Macauley Kavanagh is a student at Salford City College working on their final major project for a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. They began their production log by starting a game scenario and contacting potential developer partners. They also spent time researching effective sound recording techniques by reviewing videos from a YouTuber called Kaamos Sounds.
Macauley Kavanagh is producing a final major project for their BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over several dates, they contacted game developers for feedback, researched sound recording techniques and free sound effects online, and scheduled a pitch for next week which will include research on target audience statistics.
Macauley Kavanagh, a student at Salford City College, is working on their final major project for a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over several weeks, they researched various game developers to collaborate with, learned techniques for recording sound effects from online videos, decided on a cut scene for their project, and planned to research and record sound effects as well as statistics to help pitch their project the following week.
Macauley Kavanagh is producing a final major project for their BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over the course of several weeks, they researched sound recording techniques, decided on a cut scene, planned a pitch which was delayed due to illness, acquired video footage, and sent emails to game development companies seeking feedback.
Salford City College Eccles Sixth Form Centre BTec Level 3 Extended Diploma in Creative Media Production Games Design Final Major Project Production Log documents Macauley Kavanagh's progress on their final major project, including researching sound recording techniques, deciding on a cut scene, scheduling a pitch which was later delayed due to illness, acquiring video footage, and borrowing a sound recording kit to record sound effects.
The document is a production log for a student's final major project creating a game for a BTEC Level 3 Extended Diploma in Creative Media Production. Over the course of several months, the student researched sound recording techniques, contacted game developers for information, planned a cut scene and pitch for their project, borrowed a sound recording kit to create sound effects, and worked on formatting video footage to edit in Adobe Premiere for their game.
Macauley Kavanagh is creating a final major project for a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over several months, Macauley researched sound recording techniques, communicated with game developers, borrowed college sound recording equipment, edited sound effects, and synced audio to video footage, despite delays from illness and issues with file formats. The pitch for the project was rescheduled twice and is now scheduled for March 14th, 2014.
Macauley Kavanagh, a student at Salford City College, began working on their final major project for a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. They started developing a scenario and reached out to game developers for feedback, receiving replies from Wolf Fire Games who said they were too busy to assist and from Peppy, the developer of Osu!, who said he would try to review the final materials of the project.
Macauley Kavanagh is a student at Salford City College working on their final major project for a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. They began their production log by starting a game scenario and contacting potential developer partners. They also spent time researching effective sound recording techniques by reviewing videos from a YouTuber called Kaamos Sounds.
Macauley Kavanagh is producing a final major project for their BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over several dates, they contacted game developers for feedback, researched sound recording techniques and free sound effects online, and scheduled a pitch for next week which will include research on target audience statistics.
Macauley Kavanagh, a student at Salford City College, is working on their final major project for a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over several weeks, they researched various game developers to collaborate with, learned techniques for recording sound effects from online videos, decided on a cut scene for their project, and planned to research and record sound effects as well as statistics to help pitch their project the following week.
Macauley Kavanagh is producing a final major project for their BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over the course of several weeks, they researched sound recording techniques, decided on a cut scene, planned a pitch which was delayed due to illness, acquired video footage, and sent emails to game development companies seeking feedback.
Salford City College Eccles Sixth Form Centre BTec Level 3 Extended Diploma in Creative Media Production Games Design Final Major Project Production Log documents Macauley Kavanagh's progress on their final major project, including researching sound recording techniques, deciding on a cut scene, scheduling a pitch which was later delayed due to illness, acquiring video footage, and borrowing a sound recording kit to record sound effects.
The document is a production log for a student's final major project creating a game for a BTEC Level 3 Extended Diploma in Creative Media Production. Over the course of several months, the student researched sound recording techniques, contacted game developers for information, planned a cut scene and pitch for their project, borrowed a sound recording kit to create sound effects, and worked on formatting video footage to edit in Adobe Premiere for their game.
Macauley Kavanagh is creating a final major project for a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over several months, Macauley researched sound recording techniques, communicated with game developers, borrowed college sound recording equipment, edited sound effects, and synced audio to video footage, despite delays from illness and issues with file formats. The pitch for the project was rescheduled twice and is now scheduled for March 14th, 2014.
Macauley Kavanagh, a student at Salford City College, began working on their final major project for a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. They started developing a scenario and reached out to game developers for feedback, receiving replies from Wolf Fire Games who said they were too busy to assist and from Peppy, the developer of Osu!, who said he would try to review the final materials of the project.
