Ig1 task 2 analysis work sheet ass creedElliotBlack
The document provides an analysis of the opening cutscene of Assassin's Creed. It describes the different sound elements used: the angry mob shouting, a ringing bell in the background, a drum beat that gets louder as the assassin approaches the guards. It notes the Gregorian chant and fast-paced drum beat mimic a fast heartbeat during the action scene. It also describes the guard's brief narrative. The document then analyzes the possible production techniques used to create each sound element, such as recording an actual mob, using stock sounds, or recording a choir and drums/dialogue in a studio.
The document summarizes key elements of the soundtrack from the video game Devil May Cry 3. It describes the setting of various sound effects used, such as phone ringing and footsteps. It notes that as the protagonist Dante breaks free, exciting music starts to signify the moment. Since it is an action-packed hack and slash game, the cutscene features a fast-paced action soundtrack during a fight scene. The cutscene also features voice acting of Dante, who is portrayed as a cocky character. The document speculates that some sounds were taken from sound libraries while the music and dialogue were likely recorded live in a studio.
Ig1 task 2 analysis work sheet onimusha 3ElliotBlack
The document summarizes the sound design techniques used in the opening cutscene of the video game Onimusha 3: Demon Siege. It describes how orchestral music with a choir was used to convey the power and scale of a monster ship. Stinger sounds signified incoming enemies or the music kicking back in. Hitting and slashing sounds reflected the hack and slash fighting genre. The villain's voice was recorded with added reverb to make his voice sound booming and powerful. Production techniques included recording live orchestras and choirs, using stock sound effects, and applying audio effects like reverb virtually.
The document is a glossary assignment for a games design course requiring the student to research and define audio terms and relate them to their production practice. It includes definitions for over 20 terms related to sound design methodology, file formats, audio limitations, recording systems, MIDI, sampling and more. Each definition includes a short description and URL source. The student provides a brief explanation of how each term relates to their own work producing audio for games.
Nicholas Wulstan, known as Nick Park, is an English director, writer and stop motion artist best known for creating the Wallace and Gromit and Shaun the Sheep franchises. He joined Aardman Animations in 1985 and worked on commercials and films there, winning his first Oscar for Creature Comforts. Peter Lord is a British film producer, director and co-founder of Aardman Animations, known for clay animated films and shorts. He co-created the character Morph and founded Aardman with David Sproxton. Dianne Jackson was an English animation director best known for directing The Snowman in 1982, and also directed adaptations of children's books. She had
The document outlines the tasks and criteria for a unit on game engines. The student must write a report explaining the purposes and components of game engines using industry terminology. They must also create a playable 2D and 3D game level following industry practices, and provide workflow documents and video demonstrations of the games. The tasks are graded based on accurately explaining game engine concepts, the technical quality of the created games, and the ability to work independently following industry standards.
The document describes the process of creating a 3D horror game level in Unity. It involves sculpting a terrain with mountains and adding water, then placing a character controller and flashlight. Textures are applied to the terrain and a house model is placed. A cave is made using rocks and connected to the level with a bridge. Blood textures and teleporting doors are added to the house. Finally, rain particles are included and the brightness is adjusted to complete the dark atmosphere.
Ig1 task 2 analysis work sheet ass creedElliotBlack
The document provides an analysis of the opening cutscene of Assassin's Creed. It describes the different sound elements used: the angry mob shouting, a ringing bell in the background, a drum beat that gets louder as the assassin approaches the guards. It notes the Gregorian chant and fast-paced drum beat mimic a fast heartbeat during the action scene. It also describes the guard's brief narrative. The document then analyzes the possible production techniques used to create each sound element, such as recording an actual mob, using stock sounds, or recording a choir and drums/dialogue in a studio.
The document summarizes key elements of the soundtrack from the video game Devil May Cry 3. It describes the setting of various sound effects used, such as phone ringing and footsteps. It notes that as the protagonist Dante breaks free, exciting music starts to signify the moment. Since it is an action-packed hack and slash game, the cutscene features a fast-paced action soundtrack during a fight scene. The cutscene also features voice acting of Dante, who is portrayed as a cocky character. The document speculates that some sounds were taken from sound libraries while the music and dialogue were likely recorded live in a studio.
