The document outlines a concept schedule for an SIMS project from January 30th to March 26th. It includes tasks such as Lightbot tutorials, choosing areas to model, taking measurements, starting the production log, modeling basic structures, updating the log, and completing evaluations. The schedule is broken down by week and includes assignments for mornings, afternoons, and evenings across the different days of the week.
This schedule outlines the process for modeling two study areas over several weeks. It involves taking initial notes and measurements, creating basic models, adding detail, updating production logs, and reviewing the work. Key tasks include beginning with basic notes, modeling each area in stages, taking reference photos and diagrams, and scheduling review sessions to ensure both areas are finalized before the deadline.
This schedule outlines the tasks and milestones for a group project over several weeks to design virtual 3D environments of a foyer and student area for a class called HA4. The schedule involves tutorials to learn LightBot, measuring spaces, creating scale templates and diagrams, building basic shells, adding details, taking screenshots, updating production logs, rendering models, final checks and uploads.
This schedule outlines the group's plan to design environments for a SIMS game over several weeks in February and March 2012. It details the tasks needed such as measuring rooms, modeling rooms, adding details, and reviewing the work. Key events include finishing tutorials on light bots, choosing rooms to model, taking measurements and photos as reference, building the rooms in stages, adding objects, and evaluating the completed work before the deadline.
This schedule outlines the process for a group project to model two areas in a game simulation. It includes tutorials for learning the modeling software as well as tasks to plan, build, review, and finalize the models over several weeks. Updates to the production log are scheduled regularly to track progress. The deadline for the completed project is April 23rd.
This schedule outlines the plan for a SIMS concept project over several weeks. It includes tutorials on LightBot to learn 3D modeling skills. It then lists the tasks of choosing areas to model, planning with measurements and diagrams, building models in stages, and providing a final review. Time is allocated each week for modeling work, meetings, and updating a production log to track progress.
The document is a schedule for Dominic O'Brien for various weeks between January and June. It details the tasks he will be working on each day including Lightbot tutorials, beginning and working on schedules, modeling and measuring areas like the student area and foyer, updating production logs, and finishing tasks like flythroughs and evaluations.
This schedule outlines the process for modeling two study areas over several weeks. It involves taking initial notes and measurements, creating basic models, adding detail, updating production logs, and reviewing the work. Key tasks include beginning with basic notes, modeling each area in stages, taking reference photos and diagrams, and scheduling review sessions to ensure both areas are finalized before the deadline.
This schedule outlines the tasks and milestones for a group project over several weeks to design virtual 3D environments of a foyer and student area for a class called HA4. The schedule involves tutorials to learn LightBot, measuring spaces, creating scale templates and diagrams, building basic shells, adding details, taking screenshots, updating production logs, rendering models, final checks and uploads.
This schedule outlines the group's plan to design environments for a SIMS game over several weeks in February and March 2012. It details the tasks needed such as measuring rooms, modeling rooms, adding details, and reviewing the work. Key events include finishing tutorials on light bots, choosing rooms to model, taking measurements and photos as reference, building the rooms in stages, adding objects, and evaluating the completed work before the deadline.
This schedule outlines the process for a group project to model two areas in a game simulation. It includes tutorials for learning the modeling software as well as tasks to plan, build, review, and finalize the models over several weeks. Updates to the production log are scheduled regularly to track progress. The deadline for the completed project is April 23rd.
This schedule outlines the plan for a SIMS concept project over several weeks. It includes tutorials on LightBot to learn 3D modeling skills. It then lists the tasks of choosing areas to model, planning with measurements and diagrams, building models in stages, and providing a final review. Time is allocated each week for modeling work, meetings, and updating a production log to track progress.
The document is a schedule for Dominic O'Brien for various weeks between January and June. It details the tasks he will be working on each day including Lightbot tutorials, beginning and working on schedules, modeling and measuring areas like the student area and foyer, updating production logs, and finishing tasks like flythroughs and evaluations.
Ella Fitzgerald graphic novel project summary:
1. The student has chosen to create a graphic novel focused on the life of jazz singer Ella Fitzgerald set in the early 1900s. They will follow her rise to fame from a difficult childhood.
2. Research included questionnaires about comic preferences, visits to stores and galleries to study the time period, and online research on graphic novel genres and Ella Fitzgerald's biography.
