This document is a submission for a Powerpoint FlashCards assignment by April Albarado on March 2, 2014. There is no submission text or student comments included. The file submitted is a Powerpoint file called "Lesson 10 Flashcards.pptx".
This document discusses principles of balance in visual composition. It defines balance as the distribution of visual weight within a composition. There are four main types of balance discussed: symmetrical, asymmetrical, radial, and crystallographic/allover pattern. Symmetrical balance involves identical elements on both sides of a central axis, creating formality. Asymmetrical balance uses unequal but visually balanced elements to seem more casual. Radial balance radiates elements from a central point. Crystallographic balance repeats patterns uniformly over a whole format. Achieving effective balance, whether symmetrical or asymmetrical, is an important goal in visual composition.
Here are the requirements for the Access database:
1. Create two tables:
- Potential Employers
- Application Status
2. Create a form for each table
3. Find and enter data from 10+ job ads
4. Print a report of positions paying $20k+
5. Create a query displaying company, contact, email, position.
Balance is one of the key principles of art. There are three main types of balance: symmetrical, asymmetrical, and radial. Symmetrical balance involves elements of equal size and weight on both sides of a central axis, creating a sense of formality. Asymmetrical balance uses different but visually balanced elements on either side. Radial balance radiates elements out from a central point. Achieving the appropriate type of balance is important for creating a satisfying composition and visual experience for the viewer.
Balance is important for design stability and prevents designs from looking lopsided or tense. There are three main types of balance: symmetrical, where both sides of a design are mirror images; asymmetrical, where smaller elements are balanced by a larger element on the other side; and radial, where all design elements radiate from a central point in a circular fashion. Balance gives designs a sense of flow rather than tension.
Scale refers to size while proportion is relative size. Artists use scale and proportion to create emphasis, focal points, and emotional effects. Very large or small scale can be arresting. Unexpected changes in scale surprise viewers. Proportion systems like the golden ratio and root rectangles provide aesthetic rules that influence artistic compositions. Scale within a work also provides meaning and clues for interpretation.
This document outlines a career search project to help users create or revise their cover letter and resume so they are prepared to apply for jobs. It provides requirements for a cover letter, including using a non-template word document with the applicant's contact information, employer contact information, and three paragraphs addressing why they are applying and how their qualifications match the job. It also provides requirements for a one-page resume created from a template, including an objective, contact information, education history, work history, and awards or skills.
Roles and Responsibilities: Developing the TeamTracie King
This chapter discusses roles and responsibilities in game development. It covers both company roles such as studios, publishers, and manufacturers. It also covers common team roles including production, design, art, programming, audio, and testing. Each team role has several specific positions that are described. The chapter concludes by listing some of the tools used by different roles, such as game engines, 3D modeling software, audio software, and level editors.
This chapter discusses game interfaces and their importance in player-centered design. It covers the different components of interfaces, types of interfaces including physical and visual, and considerations for usability. The chapter aims to explain how interfaces relate to gameplay and creating the best player experience.
This document discusses principles of balance in visual composition. It defines balance as the distribution of visual weight within a composition. There are four main types of balance discussed: symmetrical, asymmetrical, radial, and crystallographic/allover pattern. Symmetrical balance involves identical elements on both sides of a central axis, creating formality. Asymmetrical balance uses unequal but visually balanced elements to seem more casual. Radial balance radiates elements from a central point. Crystallographic balance repeats patterns uniformly over a whole format. Achieving effective balance, whether symmetrical or asymmetrical, is an important goal in visual composition.
Here are the requirements for the Access database:
1. Create two tables:
- Potential Employers
- Application Status
2. Create a form for each table
3. Find and enter data from 10+ job ads
4. Print a report of positions paying $20k+
5. Create a query displaying company, contact, email, position.
Balance is one of the key principles of art. There are three main types of balance: symmetrical, asymmetrical, and radial. Symmetrical balance involves elements of equal size and weight on both sides of a central axis, creating a sense of formality. Asymmetrical balance uses different but visually balanced elements on either side. Radial balance radiates elements out from a central point. Achieving the appropriate type of balance is important for creating a satisfying composition and visual experience for the viewer.
Balance is important for design stability and prevents designs from looking lopsided or tense. There are three main types of balance: symmetrical, where both sides of a design are mirror images; asymmetrical, where smaller elements are balanced by a larger element on the other side; and radial, where all design elements radiate from a central point in a circular fashion. Balance gives designs a sense of flow rather than tension.
Scale refers to size while proportion is relative size. Artists use scale and proportion to create emphasis, focal points, and emotional effects. Very large or small scale can be arresting. Unexpected changes in scale surprise viewers. Proportion systems like the golden ratio and root rectangles provide aesthetic rules that influence artistic compositions. Scale within a work also provides meaning and clues for interpretation.
