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.
1) The document describes Jake Thompson's process of building a 3D game level in Unity using basic tools and textures from the Unity Asset Store.
2) Jake downloaded free assets like terrain textures, objects, and environmental packs to customize his level and add features like a volcano, water pool, and village.
3) He placed objects and used colliders so players couldn't walk through them, and added invisible planes under water to prevent falling through.
The document provides instructions for an assignment on game engines for a Creative Media Production course. It outlines 3 tasks for students: 1) produce a report analyzing the purposes and components of game engines using industry terminology, 2) create a playable 2D game level in Game Maker adhering to industry standards, and 3) create a playable 3D game level in Unity adhering to industry standards. The tasks are meant to demonstrate understanding of game engines and ability to develop game prototypes following industry practices.
The production log describes the design process of a transforming sidekick character that was inspired by Transformers. The character can collapse into a box like the transforming robot characters. The log documents the iterative design process, with images showing the addition of eyes, legs, arms positioned and unpositioned, and finally hands and coloring, to create the finished transforming sidekick character.
A contract of employment is an agreement between an employer and employee that establishes the employment relationship. Most contracts do not need to be in writing but it is better if they are. The contract begins when an offer is accepted and work starts. A mutual agreement between parties can modify the contract terms outside of the existing agreement. Non-disclosure agreements are commonly used when companies or individuals evaluate potential business relationships to restrict sharing of confidential information. Partnership and collaboration terms are often used interchangeably in policy to describe coordinated efforts between organizations.
1) The document describes Jake Thompson's process of building a 3D game level in Unity using basic tools and textures from the Unity Asset Store.
2) Jake downloaded free assets like terrain textures, objects, and environmental packs to customize his level and add features like a volcano, water pool, and village.
3) He placed objects and used colliders so players couldn't walk through them, and added invisible planes under water to prevent falling through.
The document provides instructions for an assignment on game engines for a Creative Media Production course. It outlines 3 tasks for students: 1) produce a report analyzing the purposes and components of game engines using industry terminology, 2) create a playable 2D game level in Game Maker adhering to industry standards, and 3) create a playable 3D game level in Unity adhering to industry standards. The tasks are meant to demonstrate understanding of game engines and ability to develop game prototypes following industry practices.
The production log describes the design process of a transforming sidekick character that was inspired by Transformers. The character can collapse into a box like the transforming robot characters. The log documents the iterative design process, with images showing the addition of eyes, legs, arms positioned and unpositioned, and finally hands and coloring, to create the finished transforming sidekick character.
A contract of employment is an agreement between an employer and employee that establishes the employment relationship. Most contracts do not need to be in writing but it is better if they are. The contract begins when an offer is accepted and work starts. A mutual agreement between parties can modify the contract terms outside of the existing agreement. Non-disclosure agreements are commonly used when companies or individuals evaluate potential business relationships to restrict sharing of confidential information. Partnership and collaboration terms are often used interchangeably in policy to describe coordinated efforts between organizations.
Tommy and Joel are gangsters waiting for a package delivery to take to their buyer. When the delivery is ambushed, a shootout ensues but they retrieve the package. Their buyer, Craig, is suspicious of the delay and tasks them with stealing a secret shipment from a guarded warehouse. They succeed after a close call and Craig pays them double as promised. He then warns them to cut contact permanently, so they leave with their money and get on with their lives.
This document provides details about Priya Bhatavadekar's experience and credentials working in medico-marketing in the pharmaceutical industry over the past 15 years. She currently runs her own consultancy firm, Priomed Consultants, which provides various services to pharmaceutical companies such as product development, marketing strategies, and medical education. Priomed Consultants works with both large multinational companies and Indian pharmaceutical firms across multiple therapy areas.
This document outlines various job roles in the creative development, technical development, project implementation, and business development areas of the games industry. It describes the responsibilities of games designers, level editors, lead artists, technical artists, game artists, game animators, audio engineers, game programmers, lead game programmers, project managers, assistant producers, external producers, creative directors, QA testers, public relations managers, product managers, marketing executives, and marketing managers. The roles involve tasks like devising game elements, creating art and animations, programming code, managing projects, testing games, and promoting products through marketing and public relations.
This document provides an assignment brief for an extended diploma in creative media production for games design. The purpose of the assignment is for the student to understand the organizational structures, job roles, financial issues, market trends, contractual obligations, legal issues, and ethics of the games industry in order to create an online guide for starting a career in that industry. The brief outlines 7 tasks for the student to complete on these topics, with criteria for grading each task.
