The document outlines plans for a final major project involving the remastering of historical Renaissance figures to fit in a modern graphic thief/assassin game. The plans include identifying key figures like Leonardo Da Vinci and their histories, rebuilding their appearances to fit the game, and producing sketch sheets displaying the remastered characters from different angles and poses to resemble example sketch sheet formats.
The document discusses several radio stations in the UK, including BBC Radio 1, Capital FM, XFM, FSV Radio, and Fuse FM. BBC Radio 1 plays the latest music and keeps listeners up to date with celebrities. Capital FM is a popular hit music station supported by famous artists. XFM focuses on rock and indie genres. FSV Radio is run by students of Salford City College. Fuse FM is a local radio station for the University of Manchester that covers a wide range of topics.
The document discusses the Naruto and Pokémon franchises as examples of successful franchised intellectual property in video games. It describes how Naruto originated as a manga series that was later adapted into many video games published by Namco Bandai, with the most recent being Naruto Shippuden Ultimate Ninja Storm Generations. It also explains how Pokémon began as a video game created by Game Freak for inspiration from insect collecting, and became a global multimedia franchise spanning games, trading cards, anime and more, with the first games being Pokémon Red and Blue. Both examples illustrate how original intellectual property can be franchised across multiple platforms.
The document provides instructions for using three different Photoshop tools - the pen tool, rectangular marquee tool, and magic wand tool. The pen tool is used to create shapes by placing points, the rectangular marquee tool selects parts of an image by drawing a box around the area, and the magic wand tool automatically selects similarly colored areas of an image.
The document discusses the history and evolution of arcade games and home gaming consoles. It describes how arcade games in the 1970s-1980s were coin-operated and had large cabinets with joysticks and buttons. It notes Japan had a coin shortage due to the popularity of Space Invaders. Modern arcade games mentioned include Time Crisis and House of the Dead. It also discusses the transition to home gaming consoles in the 1980s which allowed playing games at home without inserting coins. Consoles now connect to the internet and include currency systems for purchasing in-game items. System and title updates help fix bugs and combat hackers, though some older games now suffer from hacking due to lack of support.
The document describes a new game concept called Natural Destruction, which is a racer/survival game where the player controls an average civilian trying to escape deadly natural disasters. The game takes inspiration from movies like 2012 and racing games like Need for Speed. It will be available on all gaming consoles as well as smartphones and tablets. The game is separated from others by giving the player control over random natural disasters through a dice roll system. Marketing research found that the target audience enjoys similar games and most would be willing to pay around £10 for Natural Destruction.
The document provides an analysis of sound elements in a cut scene from the game Halo 4. It describes the rising and falling instruments that establish moods like excitement, mystery, and anticipation. It identifies the production techniques used, such as VST instruments, studio recording, and traditional instruments. The narrative describes a protagonist expressing their importance to allied forces but feeling shunned, before warning of a greater threat. The game genre is identified as an action game where the player protects the world as the protagonist.
The document describes a new game concept called Natural Destruction, which is a racer/survival game where the player controls an average civilian trying to escape deadly natural disasters. The game takes inspiration from movies like 2012 and racing games like Need for Speed. It will be available on all gaming consoles as well as smartphones and tablets. The game is separated from others by giving the player control over random natural disasters through a dice roll system. Marketing research found that the target audience enjoys similar games and most would pay around £10 for Natural Destruction.
The document outlines plans for a final major project involving the remastering of historical Renaissance figures to fit in a modern graphic thief/assassin game. The plans include identifying key figures like Leonardo Da Vinci and their histories, rebuilding their appearances to fit the game, and producing sketch sheets displaying the remastered characters from different angles and poses to resemble example sketch sheet formats.
The document discusses several radio stations in the UK, including BBC Radio 1, Capital FM, XFM, FSV Radio, and Fuse FM. BBC Radio 1 plays the latest music and keeps listeners up to date with celebrities. Capital FM is a popular hit music station supported by famous artists. XFM focuses on rock and indie genres. FSV Radio is run by students of Salford City College. Fuse FM is a local radio station for the University of Manchester that covers a wide range of topics.
