This document provides an assignment brief for a computer games audio production qualification. The assignment involves:
1) Researching sound design terminology and methods;
2) Analyzing sound design in computer game cut sequences;
3) Writing and recording a script for an audio cut sequence;
4) Creating a budget and pitching an audio cut sequence idea.
Tasks also include recording audio, applying effects, creating sounds, and programming sounds into a game. The assignment assesses learning outcomes related to understanding sound design, creating audio assets, and applying pre-production skills to a media project.
_ ig2 game audio cut sequence production_2014 to 2015Jaket123
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015 colin dColinjason Dockerty
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It will assess learning outcomes related to understanding sound design, creating sound assets, and applying sounds to a game following industry practices. The tasks include researching sound design terms, analyzing existing game audio, scripting and recording dialogue, editing sounds using effects, creating sound effects, and programming the finished audio into a game. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015 Christopher Lucas
The document provides an assignment brief for a student to complete units in creative media production related to computer game audio. The assignment involves researching sound design principles, analyzing existing game cut sequences, scriptwriting, budgeting, pitching an audio project, recording audio, applying audio effects, creating sound assets, and programming sounds into a game engine. The student will produce a glossary, analysis, scripts, budget, pitch materials, raw audio recordings, edited audio, sound effects, a 2-minute cut sequence, programmed sounds, and documentation of the programming process. The assignment aims to introduce the student to audio production and post-production skills needed for computer game development.
_ ig2 game audio cut sequence production_2014 to 2015davidhall1415
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to deliver technically proficient sound assets for computer games.
_ ig2 game audio cut sequence production_2014 to 2015 (1)amybrockbank
This document provides an assignment brief for a computer games design course. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio with effects, and implementing sounds into a game. The tasks assess learning outcomes related to understanding sound design, creating and applying sound assets, pre-production documentation and planning, and communication skills. Students will analyze game cut sequences, record a script, edit audio, create sound effects, program sounds into a game they developed, and pitch their audio production idea. The deadline for the assignment is June 5th, 2015.
Brienna hick _ ig2 game audio cut sequence production_2014 to 2015soulsama
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
Ig2 Game Audio Cut Sequence Production 2014 to 2015AidenKelly
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to create technically proficient sound assets for computer games.
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015Jaket123
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015 colin dColinjason Dockerty
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It will assess learning outcomes related to understanding sound design, creating sound assets, and applying sounds to a game following industry practices. The tasks include researching sound design terms, analyzing existing game audio, scripting and recording dialogue, editing sounds using effects, creating sound effects, and programming the finished audio into a game. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015 Christopher Lucas
The document provides an assignment brief for a student to complete units in creative media production related to computer game audio. The assignment involves researching sound design principles, analyzing existing game cut sequences, scriptwriting, budgeting, pitching an audio project, recording audio, applying audio effects, creating sound assets, and programming sounds into a game engine. The student will produce a glossary, analysis, scripts, budget, pitch materials, raw audio recordings, edited audio, sound effects, a 2-minute cut sequence, programmed sounds, and documentation of the programming process. The assignment aims to introduce the student to audio production and post-production skills needed for computer game development.
_ ig2 game audio cut sequence production_2014 to 2015davidhall1415
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to deliver technically proficient sound assets for computer games.
_ ig2 game audio cut sequence production_2014 to 2015 (1)amybrockbank
This document provides an assignment brief for a computer games design course. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio with effects, and implementing sounds into a game. The tasks assess learning outcomes related to understanding sound design, creating and applying sound assets, pre-production documentation and planning, and communication skills. Students will analyze game cut sequences, record a script, edit audio, create sound effects, program sounds into a game they developed, and pitch their audio production idea. The deadline for the assignment is June 5th, 2015.
Brienna hick _ ig2 game audio cut sequence production_2014 to 2015soulsama
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
Ig2 Game Audio Cut Sequence Production 2014 to 2015AidenKelly
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to create technically proficient sound assets for computer games.
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
This document is a learner assessment submission and declaration form for Cameron McRae. It lists the tasks and evidence submitted for two assignments (HA7 and HA8) in the Extended Diploma in Creative Media Production program. Cameron declares that the submitted work is his own and provides citations for any sources used. The evidence for each task is described and can be found on Cameron's blog.