This document outlines a career search project to help users create or revise their cover letter and resume so they are prepared to apply for jobs. It provides requirements for a cover letter, including using a non-template word document with the applicant's contact information, employer contact information, and three paragraphs addressing why they are applying and how their qualifications match the job. It also provides requirements for a one-page resume created from a template, including an objective, contact information, education history, work history, and awards or skills.
Roles and Responsibilities: Developing the TeamTracie King
This chapter discusses roles and responsibilities in game development. It covers both company roles such as studios, publishers, and manufacturers. It also covers common team roles including production, design, art, programming, audio, and testing. Each team role has several specific positions that are described. The chapter concludes by listing some of the tools used by different roles, such as game engines, 3D modeling software, audio software, and level editors.
This chapter discusses game interfaces and their importance in player-centered design. It covers the different components of interfaces, types of interfaces including physical and visual, and considerations for usability. The chapter aims to explain how interfaces relate to gameplay and creating the best player experience.
This chapter discusses various aspects of gameplay, including rules of play, interactivity modes, game theory, challenges, balance, and the relationship between gameplay and documentation. It addresses key questions such as the relationship between gameplay and challenges/strategies, different interactivity modes, and the difference between static and dynamic balance. Examples are provided to illustrate different gameplay concepts.
This chapter discusses key aspects of story and character development for games. It covers traditional story structures and character archetypes, elements like premise and theme, and how interactivity influences storytelling. Character development techniques are explored, including visual elements like concept art and animation, as well as verbal elements like dialogue and narration. Character movement, backgrounds, and descriptions are also addressed.
Production and Management: Developing the ProcessTracie King
This chapter discusses game development processes including the typical phases of development (concept, pre-production, etc.), management techniques like iterative development, and common documentation used such as game design documents, test plans, and concept documents. Effective management is key to navigating the development cycles and avoiding common mistakes. Documentation provides essential information on the game's concept, design, target audience, and more.
This document discusses identifying and managing game requirements. It covers identifying basic requirements such as input devices like controllers, keyboards, and motion sensors and output devices like displays, speakers. It also covers managing performance requirements including platform memory needs, graphics like resolution, and networking architecture. The key aspects of networking like TCP, UDP, and web services are also introduced.
The document provides guidance on conceptualizing a game, including identifying motivation and target audiences, selecting genres and types, and developing key elements of the concept such as the mission statement, storyline, gameplay, and mechanics. The concept development process involves understanding player psychology, defining objectives and challenges, and creating interactive elements that engage the intended audience.
This document discusses various aspects of developing game functionality, including programming game components, understanding tool creation, incorporating artificial intelligence techniques like evading, chasing and flocking, handling game data through serialization and storage, and managing game states. It provides examples of coding health changes, ammunition changes, and different AI behaviors. The document also explains capturing user data, defining data to save, checking for save files, and loading saved game data.
The document discusses various aspects of developing a game user interface (UI) in XNA, including loading and managing UI assets, configuring audio/video, detecting player input, creating menus and save-load screens, defining UI states, and programming UI controls. It provides code samples for loading assets, checking keyboard/gamepad input, creating a custom menu component, and making a checkbox UI control. The overall aim is to explain how to design and program the interactive elements that allow players to interact with a game.
This document discusses designing specific game components such as game states, objects, characters, and physics-based animations. It covers creating gameflow with challenges and pace, scripted events and training areas. It also discusses managing game performance through scene hierarchy, frame rate, and the graphics pipeline. Game loops, transforming and animating objects, and creating realistic characters through lighting, shaders, and projections are also summarized.
Creating the Game Output Design discusses creating the visual design and deciding the output parameters for a game. It covers selecting 2D or 3D graphics and design components like bitmaps, sprites, textures and lighting. The document also discusses user interface layout, including diegetic/nondiegetic and spatial/meta components as well as common UI elements like menus, heads-up displays, and buttons. It emphasizes choosing output parameters based on the rendering engine, resolutions, and compression techniques used.
The 3ds Max interface chapter covers the main components of the 3ds Max workspace including viewports, navigation tools like the viewcube and quad menus, transforming objects using gizmos, the Graphite modeling tool tab, the command panel, modifier stack, time slider and track bar, setting projects, and file management features like version up saving. Key areas discussed are the viewports and navigation options, transforming objects using the move, rotate, and scale gizmos, the Graphite modeling tools, and the layout and functions accessible through the command panel.
This document discusses modeling an architectural model in 3ds Max. It describes importing a CAD drawing as a reference, creating walls, doors, and windows that are aligned to the floorplan using snaps. It also details adding a floor and ceiling by extruding lines traced around the floorplan. Finally, it explains creating baseboard and crown moldings using the line tool to trace shapes.
