Destiny is an action-roleplaying, first-person shooter game set 700 years in the future in a post-apocalyptic world. The player takes on the role of a Guardian defending the last city of humanity against hostile alien races. Throughout key scenes in the game, there is a voiceover of a man telling a bedtime story to a child that relates to the narrative and sets a serious tone. Many of the sound effects like gunfire were likely created by recording the real sounds and editing them, while vehicle noises were made using fan or engine recordings combined with wind. The voiceover actor was probably recorded in a controlled studio environment speaking the scripted lines.
The document discusses the soundtrack for the video game Fifa 15. It describes three different soundtrack elements: the setting, mood, and game genre. For the setting of an intense free kick, the soundtrack builds tension with crowds cheering that get louder and more intense. The mood creates an intense atmosphere with fast-paced sounds that build pressure until a moment of silence right before the kick. As a sports simulation game, the soundtrack follows genre conventions with realistic crowd noise and grass sounds to immerse the player.
The document discusses sound elements in the video game Forza Horizon 2. It analyzes the sounds of a car engine revving in a farmer's field setting as the sun is setting. It states the car sounds were likely recorded using microphones around an actual car being revved. It describes the mood as relaxed but with a thrill from the car sounds. It notes racing games commonly feature realistic car sounds to simulate the experience. The narrative aims to become the top driver at a festival through open road races, with sound immersing the player in the surrounding environment.
Thomas Giblin has studied games design and has taken his knowledge to create a video game called "Abridged" to fill a gap in the market. Abridged is a puzzle/platform game where the player uses bridges to solve problems and progress through challenging compartments. The target audience is primarily males aged 12-30, though female gamers are also interested in these types of games. Unique selling points of Abridged include using bridges to solve environmental puzzles and throwing players in the deep end with limited instruction against many challenges.
This document provides an introduction and overview of the game "Abridged" which challenges the player to navigate through various compartments using puzzle-solving skills. The player must use a "Bridge Gun" which shoots orbs that can bounce and expand into bridges to cross gaps. The first few compartments introduce basic mechanics - walking over existing bridges, using a prism to open a door. Later compartments require using the gun to create bridges over gaps, then bouncing a second bridge to cross larger gaps. Precision is needed to solve puzzles and progress through increasingly difficult trials.
The document contains 50 links to various images of armor, weapons, and costumes from different time periods and cultures including Templar knights, samurai, Roman soldiers, mages, and Persian warriors. The images show everything from full plate armor to robes and include references to films like 300 and games like World of Warcraft.
This document lists armor slots for different character classes in a game. Druids can equip items in head, shoulders, back, chest, robe, and legs slots. Warriors can equip head, shoulders, back, chest, robe, legs, and feet. Mages can equip chest, robe, legs, feet, head, and influence. Death knights can equip head, influence, shoulders, and chest, robe, legs, and feet.
Destiny is an action-roleplaying, first-person shooter game set 700 years in the future in a post-apocalyptic world. The player takes on the role of a Guardian defending the last city of humanity against hostile alien races. Throughout key scenes in the game, there is a voiceover of a man telling a bedtime story to a child that relates to the narrative and sets a serious tone. Many of the sound effects like gunfire were likely created by recording the real sounds and editing them, while vehicle noises were made using fan or engine recordings combined with wind. The voiceover actor was probably recorded in a controlled studio environment speaking the scripted lines.
The document discusses the soundtrack for the video game Fifa 15. It describes three different soundtrack elements: the setting, mood, and game genre. For the setting of an intense free kick, the soundtrack builds tension with crowds cheering that get louder and more intense. The mood creates an intense atmosphere with fast-paced sounds that build pressure until a moment of silence right before the kick. As a sports simulation game, the soundtrack follows genre conventions with realistic crowd noise and grass sounds to immerse the player.
The document discusses sound elements in the video game Forza Horizon 2. It analyzes the sounds of a car engine revving in a farmer's field setting as the sun is setting. It states the car sounds were likely recorded using microphones around an actual car being revved. It describes the mood as relaxed but with a thrill from the car sounds. It notes racing games commonly feature realistic car sounds to simulate the experience. The narrative aims to become the top driver at a festival through open road races, with sound immersing the player in the surrounding environment.