Ig1 task 2 analysis work sheet onimusha 3ElliotBlack
The document summarizes the sound design techniques used in the opening cutscene of the video game Onimusha 3: Demon Siege. It describes how orchestral music with a choir was used to convey the power and scale of a monster ship. Stinger sounds signified incoming enemies or the music kicking back in. Hitting and slashing sounds reflected the hack and slash fighting genre. The villain's voice was recorded with added reverb to make his voice sound booming and powerful. Production techniques included recording live orchestras and choirs, using stock sound effects, and applying audio effects like reverb virtually.
The document is a glossary assignment for a games design course requiring the student to research and define audio terms and relate them to their production practice. It includes definitions for over 20 terms related to sound design methodology, file formats, audio limitations, recording systems, MIDI, sampling and more. Each definition includes a short description and URL source. The student provides a brief explanation of how each term relates to their own work producing audio for games.
Nicholas Wulstan, known as Nick Park, is an English director, writer and stop motion artist best known for creating the Wallace and Gromit and Shaun the Sheep franchises. He joined Aardman Animations in 1985 and worked on commercials and films there, winning his first Oscar for Creature Comforts. Peter Lord is a British film producer, director and co-founder of Aardman Animations, known for clay animated films and shorts. He co-created the character Morph and founded Aardman with David Sproxton. Dianne Jackson was an English animation director best known for directing The Snowman in 1982, and also directed adaptations of children's books. She had
The document outlines the tasks and criteria for a unit on game engines. The student must write a report explaining the purposes and components of game engines using industry terminology. They must also create a playable 2D and 3D game level following industry practices, and provide workflow documents and video demonstrations of the games. The tasks are graded based on accurately explaining game engine concepts, the technical quality of the created games, and the ability to work independently following industry standards.
The document describes the process of creating a 3D horror game level in Unity. It involves sculpting a terrain with mountains and adding water, then placing a character controller and flashlight. Textures are applied to the terrain and a house model is placed. A cave is made using rocks and connected to the level with a bridge. Blood textures and teleporting doors are added to the house. Finally, rain particles are included and the brightness is adjusted to complete the dark atmosphere.
This document provides a glossary of terms related to video game development and testing. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, and entity. For each term, it provides a short definition from an online source as well as how the term relates to the author's own video game production practice. Images and links are also included to visualize each term.
1. This document discusses the sound design techniques used in a cut scene from the video game Metal Gear Solid 4: Guns of The Patriots. It analyzes the sounds that establish the setting, mood, and genre of the scene.
2. The setting is established through faint sounds of enemy machines in the background, the circling helicopter blades, and a minimalistic musical score. The mood shifts are created using subtle string music and electronic percussion sounds.
3. The action genre is conveyed through realistic sword fighting sound effects, skin piercing, and heavy impact sounds of machines crashing. Dialogue in the scene was recorded in a studio by the actors.
The document describes the process of creating a space shooter game from start to finish in GameMaker Studio. It covers creating sprites, programming movement and shooting, adding enemies, explosions, health bars, scoring, different levels, a boss, and more. The game includes a start screen, main gameplay, boss battles, and win/loss screens with music and visual effects added to each section. The developer took a systematic approach, implementing features one by one to build up the full game experience.
This document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations regarding mono/stereo sound, audio recording systems, MIDI, software sequencers, and considerations for audio sampling like bit-depth and sample rate. Each term's definition includes a short description and a citation of the source. Accompanying each definition is a brief explanation from the student of how the term relates to their own production work.
John Banovich is an American oil painter known for his large, dramatic portrayals of iconic wildlife from Africa and other regions. While he is most associated with African species like elephants and lions, he has also depicted Siberian tigers, pandas, and North American wildlife. He has visited Africa over three dozen times for research trips to capture animals realistically in his work.
Unit 73 ig2 assignment creating a sample library 2013_y1ElliotBlack
The assignment brief asks the student to complete two tasks:
1) Produce a glossary of terms related to sound design and production, including definitions from research connected to their own production work.
2) Create original sound samples and short musical compositions for different game genres to add to a sample library, combining computer-generated and recorded audio with effects plugins.