Learner Cameron McRae submitted evidence for two assignments - HA3 on the structure of game guides and HA4 on a showcase - for the Extended Diploma in Creative Media Production program on February 27, 2015. The document lists the learner's name, assessor's name, issue dates for the assignments, submission date, program details, and units covered. It also contains the learner's declaration that the submitted evidence is their own work.
The document outlines an assignment brief for a Level 3 Diploma in Creative Media Production requiring students to create a comic or graphic novel. Students will research storytelling techniques, write and illustrate a short comic based on their own life, and develop a storyboard. They will learn about narration, dialogue, character development and building tension to create an engaging story and characters. The final submission will be a fully colored A2 storyboard, along with research and draft materials, and a presentation evaluating the work.
This document is a learner assessment submission and declaration form for Cameron McRae's extended diploma in creative media production for games development. It lists the tasks completed for units 72 and 74 on computer game story development, including research, writing a story, generating visual ideas, developing a storyboard, further developing the storyboard, creating an outcome, and presenting and evaluating the work. Cameron declares that the submitted evidence is his own work and understands the consequences of a false declaration.
Cameron mcrae y1 games ig2_learner assessment submission declarationCameronMcRae901
This document contains a learner assessment submission and declaration form. It provides information about the learner (Cameron McRae), assessor (Iain Goodyear), program of study (Extended Diploma in Creative Media Production – Games Design), and assignment details. It lists 11 tasks with links to evidence submitted for assessment and includes a declaration by the learner that the work is their own.
I imported a new sound file called "explosion3" into Gamemaker by right clicking Sounds, selecting Create Sound, naming the file, and selecting the sound file. I then edited the code for the player and enemy explosion objects to play the new sound by clicking on the objects, selecting Create, and replacing the previous sound name with "explosion3" on the last line of code.
The document describes importing a sound file called "Beam1" into a Gamemaker project and editing the code of the "player_laser" object to play the imported sound. Specifically, the author imported the sound by right clicking "Sounds" and selecting "Create Sound", named the sound "beam1", selected the sound file, and edited the "player_laser" object's code in the "Create" and "Movement & Sound" events to play the "beam1" sound instead of the previous sound.
This document provides definitions for audio and sound design terms as part of a BTEC course assignment. The student was asked to research definitions for key terms and explain their relevance to their own audio production work. Over 15 terms are defined, with URLs provided for each definition. For each term, the student briefly describes how the concept relates to or was used in their own sound design project for a game cut sequence.
The cut scene is set at the beginning of a horror game taking place in a mental hospital. It features two characters, Charles and Fred, who are investigating something strange they noticed on security footage. They search the basement storage room and find an unknown person, who then attacks them, ending the cut scene on a cliffhanger. The cut scene will include dialogue between the two characters with background noises and eerie music to set the tone. Sound effects will be recorded using foley techniques while voices will be studio recorded for best quality.
The document discusses editing an original sound file by using PitchAdjust and PlaybackRate boxes to create 3 edited versions. The first version increased the PlaybackRate to 1.5, making the audio play faster. The second version kept the same PlaybackRate but changed the PitchAdjust to -10, making the sound deeper. The third version kept the PitchAdjust the same but reduced the PlaybackRate to 0.5, making the audio play much slower.
The document discusses applying audio effects to make recorded dialogue sound more realistic. Specifically, the author used an Ambience effect to add a subtle room echo, and tested different settings until finding a balance that was noticeable but didn't overwhelm the audio. In addition, the author used ReaEQ and ReaComp effects to increase the volume and clarity of the audio while keeping other settings at their defaults.
The document discusses audio effects used in a VST, including setting the 'Wown Flutter' effect to 'Wornout Walkman' mode and raising the minimum level coarse setting to 1.07 to add distortion without making the audio too difficult to understand. Ambience was used for a slight echo effect and other plugins adjusted the volume and clarity. Wown Flutter was applied to simulate the distorting effect of a mask on a character's voice.
This document provides definitions for key terms related to sound design and production for computer games. It includes a glossary with over 30 terms defined, each with a short definition and URL reference. The student also provides brief descriptions of how some of the terms relate to their own production practice, such as using MIDI software to make background music and noises, and using sequencers to make audio clearer and reduce spikes.