The document discusses the Naruto and Pokémon franchises as examples of successful franchised intellectual property in video games. It describes how Naruto originated as a manga series that was later adapted into many video games published by Namco Bandai, with the most recent being Naruto Shippuden Ultimate Ninja Storm Generations. It also explains how Pokémon began as a video game created by Game Freak for inspiration from insect collecting, and became a global multimedia franchise spanning games, trading cards, anime and more, with the first games being Pokémon Red and Blue. Both examples illustrate how original intellectual property can be franchised across multiple platforms.
The document provides instructions for using three different Photoshop tools - the pen tool, rectangular marquee tool, and magic wand tool. The pen tool is used to create shapes by placing points, the rectangular marquee tool selects parts of an image by drawing a box around the area, and the magic wand tool automatically selects similarly colored areas of an image.
The document discusses the history and evolution of arcade games and home gaming consoles. It describes how arcade games in the 1970s-1980s were coin-operated and had large cabinets with joysticks and buttons. It notes Japan had a coin shortage due to the popularity of Space Invaders. Modern arcade games mentioned include Time Crisis and House of the Dead. It also discusses the transition to home gaming consoles in the 1980s which allowed playing games at home without inserting coins. Consoles now connect to the internet and include currency systems for purchasing in-game items. System and title updates help fix bugs and combat hackers, though some older games now suffer from hacking due to lack of support.
The document describes a new game concept called Natural Destruction, which is a racer/survival game where the player controls an average civilian trying to escape deadly natural disasters. The game takes inspiration from movies like 2012 and racing games like Need for Speed. It will be available on all gaming consoles as well as smartphones and tablets. The game is separated from others by giving the player control over random natural disasters through a dice roll system. Marketing research found that the target audience enjoys similar games and most would be willing to pay around £10 for Natural Destruction.
The document provides an analysis of sound elements in a cut scene from the game Halo 4. It describes the rising and falling instruments that establish moods like excitement, mystery, and anticipation. It identifies the production techniques used, such as VST instruments, studio recording, and traditional instruments. The narrative describes a protagonist expressing their importance to allied forces but feeling shunned, before warning of a greater threat. The game genre is identified as an action game where the player protects the world as the protagonist.
The document describes a new game concept called Natural Destruction, which is a racer/survival game where the player controls an average civilian trying to escape deadly natural disasters. The game takes inspiration from movies like 2012 and racing games like Need for Speed. It will be available on all gaming consoles as well as smartphones and tablets. The game is separated from others by giving the player control over random natural disasters through a dice roll system. Marketing research found that the target audience enjoys similar games and most would pay around £10 for Natural Destruction.
The document discusses various contractual, legal, ethical, and professional aspects of game development. Contractually, employment contracts outline job roles and rewards, while publishers provide funding for developers' games. Legally, intellectual property must be protected through copyright, trademarks, and patents. Ethically, games are rated based on their violent or sexual content and stereotyping should be avoided. Professionally, organizations like UKIE, IGDA, and BAFTA provide resources and support for the game development industry.
The document outlines a student's progress on their Project da Vinci over several months. It details their studies of anatomy, figure drawing, character design, and item development. They practiced different drawing techniques including box, oval, and hybrid figure methods. They also studied hands, folds and fabric, life drawing, and anatomical structures. Their character concepts progressed from basic profiles to more detailed descriptions and pose studies. Their item designs included weapons and a hound concept. They realized they needed to extend their deadline and further develop anatomy skills for their concepts to reach a good standard.
Game designers are responsible for planning all elements of a game including its setting, rules, story, and modes of play. They work with other roles like level editors, artists, programmers and producers to bring the game to life. Game development involves large collaborative teams working to tight schedules and budgets to create engaging new titles.
This document discusses different business models for games, including arcades, consoles, online/social games, and digital distribution platforms. It provides details on arcade games from the 1970s-1980s and how they worked. It then discusses various video game consoles that originated from the 1980s to present, how they enabled people to play games at home without paying per play. The document also outlines social/online games like FarmVille and their massive popularity and revenue, as well as platforms like Steam that help developers and players.