The document discusses the key components of a computer system that are important for game platforms and technologies. It defines 11 components: human-computer interface, central processing unit, graphic processors, memory (RAM), display, sound, game storage medium, interface devices, connectivity, power supply. Each component is defined, explained in the student's own words, and noted as to why it is important for hardware technologies in game platforms.
Leadcom Seating is a leading public seating solutions provider that manufactures over 1 million seats per year in its 120,000 square meter production facilities. It offers customized seating for auditoriums, cinemas, waiting areas, lecture halls, coaches, and buses. Leadcom focuses on ergonomic design, high quality materials, and durability testing to provide exceptional comfort and longevity. It also offers full project management support from design to installation.
This document discusses legal and ethical obligations related to games, including copyright which protects original creative works, trademarks which protect brand identities, patents which protect novel inventions, and registered designs which protect novel product designs. It also discusses ethical issues like violence in games, age rating systems to help consumers make informed choices, using games for education though many popular games are not suitable, and the risk of games stereotyping certain groups.
Games developers are involved in the creation and production of games across various platforms and their work involves design or programming. Games development is a multi-billion pound industry that can take teams of up to 200 professionals up to three years to make a game from concept to finished product. Video game publishers finance development, distribute published games, and perform other functions like deciding on licenses, localization, packaging, and marketing. Console manufacturers serve as gatekeepers that approve games for their platforms and provide support to developers, while having power over what titles get priority marketing.
The scene involves Italian-American gangsters going to collect a package, but the deal goes wrong when another gang starts shooting at them. They manage to grab the package and drive off while returning fire. They later deliver the package to their boss, Craig, who then sends Joel and Tommy to collect another shipment. The characters speak with Italian-American accents and wear tracksuits while carrying out the deal, which goes awry in a hail of gunfire.
Jake Thompson discusses the role of a sound designer. A sound designer manages other departments involved in sound production. They focus on recording sound from various sources and modifying existing recordings by editing out background noise to perfect the sound. In their role, sound designers must understand pre-production which involves practice sessions before recording to help capture the best final product.
Jake sound design in computer games analysis work sheet saw 2Jaket123
The document summarizes sounds used in the video game Saw 2 – Flesh&Blood. It analyzes 4 examples of sounds:
1) The setting introduces crackling TV and talking sounds, which would have been recorded voice overs and Foley artistry.
2) Mood conveys fear and struggling through screaming and movement sounds, which would be voice overs and studio recorded without background noise.
3) Genre is identified as horror/adventure based on pain and atmosphere sounds created by pure silence.
4) Narrative features a voice on TV, moving metal objects, and bad signal sounds created through Foley artistry and voice overs.
The document discusses changing a sound effect in a game by selecting an existing sound from a folder, choosing a new sound to replace it, and pressing ok to implement the change without altering the original sound's name to avoid issues with how it is coded in the game.
This short document discusses downloading effects to finish a sound and mentions downloading a keyboard screen to create sounds. However, it does not provide enough context or details to generate a meaningful 3 sentence summary.
This document discusses editing a sound file to change the volume over time and pan the sound across headphones from one side to the other to sound further away and moving from side to side. Changes were made to the way the volume changes and the sound pans across headphones.
The document outlines details for a scene involving gangsters collecting a package that goes wrong. It describes the characters as Italian-American mafia members who swear and have deep voices. When they go to pick up the package, another gang starts shooting at them, so they grab the package and drive off while delivering gunfire. Audio for the scene will include gunshots, dialogue in an Italian-American accent, horns, footsteps, cars, rap, hip hop and rock music. Sounds will be recorded using a sound recorder and Foley artistry with objects to replicate needed sounds.
Tommy and Joel are gangsters waiting for a package delivery to take to their buyer. When the delivery is ambushed, a shootout ensues but they retrieve the package. Their buyer, Craig, is suspicious of the delay and tasks them with stealing a secret shipment from a guarded warehouse. They succeed after a close call and Craig pays them double as promised. He then warns them to cut contact permanently, so they leave with their money and get on with their lives.
This document provides details about Priya Bhatavadekar's experience and credentials working in medico-marketing in the pharmaceutical industry over the past 15 years. She currently runs her own consultancy firm, Priomed Consultants, which provides various services to pharmaceutical companies such as product development, marketing strategies, and medical education. Priomed Consultants works with both large multinational companies and Indian pharmaceutical firms across multiple therapy areas.
This document outlines various job roles in the creative development, technical development, project implementation, and business development areas of the games industry. It describes the responsibilities of games designers, level editors, lead artists, technical artists, game artists, game animators, audio engineers, game programmers, lead game programmers, project managers, assistant producers, external producers, creative directors, QA testers, public relations managers, product managers, marketing executives, and marketing managers. The roles involve tasks like devising game elements, creating art and animations, programming code, managing projects, testing games, and promoting products through marketing and public relations.
