spent years researching, but it became too expensive. He then created and spread a deadly virus to get funding for a vaccine. This killed many people, including the hero's sister. Years later, with no permanent cure found, Kalin began illegal human experiments to regenerate cells, kidnapping subjects. The hero eventually discovers Kalin's dark past and role in creating the virus that killed his sister.
The document provides a summary of Daniel Walsh's qualifications and experience including living independently, responsibility, problem solving, communication skills, public speaking abilities, serving as a council member, peer mentor and prefect. He has completed a level 3 course, earned many GCSEs, and has experience in martial arts, work experience, and medical training.
This short document contains numbers that may represent data or an ordering of ideas. It is unclear from the limited information provided what exactly the numbers refer to or what the overall topic or message is about. More context would be needed to generate a more meaningful summary.