The assignment aims to support learning outcomes about sound design methods and principles and creating game sound assets following industry practices. The student must submit their glossary and samples to blogs for assessment against criteria related to communication skills and sound design.
The document summarizes the soundtrack of the good ending cutscene of the video game Grand Theft Auto 5. It describes the upbeat opening music that signifies a happy ending. It also notes the background music that plays during the credits, creating a mood of happiness, peace, and relief as the characters' problems are resolved. The explosion sound effect when the car blows up helps convey this feeling. The dialogue in the scene provides humor and satisfaction after the narrative of the game.
Artists galore! concept artist turbo editionElliot Black
This document profiles several video game artists:
- Yoji Shinkawa is a Japanese artist known for his mechanical designs for the Metal Gear series and character designs for Metal Gear Solid.
- Masahiro Ito is a Japanese artist who worked as a creature designer for the Silent Hill series.
- Ben Lo is a concept artist currently working for Bioware on the next Mass Effect game.
- Christopher Barrett joined Bungie in 2000 and worked as an environment artist and lead on several Halo games.
- Kekai Kotaki is a concept artist from Hawaii who worked as the lead concept artist on Guild Wars 2.
- Yusuke Nakano has done artwork for many Legend
The document provides biographies for several sculptors:
- Michael Alfano is known for his figurative and surreal sculptures that convey philosophical ideas through adapted figures.
- Adrian Arleo focuses her work on combining human and animal figures with natural elements.
- Bruce Nauman is an American artist whose diverse media includes sculpture, photography, video and performance art.
- Beth Cavener Stichter addresses controversial topics through animal-shaped clay sculptures representing human psychology.
- Philippe Faraut specializes in life-size portrait sculptures and monumental marble works, teaching sculpting techniques.
- Thomas J. Nicholls trained in stonemasonry and restoration, working on landmarks like Buckingham Palace
This document provides summaries of several wire artists:
- Sir Antony Gormley is a British sculptor best known for public works like the Angel of the North in England and Event Horizon installations in London, New York, and São Paulo.
- Gavin Worth was born in Zimbabwe and works as an actor, musician, and self-taught sculptor based in New Mexico.
- David Oliveira is a Portuguese sculptor who holds a degree from Lisbon University and creates wire sculptures that play with optical illusions and the appearance of sketches suspended in space.
- Diane Komater was inspired by stained glass windows as a child and now creates wire sculptures.
- Derek Kinzett is a British wire sculpt
Elliot Black completed various tasks to design a character and setting for their survival horror video game set in Victorian England called "Alvarnum". For the character design, Elliot drew inspiration from other horror games and researched the Crimean War to develop the character's backstory. Elliot created the character in Adobe Illustrator by first drawing the clothes and then adding details to the face, including an eye patch. For the setting, Elliot drew an ominous Victorian scene with a church, houses and street using vector artwork, adding lighting effects from a street lamp. The finished character was then placed into the setting, completing the design work.
This document contains 15 weekly progress updates from an individual working on their final major project for a creative media production course. It details their process of researching characters, developing concepts, creating test illustrations, and finally completing a digital illustration of an armored character. Their goals for each upcoming week were to continue making progress on illustrations, pitches, and other elements of the project, with the overall aim of completing all of the assigned work.
This document provides a project report from MoonLeaf Productions, an independent game development studio. It introduces the team members and gives an overview of the company and its capabilities. It then discusses the project goals, which are to create a playable demo of a game for a showcase event to demonstrate their work and attract potential investors. It outlines the individual roles of team members and sub-projects involved. Finally, it discusses the financial accounts and budget provided for the startup costs through crowdfunding.
Final major project production diary template 2014 2015 elliot blackElliotBlack
Elliot Black provides weekly progress updates for their BTEC Extended Diploma in Creative Media Production final major project over 15 weeks. The project involves creating a 2D game with a team. Early weeks focused on research, ideas generation, and planning. Later weeks involved asset creation, sound recording, and level development. The final update details completing the evaluation of their work.
This document outlines the design for two levels of a sneaking game. Level 1 introduces sneak mechanics with one enemy and the objective of reaching the exit without being seen. Level 2 is a longer main sneak segment with multiple enemies that have different patrol paths and the same objective. Both levels include maps showing enemy placements, patrol routes, hiding spots, and the exit.