Thomas Giblin has studied games design and has taken his knowledge to create a video game called "Abridged" to fill a gap in the market. Abridged is a puzzle/platform game where the player uses bridges to solve problems and progress through challenging compartments. The target audience is primarily males aged 12-30, though female gamers are also interested in these types of games. Unique selling points of Abridged include using bridges to solve environmental puzzles and throwing players in the deep end with limited instruction against many challenges.
This document provides an introduction and overview of the game "Abridged" which challenges the player to navigate through various compartments using puzzle-solving skills. The player must use a "Bridge Gun" which shoots orbs that can bounce and expand into bridges to cross gaps. The first few compartments introduce basic mechanics - walking over existing bridges, using a prism to open a door. Later compartments require using the gun to create bridges over gaps, then bouncing a second bridge to cross larger gaps. Precision is needed to solve puzzles and progress through increasingly difficult trials.
The document contains 50 links to various images of armor, weapons, and costumes from different time periods and cultures including Templar knights, samurai, Roman soldiers, mages, and Persian warriors. The images show everything from full plate armor to robes and include references to films like 300 and games like World of Warcraft.
This document lists armor slots for different character classes in a game. Druids can equip items in head, shoulders, back, chest, robe, and legs slots. Warriors can equip head, shoulders, back, chest, robe, legs, and feet. Mages can equip chest, robe, legs, feet, head, and influence. Death knights can equip head, influence, shoulders, and chest, robe, legs, and feet.
This document discusses designing armor sets for a World of Warcraft expansion. It outlines trends in armor preferences for different character classes based on forum research. These include nature-themed armor for druids, battle-scarred armor for warriors, and elemental or arcane-themed armor for mages. It also notes that the target audience for armor designs is typically male players aged 16-30 and provides statistics on subscription and revenue numbers for the game and its developer Blizzard.
The document describes the process used to design armor for different World of Warcraft characters. For each character, the designer started with the feet and worked upwards, using drawing and coloring tools to layer the armor design. Key aspects like colors and head designs were chosen based on feedback. The same techniques were applied consistently across each character's armor pieces.
This production log documents Thomas Giblin's 9-week process of creating armor designs for 4 character classes from World of Warcraft as part of a BTEC Level 3 Extended Diploma in Creative Media Production Games Design. In the first few weeks, Thomas conducted research on WoW armor and armor design, created character outlines in Illustrator, and hand-drew armor designs. He then scanned and imported these into Illustrator, using the pen tool to create digital armor designs for each character. Over subsequent weeks, Thomas worked to complete the armor designs for each character in Illustrator, facing some issues with file corruption along the way. By week 9, he had finished designs for all 4 characters and presented his work for feedback.
This production log documents Thomas Giblin's 8-week process of designing armor sets for four characters from World of Warcraft as part of a BTEC Level 3 Extended Diploma in Creative Media Production Games Design final major project (FMP). In the first few weeks, Thomas conducted research on WoW armor and armor design, created character outlines in Illustrator, and hand-drew armor designs which he scanned and imported into Illustrator. He finished the armor design and coloring for the first character in weeks 6-7 and the second character in week 7. In week 8 he faced issues with his Illustrator file but was able to complete the third character.
This production log details Thomas Giblin's progress on his FMP project creating armor sets for characters from World of Warcraft over 5 weeks. In week 1, he chose his project idea and researched existing WoW and real-world armor designs. He created a questionnaire to gather feedback. In week 2, he developed initial design ideas by creating a mind map of the 4 character classes. In week 3 while on holiday, he refined his research based on feedback. In week 4, he finished planning and pitched his project, then began production by outlining the base WoW character models in Illustrator.
This production log details Thomas Giblin's progress on a final major project (FMP) for a BTEC Level 3 Extended Diploma in Creative Media Production. The FMP involves designing armor sets for four character classes from World of Warcraft. In the first few weeks, Thomas conducted research on armor designs from World of Warcraft and other sources, created a project schedule, and pitched his idea. He then began production by modeling basic character outlines and hand drawing armor designs which he scanned and imported into Illustrator. Over subsequent weeks, Thomas continued refining the digital armor designs in Illustrator, finishing the first character by week 6 and the second by week 7 while starting the third.