Unit 73 ig3 assignment programming sound assets to a game 2013_y2Nathan_West
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 from their Unit 70 work and blog about them, produce screenshots documenting their programming process, and include a gameplay video showing their 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 provides 5 screenshots from the Wings of Morpheus application. The screenshots demonstrate changing opacity, locking image selection, using the magnifying glass tool to zoom, creating elements with the pen tool, and highlighting selections with the selection tool. The screenshots showcase various tools in Wings of Morpheus for image editing and manipulation.
The document discusses different types of computer graphics, including vector graphics which use points and paths, and raster graphics which use a grid of pixels. It explains that raster graphics become blurred when zoomed in, while vector graphics maintain clarity. Common file formats like JPEG and GIF are described as well as how they use lossy compression. Vector graphics are used in programs like Adobe Flash, while raster images are captured by devices like digital cameras. Resolution, compression techniques, and asset management are also covered.
The document describes 4 screenshots demonstrating the use of different Photoshop tools. The first screenshot shows using the pen tool to create points and paths for shapes. The second screenshot shows using the rectangular marquee tool to select and remove part of a background. The third screenshot shows using the brush tool to color in part of an image. The fourth screenshot shows using the crop tool to delete parts of an image within a selection box.
This document contains 17 screenshots documenting the process of creating a Lightbot model from its earliest stages to completion. Each screenshot is accompanied by a date and brief description of the part being worked on, such as the head, joints, limbs, hands and feet. The final screenshot shows the fully assembled Lightbot.
This document contains a bibliography listing 10 image URLs of masks, faces, and creatures including images of masks with teeth and eyes, an octopus mask, face paint designs like an octopus, anglerfish, and a close-up of an eye.
The document provides an analysis of the soundtrack for a video game called Darksiders. It describes different elements of the soundtrack between time stamps, including a looming symphony playing as ambient music during a character's dialogue, the sound of burning flames muffling the dialogue briefly, and the sound of rippling water and children's laughter changing the mood. It identifies production techniques used like VST instruments and effects, studio recordings, traditional instruments, and audio field recordings. Based on the dialogue, the game seems to be a fantasy role-playing game where the player takes on the role of one of four characters achieving a long-ago goal, and the initial dialogue discusses the origin and power of the protagonist.
Need for speed most wanted cutscene analysisNathan_West
The document analyzes the soundtrack of the game Need for Speed: Most Wanted. It describes the different audio elements used in an opening cutscene where the player is engaged in a police chase. These include a female voice at the beginning establishing context, heavy music and sound effects that build tension as the chase escalates. The analysis identifies the production techniques used such as virtual instruments, recorded instruments and field recordings to create specific moods like calm, excitement and urgency. It determines the game genre is a street racing game focused on evading the police.
The soundtrack describes a setting where calm flowing water is interrupted by approaching aircraft with a sinister theme, until a mythical creature arrives and roars, only to be forced into fleeing by a loud blast. Specific production techniques are identified for different soundtrack elements, including using audio field recordings for the water, traditional instruments and field recordings for the aircraft, and VST instruments with studio recordings for the creature's roar and the blast targeting it. The sounds provide features of a fantasy role-playing game where the protagonist must investigate the source of a disturbance.
This professional development plan outlines Nathan West's goals from May 2013 to July 2017 as he pursues a career in illustration. Over this period, he aims to complete his BTEC in Creative Media Production with a focus on games design, research universities and apply to them, and improve his artistic skills in areas like human figure drawing. After finishing his degree, Nathan plans to update his portfolio, apply for illustration jobs, and attend interviews to begin working as a full-time illustrator in July 2017.
The document summarizes the process of creating a 30-second animation for a radio station logo. Key steps included:
1) Creating a schedule and production log to track progress.
2) Researching other radio stations and developing initial animation ideas, settling on a jigsaw puzzle forming the logo.
3) Storyboarding the animation stages and timeline.
4) Piecing the animation together in Adobe Premier and uploading the final version to YouTube.
5) Reflecting that time management was the main challenge and focus for future projects.
Nathan West describes the process of adding sound to an animation in Adobe Premier Pro. This involved selecting an ambient soundbed to place alongside the animation, cutting and placing segments of the animation to match points in the soundbed, and using rate stretch tools to manipulate the speed of the soundbed to sync with the animation. Transitions were then added and the finished animation was uploaded to YouTube and embedded in a blog.