The document is a production log for a student's final major project creating a game for a creative media course. It outlines the student's progress over several months, including researching sound recording techniques, acquiring footage and sound effects, editing assets, delaying and rescheduling a pitch, and adding finishing touches before submitting the final project and blog work. The student borrowed college recording equipment, sent emails to game developers, recorded ambient sounds, synced audio and video, and created additional tutorial videos to demonstrate their process.
The document is a production log for a student's final major project creating a game design for a creative media course. It details the student's progress over several months, including researching sound recording techniques, borrowing equipment to record sound effects, scheduling and delivering a pitch, and adding finishing touches before submitting the final project. The student worked on planning sound assets needed, recording audio samples, syncing sounds to video, and responded to feedback by further expanding different tasks in the blog.
The document is a production log for a student's final major project creating a game for a BTEC Level 3 Extended Diploma in Creative Media Production. It details the student's progress over several months, including researching sound recording techniques, borrowing equipment to record sound effects, scheduling and rescheduling a pitch, editing sounds, syncing audio to video, and receiving feedback to improve the project. The student worked on planning sound assets needed, explained the sound acquisition process, and reflected on lessons learned from the project.
Macauley Kavanagh is creating a final major project for their BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over several months, Macauley researched sound recording techniques, decided on a cut scene, borrowed college sound recording equipment, researched target audience statistics, acquired video footage, sent emails to game development companies, recorded sound effects, and edited sounds to sync with video footage, in preparation for their pitch which was rescheduled multiple times and will take place on March 14th, 2014.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions for terms like Foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations such as memory and processors, recording systems like analog and digital audio tape, and more. For each term, the student provided an internet definition source and described how the term relates to their own production practice, such as using sound libraries to store recorded sounds and rendering files into different formats for various uses.
The document discusses the concept for a new PC game called "Dragons Fall". It would be a dark, gritty action RPG that combines elements of Dark Souls and Diablo. The game would focus on story and characters and incentivize playing on higher difficulties by unlocking new quests and storylines. Initial market research with 15 people found most interest from male students around age 20, with 68% wanting the game on consoles beyond PC.
The document discusses potential recording methods and sources for various sound effects and voices needed for a project. It mentions recording ambient sounds like wind and a controlled fire from nearby locations. Voice acting may use the author and friends' voices with editing adjustments. Weapon sound effects will try to record interactions with large objects but may need to source from online. General sound effects like footsteps and cloth can be recorded, while weather-dependent sounds like rain need suitable conditions, and effects like explosions and lightning will likely be sourced from free online videos.
The document is a glossary assignment for a BTEC Extended Diploma in Games Design course. It contains definitions for various terms related to sound design and production. The student was asked to research definitions and provide details on how each term relates to their own production practice. The glossary covers terms such as foley artistry, sound libraries, audio file formats, limitations of audio hardware, recording and sampling techniques, and software used.
Unit 73 ig3 assignment programming sound assets to a game 2013_y2Gladeatorkid
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 their programming process, and include their programmed sounds and music in a gameplay video clip. The goals are to apply sound assets to a game following industry practice and standards at a good technical level, with imagination and independence.
Unit 73 ig3 assignment programming sound assets to a game 2013_y2Gladeatorkid
The assignment brief tasks the student with programming sound assets into a computer game. Specifically, the student must: 1) select sounds produced for their game and upload them to SoundCloud with descriptions; 2) produce screenshots documenting the process of programming sounds into their game via Unity or Game Maker and upload to SlideShare; and 3) capture gameplay footage including programmed sounds and upload to YouTube. The deadline is June 6th. The purpose is to apply sound assets to a game following industry practice.
Macauley Kavanagh created a production log for their final major project creating a game design for a creative media production course. The log documents research conducted on sound recording techniques and acquiring free sound effects online. It also notes scheduling and rescheduling a pitch for the project, issues encountered with video formatting, editing recorded sounds, syncing audio to video, and completing additional recording and final tasks before the project deadline.
This VST provides a short, upbeat victory theme suitable for playing at the end of achieving something positive. It uses eSLineString with Viola, Trumpet, and Horn preset to Brass to create a happy sound. The notes alternate between high and low pitches then high again.