This chapter discusses modeling a clock in 3ds Max. It covers setting up the project, modeling the clock body from a cylinder using subdivision surfaces and beveling, creating spline-based elements like the clock hands and bell using lathe and extrude modifiers, texturing the clock numbers, and assembling the final clock model by merging all the pieces.
This document discusses animating a bouncing ball in 3ds Max 2015. It covers keyframing the ball's position at different frames, using pivot points, and blocking out the initial animation. It also discusses using the curve editor to refine the animation by adding squash and stretch, forward movement, and roll through adjusting curve timing and values. The chapter aims to teach animating a bouncing ball and refining the animation.
This chapter discusses modeling an architectural scene in 3ds Max, including a couch and lounge chair. It provides steps to block out the couch using boxes and primitives based on real measurements, then use tools like NURMS, SwiftLoop, and chamfer to add details and softness. Similar steps are outlined for modeling the lounge chair, including tracing an image plane and using tools like Extrude and SwiftLoop. The overall summary provides an overview of the modeling techniques taught in the chapter for creating architectural scene elements like couches and chairs in 3ds Max.
This chapter discusses animating a thrown knife in 3ds Max 2015 including adding keyframes to block out the animation, using trajectories to adjust the knife's path, and adding rotation for realism. It also covers creating a parent-child hierarchy between the target and knife as well as using anticipation, follow-through, and transferring momentum to simulate the knife hitting the target.
This document discusses modeling a character in 3ds Max 2015. It describes setting up the scene with reference planes and blocking out the basic torso shape. It then discusses using extrude and bridge tools to add arms, legs, and details to the character, as well as building up the neck with extrudes and edge loops. The overall goal is to adjust the geometry to match a provided reference of the character.
This chapter of the 3ds Max 2015 Essentials guide covers poly modeling techniques for creating an alien character including using boxes and editing vertices to model the head, using editable poly and beveling to shape the hand, and attaching the head, hands and feet to a body to complete the alien model.
This document discusses building materials in 3ds Max 2015. It covers navigating the Slate Material Editor, identifying standard, mental ray, and different shader materials. It then provides instructions for building materials for a couch using color maps and bump maps, a lounge chair using the same techniques and adding reflections, and a window using a multi-subobject material to assign different materials at the sub-object level.
This chapter discusses applying textures and UV unwrapping to an alien model in 3ds Max 2015. It covers defining UVs on the alien's body, unwrapping the UVs using tools like point-to-point seams and pelt flattening, and building materials by adding color, bump, and specular maps to the diffuse, bump, and specular map slots respectively before applying the materials to the alien.
This chapter discusses rigging techniques in 3ds Max 2015 using Character Studio, including associating a biped rig with an alien model to control its movement, fitting the biped to the model, and using a skin modifier to map the model's geometry to the biped's bones so it can be animated.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
This chapter discusses various aspects of gameplay, including rules of play, interactivity modes, game theory, challenges, balance, and the relationship between gameplay and documentation. It addresses key questions such as the relationship between gameplay and challenges/strategies, different interactivity modes, and the difference between static and dynamic balance. Examples are provided to illustrate different gameplay concepts.
This chapter discusses key aspects of story and character development for games. It covers traditional story structures and character archetypes, elements like premise and theme, and how interactivity influences storytelling. Character development techniques are explored, including visual elements like concept art and animation, as well as verbal elements like dialogue and narration. Character movement, backgrounds, and descriptions are also addressed.
Production and Management: Developing the ProcessTracie King
This chapter discusses game development processes including the typical phases of development (concept, pre-production, etc.), management techniques like iterative development, and common documentation used such as game design documents, test plans, and concept documents. Effective management is key to navigating the development cycles and avoiding common mistakes. Documentation provides essential information on the game's concept, design, target audience, and more.
This document discusses identifying and managing game requirements. It covers identifying basic requirements such as input devices like controllers, keyboards, and motion sensors and output devices like displays, speakers. It also covers managing performance requirements including platform memory needs, graphics like resolution, and networking architecture. The key aspects of networking like TCP, UDP, and web services are also introduced.
The document provides guidance on conceptualizing a game, including identifying motivation and target audiences, selecting genres and types, and developing key elements of the concept such as the mission statement, storyline, gameplay, and mechanics. The concept development process involves understanding player psychology, defining objectives and challenges, and creating interactive elements that engage the intended audience.
This document discusses various aspects of developing game functionality, including programming game components, understanding tool creation, incorporating artificial intelligence techniques like evading, chasing and flocking, handling game data through serialization and storage, and managing game states. It provides examples of coding health changes, ammunition changes, and different AI behaviors. The document also explains capturing user data, defining data to save, checking for save files, and loading saved game data.
The document discusses various aspects of developing a game user interface (UI) in XNA, including loading and managing UI assets, configuring audio/video, detecting player input, creating menus and save-load screens, defining UI states, and programming UI controls. It provides code samples for loading assets, checking keyboard/gamepad input, creating a custom menu component, and making a checkbox UI control. The overall aim is to explain how to design and program the interactive elements that allow players to interact with a game.