This document provides a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms researched from online sources. For each term, the student also describes how the definition relates to their own production practice for a game sound project involving a cut sequence. The glossary covers areas such as sound design methodology, sound file formats, audio limitations, audio recording systems, audio sampling, and MIDI instruments.
The document is a glossary produced by Cameron McRae for a BTEC Extended Diploma in Games Design course. It contains definitions and explanations of various audio and sound design terms. McRae provides researched definitions from online sources and describes how each term relates to their own production practice. The glossary covers topics such as sound file formats, audio limitations, audio recording systems, MIDI, audio sampling, and software used for audio editing and production.
This document provides definitions for key terms related to sound design and production for computer games. It includes a glossary with over 20 terms defined, each with a short definition and link to the source. The student also provides brief descriptions of how some of the terms relate to their own production practice, such as using MIDI software to make background music and noises, and sound libraries to learn software.
This document contains 6 image links from various sources on the internet. The images appear to depict a dream scene, artwork, a video game environment, a staircase, a landscape photo, and a screenshot from a video game guide. Without more context or description for the images, it is difficult to determine the overall purpose or meaning of this collection of visual links.
This document contains 5 image links without any accompanying text. The images appear to depict various scenes and objects including a painting of a lucid dream, an abstract artwork, a mood board collage, a video game environment, and a staircase within a capitol building.
This document contains links to images of various robots and mechanical entities from different fictional universes, including Securitrons from Fallout, Geth from Mass Effect, Protectrons from Fallout, mechs from Wolfenstein, Loki mech, YMIR mech from Mass Effect, MOAs from Warframe, and Vikings from StarCraft.
The document describes editing a track by pressing the FX button, which opened a window to choose a plugin to edit the sound. The author chose the Ambience Plugin, which adds an echo effect, and used it on Water Hole and Splash sounds to make them sound like an indoor pool.
This document is a learner assessment submission and declaration form for Cameron McRae. It lists the tasks and evidence submitted for two assignments (HA7 and HA8) in the Extended Diploma in Creative Media Production program. Cameron declares that the submitted work is his own and provides citations for any sources used. The evidence for each task is described and can be found on Cameron's blog.
Learner Cameron McRae submitted evidence for two assignments - HA3 on the structure of game guides and HA4 on a showcase - for the Extended Diploma in Creative Media Production program on February 27, 2015. The document lists the learner's name, assessor's name, issue dates for the assignments, submission date, program details, and units covered. It also contains the learner's declaration that the submitted evidence is their own work.
The document outlines an assignment brief for a Level 3 Diploma in Creative Media Production requiring students to create a comic or graphic novel. Students will research storytelling techniques, write and illustrate a short comic based on their own life, and develop a storyboard. They will learn about narration, dialogue, character development and building tension to create an engaging story and characters. The final submission will be a fully colored A2 storyboard, along with research and draft materials, and a presentation evaluating the work.
This document is a learner assessment submission and declaration form for Cameron McRae's extended diploma in creative media production for games development. It lists the tasks completed for units 72 and 74 on computer game story development, including research, writing a story, generating visual ideas, developing a storyboard, further developing the storyboard, creating an outcome, and presenting and evaluating the work. Cameron declares that the submitted evidence is his own work and understands the consequences of a false declaration.
Cameron mcrae y1 games ig2_learner assessment submission declarationCameronMcRae901
This document contains a learner assessment submission and declaration form. It provides information about the learner (Cameron McRae), assessor (Iain Goodyear), program of study (Extended Diploma in Creative Media Production – Games Design), and assignment details. It lists 11 tasks with links to evidence submitted for assessment and includes a declaration by the learner that the work is their own.
I imported a new sound file called "explosion3" into Gamemaker by right clicking Sounds, selecting Create Sound, naming the file, and selecting the sound file. I then edited the code for the player and enemy explosion objects to play the new sound by clicking on the objects, selecting Create, and replacing the previous sound name with "explosion3" on the last line of code.