3. The story involves a deal Ella makes with a trickster character for fame, though his intentions are less than honorable, and a demon who comes to collect payment. The student focused on accurately portraying the time period and characters.
4. Pre-production included character designs, location research
This document contains images and descriptions of various poison dart frog, bird, fish, insect, reptile and snake species. It includes pictures of birds like the greater bird of paradise, king bird of paradise and king fisher. Images also show hummingbirds, moths, lizards, snakes and other creatures such as the komodo dragon and boa constrictor.
This assignment brief outlines tasks for a student to complete a final major project involving the creation of a graphic novel. The student must originate, develop, research and pitch an idea; conduct research; create pre-production documentation; manage the production process; and present and evaluate the completed project. The project involves three units of study: creative media production management, research techniques for the creative media industries, and pre-production techniques. The student will create a graphic novel based on the life of Ella Fitzgerald before her rise to fame.
This production log details the planning and research for a graphic novel project focused on jazz singer Ella Fitzgerald. Research included distributing questionnaires at comic shops, online research on popular graphic novel genres and forums, and visual research visiting museums and a music store. The project will be a black hardcover graphic novel created using sketches, Photoshop for coloring, and rulers for layout. The story will follow Ella Fitzgerald's rise to fame.
The document is a survey completed by customers of a comic book and graphic novel store. It asks about their favorite titles, preferences for type and genre of graphic novels, and opinions on expanding the selection. Most respondents prefer hardback novels in the action, superhero, and horror genres. Many think sales would increase with more variety, such as romance. Some express interest in a graphic novel about Ella Fitzgerald's life, while others prefer their usual genres.
This document provides information on several artists who work with insects in their art:
- David Rogers carves giant wooden sculptures of insects and places them strategically in the Desert Botanical Gardens.
- Geoffrey Haberman also models metallic silver insects alongside Rogers' sculptures, usually of similar design.
- Johnny Van Haefton creates realistic still life art of dead or inactive insects by studying them closely.
- Tamas Galambos portrays various historical and mythological scenes and still lifes from a philosophical perspective on beauty and change.
- E.A. Saguy was a French artist in the early 20th century known for print series featuring detailed depictions of beetles.
This game is Angry Birds, a simple puzzle game where the player uses a slingshot to launch multi-colored birds at structures made of different materials to destroy them and hit green pigs hiding stolen eggs inside. The goal is to collect the eggs by destroying the structures and hitting the pigs, with the player's score increasing based on the destruction caused and pigs hit. The game is popular due to its beautiful simplicity and brief yet addictive gameplay that is easy for newcomers to video games to understand through trial.
Evidence of Programming Sound into a 2D Gamecassie_coyne
The document discusses how to add sound effects to a 2D game created in Game Maker. It describes loading a science fiction soundtrack sound file created in Reaper into the game's sound properties. It then details adding an event to the "play" button in room 2 of the game to both advance to the next room and play the loaded sound when clicked, testing to confirm it works during gameplay.
The document is a production log for concept art of a SIMS college. It includes measurements and photographs taken to accurately depict a foyer and hallway for the virtual 3D model. Dimensions were recorded for the carpeted area, walls, and a hallway door to aid in scaling and constructing the virtual spaces using tools in Lightbot. Photographs of a real foyer were also included as a reference.
The document outlines a concept schedule for a SIMS game design project involving modeling two areas in the game. The schedule is divided into weekly blocks spanning several months. Key tasks include:
1. Choosing and committing to two areas to model, and producing a schedule that incorporates lessons learned from a LightBot tutorial and sets a new deadline.
2. Measuring the areas, taking reference photos and textures, and drawing diagrams of the areas, to be documented in a production log.
3. Building basic shells of the two areas in stages, carefully planning the production to break it into chunks.
4. Writing an evaluation of the project, leaving time before the deadline to fully evaluate once the work
The group scheduled time over several weeks to design and build a Lightbot model and complete a college modelling assignment involving modelling the college foyer and canteen areas. They worked on designing Lightbot parts like the head, arms, and legs. Later weeks were spent measuring and developing the foyer and canteen models in the modelling software, with the goal of finishing both models by certain deadlines.