This document describes a random attempt to create a basic cell phone ringtone using the Tromine GT virtual instrument without presets. The creator used the Tromine GT as it was the closest VST instrument to sounding like a traditional drum for the ringtone.
This document discusses using the DavoSynth Instrument set to "Keith" to create a simple repeating pattern. The author tried multiple synth instruments and found this one gave the most satisfactory results. They feel it would work well for an alarm or warning indication due to the type of sound and vibe it produces.
The document describes using the TAL NoiseMaker Plugin preset "Dark Bass" to create ominous yet silly sounds, similar to what would be heard as the theme for evil villains' henchmen plotting in an 8-bit game. It also explains that the NoiseMaker instrument was inserted on a MIDI track, so that clicking keys on the MIDI tool plays the sound, and notes can be dragged out or double clicked to adjust duration.
Unit 73 ig2 assignment creating a sample library 2013_y2Gladeatorkid
This assignment brief requires students to create sound assets for a computer games sample library. Students must produce sound samples and musical compositions for various game genres, and save them to a shared sample library. They must also complete a glossary defining key terms related to sound design methodology, file formats, recording systems, and audio sampling. The glossary must include references and connect definitions to the student's own production work. Students will be graded based on their explanation of sound design principles, the quality of their original sound assets following industry standards, and independent application of sound to a game.
The document describes using VST plugins to modify the sound of a chair being pulled out from under a table. One plugin distorts and changes the pitch of the track. Another adds echo to the track which can be heard towards the end, with the low cut and resonance turned up.
This VST plugin alters the audio pitch distribution to emphasize the left side more so it is louder in the left earphone than the right with slight tone adjustments. It also adds a fade in and out effect to the sound and allows adjusting the overall volume of a clip to make loud to quiet changes more obvious.
This bar changes the volume and removes background noise from wind in a clip, while the other bar adds slight static during steps, making the track sound like an EDM beat with these small changes. The VST was used to lower the pitch and deepen the sound to make the previous changes more pleasant to listen to.
This VST plugin processes an audio track to make it sound as if it were recorded underwater by altering its range, feedback, pitch, and wetness. A second VST further heightens the pitch while keeping the first plugin's effects, and increases the wetness even more to enhance the underwater sound.
The document is a production log for a student's final major project creating a game for a creative media course. It outlines the student's progress over several months, including researching sound recording techniques, acquiring footage and sound effects, editing assets, delaying and rescheduling a pitch, and adding finishing touches before submitting the final project and blog work. The student borrowed college recording equipment, sent emails to game developers, recorded ambient sounds, synced audio and video, and created additional tutorial videos to demonstrate their process.
The document is a production log for a student's final major project creating a game design for a creative media course. It details the student's progress over several months, including researching sound recording techniques, borrowing equipment to record sound effects, scheduling and delivering a pitch, and adding finishing touches before submitting the final project. The student worked on planning sound assets needed, recording audio samples, syncing sounds to video, and responded to feedback by further expanding different tasks in the blog.
The document is a production log for a student's final major project creating a game for a BTEC Level 3 Extended Diploma in Creative Media Production. It details the student's progress over several months, including researching sound recording techniques, borrowing equipment to record sound effects, scheduling and rescheduling a pitch, editing sounds, syncing audio to video, and receiving feedback to improve the project. The student worked on planning sound assets needed, explained the sound acquisition process, and reflected on lessons learned from the project.
Macauley Kavanagh is creating a final major project for their BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over several months, Macauley researched sound recording techniques, decided on a cut scene, borrowed college sound recording equipment, researched target audience statistics, acquired video footage, sent emails to game development companies, recorded sound effects, and edited sounds to sync with video footage, in preparation for their pitch which was rescheduled multiple times and will take place on March 14th, 2014.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions for terms like Foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations such as memory and processors, recording systems like analog and digital audio tape, and more. For each term, the student provided an internet definition source and described how the term relates to their own production practice, such as using sound libraries to store recorded sounds and rendering files into different formats for various uses.
The document discusses the concept for a new PC game called "Dragons Fall". It would be a dark, gritty action RPG that combines elements of Dark Souls and Diablo. The game would focus on story and characters and incentivize playing on higher difficulties by unlocking new quests and storylines. Initial market research with 15 people found most interest from male students around age 20, with 68% wanting the game on consoles beyond PC.