The document describes importing a sound file called "Beam1" into a Gamemaker project and editing the code of the "player_laser" object to play the imported sound. Specifically, the author imported the sound by right clicking "Sounds" and selecting "Create Sound", named the sound "beam1", selected the sound file, and edited the "player_laser" object's code in the "Create" and "Movement & Sound" events to play the "beam1" sound instead of the previous sound.
This document provides definitions for audio and sound design terms as part of a BTEC course assignment. The student was asked to research definitions for key terms and explain their relevance to their own audio production work. Over 15 terms are defined, with URLs provided for each definition. For each term, the student briefly describes how the concept relates to or was used in their own sound design project for a game cut sequence.
The cut scene is set at the beginning of a horror game taking place in a mental hospital. It features two characters, Charles and Fred, who are investigating something strange they noticed on security footage. They search the basement storage room and find an unknown person, who then attacks them, ending the cut scene on a cliffhanger. The cut scene will include dialogue between the two characters with background noises and eerie music to set the tone. Sound effects will be recorded using foley techniques while voices will be studio recorded for best quality.
The document discusses editing an original sound file by using PitchAdjust and PlaybackRate boxes to create 3 edited versions. The first version increased the PlaybackRate to 1.5, making the audio play faster. The second version kept the same PlaybackRate but changed the PitchAdjust to -10, making the sound deeper. The third version kept the PitchAdjust the same but reduced the PlaybackRate to 0.5, making the audio play much slower.
The document discusses applying audio effects to make recorded dialogue sound more realistic. Specifically, the author used an Ambience effect to add a subtle room echo, and tested different settings until finding a balance that was noticeable but didn't overwhelm the audio. In addition, the author used ReaEQ and ReaComp effects to increase the volume and clarity of the audio while keeping other settings at their defaults.
The document discusses audio effects used in a VST, including setting the 'Wown Flutter' effect to 'Wornout Walkman' mode and raising the minimum level coarse setting to 1.07 to add distortion without making the audio too difficult to understand. Ambience was used for a slight echo effect and other plugins adjusted the volume and clarity. Wown Flutter was applied to simulate the distorting effect of a mask on a character's voice.
This document provides definitions for key terms related to sound design and production for computer games. It includes a glossary with over 30 terms defined, each with a short definition and URL reference. The student also provides brief descriptions of how some of the terms relate to their own production practice, such as using MIDI software to make background music and noises, and using sequencers to make audio clearer and reduce spikes.
This document provides a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms researched from online sources. For each term, the student also describes how the definition relates to their own production practice for a game sound project involving a cut sequence. The glossary covers areas such as sound design methodology, sound file formats, audio limitations, audio recording systems, audio sampling, and MIDI instruments.
The document is a glossary produced by Cameron McRae for a BTEC Extended Diploma in Games Design course. It contains definitions and explanations of various audio and sound design terms. McRae provides researched definitions from online sources and describes how each term relates to their own production practice. The glossary covers topics such as sound file formats, audio limitations, audio recording systems, MIDI, audio sampling, and software used for audio editing and production.
This document provides definitions for key terms related to sound design and production for computer games. It includes a glossary with over 20 terms defined, each with a short definition and link to the source. The student also provides brief descriptions of how some of the terms relate to their own production practice, such as using MIDI software to make background music and noises, and sound libraries to learn software.
This document contains 6 image links from various sources on the internet. The images appear to depict a dream scene, artwork, a video game environment, a staircase, a landscape photo, and a screenshot from a video game guide. Without more context or description for the images, it is difficult to determine the overall purpose or meaning of this collection of visual links.
This document contains 5 image links without any accompanying text. The images appear to depict various scenes and objects including a painting of a lucid dream, an abstract artwork, a mood board collage, a video game environment, and a staircase within a capitol building.
This document contains links to images of various robots and mechanical entities from different fictional universes, including Securitrons from Fallout, Geth from Mass Effect, Protectrons from Fallout, mechs from Wolfenstein, Loki mech, YMIR mech from Mass Effect, MOAs from Warframe, and Vikings from StarCraft.