This document outlines a game pitch for a project called "Contrast" that will merge multiple game genres into a single 2D game. The 6 person team will bring different game development skills and ideas to create varied levels that explore genres like platformers, hack and slash, and horror through gameplay, music, and art. By incorporating elements from popular genres, the game aims to appeal to a wide audience, especially teenagers and young adults, by evoking nostalgia for early dungeon crawler games.
Final major project proposal form contrastElliotBlack
This document is a proposal form for a final major project creating a 2D video game called "Contrast" that will explore multiple genres within one game. Each level will show a different genre through gameplay, audio, and art style to create an immersive experience for the player. The game aims to showcase the group's individual skills in game development. It will merge ideas from genres like platformers and hack and slash games into one cohesive experience. The target audience is teenagers and young adults who may feel nostalgia for early dungeon crawler games. A wide variety of genres and attention to audio and pixel art aims to appeal to this demographic. The project will use 2D sprite-based programs like GameMaker and Photoshop
The document discusses and provides examples of different styles and levels of detail in pixel art. It describes pixel art for characters as ranging from basic designs with light detail to extremely detailed designs that are barely distinguishable as pixel art. It also describes environmental pixel art as more detailed than character sprites, using repeated tiles and attention to minor details. A wide range of pixel art examples are provided showing both highly detailed and simplistic designs across characters, environments, and animations.
This document provides a glossary of terms related to video game development and testing. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, and entity. For each term, it provides a short definition from an online source as well as how the term relates to the author's own video game production practice. Images and links are also included to visualize each term.
1. This document discusses the sound design techniques used in a cut scene from the video game Metal Gear Solid 4: Guns of The Patriots. It analyzes the sounds that establish the setting, mood, and genre of the scene.
2. The setting is established through faint sounds of enemy machines in the background, the circling helicopter blades, and a minimalistic musical score. The mood shifts are created using subtle string music and electronic percussion sounds.
3. The action genre is conveyed through realistic sword fighting sound effects, skin piercing, and heavy impact sounds of machines crashing. Dialogue in the scene was recorded in a studio by the actors.
The document describes the process of creating a space shooter game from start to finish in GameMaker Studio. It covers creating sprites, programming movement and shooting, adding enemies, explosions, health bars, scoring, different levels, a boss, and more. The game includes a start screen, main gameplay, boss battles, and win/loss screens with music and visual effects added to each section. The developer took a systematic approach, implementing features one by one to build up the full game experience.
This document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations regarding mono/stereo sound, audio recording systems, MIDI, software sequencers, and considerations for audio sampling like bit-depth and sample rate. Each term's definition includes a short description and a citation of the source. Accompanying each definition is a brief explanation from the student of how the term relates to their own production work.
John Banovich is an American oil painter known for his large, dramatic portrayals of iconic wildlife from Africa and other regions. While he is most associated with African species like elephants and lions, he has also depicted Siberian tigers, pandas, and North American wildlife. He has visited Africa over three dozen times for research trips to capture animals realistically in his work.
Unit 73 ig2 assignment creating a sample library 2013_y1ElliotBlack
The assignment brief asks the student to complete two tasks:
1) Produce a glossary of terms related to sound design and production, including definitions from research connected to their own production work.
2) Create original sound samples and short musical compositions for different game genres to add to a sample library, combining computer-generated and recorded audio with effects plugins.
The assignment aims to support learning outcomes about sound design methods and principles and creating game sound assets following industry practices. The student must submit their glossary and samples to blogs for assessment against criteria related to communication skills and sound design.
The document summarizes the soundtrack of the good ending cutscene of the video game Grand Theft Auto 5. It describes the upbeat opening music that signifies a happy ending. It also notes the background music that plays during the credits, creating a mood of happiness, peace, and relief as the characters' problems are resolved. The explosion sound effect when the car blows up helps convey this feeling. The dialogue in the scene provides humor and satisfaction after the narrative of the game.
Artists galore! concept artist turbo editionElliot Black
This document profiles several video game artists:
- Yoji Shinkawa is a Japanese artist known for his mechanical designs for the Metal Gear series and character designs for Metal Gear Solid.