Project Renaissance is a third person stealth game set in 15th century Italy starring Leonardo da Vinci. The player will control da Vinci and use his inventions and skills to complete missions. The game draws inspiration from Assassin's Creed and will include some graphic scenes of human dismemberment during da Vinci's anatomical studies. The target audience is 16-21 year olds interested in historical action games. Ubisoft will develop the game, as their Assassin's Creed series influenced the concept. Related media that may promote the game include the films The Da Vinci Code and Angels & Demons, and the TV show Da Vinci's Demons.
The document provides details about Project Renaissance, a third-person stealth game set in 15th century Italy featuring Leonardo da Vinci. The author's role is to create concept art and character profiles for da Vinci and other figures. Examples are given of da Vinci's profile and concept sketches. Related films about da Vinci like The Da Vinci Code are discussed. The author's research covered architecture, movement, anatomy and da Vinci's life. Children's shows and comics featuring da Vinci are also mentioned.
The document summarizes the process of creating a 2D game character for a client over 5 weeks. It involved creating a project charter laying out goals and steps, a production schedule and log to track progress. Character sketches and profiles were generated before selecting the strongest concept of Sammy the cyborg squirrel. A presentation was created in Adobe Flash with an alpha gameplay demo and character details for the client. More development of the character concept was needed and the production log lacked consistency over time.
1) The document discusses a 3D modeling assignment where students were tasked with creating their own unique sidekick character using the software Lightwave.
2) It describes the process the student took, including researching existing sidekick examples, designing an ideas map, creating design pack drawings, and then producing the 3D model while tracking progress.
3) The student reflects that while the final product was an improvement, better planning such as with the design pack could have made the process smoother, and stresses the importance of project management for meeting deadlines.
Nathan West created a 3D model of a sidekick for a games design course. He spent time ensuring each part was professionally modeled, though this took some time. Problems arose with using the modeling tools and graph paper instructions. Over several weeks, Nathan modeled the head, torso, arms, legs and feet, improving the design based on critiques. He assembled the full sidekick model by mirroring the limbs and adding textures and surfaces to complete the project.
Nathan West created a 3D animation of a jigsaw puzzle coming together with an e6 logo. He began by designing the 2D pieces in Adobe Illustrator and extruding them into 3D polygons in Lightwave. He assembled the 3D puzzle by placing each piece on its own layer and adding movement through scaling and collisions. Finally, he added the e6 logo and animated the puzzle assembling in reverse order to reveal the logo.
The document discusses various contractual, legal, ethical, and professional aspects of game development. Contractually, employment contracts outline job roles and rewards, while publishers provide funding for developers' games. Legally, intellectual property must be protected through copyright, trademarks, and patents. Ethically, games are rated based on their violent or sexual content and stereotyping should be avoided. Professionally, organizations like UKIE, IGDA, and BAFTA provide resources and support for the game development industry.
The document outlines a student's progress on their Project da Vinci over several months. It details their studies of anatomy, figure drawing, character design, and item development. They practiced different drawing techniques including box, oval, and hybrid figure methods. They also studied hands, folds and fabric, life drawing, and anatomical structures. Their character concepts progressed from basic profiles to more detailed descriptions and pose studies. Their item designs included weapons and a hound concept. They realized they needed to extend their deadline and further develop anatomy skills for their concepts to reach a good standard.
Game designers are responsible for planning all elements of a game including its setting, rules, story, and modes of play. They work with other roles like level editors, artists, programmers and producers to bring the game to life. Game development involves large collaborative teams working to tight schedules and budgets to create engaging new titles.
This document discusses different business models for games, including arcades, consoles, online/social games, and digital distribution platforms. It provides details on arcade games from the 1970s-1980s and how they worked. It then discusses various video game consoles that originated from the 1980s to present, how they enabled people to play games at home without paying per play. The document also outlines social/online games like FarmVille and their massive popularity and revenue, as well as platforms like Steam that help developers and players.