The document describes editing a track by pressing the FX button, which opened a window to choose a plugin to edit the sound. The author chose the Ambience Plugin, which adds an echo effect, and used it on Water Hole and Splash sounds to make them sound like an indoor pool.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
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Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
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A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
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Ig2 game audio cut sequence production 2014 to 2015
1. 1
Assignment brief
Qualification Level 3 Extended Diploma in Creative Media Production – GAMES DESIGN Y1
Unit number and title
L3 Unit 73 Sound for Computer Games
L3 Unit 1 Pre Production Techniques
L3 Unit 2 Communication Skills for Creative Media Industries
Start date Monday 06/01/2015
Deadline Friday 05/06/2015
Assessor name Iain Goodyear
Assignment title IG2 – Computer Game Audio Cut Sequence Production
The purpose of this assignment is to:
Unit 73 Learning Outcome 1 – Understand the use of sound and music in games.
Unit 73 Learning Outcome 2 – Understand methods and principles of sound design and production.
Unit 73 Learning Outcome 3 – Be able to create sound assets for a computer game following industry practice.
Unit 73 Learning Outcome 4 – Be able to apply sound assets to a computer game following industry practice.
Unit 1 Learning Outcome 1 - Understand requirements for a specific media production.
Unit 1 Learning Outcome 2 – Be able to prepare pre-production documentation for a specific media production
Unit 1 Learning Outcome 3 – Be able to apply pre-production planning for a specific media production.
Unit 2 Learning Outcome 1 – Be able to extract information from written sources.
Unit 2 Learning Outcome 2 – Be able to create a report in a media production context.
Unit 2 Learning Outcome 3 – Be able to pitch a media production proposal using appropriate technology.
Scenario
Sound is an essential part of the computer game experience. Forming 50% of our sensory experience, and good game soundtrack
can enhance our pleasure of a computer game and help bridge the ever decreasing gap between games and more traditional
forms of storytelling such as films.
You have been commissioned by Sony Europe to produce the audio soundtracks for cut sequences that will be used in a series of
planned mission expansion packs for key game franchises due for release in 2015.
This assignment will introduce you to audio production and post-production technologies so that you will be able to produce
technically competent and professional sound assets that will used in the cut sequences of planned mission expansion packs.
You will produce voice recordings and sound assets using portable audio recording hardware, studio based production hardware
and post-production computer software using VST instruments and effects. This newly acquired audio production knowledge will
equip you with the skills needed to produce a cut sequence soundtrack.
This assignment will do the following:
Require pitching a group idea for a computer game audio cut sequence production.
Introduce portable audio field recording technology.
Require the use audio field recording techniques to capture sound assets.
Introduce studio dialogue recording technologies and techniques.
Require the use of studio recording technologies to produce clear voice recordings.
Introduce audio post production software and editing techniques.
Require the application of field recording and computer audio synthesis to create a computer game audio cut sequence.
2. 2
Tasks Grading Criteria Mapping
1.
Produce a glossary of terms specific to the methods and principles of sound design and production.
Using a provided template, you must research and gather definitions specific to provided glossary
terms. Any definitions must be referenced with the URL link of the website you have obtained the
definition.
As your practical audio production experience develops, by way of improving your initial report, you
must also provide specific details of how researched definitions relate to your own production
practice. This improved report must be uploaded in addition to your initial glossary research report.
Your completed glossary of terms and definitions must be uploaded to your Unit 73 IG2 assignment
blog with the title Methods and Principles of Sound Design and Production
Unit 73 P2/M2/D2
Unit 2 P1/M1/D1
Unit 2 P2/M2/D2
Unit 2 P3/M3/D3
2.
Analyse the sound design of a range of computer game cut sequences. You must gather video examples
and discuss how the sound design gives a sense of:
Setting
Mood
Game genre
Narrative
In addition, your analysis must explain how you think specific soundtrack assets have been produced
(with reference to production process):
VST instruments and effects
Studio recording
Use of traditional instruments
Audio field recordings
Your analysis must contain clear reference to specific sections of your chosen examples. Your
sequence analysis must be uploaded to a blog post on your IG1 blog using the title Computer Game
Cut Sequence Sound Design Analysis
Unit 73 P1/M1/D1
Unit 2 P2/M2/D2
3.
Use Celtx software to produce a 2 page script featuring two characters. This will form the narrative
basis for your audio cut sequence production for the GTA 5 mission expansion pack release. Your script
pages must include correctly formatted character names, character dialogue and action description
that clearly indicates reference to sounds that will feature in your audio cut sequence.