This document provides an assignment brief for an extended diploma in creative media production for games design. The purpose of the assignment is for the student to understand the organizational structures, job roles, financial issues, market trends, contractual obligations, legal issues, and ethics of the games industry in order to create an online guide for starting a career in that industry. The brief outlines 7 tasks for the student to complete on these topics, with criteria for grading each task.
The document discusses the key components of a computer system that are important for game platforms and technologies. It defines 11 components: human-computer interface, central processing unit, graphic processors, memory (RAM), display, sound, game storage medium, interface devices, connectivity, power supply. Each component is defined, explained in the student's own words, and noted as to why it is important for hardware technologies in game platforms.
Leadcom Seating is a leading public seating solutions provider that manufactures over 1 million seats per year in its 120,000 square meter production facilities. It offers customized seating for auditoriums, cinemas, waiting areas, lecture halls, coaches, and buses. Leadcom focuses on ergonomic design, high quality materials, and durability testing to provide exceptional comfort and longevity. It also offers full project management support from design to installation.
This document discusses legal and ethical obligations related to games, including copyright which protects original creative works, trademarks which protect brand identities, patents which protect novel inventions, and registered designs which protect novel product designs. It also discusses ethical issues like violence in games, age rating systems to help consumers make informed choices, using games for education though many popular games are not suitable, and the risk of games stereotyping certain groups.
Games developers are involved in the creation and production of games across various platforms and their work involves design or programming. Games development is a multi-billion pound industry that can take teams of up to 200 professionals up to three years to make a game from concept to finished product. Video game publishers finance development, distribute published games, and perform other functions like deciding on licenses, localization, packaging, and marketing. Console manufacturers serve as gatekeepers that approve games for their platforms and provide support to developers, while having power over what titles get priority marketing.
The scene involves Italian-American gangsters going to collect a package, but the deal goes wrong when another gang starts shooting at them. They manage to grab the package and drive off while returning fire. They later deliver the package to their boss, Craig, who then sends Joel and Tommy to collect another shipment. The characters speak with Italian-American accents and wear tracksuits while carrying out the deal, which goes awry in a hail of gunfire.
Jake Thompson discusses the role of a sound designer. A sound designer manages other departments involved in sound production. They focus on recording sound from various sources and modifying existing recordings by editing out background noise to perfect the sound. In their role, sound designers must understand pre-production which involves practice sessions before recording to help capture the best final product.
Jake sound design in computer games analysis work sheet saw 2Jaket123
The document summarizes sounds used in the video game Saw 2 – Flesh&Blood. It analyzes 4 examples of sounds:
1) The setting introduces crackling TV and talking sounds, which would have been recorded voice overs and Foley artistry.
2) Mood conveys fear and struggling through screaming and movement sounds, which would be voice overs and studio recorded without background noise.
3) Genre is identified as horror/adventure based on pain and atmosphere sounds created by pure silence.
4) Narrative features a voice on TV, moving metal objects, and bad signal sounds created through Foley artistry and voice overs.
The document discusses changing a sound effect in a game by selecting an existing sound from a folder, choosing a new sound to replace it, and pressing ok to implement the change without altering the original sound's name to avoid issues with how it is coded in the game.
This short document discusses downloading effects to finish a sound and mentions downloading a keyboard screen to create sounds. However, it does not provide enough context or details to generate a meaningful 3 sentence summary.
This document discusses editing a sound file to change the volume over time and pan the sound across headphones from one side to the other to sound further away and moving from side to side. Changes were made to the way the volume changes and the sound pans across headphones.
The document outlines details for a scene involving gangsters collecting a package that goes wrong. It describes the characters as Italian-American mafia members who swear and have deep voices. When they go to pick up the package, another gang starts shooting at them, so they grab the package and drive off while delivering gunfire. Audio for the scene will include gunshots, dialogue in an Italian-American accent, horns, footsteps, cars, rap, hip hop and rock music. Sounds will be recorded using a sound recorder and Foley artistry with objects to replicate needed sounds.
Dead space 3 jake sound design in computer games analysis work sheetJaket123
The document provides an analysis of the sounds used in a video game cut scene from DeadSpace 3 between times 3:45 and 9:22. It describes the sounds that establish the setting, mood, game genre, and narrative. For the setting, it notes outdoor sounds of wind and crunching ground that could be snow or cold grass. For the mood, it describes a natural feel outside with wind gusts and a later adrenaline rush with shouting and anger. The game genre of sci-fi/horror is exposed through the sounds. The narrative is created through voice actors, foley artistry to simulate natural sounds, and music from an orchestra.