Unit 73 ig3 assignment programming sound assets to a game 2013_y2Nathan_West
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 from their Unit 70 work and blog about them, produce screenshots documenting their programming process, and include a gameplay video showing their 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 provides 5 screenshots from the Wings of Morpheus application. The screenshots demonstrate changing opacity, locking image selection, using the magnifying glass tool to zoom, creating elements with the pen tool, and highlighting selections with the selection tool. The screenshots showcase various tools in Wings of Morpheus for image editing and manipulation.
The document discusses different types of computer graphics, including vector graphics which use points and paths, and raster graphics which use a grid of pixels. It explains that raster graphics become blurred when zoomed in, while vector graphics maintain clarity. Common file formats like JPEG and GIF are described as well as how they use lossy compression. Vector graphics are used in programs like Adobe Flash, while raster images are captured by devices like digital cameras. Resolution, compression techniques, and asset management are also covered.
The document describes 4 screenshots demonstrating the use of different Photoshop tools. The first screenshot shows using the pen tool to create points and paths for shapes. The second screenshot shows using the rectangular marquee tool to select and remove part of a background. The third screenshot shows using the brush tool to color in part of an image. The fourth screenshot shows using the crop tool to delete parts of an image within a selection box.
This document contains 17 screenshots documenting the process of creating a Lightbot model from its earliest stages to completion. Each screenshot is accompanied by a date and brief description of the part being worked on, such as the head, joints, limbs, hands and feet. The final screenshot shows the fully assembled Lightbot.
This document contains a bibliography listing 10 image URLs of masks, faces, and creatures including images of masks with teeth and eyes, an octopus mask, face paint designs like an octopus, anglerfish, and a close-up of an eye.
The document provides an analysis of the soundtrack for a video game called Darksiders. It describes different elements of the soundtrack between time stamps, including a looming symphony playing as ambient music during a character's dialogue, the sound of burning flames muffling the dialogue briefly, and the sound of rippling water and children's laughter changing the mood. It identifies production techniques used like VST instruments and effects, studio recordings, traditional instruments, and audio field recordings. Based on the dialogue, the game seems to be a fantasy role-playing game where the player takes on the role of one of four characters achieving a long-ago goal, and the initial dialogue discusses the origin and power of the protagonist.
Need for speed most wanted cutscene analysisNathan_West
The document analyzes the soundtrack of the game Need for Speed: Most Wanted. It describes the different audio elements used in an opening cutscene where the player is engaged in a police chase. These include a female voice at the beginning establishing context, heavy music and sound effects that build tension as the chase escalates. The analysis identifies the production techniques used such as virtual instruments, recorded instruments and field recordings to create specific moods like calm, excitement and urgency. It determines the game genre is a street racing game focused on evading the police.
The soundtrack describes a setting where calm flowing water is interrupted by approaching aircraft with a sinister theme, until a mythical creature arrives and roars, only to be forced into fleeing by a loud blast. Specific production techniques are identified for different soundtrack elements, including using audio field recordings for the water, traditional instruments and field recordings for the aircraft, and VST instruments with studio recordings for the creature's roar and the blast targeting it. The sounds provide features of a fantasy role-playing game where the protagonist must investigate the source of a disturbance.
This professional development plan outlines Nathan West's goals from May 2013 to July 2017 as he pursues a career in illustration. Over this period, he aims to complete his BTEC in Creative Media Production with a focus on games design, research universities and apply to them, and improve his artistic skills in areas like human figure drawing. After finishing his degree, Nathan plans to update his portfolio, apply for illustration jobs, and attend interviews to begin working as a full-time illustrator in July 2017.
The document summarizes the process of creating a 30-second animation for a radio station logo. Key steps included:
1) Creating a schedule and production log to track progress.
2) Researching other radio stations and developing initial animation ideas, settling on a jigsaw puzzle forming the logo.
3) Storyboarding the animation stages and timeline.
4) Piecing the animation together in Adobe Premier and uploading the final version to YouTube.
5) Reflecting that time management was the main challenge and focus for future projects.
Nathan West describes the process of adding sound to an animation in Adobe Premier Pro. This involved selecting an ambient soundbed to place alongside the animation, cutting and placing segments of the animation to match points in the soundbed, and using rate stretch tools to manipulate the speed of the soundbed to sync with the animation. Transitions were then added and the finished animation was uploaded to YouTube and embedded in a blog.