Thomas Giblin is creating an armour set for multiple characters from World of Warcraft for his FMP at Salford City College Eccles Sixth Form Centre. In week 1, he chose his idea and researched different armours from World of Warcraft and other games, films, and television to gather references. He also started his production log and schedule. In week 2, he created design ideas by making a mind map of the four character classes and listing their features. He planned how to design the project. In week 3, while on holiday, he continued planning and refining his research based on feedback.
This production log details Thomas Giblin's progress over 7 weeks on developing armor designs for 4 character classes from World of Warcraft as part of a BTEC Level 3 Extended Diploma in Creative Media Production Games Design final major project. In the initial weeks, Thomas conducted research on armor designs from World of Warcraft and other games and films, created a project schedule, and gathered feedback from a questionnaire. He then began planning armor ideas and designing basic outlines of the characters in Illustrator before starting to draw armor features by hand and scan them into Illustrator to begin the digital designs.
This production log documents Thomas Giblin's progress on his Final Major Project (FMP) to design armor sets for four character classes from World of Warcraft. In week 1, Giblin chose his project idea, researched existing WoW and real-world armor designs, and created a survey to gather feedback. He began his production log and schedule to manage the project. In week 2, Giblin created concept maps with armor ideas for each class based on his research and survey feedback. He planned how to design the project.
This document is a production log for a student's FMP (Final Major Project) creating armor sets for characters from the game World of Warcraft. In the first few weeks, the student gathered research on armor designs from World of Warcraft and other sources, created a questionnaire to get feedback, and started planning their project schedule. Later weeks were spent hand drawing armor designs, scanning them into Illustrator, and digitally creating the armor sets for four different characters. The student faced issues when one of their Illustrator files became corrupted but was able to complete all four sets. Feedback was received and improvements were made after the deadline.
This document is a production log for a student's FMP (Final Major Project) creating armor sets for characters from the game World of Warcraft. Over the course of 12 weeks, the student conducted research, planned the project, designed basic outlines and armor concepts for 4 characters, created the digital designs using Illustrator, received feedback, and made improvements before uploading the final project and materials to a blog.
Thomas Giblin is creating armor sets for four characters from World of Warcraft as part of his FMP project. In the first week, he chose his idea and researched existing armor designs from World of Warcraft and other sources. He created a production log and schedule to manage the project. In subsequent weeks, he developed initial concepts by creating a mind map and refining his research based on feedback. He pitched his idea and began production by outlining the base character models in Illustrator. In week 5, he hand drew main armor features and scanned them into Illustrator to use as the basis for his core armor designs.
Thomas Giblin created a production log for his FMP project creating armor sets from World of Warcraft. In the first week, he chose his idea and researched different armors from World of Warcraft and other games, films, and television to inform his designs. He also created a questionnaire to get feedback and started his production log and schedule to manage the project and track his progress.
This document is a production log for a student named Thomas Giblin completing an extended diploma in creative media production with a focus on games design. Over the course of 11 weeks, Giblin worked on a final major project to design armor sets for four character classes from the game World of Warcraft. The log details the research, planning, design, and feedback stages of the project, including creating basic outlines and hand-drawn designs that were scanned and refined digitally in Illustrator. Giblin faced some issues with file corruption but was able to complete the project on time with feedback-driven improvements made after the initial deadline.
1) The document is a glossary of terms related to sound design and production for computer games. It provides definitions for various terms gathered from online research and describes how each term relates to the author's own production practice.
2) Key terms defined and discussed include file formats like .wav and .mp3, audio hardware like sound cards and MIDI keyboards, recording techniques like sampling and bit depth, and software tools like plug-ins and sequencers.
3) The author explains which terms are relevant to their own work creating sound effects, such as using uncompressed .wav files and stereo/surround sound, and which terms do not apply to their process, like formats for CDs/DVDs.
Unit 73 ig3 assignment programming sound assets to a game 2013_y2Thomas_Giblin_16
The assignment brief tasks the student with programming sound assets they have produced into a computer game for a submission deadline of June 6th. They must select sounds to embed in blog posts along with explanations, produce annotated screenshots documenting the programming process, and include a gameplay video demonstrating the sounds in action. The goals are to apply sound assets to a game following industry practice and standards at a good technical level, with imagination and independence.