This schedule outlines the process for modeling two study areas over several weeks. It involves taking initial notes and measurements, creating basic models, adding detail, updating production logs, and reviewing the work. The tasks are broken into stages including outlining, planning, responding by building models in stages, and reviewing the completed project. Problems like modeling skills and time management will need to be considered.
This document outlines a schedule for creating a 3D character model over several weeks. It involves starting production logs, modeling the head, body, and accessories in separate weeks. Later weeks are dedicated to applying textures, rendering the character, and evaluating the project. The schedule also notes times for self-directed work and reviews with others.
This schedule outlines the process for developing a 3D character model over 5 weeks from April 30th to June 4th. It includes tasks such as starting production logs, photographing textures, modeling the character's body and accessories, applying surfaces, rendering the character, and evaluating the project. The schedule breaks down each week's work, with modeling tasks occurring on weekdays and additional work optional on weekends. Review sessions and updates to the production log are built in to track progress.
This schedule outlines the process for developing a 3D character model over 5 weeks from April 30th to June 4th. It involves:
1) In the first week, starting production logs and taking photographs to begin modeling the character's head.
2) In the second week, continuing work on the body and updating logs.
3) In the third week, finishing the body and beginning to add clothing and accessories while updating logs.
4) In the fourth week, applying surfaces, placing the character in a layout, and rendering it out.
5) In the fifth and final week, evaluating the project and finishing any remaining work or logs.
This schedule document outlines the plan for a SIMS concept project over several weeks. It details the tasks to be completed each week, including LightBot tutorials, measuring areas for modeling, beginning production of 3D models, adding details to models, and final evaluation. Key tasks involve choosing areas to model, taking reference photos and measurements, building initial shells and adding surfaces/details, and reviewing the completed project. The schedule aims to break the work into stages and allocate time for specific tasks and review sessions to manage progress toward the deadline.
This schedule outlines a group's plan to complete tasks for their HA4 SIMS concept project over several weeks. They will begin with Lightbot tutorials to learn modelling basics. They then choose areas to model, take measurements and photos on site, and begin scheduling production. In subsequent weeks they create scale templates and basic shells for the two areas, adding details. They regularly update production logs and have checkpoints to review progress and evaluate their work before the deadline.
This schedule outlines the process for a group project to model two areas, a foyer and study area, in Lightbot over several weeks. It involves tutorials to learn Lightbot, planning tasks like measurements and diagrams, modeling the areas in stages with basic shells and added details, taking screenshots of progress, and a final evaluation before the deadline.
This schedule outlines the tasks and timeline for a student's HA4 SIMS concept project over 3 drafts. It includes tutorials for LightBot as well as tasks such as choosing areas to model, taking measurements and photos, beginning modeling, adding details, and a final evaluation. Time is allocated each week for modeling, updating logs, and getting feedback. The schedule aims to carefully plan and break the work into chunks to complete the two virtual environments on time.
Ella Fitzgerald graphic novel project summary:
1. The student has chosen to create a graphic novel focused on the life of jazz singer Ella Fitzgerald set in the early 1900s. They will follow her rise to fame from a difficult childhood.
2. Research included questionnaires about comic preferences, visits to stores and galleries to study the time period, and online research on graphic novel genres and Ella Fitzgerald's biography.
3. The story involves a deal Ella makes with a trickster character for fame, though his intentions are less than honorable, and a demon who comes to collect payment. The student focused on accurately portraying the time period and characters.
4. Pre-production included character designs, location research
This document contains images and descriptions of various poison dart frog, bird, fish, insect, reptile and snake species. It includes pictures of birds like the greater bird of paradise, king bird of paradise and king fisher. Images also show hummingbirds, moths, lizards, snakes and other creatures such as the komodo dragon and boa constrictor.
This assignment brief outlines tasks for a student to complete a final major project involving the creation of a graphic novel. The student must originate, develop, research and pitch an idea; conduct research; create pre-production documentation; manage the production process; and present and evaluate the completed project. The project involves three units of study: creative media production management, research techniques for the creative media industries, and pre-production techniques. The student will create a graphic novel based on the life of Ella Fitzgerald before her rise to fame.
This production log details the planning and research for a graphic novel project focused on jazz singer Ella Fitzgerald. Research included distributing questionnaires at comic shops, online research on popular graphic novel genres and forums, and visual research visiting museums and a music store. The project will be a black hardcover graphic novel created using sketches, Photoshop for coloring, and rulers for layout. The story will follow Ella Fitzgerald's rise to fame.