- Masahiro Ito is a Japanese artist who worked as a creature designer for the Silent Hill series.
- Ben Lo is a concept artist currently working for Bioware on the next Mass Effect game.
- Christopher Barrett joined Bungie in 2000 and worked as an environment artist and lead on several Halo games.
- Kekai Kotaki is a concept artist from Hawaii who worked as the lead concept artist on Guild Wars 2.
- Yusuke Nakano has done artwork for many Legend
The document provides biographies for several sculptors:
- Michael Alfano is known for his figurative and surreal sculptures that convey philosophical ideas through adapted figures.
- Adrian Arleo focuses her work on combining human and animal figures with natural elements.
- Bruce Nauman is an American artist whose diverse media includes sculpture, photography, video and performance art.
- Beth Cavener Stichter addresses controversial topics through animal-shaped clay sculptures representing human psychology.
- Philippe Faraut specializes in life-size portrait sculptures and monumental marble works, teaching sculpting techniques.
- Thomas J. Nicholls trained in stonemasonry and restoration, working on landmarks like Buckingham Palace
This document provides summaries of several wire artists:
- Sir Antony Gormley is a British sculptor best known for public works like the Angel of the North in England and Event Horizon installations in London, New York, and São Paulo.
- Gavin Worth was born in Zimbabwe and works as an actor, musician, and self-taught sculptor based in New Mexico.
- David Oliveira is a Portuguese sculptor who holds a degree from Lisbon University and creates wire sculptures that play with optical illusions and the appearance of sketches suspended in space.
- Diane Komater was inspired by stained glass windows as a child and now creates wire sculptures.
- Derek Kinzett is a British wire sculpt
Elliot Black completed various tasks to design a character and setting for their survival horror video game set in Victorian England called "Alvarnum". For the character design, Elliot drew inspiration from other horror games and researched the Crimean War to develop the character's backstory. Elliot created the character in Adobe Illustrator by first drawing the clothes and then adding details to the face, including an eye patch. For the setting, Elliot drew an ominous Victorian scene with a church, houses and street using vector artwork, adding lighting effects from a street lamp. The finished character was then placed into the setting, completing the design work.
This document contains 15 weekly progress updates from an individual working on their final major project for a creative media production course. It details their process of researching characters, developing concepts, creating test illustrations, and finally completing a digital illustration of an armored character. Their goals for each upcoming week were to continue making progress on illustrations, pitches, and other elements of the project, with the overall aim of completing all of the assigned work.
This document provides a project report from MoonLeaf Productions, an independent game development studio. It introduces the team members and gives an overview of the company and its capabilities. It then discusses the project goals, which are to create a playable demo of a game for a showcase event to demonstrate their work and attract potential investors. It outlines the individual roles of team members and sub-projects involved. Finally, it discusses the financial accounts and budget provided for the startup costs through crowdfunding.
Final major project production diary template 2014 2015 elliot blackElliotBlack
Elliot Black provides weekly progress updates for their BTEC Extended Diploma in Creative Media Production final major project over 15 weeks. The project involves creating a 2D game with a team. Early weeks focused on research, ideas generation, and planning. Later weeks involved asset creation, sound recording, and level development. The final update details completing the evaluation of their work.
This document outlines the design for two levels of a sneaking game. Level 1 introduces sneak mechanics with one enemy and the objective of reaching the exit without being seen. Level 2 is a longer main sneak segment with multiple enemies that have different patrol paths and the same objective. Both levels include maps showing enemy placements, patrol routes, hiding spots, and the exit.
This document outlines a game pitch for a project called "Contrast" that will merge multiple game genres into a single 2D game. The 6 person team will bring different game development skills and ideas to create varied levels that explore genres like platformers, hack and slash, and horror through gameplay, music, and art. By incorporating elements from popular genres, the game aims to appeal to a wide audience, especially teenagers and young adults, by evoking nostalgia for early dungeon crawler games.