This document contains a learner assessment submission and declaration form submitted by Jake Thompson for an assignment on game engines. It lists the evidence submitted for each task, including blog posts analyzing game engine components and demonstrating the use of 2D and 3D game engines. Jake Thompson signs the declaration confirming the work is his own.
1) The document is a glossary of terms related to video game design produced by a student named Jake Thompson. It contains definitions of 20 terms sourced from online research along with images and videos demonstrating each term.
2) The terms defined include things like alpha/beta testing, demos, bugs, game engines, physics, rendering, and more. For each term the student provides a short definition from an online source as well as a description of how the term relates to their own video game production work.
3) The glossary is intended to demonstrate the student's understanding of important technical concepts in video game development through compiled research and real world examples.
Focus groups are discussions with several people about a topic that usually last 1-2 hours. They allow opinions to be shared and agreed upon by others, but run the risk of arguments if disagreement occurs. Questionnaires involve creating your own set of questions to gather information from customers or competitors through their answers. This allows the researcher to tailor questions, but responses may be limited. Face-to-face interviews are one-on-one and start with general questions before getting more specific, allowing answers to be analyzed. They prevent influence from others but are time consuming since only one viewpoint is obtained at a time.
Dive into the realm of operating systems (OS) with Pravash Chandra Das, a seasoned Digital Forensic Analyst, as your guide. 🚀 This comprehensive presentation illuminates the core concepts, types, and evolution of OS, essential for understanding modern computing landscapes.
Beginning with the foundational definition, Das clarifies the pivotal role of OS as system software orchestrating hardware resources, software applications, and user interactions. Through succinct descriptions, he delineates the diverse types of OS, from single-user, single-task environments like early MS-DOS iterations, to multi-user, multi-tasking systems exemplified by modern Linux distributions.
Crucial components like the kernel and shell are dissected, highlighting their indispensable functions in resource management and user interface interaction. Das elucidates how the kernel acts as the central nervous system, orchestrating process scheduling, memory allocation, and device management. Meanwhile, the shell serves as the gateway for user commands, bridging the gap between human input and machine execution. 💻
The narrative then shifts to a captivating exploration of prominent desktop OSs, Windows, macOS, and Linux. Windows, with its globally ubiquitous presence and user-friendly interface, emerges as a cornerstone in personal computing history. macOS, lauded for its sleek design and seamless integration with Apple's ecosystem, stands as a beacon of stability and creativity. Linux, an open-source marvel, offers unparalleled flexibility and security, revolutionizing the computing landscape. 🖥️
Moving to the realm of mobile devices, Das unravels the dominance of Android and iOS. Android's open-source ethos fosters a vibrant ecosystem of customization and innovation, while iOS boasts a seamless user experience and robust security infrastructure. Meanwhile, discontinued platforms like Symbian and Palm OS evoke nostalgia for their pioneering roles in the smartphone revolution.
The journey concludes with a reflection on the ever-evolving landscape of OS, underscored by the emergence of real-time operating systems (RTOS) and the persistent quest for innovation and efficiency. As technology continues to shape our world, understanding the foundations and evolution of operating systems remains paramount. Join Pravash Chandra Das on this illuminating journey through the heart of computing. 🌟
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
A Comprehensive Guide to DeFi Development Services in 2024Intelisync
DeFi represents a paradigm shift in the financial industry. Instead of relying on traditional, centralized institutions like banks, DeFi leverages blockchain technology to create a decentralized network of financial services. This means that financial transactions can occur directly between parties, without intermediaries, using smart contracts on platforms like Ethereum.
In 2024, we are witnessing an explosion of new DeFi projects and protocols, each pushing the boundaries of what’s possible in finance.
In summary, DeFi in 2024 is not just a trend; it’s a revolution that democratizes finance, enhances security and transparency, and fosters continuous innovation. As we proceed through this presentation, we'll explore the various components and services of DeFi in detail, shedding light on how they are transforming the financial landscape.
At Intelisync, we specialize in providing comprehensive DeFi development services tailored to meet the unique needs of our clients. From smart contract development to dApp creation and security audits, we ensure that your DeFi project is built with innovation, security, and scalability in mind. Trust Intelisync to guide you through the intricate landscape of decentralized finance and unlock the full potential of blockchain technology.
Ready to take your DeFi project to the next level? Partner with Intelisync for expert DeFi development services today!
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Driving Business Innovation: Latest Generative AI Advancements & Success Story
_ 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. 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.