The document is a survey completed by customers of a comic book and graphic novel store. It asks about their favorite titles, preferences for type and genre of graphic novels, and opinions on expanding the selection. Most respondents prefer hardback novels in the action, superhero, and horror genres. Many think sales would increase with more variety, such as romance. Some express interest in a graphic novel about Ella Fitzgerald's life, while others prefer their usual genres.
This document provides information on several artists who work with insects in their art:
- David Rogers carves giant wooden sculptures of insects and places them strategically in the Desert Botanical Gardens.
- Geoffrey Haberman also models metallic silver insects alongside Rogers' sculptures, usually of similar design.
- Johnny Van Haefton creates realistic still life art of dead or inactive insects by studying them closely.
- Tamas Galambos portrays various historical and mythological scenes and still lifes from a philosophical perspective on beauty and change.
- E.A. Saguy was a French artist in the early 20th century known for print series featuring detailed depictions of beetles.
This game is Angry Birds, a simple puzzle game where the player uses a slingshot to launch multi-colored birds at structures made of different materials to destroy them and hit green pigs hiding stolen eggs inside. The goal is to collect the eggs by destroying the structures and hitting the pigs, with the player's score increasing based on the destruction caused and pigs hit. The game is popular due to its beautiful simplicity and brief yet addictive gameplay that is easy for newcomers to video games to understand through trial.
Evidence of Programming Sound into a 2D Gamecassie_coyne
The document discusses how to add sound effects to a 2D game created in Game Maker. It describes loading a science fiction soundtrack sound file created in Reaper into the game's sound properties. It then details adding an event to the "play" button in room 2 of the game to both advance to the next room and play the loaded sound when clicked, testing to confirm it works during gameplay.
The document is a production log for concept art of a SIMS college. It includes measurements and photographs taken to accurately depict a foyer and hallway for the virtual 3D model. Dimensions were recorded for the carpeted area, walls, and a hallway door to aid in scaling and constructing the virtual spaces using tools in Lightbot. Photographs of a real foyer were also included as a reference.
The document outlines a concept schedule for a SIMS game design project involving modeling two areas in the game. The schedule is divided into weekly blocks spanning several months. Key tasks include:
1. Choosing and committing to two areas to model, and producing a schedule that incorporates lessons learned from a LightBot tutorial and sets a new deadline.
2. Measuring the areas, taking reference photos and textures, and drawing diagrams of the areas, to be documented in a production log.
3. Building basic shells of the two areas in stages, carefully planning the production to break it into chunks.
4. Writing an evaluation of the project, leaving time before the deadline to fully evaluate once the work
The group scheduled time over several weeks to design and build a Lightbot model and complete a college modelling assignment involving modelling the college foyer and canteen areas. They worked on designing Lightbot parts like the head, arms, and legs. Later weeks were spent measuring and developing the foyer and canteen models in the modelling software, with the goal of finishing both models by certain deadlines.
This schedule outlines the process for modeling two study areas over several weeks. It involves taking initial notes and measurements, creating basic models, adding detail, updating production logs, and reviewing the work. The tasks are broken into stages including outlining, planning, responding by building models in stages, and reviewing the completed project. Problems like modeling skills and time management will need to be considered.
This document outlines a schedule for creating a 3D character model over several weeks. It involves starting production logs, modeling the head, body, and accessories in separate weeks. Later weeks are dedicated to applying textures, rendering the character, and evaluating the project. The schedule also notes times for self-directed work and reviews with others.
This schedule outlines the process for developing a 3D character model over 5 weeks from April 30th to June 4th. It includes tasks such as starting production logs, photographing textures, modeling the character's body and accessories, applying surfaces, rendering the character, and evaluating the project. The schedule breaks down each week's work, with modeling tasks occurring on weekdays and additional work optional on weekends. Review sessions and updates to the production log are built in to track progress.
This schedule outlines the process for developing a 3D character model over 5 weeks from April 30th to June 4th. It involves:
1) In the first week, starting production logs and taking photographs to begin modeling the character's head.
2) In the second week, continuing work on the body and updating logs.
3) In the third week, finishing the body and beginning to add clothing and accessories while updating logs.