Project Renaissance is a third person stealth game set in 15th century Italy starring Leonardo da Vinci. The player will control da Vinci and use his inventions and skills to complete missions. The game draws inspiration from Assassin's Creed and will include some graphic scenes of human dismemberment during da Vinci's anatomical studies. The target audience is 16-21 year olds interested in historical action games. Ubisoft will develop the game, as their Assassin's Creed series influenced the concept. Related media that may promote the game include the films The Da Vinci Code and Angels & Demons, and the TV show Da Vinci's Demons.
The document provides details about Project Renaissance, a third-person stealth game set in 15th century Italy featuring Leonardo da Vinci. The author's role is to create concept art and character profiles for da Vinci and other figures. Examples are given of da Vinci's profile and concept sketches. Related films about da Vinci like The Da Vinci Code are discussed. The author's research covered architecture, movement, anatomy and da Vinci's life. Children's shows and comics featuring da Vinci are also mentioned.
The document summarizes the process of creating a 2D game character for a client over 5 weeks. It involved creating a project charter laying out goals and steps, a production schedule and log to track progress. Character sketches and profiles were generated before selecting the strongest concept of Sammy the cyborg squirrel. A presentation was created in Adobe Flash with an alpha gameplay demo and character details for the client. More development of the character concept was needed and the production log lacked consistency over time.
1) The document discusses a 3D modeling assignment where students were tasked with creating their own unique sidekick character using the software Lightwave.
2) It describes the process the student took, including researching existing sidekick examples, designing an ideas map, creating design pack drawings, and then producing the 3D model while tracking progress.
3) The student reflects that while the final product was an improvement, better planning such as with the design pack could have made the process smoother, and stresses the importance of project management for meeting deadlines.
Nathan West created a 3D model of a sidekick for a games design course. He spent time ensuring each part was professionally modeled, though this took some time. Problems arose with using the modeling tools and graph paper instructions. Over several weeks, Nathan modeled the head, torso, arms, legs and feet, improving the design based on critiques. He assembled the full sidekick model by mirroring the limbs and adding textures and surfaces to complete the project.
Nathan West created a 3D animation of a jigsaw puzzle coming together with an e6 logo. He began by designing the 2D pieces in Adobe Illustrator and extruding them into 3D polygons in Lightwave. He assembled the 3D puzzle by placing each piece on its own layer and adding movement through scaling and collisions. Finally, he added the e6 logo and animated the puzzle assembling in reverse order to reveal the logo.
Unit 76 task 2 programming sounds into a gameNathan_West
The document provides steps for adding sound to a game project. It instructs the user to open the sound folder, select a sound file from their files, and click ok to add it. Then it recommends testing the sounds by clicking play to ensure they work properly within the game. Once testing is complete and the user is satisfied, they should save the project file.
Project da Vinci aimed to develop 4 character concepts for Ubisoft's future game Renaissance, which would depict elements of Assassin's Creed set during the Italian Renaissance and focus on Leonardo da Vinci. The first task involved researching the Renaissance's effects and da Vinci's studies. While research was collected thoroughly, market analysis could have been improved. The second task involved generating character ideas, but time management and business elements were lacking. The third task involved pitching a concept, but technical difficulties delayed and reduced the pitch's quality. The fourth involved outlining production plans without including a budget. Overall, while concepts were developed, skills in anatomy, figure drawing, and motion needed further improvement to fully realize the envision
The project aimed to develop 4 character concepts for a new Ubisoft game called Renaissance, which would depict elements from Assassin's Creed set during the Italian Renaissance and focus on Leonardo da Vinci's studies. The first task involved researching how the Renaissance was portrayed in different media and da Vinci's history and anatomy. Extensive research was collected on the Renaissance, da Vinci's work, and how it has been used in past games and films. The work put into the first task was deemed successful, though adding details about game developers and the market could have improved it further.
The document outlines a student's progress on their Project da Vinci over several months. It describes their studies of anatomy, figure drawing, character design, and item development. These included mood boards, skeletal studies, fabric studies, character profiles, weapon concepts, and 30-second pose studies. The student realized they needed more practice with anatomy, hands, and rendering tone to improve their work.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations such as sound processor units and random access memory, mono/stereo/surround sound, audio recording systems like analog and digital audio tape, MIDI, software sequencers and plugins, and concepts in audio sampling like bit-depth and sample rate. For each term, the student provided an internet definition and described its relevance to their own production practice where possible.