Final major project proposal form contrastElliotBlack
This document is a proposal form for a final major project creating a 2D video game called "Contrast" that will explore multiple genres within one game. Each level will show a different genre through gameplay, audio, and art style to create an immersive experience for the player. The game aims to showcase the group's individual skills in game development. It will merge ideas from genres like platformers and hack and slash games into one cohesive experience. The target audience is teenagers and young adults who may feel nostalgia for early dungeon crawler games. A wide variety of genres and attention to audio and pixel art aims to appeal to this demographic. The project will use 2D sprite-based programs like GameMaker and Photoshop
The document discusses and provides examples of different styles and levels of detail in pixel art. It describes pixel art for characters as ranging from basic designs with light detail to extremely detailed designs that are barely distinguishable as pixel art. It also describes environmental pixel art as more detailed than character sprites, using repeated tiles and attention to minor details. A wide range of pixel art examples are provided showing both highly detailed and simplistic designs across characters, environments, and animations.
The document provides summaries of different types of creative production briefs including contractual, commission, negotiated, tender, formal, informal, co-operative, and competition briefs. For each brief type, it summarizes the definition, provides an example, and lists potential self-development opportunities in the areas of communication, time management, technical skills, and career progression. It also provides annotated examples of five creative production client briefs under the categories of client, required media products, timescale, intended audience, legal/ethical issues, and constraints.
ig5 assignment final major project 2014 to 2015ElliotBlack
This document outlines an assignment for a Level 3 Extended Diploma in Creative Media Production Games Design. The purpose is for the student to independently manage a media production project from pre-production through post-production. The student must develop their own idea, create a proposal pitch, conduct research, develop pre-production plans, produce the final media product, and evaluate their work. The assignment includes 7 tasks to demonstrate skills and learning outcomes related to originating, developing, pitching, managing, and evaluating a creative media production in response to a brief. It provides grading criteria for assessing the student's work at pass, merit, and distinction levels.
This document discusses ideas for creating a 3D Victorian village environment. It suggests examining Victorian settings in other media like the movie Oliver for inspiration. Common themes of a Victorian village that could be included are cobblestone streets, street lamps, grand buildings, horse-drawn carts, and small dark alleyways. References to other films and games featuring Victorian settings are also provided.
The document is a collection of hyperlinks to various images related to Victorian England, including photographs of churches, banks, streets, and theaters from the Victorian era in England. It also includes links to images from films set during the Victorian period like Oliver Twist and The Great Train Robbery.
This document contains a glossary of terms related to video game development. It provides definitions for common terms like demo, beta, alpha, gold, debug, automation, white-box testing, bug, vertex shader, pixel shader, post processing, rendering, normal map, entity, UV map, and procedural texture. Each term has a short definition from an online source and discusses how the term relates to the student's own video game production practice.
The document lists 4 gaming activities that occurred between March 18th and 26th, including playing Double Dragon multiplayer on a laptop using PS3 controllers on March 25th, playing Halo 4 splitscreen and system link between 2 Xbox consoles connected to a TV and projector on March 25th, playing Street Fighter 2 Turbo on an SNES console using a CRT TV on March 18th, and joining a LAN party for Minecraft on March 26th using a computer, server, mouse and keyboard.
The document lists various gaming activities conducted on different dates using different equipment. On June 2nd, a PC was used to play retro games connected to a CRT TV via scart cable. On May 14th, an NES games console and controllers were connected to a CRT TV. On another date, two Xbox consoles were connected via system link to the same TV using HDMI to play multiplayer games.
I loaded a pre-made top down shooter level and added sound files to the sounds folder. To play background music on a continuous loop, I created a background music object set to play at the start of each level and stop on player death. I added death and firing sounds to play when the player explodes and shoots respectively. The final game had all sounds working properly and activating at the right times.
The document summarizes the process of programming sounds into a top-down shooter game. The key steps included: removing original sounds, adding custom sounds, creating a background music object to play on a loop until player death, adding a death sound to the player explosion object, and adding object-specific sounds to play when activated. Additionally, an event was created to stop the background music when the player dies to prevent overlapping music on level restart.
Elliot loaded a pre-made top-down shooter level and replaced the original sounds with custom sounds. They created a background music object to play the music on a continuous loop until the player dies. Elliot also added a death sound to the player explosion object and sounds to other objects to play when activated. However, the background music would play multiple times when restarting levels, so Elliot added an event to stop the music when the player dies.