This document appears to be about a final major project that is required to be completed. While few details are provided in the single-sentence document, it indicates there is an upcoming culminating assignment or task that must be finished, likely for a class. Completing this final major project seems to be the main topic and essential information contained within the brief document.
The document discusses designing new armor sets for classes in the upcoming World of Warcraft expansion. It outlines trends in popular armor styles for warriors, druids, mages and death knights based on forum discussions and research. These include battle-scarred styles for warriors, nature/wild themes for druids, mythical/elemental influences for mages, and unholy/fear-inducing designs for death knights. Reference images are provided of armor from past World of Warcraft seasons for each class.
This document discusses designing armor sets for a World of Warcraft expansion. It outlines trends in armor preferences for different character classes based on forum research. These include nature-themed armor for druids, battle-scarred armor for warriors, and elemental or arcane-themed armor for mages. It also notes that the target audience for armor designs is typically male players aged 16-30 and provides statistics on subscription and revenue numbers for the game and its developer Blizzard.
The document describes the process used to design armor for different World of Warcraft characters. For each character, the designer started with the feet and worked upwards, using drawing and coloring tools to layer the armor design. Key aspects like colors and head designs were chosen based on feedback. The same techniques were applied consistently across each character's armor pieces.
This production log documents Thomas Giblin's 9-week process of creating armor designs for 4 character classes from World of Warcraft as part of a BTEC Level 3 Extended Diploma in Creative Media Production Games Design. In the first few weeks, Thomas conducted research on WoW armor and armor design, created character outlines in Illustrator, and hand-drew armor designs. He then scanned and imported these into Illustrator, using the pen tool to create digital armor designs for each character. Over subsequent weeks, Thomas worked to complete the armor designs for each character in Illustrator, facing some issues with file corruption along the way. By week 9, he had finished designs for all 4 characters and presented his work for feedback.
This production log documents Thomas Giblin's 8-week process of designing armor sets for four characters from World of Warcraft as part of a BTEC Level 3 Extended Diploma in Creative Media Production Games Design final major project (FMP). In the first few weeks, Thomas conducted research on WoW armor and armor design, created character outlines in Illustrator, and hand-drew armor designs which he scanned and imported into Illustrator. He finished the armor design and coloring for the first character in weeks 6-7 and the second character in week 7. In week 8 he faced issues with his Illustrator file but was able to complete the third character.
This production log details Thomas Giblin's progress on his FMP project creating armor sets for characters from World of Warcraft over 5 weeks. In week 1, he chose his project idea and researched existing WoW and real-world armor designs. He created a questionnaire to gather feedback. In week 2, he developed initial design ideas by creating a mind map of the 4 character classes. In week 3 while on holiday, he refined his research based on feedback. In week 4, he finished planning and pitched his project, then began production by outlining the base WoW character models in Illustrator.
This production log details Thomas Giblin's progress on a final major project (FMP) for a BTEC Level 3 Extended Diploma in Creative Media Production. The FMP involves designing armor sets for four character classes from World of Warcraft. In the first few weeks, Thomas conducted research on armor designs from World of Warcraft and other sources, created a project schedule, and pitched his idea. He then began production by modeling basic character outlines and hand drawing armor designs which he scanned and imported into Illustrator. Over subsequent weeks, Thomas continued refining the digital armor designs in Illustrator, finishing the first character by week 6 and the second by week 7 while starting the third.
Thomas Giblin is creating an armour set for multiple characters from World of Warcraft for his FMP at Salford City College Eccles Sixth Form Centre. In week 1, he chose his idea and researched different armours from World of Warcraft and other games, films, and television to gather references. He also started his production log and schedule. In week 2, he created design ideas by making a mind map of the four character classes and listing their features. He planned how to design the project. In week 3, while on holiday, he continued planning and refining his research based on feedback.
This production log details Thomas Giblin's progress over 7 weeks on developing armor designs for 4 character classes from World of Warcraft as part of a BTEC Level 3 Extended Diploma in Creative Media Production Games Design final major project. In the initial weeks, Thomas conducted research on armor designs from World of Warcraft and other games and films, created a project schedule, and gathered feedback from a questionnaire. He then began planning armor ideas and designing basic outlines of the characters in Illustrator before starting to draw armor features by hand and scan them into Illustrator to begin the digital designs.