This document discusses designing specific game components such as game states, objects, characters, and physics-based animations. It covers creating gameflow with challenges and pace, scripted events and training areas. It also discusses managing game performance through scene hierarchy, frame rate, and the graphics pipeline. Game loops, transforming and animating objects, and creating realistic characters through lighting, shaders, and projections are also summarized.
Creating the Game Output Design discusses creating the visual design and deciding the output parameters for a game. It covers selecting 2D or 3D graphics and design components like bitmaps, sprites, textures and lighting. The document also discusses user interface layout, including diegetic/nondiegetic and spatial/meta components as well as common UI elements like menus, heads-up displays, and buttons. It emphasizes choosing output parameters based on the rendering engine, resolutions, and compression techniques used.
The 3ds Max interface chapter covers the main components of the 3ds Max workspace including viewports, navigation tools like the viewcube and quad menus, transforming objects using gizmos, the Graphite modeling tool tab, the command panel, modifier stack, time slider and track bar, setting projects, and file management features like version up saving. Key areas discussed are the viewports and navigation options, transforming objects using the move, rotate, and scale gizmos, the Graphite modeling tools, and the layout and functions accessible through the command panel.
This document discusses modeling an architectural model in 3ds Max. It describes importing a CAD drawing as a reference, creating walls, doors, and windows that are aligned to the floorplan using snaps. It also details adding a floor and ceiling by extruding lines traced around the floorplan. Finally, it explains creating baseboard and crown moldings using the line tool to trace shapes.
This chapter discusses modeling a clock in 3ds Max. It covers setting up the project, modeling the clock body from a cylinder using subdivision surfaces and beveling, creating spline-based elements like the clock hands and bell using lathe and extrude modifiers, texturing the clock numbers, and assembling the final clock model by merging all the pieces.
This document discusses animating a bouncing ball in 3ds Max 2015. It covers keyframing the ball's position at different frames, using pivot points, and blocking out the initial animation. It also discusses using the curve editor to refine the animation by adding squash and stretch, forward movement, and roll through adjusting curve timing and values. The chapter aims to teach animating a bouncing ball and refining the animation.
This chapter discusses modeling an architectural scene in 3ds Max, including a couch and lounge chair. It provides steps to block out the couch using boxes and primitives based on real measurements, then use tools like NURMS, SwiftLoop, and chamfer to add details and softness. Similar steps are outlined for modeling the lounge chair, including tracing an image plane and using tools like Extrude and SwiftLoop. The overall summary provides an overview of the modeling techniques taught in the chapter for creating architectural scene elements like couches and chairs in 3ds Max.
This chapter discusses animating a thrown knife in 3ds Max 2015 including adding keyframes to block out the animation, using trajectories to adjust the knife's path, and adding rotation for realism. It also covers creating a parent-child hierarchy between the target and knife as well as using anticipation, follow-through, and transferring momentum to simulate the knife hitting the target.
This document discusses modeling a character in 3ds Max 2015. It describes setting up the scene with reference planes and blocking out the basic torso shape. It then discusses using extrude and bridge tools to add arms, legs, and details to the character, as well as building up the neck with extrudes and edge loops. The overall goal is to adjust the geometry to match a provided reference of the character.
This chapter of the 3ds Max 2015 Essentials guide covers poly modeling techniques for creating an alien character including using boxes and editing vertices to model the head, using editable poly and beveling to shape the hand, and attaching the head, hands and feet to a body to complete the alien model.
This document discusses building materials in 3ds Max 2015. It covers navigating the Slate Material Editor, identifying standard, mental ray, and different shader materials. It then provides instructions for building materials for a couch using color maps and bump maps, a lounge chair using the same techniques and adding reflections, and a window using a multi-subobject material to assign different materials at the sub-object level.
This chapter discusses applying textures and UV unwrapping to an alien model in 3ds Max 2015. It covers defining UVs on the alien's body, unwrapping the UVs using tools like point-to-point seams and pelt flattening, and building materials by adding color, bump, and specular maps to the diffuse, bump, and specular map slots respectively before applying the materials to the alien.
This chapter discusses rigging techniques in 3ds Max 2015 using Character Studio, including associating a biped rig with an alien model to control its movement, fitting the biped to the model, and using a skin modifier to map the model's geometry to the biped's bones so it can be animated.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
1. Name: April Albarado (aprilalbarado)
Assignment: Powerpoint FlashCards
Date Submitted: Sunday, March 2, 2014 7:57:02 AM CST
Current Grade: Not Yet Graded
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Original filename: Lesson 10 Flashcards.pptx
Filename: Powerpoint FlashCards_aprilalbarado_attempt_2014-03-02-07-5702_Lesson 10 Flashcards.pptx