The document discusses potential recording methods and sources for various sound effects and voices needed for a project. It mentions recording ambient sounds like wind and a controlled fire from nearby locations. Voice acting may use the author and friends' voices with editing adjustments. Weapon sound effects will try to record interactions with large objects but may need to source from online. General sound effects like footsteps and cloth can be recorded, while weather-dependent sounds like rain need suitable conditions, and effects like explosions and lightning will likely be sourced from free online videos.
The document is a glossary assignment for a BTEC Extended Diploma in Games Design course. It contains definitions for various terms related to sound design and production. The student was asked to research definitions and provide details on how each term relates to their own production practice. The glossary covers terms such as foley artistry, sound libraries, audio file formats, limitations of audio hardware, recording and sampling techniques, and software used.
Unit 73 ig3 assignment programming sound assets to a game 2013_y2Gladeatorkid
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 their programming process, and include their programmed sounds and music in a gameplay video clip. The goals are to apply sound assets to a game following industry practice and standards at a good technical level, with imagination and independence.
Unit 73 ig3 assignment programming sound assets to a game 2013_y2Gladeatorkid
The assignment brief tasks the student with programming sound assets into a computer game. Specifically, the student must: 1) select sounds produced for their game and upload them to SoundCloud with descriptions; 2) produce screenshots documenting the process of programming sounds into their game via Unity or Game Maker and upload to SlideShare; and 3) capture gameplay footage including programmed sounds and upload to YouTube. The deadline is June 6th. The purpose is to apply sound assets to a game following industry practice.
Macauley Kavanagh created a production log for their final major project creating a game design for a creative media production course. The log documents research conducted on sound recording techniques and acquiring free sound effects online. It also notes scheduling and rescheduling a pitch for the project, issues encountered with video formatting, editing recorded sounds, syncing audio to video, and completing additional recording and final tasks before the project deadline.
This VST provides a short, upbeat victory theme suitable for playing at the end of achieving something positive. It uses eSLineString with Viola, Trumpet, and Horn preset to Brass to create a happy sound. The notes alternate between high and low pitches then high again.
This document describes a random attempt to create a basic cell phone ringtone using the Tromine GT virtual instrument without presets. The creator used the Tromine GT as it was the closest VST instrument to sounding like a traditional drum for the ringtone.
This document discusses using the DavoSynth Instrument set to "Keith" to create a simple repeating pattern. The author tried multiple synth instruments and found this one gave the most satisfactory results. They feel it would work well for an alarm or warning indication due to the type of sound and vibe it produces.
The document describes using the TAL NoiseMaker Plugin preset "Dark Bass" to create ominous yet silly sounds, similar to what would be heard as the theme for evil villains' henchmen plotting in an 8-bit game. It also explains that the NoiseMaker instrument was inserted on a MIDI track, so that clicking keys on the MIDI tool plays the sound, and notes can be dragged out or double clicked to adjust duration.
Unit 73 ig2 assignment creating a sample library 2013_y2Gladeatorkid
This assignment brief requires students to create sound assets for a computer games sample library. Students must produce sound samples and musical compositions for various game genres, and save them to a shared sample library. They must also complete a glossary defining key terms related to sound design methodology, file formats, recording systems, and audio sampling. The glossary must include references and connect definitions to the student's own production work. Students will be graded based on their explanation of sound design principles, the quality of their original sound assets following industry standards, and independent application of sound to a game.
The document describes using VST plugins to modify the sound of a chair being pulled out from under a table. One plugin distorts and changes the pitch of the track. Another adds echo to the track which can be heard towards the end, with the low cut and resonance turned up.
This VST plugin alters the audio pitch distribution to emphasize the left side more so it is louder in the left earphone than the right with slight tone adjustments. It also adds a fade in and out effect to the sound and allows adjusting the overall volume of a clip to make loud to quiet changes more obvious.
This bar changes the volume and removes background noise from wind in a clip, while the other bar adds slight static during steps, making the track sound like an EDM beat with these small changes. The VST was used to lower the pitch and deepen the sound to make the previous changes more pleasant to listen to.
This VST plugin processes an audio track to make it sound as if it were recorded underwater by altering its range, feedback, pitch, and wetness. A second VST further heightens the pitch while keeping the first plugin's effects, and increases the wetness even more to enhance the underwater sound.