This production log documents Thomas Giblin's progress on his Final Major Project (FMP) to design armor sets for four character classes from World of Warcraft. In week 1, Giblin chose his project idea, researched existing WoW and real-world armor designs, and created a survey to gather feedback. He began his production log and schedule to manage the project. In week 2, Giblin created concept maps with armor ideas for each class based on his research and survey feedback. He planned how to design the project.
This document is a production log for a student's FMP (Final Major Project) creating armor sets for characters from the game World of Warcraft. In the first few weeks, the student gathered research on armor designs from World of Warcraft and other sources, created a questionnaire to get feedback, and started planning their project schedule. Later weeks were spent hand drawing armor designs, scanning them into Illustrator, and digitally creating the armor sets for four different characters. The student faced issues when one of their Illustrator files became corrupted but was able to complete all four sets. Feedback was received and improvements were made after the deadline.
This document is a production log for a student's FMP (Final Major Project) creating armor sets for characters from the game World of Warcraft. Over the course of 12 weeks, the student conducted research, planned the project, designed basic outlines and armor concepts for 4 characters, created the digital designs using Illustrator, received feedback, and made improvements before uploading the final project and materials to a blog.
Thomas Giblin is creating armor sets for four characters from World of Warcraft as part of his FMP project. In the first week, he chose his idea and researched existing armor designs from World of Warcraft and other sources. He created a production log and schedule to manage the project. In subsequent weeks, he developed initial concepts by creating a mind map and refining his research based on feedback. He pitched his idea and began production by outlining the base character models in Illustrator. In week 5, he hand drew main armor features and scanned them into Illustrator to use as the basis for his core armor designs.
Thomas Giblin created a production log for his FMP project creating armor sets from World of Warcraft. In the first week, he chose his idea and researched different armors from World of Warcraft and other games, films, and television to inform his designs. He also created a questionnaire to get feedback and started his production log and schedule to manage the project and track his progress.
This document is a production log for a student named Thomas Giblin completing an extended diploma in creative media production with a focus on games design. Over the course of 11 weeks, Giblin worked on a final major project to design armor sets for four character classes from the game World of Warcraft. The log details the research, planning, design, and feedback stages of the project, including creating basic outlines and hand-drawn designs that were scanned and refined digitally in Illustrator. Giblin faced some issues with file corruption but was able to complete the project on time with feedback-driven improvements made after the initial deadline.
1) The document is a glossary of terms related to sound design and production for computer games. It provides definitions for various terms gathered from online research and describes how each term relates to the author's own production practice.
2) Key terms defined and discussed include file formats like .wav and .mp3, audio hardware like sound cards and MIDI keyboards, recording techniques like sampling and bit depth, and software tools like plug-ins and sequencers.
3) The author explains which terms are relevant to their own work creating sound effects, such as using uncompressed .wav files and stereo/surround sound, and which terms do not apply to their process, like formats for CDs/DVDs.
Unit 73 ig3 assignment programming sound assets to a game 2013_y2Thomas_Giblin_16
The assignment brief tasks the student with programming sound assets they have produced into a computer game for a submission deadline of June 6th. They must select sounds to embed in blog posts along with explanations, produce annotated screenshots documenting the programming process, and include a gameplay video demonstrating the sounds in action. The goals are to apply sound assets to a game following industry practice and standards at a good technical level, with imagination and independence.
This document appears to be about a final major project that is required to be completed. While few details are provided in the single-sentence document, it indicates there is an upcoming culminating assignment or task that must be finished, likely for a class. Completing this final major project seems to be the main topic and essential information contained within the brief document.
The document discusses designing new armor sets for classes in the upcoming World of Warcraft expansion. It outlines trends in popular armor styles for warriors, druids, mages and death knights based on forum discussions and research. These include battle-scarred styles for warriors, nature/wild themes for druids, mythical/elemental influences for mages, and unholy/fear-inducing designs for death knights. Reference images are provided of armor from past World of Warcraft seasons for each class.