4) In the fourth week, applying surfaces, placing the character in a layout, and rendering it out.
5) In the fifth and final week, evaluating the project and finishing any remaining work or logs.
This schedule document outlines the plan for a SIMS concept project over several weeks. It details the tasks to be completed each week, including LightBot tutorials, measuring areas for modeling, beginning production of 3D models, adding details to models, and final evaluation. Key tasks involve choosing areas to model, taking reference photos and measurements, building initial shells and adding surfaces/details, and reviewing the completed project. The schedule aims to break the work into stages and allocate time for specific tasks and review sessions to manage progress toward the deadline.
This schedule outlines a group's plan to complete tasks for their HA4 SIMS concept project over several weeks. They will begin with Lightbot tutorials to learn modelling basics. They then choose areas to model, take measurements and photos on site, and begin scheduling production. In subsequent weeks they create scale templates and basic shells for the two areas, adding details. They regularly update production logs and have checkpoints to review progress and evaluate their work before the deadline.
This schedule outlines the process for a group project to model two areas, a foyer and study area, in Lightbot over several weeks. It involves tutorials to learn Lightbot, planning tasks like measurements and diagrams, modeling the areas in stages with basic shells and added details, taking screenshots of progress, and a final evaluation before the deadline.
This schedule outlines the tasks and timeline for a student's HA4 SIMS concept project over 3 drafts. It includes tutorials for LightBot as well as tasks such as choosing areas to model, taking measurements and photos, beginning modeling, adding details, and a final evaluation. Time is allocated each week for modeling, updating logs, and getting feedback. The schedule aims to carefully plan and break the work into chunks to complete the two virtual environments on time.
This schedule outlines the tasks and timeline for a student's HA4 SIMS concept project over 3 drafts. It includes tutorials for LightBot as well as tasks such as choosing areas to model, taking measurements and photos, beginning modeling, adding details, and a final evaluation. Time is allocated each week for modeling, updating logs, and getting feedback. The schedule aims to carefully plan and break the work into chunks to complete the two virtual space models on time.
This document outlines the weekly schedule and tasks for a BTec Level 3 Extended Diploma in Creative Media Production – Games Design course. Over the weeks, students will complete Lightbot tutorials, begin scheduling their project, measure and model areas like the student area and foyer, take photographs, update production logs, and work towards completing their project areas and log.
The schedule outlines Connah Tilley's work on the SIMS Concept project over several weeks in January and February 2012. It involves using Lightbot tutorials to learn programming concepts, measuring and photographing spaces, building 3D models, adding details to the models, and finalizing renderings and documentation. The work is divided into tasks focusing on specific areas to be modeled and progresses from learning fundamentals to completing detailed virtual replicas of physical spaces.
This schedule outlines the timeline for a final major project at Salford City College for a BTEC Level 3 Extended Diploma in Creative Media Production in Games Design. Over 15 weeks, the student will research popular kids' shows and cell animations, plan and storyboard an animated short, draw characters and backgrounds, take frames, create the animation in Flash, add sound, and submit the completed project by week 20 for evaluation.
This schedule outlines the timeline for a student's final major project for a BTec Level 3 Extended Diploma in Creative Media Production in Games Design. Over the course of 15 weeks, the student will research popular kids' shows and cell animations, develop storyboards and characters, take animation frames, create the game in Flash, and finally evaluate the completed project by week 20.
This schedule outlines the timeline for a student's final major project for a BTec Level 3 Extended Diploma in Creative Media Production in Games Design. Over the course of 15 weeks, the student will research animation styles, develop a story, create character drawings and animations, program their game in Flash, and complete an evaluation by week 20. Key milestones include finalizing backgrounds by week 4, completing drawings by week 7, and finishing the Flash game and converting movies by week 15.
The document is a production log for a BTec Level 3 Extended Diploma in Creative Media Production - Games Design student. It details the creation of concept art for The Sims College over several weeks, including modeling objects in NewTek Lightwave and setting up areas in the game. The schedule shows progress on tutorials, modeling objects like computers and furniture, setting up areas, and updating the production log.