The document is a glossary assignment for a games design course requiring the student to research terms related to sound design and production. It includes definitions for over 20 terms sourced from online references. For each term, the student provides a short definition and URL source, and describes how the term relates to their own production practice, such as using uncompressed audio formats, lossy compression to reduce file sizes, and mono/stereo audio.
The document discusses market research results from asking 10 people questions about their gaming habits and preferences. It then provides details on reviews for the PS4, Xbox One, and Wii U consoles, summarizing each system's specifications, design, and performance. Finally, it describes a hypothetical new gaming console called the Wrecks Box, outlining its powerful specifications and new features like the 14-axis Taitan controller and simplified home controller interface (HCI).
The document is a skills audit for a student enrolled in a BTEC Level 3 Extended Diploma in Creative Media Production course focusing on games design. The student identifies several soft skills they possess or need to develop, including being a strong problem solver, being tenacious in completing tasks, having good ICT skills relevant to their coursework, being efficient, able to work well in a team, creative, confident in their abilities which has grown through the course, literate with publishing experience, and honest, reliable and trustworthy with a good sense of humor. They note numeracy has never been a strength.
RPWORLD offers custom injection molding service to help customers develop products ramping up from prototypeing to end-use production. We can deliver your on-demand parts in as fast as 7 days.
My Fashion PPT is my presentation on fashion and TrendssMedhaRana1
This Presentation is in one way a guide to master the classic trends and become a timeless beauty. This will help the beginners who are out with the motto to excel and become a Pro Fashionista, this Presentation will provide them with easy but really useful ten ways to master the art of styles. Hope This Helps.
World trade center in kerala proposal- AR. DEEKSHITH MAROLI 724519251008 REPORTdeekshithmaroli666
World trade center live proposal in kerala.
Future of our nation is looking towards kerala..?
Yes, because the biggest sludge less port is going to open in kerala soon and also about the hidden massing growth of tourism, it , business sector
1. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Bioshock: Welcome to rapture
http://www.youtube.com/watch?v=CVR2gZANx10 - starts at 0:18
Game Title
Provide detailed descriptions from chosen examples that
establish…
Clearly state what production technique(s) you think have
been used to create specific soundtrack elements
Setting
In the setting, the player is being submerged
underwater in a bathysphere so the sound of
water flowing over you fills the scene and you can
also hear the sound of bubbles escaping to the
surface as you get further down.
They could have dunked water proof
sound recorder underwater to get the
water flow sound and the same goes for
the bubbles.
Mood
When the screen comes up to show the
movie of Andrew Ryan speaking, it starts
off with a cheery tune like a PSA would,
but lowly fades out when hi starts getting
more and more foreboding. Soon a single
violin starts playing giving his speech an
eerie feel. It gets louder and louder until
the city of rapture is revealed where a
small orchestra kicks in to convey the
magnitude of the city.
Since it sounds like it was recorded on an
old device, they could have recorded the
tune themselves using instruments and
used various sound effects to muffle and
reverb the sound to give it that old feel.
For the orchestra, they also could have
recorded the instruments being played
except this time with no effects as the
music isn't part of the movie its a sound
only heard by the audience to make the
mood more foreboding.
Game genre
Bioshock's genre is a kind of survival horror action
adventure game and this is shown at 2:59 where
there is the sound of a man being killed in front of
us and the sound of the killer jumping on top of
our bathysphere and trying to cut through with
For the man being killed they could have stabbed
a fruit in a recording booth to get the stabbing
sound and the death shouts were recorded by a
voice actor. The scrapes and sparks were more
than likely taken from a sound library .
2. Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Narrative
the sound of scrapes and electric sparks.
This scene has some great narrative with powerful
lines such as 'Is a man not entitled to the sweat of
his brow?
"No" says the man in Washington, "it belongs to
the poor"... "No" says the man in the Vatican, "it
belongs to God"... "No" says the man in Moscow,
"it belongs to everyone."
I... rejected those answers, instead, I chose
something different. I chose, the impossible... I
chose; Rapture.'
The voice actor for Andrew Ryan is Armin
Shimerman and his dialogue was no doubt
recorded in a sound booth with normal voice
recording equipment.