The author changed settings on an audio effect to alter the sound, modifying MaxShape to add more effects and altering the Freeze effect to make the audio sound like it is in a cave. They were using the KT Granulator audio effect plugin or program.
1. BTec Level 3
Extended Diploma in Creative Media Production
Games Design
HA1 – Unit 13 – Understanding the Computer Games Industry
Industry Trends - IP
Franchised IP: Naruto started as an idea that masashi kimoto thought of .That idea was then written
and illustrated by and became a popular manga series in japan. Naruto is a story about a young ninja
2. BTec Level 3
Extended Diploma in Creative Media Production
Games Design
HA1 – Unit 13 – Understanding the Computer Games Industry
Industry Trends - IP
who constantly searches for recognition and has dreams of becoming leader of the hidden leaf
village.
History
The first Naruto game clash of a ninja was a third person adventure/survival/fighter game that was
released on Nintendo’s game cubein 2003.
The story behind the game was to fend off the enemies which are trying to capture Naruto because
of the nine tailed fox spirit inside of him, but at the same time protect the hidden leaf village and the
people dear to him. The main characters in this game are susuke uchiha – a young ninja from a well-
known clan called the uchiha, Sakura one of naruto’s closest friends, Kakashi there sensei and
Naruto uzumaki the main protagonist of the series. Clash of a ninja was really based on the manga of
the series clash of a ninja and the game simulates the series as you being the main character naruto.
Naruto clash of a ninja isn’t an average fighting game the characters use a source from their body
called chakra to create special techniques specialised from different groups of people.
There was many games leading up to the current game Naruto shippuden ultimate ninja storm
generations which has allot more characters featured in the game but isn’t as open as the earlier
games this game is more of an original fighting game just with the special features like the ability of
jutsu and other special techniques that makes the game unique from other fighting games. The plot
in Naruto shippuden ultimate ninja storm generations is a collection of all the old scenes and story’s
from the original games leading up to the newest games based on the more recent series Naruto
shippuden. In this more updated and recent game Naruto has been through tough battles and has
lost friends and loved ones along the way but has grew up to be allot stronger and can now adapt to
the troubles and obstacles along the way and is now on a mission to save his best friend sasuke
uchiha who has already turned to the side of orochimaru naruto’s sworn enemy.
Developers
Namco Bandai is a Popular Gaming company that is known for developing and publishing games
such as and Tekken and dragonball z.
They started developing the Naruto games in 2007 in the PlayStation 2era and then went on further
to develop and all the other main games that leaded up to the most sold game in the franchise
Naruto shippuden ultimate ninja storm generations
IP Creator: Masashi Kimoto
3. BTec Level 3
Extended Diploma in Creative Media Production
Games Design
HA1 – Unit 13 – Understanding the Computer Games Industry
Industry Trends - IP
Platform & Genre
Xbox 360/ PlayStation 3
3rd Person
Fighter
Title Name: Naruto Shippuden Ultimate Ninja Storm Generations
Developer: Namco Bandai
Producer : Yusuke Sasaki
Composer: Chikayo Fukuda
Rating: CERO: A, ESRB: T, PEGI: 12+
Bibliography
http://upload.wikimedia.org/wikipedia/en/a/a6/ClashofNinja1Cover.jpg
http://cubemedia.ign.com/cube/image/article/734/734734/naruto-clash-of-ninja-2-
http://media.animevice.com/uploads/0/4479/552289-naruto_shippuden_m_2_super.png
http://2.bp.blogspot.com/-
WPNPyXF3MPo/UFBtuQriHVI/AAAAAAAAE5g/qmCx5TVeaZ4/s640/naruto-3582821.jpg
http://bybygames.com/images/NarutoShippudenUltimateNinjaStormGenerationsXBOX360.jpg
4. BTec Level 3
Extended Diploma in Creative Media Production
Games Design
HA1 – Unit 13 – Understanding the Computer Games Industry
Industry Trends - IP