You must produce an initial draft and a final draft. Your final draft is expected to refine and improve
upon the initial draft you produce.
Your 2 page draft script and final draft script must be uploaded to a blog post on your IG2 blog using
the title Audio Cut Sequence Scripts
Unit 1 P2/M2/D2
Unit 2 P3/M3/D3
4.
Produce a report & a budget that outlines the specific requirements for an audio production with
supporting research & staff and equipment costs:
Describe the job role of the sound designer and be able to define the job responsibilities of
that role.
Equipment needed for sound recording and daily hire costs (researched with links and
Unit 1 P1/M1/D1
3. 3
equipment hire company quotes)
Produce a budget expenditure spread sheet in Excel that outlines expenditure to a budget of £1500
and what this will be spent on.
Your research and budget sheet must be uploaded to a blog post on your IG2 blog using the title Audio
Cut Sequence Production Costings
5.
Prepare a pitch
Finalise ideas for your media product
Prepare a project proposal in response to the brief
Prepare a presentation including visual aids, delegate notes and presenter’s notes
Give the presentation in the form of a pitch to the client
Your pitch materials and notes should be uploaded to your IG2 blog using the title Pitching an Audio
Cut Sequence Production Idea
Unit 2 P4/M4/D4
Unit 2 P5/M5/D5
6.
Record your audio cut sequence script in a recording studio environment. You must ensure that your
dialogue is clearly recorded to a good technical standard. You are free to record yourselves and/or
others when recording script dialogue.
All audio recordings must be renamed once produced to clearly indicate character names and
dialogue spoken.
Audio recordings must be uploaded to your SoundCloud account profile page and embedded into a blog
post in its unedited form with the title Audio Cut Sequence Raw Recordings
Unit 73 P3/M3/D3
Unit 1 P3/M3/D3
7.
Use Reaper post-production software to edit and manipulate produced audio recordings using VST
effects. You must use dialogue recorded for task 6 to produce variations that clearly demonstrate the
application and manipulation of a range of VST effects plugins.
This must be supported by annotated screen captures that show:
The effects plugins applied.
Clear explanations of what parameters have been adjusted.
Clear explanations of how effects applied have altered the sound of your original recordings.
Your effects manipulated dialogue recordings must be uploaded to your SoundCloud account profile
page. Accompanying screen grab annotations and produced sounds must be embedded into a blog post
with the title Audio Recording VST Effects Manipulation
Unit 73 P3/M3/D3
8.
Use Reaper post-production software to create audio using VST sound generating plugins. You must
produce sound effects for your 2 minute computer game cut sequence.
This must be supported by annotated screen captures that show:
The sound generating plugins used.
Clear explanations of what type of sound effects that you have created.
Clear explanations of what this sound will be used to depict in your computer game audio cut
sequence.
Your VST produced sounds must be uploaded to your SoundCloud account profile page. Accompanying
screen grab annotations and produced sounds must be embedded into a blog post with the title VST
Produced Sound Effects
Unit 73 P3/M3/D3
9. Unit 73 P3/M3/D3
4. 4
Use Reaper post-production software to create a 2 minute computer game audio cut sequence as per
the requirements of the brief
Your completed audio cut sequence must be uploaded to your SoundCloud account profile page and
must be embedded into a blog post with the title Computer Game Cut Sequence Audio Production
10.
Select sound effects and music that you have produced which you will programme into a game you
have produced as part of your Unit 70 Computer Game Engines unit.
Each sound must be blogged on your Unit 73 IG2 blog as an embedded SoundCloud file. Each uploaded
sound must be accompanied by a short explanation that describes what the sound will be used for
within your game i.e. an explosion.
For this blog post you must use the title Sounds I will Programme Into my Game
Unit 73 P4/M4/D4
11.
You must produce a series of annotated print screens that clearly describe the process you have
followed to program sounds that you have produced into your unit 70 computer game via either Unity
or Game Maker.
Your annotated process of programming sounds to your game must be uploaded to your Slide Share
account and embedded into a blog post on your Unit 73 IG3 blog using the title Programming My
Sounds Into my Game
Unit 73 P4/M4/D4
This brief has been verified as being fit for purpose
Assessor Iain Goodyear
Signature Date 03/01/2015
Internal verifier
Signature Date
5. 5
Unit 73 Sound forcomputer games
P1 describe uses of sound
and music in games using
some subject terminology
appropriately
M1 explain use of sound
and music in games with
reference to detailed
illustrative examples and
with generally correctuse of
subject terminology
D1 comprehensively explain use
of sound and music in games
with elucidated examples
and consistently using subject
terminology correctly
P2 describe methods and
principles of sound design
and production using
some subject terminology
appropriately
M2 explain methods and
principles of sound design and
production with reference to
detailed illustrative examples
and with generally correct
use of subject terminology
D2 comprehensively explain
methods and principles of
sound design and production
with elucidated examples
and consistently using subject
terminology correctly
P3 create sound assets for a
computer game following
industry practice, working
within appropriate
conventionsand with some
assistance
[CT; SM]
M3 create sound assetsfor a
computer game working to
a good technicalstandard
following industry practice,
showing some imagination
and with only occasional
assistance
D3 create sound assetsfor a
computer game working to a
technicalquality that reflects
near-professionalstandards
following industry practice,
showing creativityand flair
and working independently
to professionalexpectations
P4 apply sound assets to a
computer game following
industry practice, working
within appropriate
conventionsand with some
assistance.
[CT; RL]
M4 apply sound assetsto a
computer game working to
a good technicalstandard
following industry practice,
showing some imagination
and with only occasional
assistance.
D4 apply sound assets to a
computer game working to a
technicalquality that reflects
near-professionalstandards
following industry practice,
showing creativityand flair
and working independently
to professionalexpectations.
Unit 2 Communication Skills for Creative Media Production (Level 3)
P1: use appropriate techniquesto
extract relevant information from
written sources
M1: use appropriate techniquesto
extract information fromwritten
sources with some precision
D1: use appropriate techniques to
extract comprehensive information
from written sources
P2: present a media production
report which conveysrelevant
information [IE]
M2: present a structured and
detailed media production
report which conveys information and
explains conclusions with clarity
D2: present a well-structured and
substantialmedia production report
which conveys information with
precise exemplification and justifies
conclusions with supporting
arguments
P3: review reportsto make changes
with occasionalbeneficialeffects
[RL]
M3: review reportsto make
changes with frequent
beneficial effects
D3: review reports to make
changes with consistently
beneficial effects
P4: deploy and manage appropriate
technology to pitch a media
production proposal[SM]
M4: deploy and manage
technology to pitch a media
production proposaleffectively and
with some
imagination
D4: deploy and manage
technology to pitch a media
production proposalwith
creativityand flair and to
near-professionalstandards
P5: employ appropriate forms of
address in a media production pitch
to communicate ideas [CT]
M5: employ forms of address in a
media production pitch
to communicate ideas
effectively
D5: employ forms of address in a
media production pitch with flair to
communicate ideas with impact
Unit 1 Pre-Production Techniques for the Creative Media Industries (Level 3)
P1: outline requirements and sources
of requirements for a specific media
production [IE]
M1: explain in some detail
and competently present
requirements and sourcesof
requirements for a specific media
production
D1: comprehensively explain and
present to a quality that reflects
near-professionalstandardsfully
detailed requirements and sourcesof
requirements for a specific media
production
P2: generate outline preproduction
documentation for a specific media
production with some assistance
M2: generate competent, carefully
presented and detailed pre-
production documentation for a
specific media production with only
occasionalassistance
D2: generate thorough and
comprehensively detailed pre-
production documentation for a
specific media production, working
independently to professional
expectations
P3: apply pre-production
planning to a specific media
M3: apply pre-production planning to
a specific media production
D3: apply pre-production planning to
a specific media production to a
6. 6
production working with some
assistance. [TW, SM]
competently with only occasional
assistance.
quality that reflects near-professional
standards, working independently to
professionalexpectations.
:PLTS: This summary referenceswhere applicable, in the square brackets, the elements of the personal,
learning and thinking skills applicable in the pass criteria. Itidentifiesopportunitiesfor learners to demonstrate
effective application of the referenced elements of the skills.