This schedule outlines the tasks and timeline for a group project to model two areas in the SIMS game engine. Key activities include:
- Choosing areas and producing a schedule in Week 1
- Measuring, photographing, and diagramming the areas in Week 2
- Building basic shells of the areas in Week 3
- Adding details, rendering, and evaluating the models in Weeks 4-5
The schedule allocates time for tasks, tutorials, and reviews to help the group stay on track to complete the project.
This document discusses Cassie Coyne's final major project for a graphic novel called "The Hollow Queen". It lists the ILP review of her work and targets completed for the project.
This document outlines the schedule and tasks for a student's final major project creating a graphic novel at Salford City College Eccles Sixth Form Centre. The schedule spans from February 4th to May 20th and includes tasks such as pitching initial ideas, conducting research, sketching characters, deciding on a storyline, checking for copyright issues, assessing timelines, and completing rough sketches and final details. Key dates include the pitch deadline of March 4th and the project deadline of May 20th.
Production log for fmp and final evaluationcassie_coyne
The document provides details of the planning and research for a graphic novel project focusing on jazz singer Ella Fitzgerald. Key points:
- The project will be a graphic novel telling the story of Ella Fitzgerald's rise to fame, focusing on her early life struggles.
- Research included questionnaires with comic fans, online research on popular genres and forums, and visual research at art galleries and music stores to inform the setting.
- The storyline explores a fictional temptation Ella faces when vulnerable, offering fame in exchange for her soul. Her late mother Tempie looks on to protect her.
- Main characters include Ella, her family members, jazz musicians who knew her like Chick Webb and Billie Holiday. Copyright issues
The document is a production log for a graphic novel project focused on jazz singer Ella Fitzgerald. Key details include:
- The project settled on telling Ella Fitzgerald's story from her early struggles to rising fame. Research included surveys of comic fans and visual research of the 1900s era.
- A storyline was developed following Ella from her mother's death through accepting a deal from a trickster that leads to fame but also danger. Main characters were identified.
- Pre-production addressed materials and copyright. Visual research provided character inspiration. Test sketches and cover ideas were created.
- Production involved sketching pages in a sketchbook at A4 size then scanning and editing pages digitally. The timeline was shortened due
Ella Fitzgerald's life and rise to fame will be the focus of a graphic novel. Research included surveys of comic fans, visits to art galleries and music stores. The story will follow Ella's difficult childhood and vulnerable period where she is approached by a trickster offering fame in exchange for her soul. Tempie, Ella's mother, tries to protect her. Main characters include Ella, Tempie, and jazz musicians from the era. Visual research was conducted to inspire character designs and settings from the early 1900s. Production will utilize A4 paper cut to fit the sketchbook binding.
FMP Production Log
The document outlines various ideas that were considered for a final major project, including creating a graphic novel, comic strips, or 3D models. It was decided to create a graphic novel about jazz singer Ella Fitzgerald set in the early 1900s, focusing on her rise to fame. Research was conducted through questionnaires, online forums, visiting art galleries and music stores. The storyline and characters were developed, with the title "Hollow Queen". Pre-production work included considering materials and copyright issues. Visual research was done for characters and graphic novel styles.
This assignment brief outlines tasks for a student to complete units in Creative Media Production Management, Research Techniques, and Pre-Production Techniques. The student will develop, research, and pitch an idea for a graphic novel about Ella Fitzgerald. They will conduct research on audiences and trends, generate story ideas, and create pre-production documents and plans. The assignment includes tasks for primary research, idea development, production management, and presenting the final product for feedback. The deadline is May 24th, 2013.
1) The document provides an updated story outline for "The Hollow Queen" which follows Ella Fitzgerald's rise to fame in the 1930s and 1940s as a jazz singer, and her dealings with a mysterious trickster figure.
2) As Ella gains success performing with bands like Chick Webb's, the trickster returns demanding payment, appearing increasingly degraded over time.
3) In a climactic confrontation, the trickster tries to convince Ella to give up her soul in exchange for a dream life with her family, but she refuses, realizing her talent and success are her own. At the final moment, Ella's mother Tempie's spirit protects her daughter by claiming the trickster's soul instead.
This document provides an overview and production log for a graphic novel project focusing on jazz singer Ella Fitzgerald. Key details include:
- The project will tell Ella Fitzgerald's story and rise to fame, incorporating fictional elements like a trickster character.
- Research was conducted through online forums, polls, and visits to art galleries and music stores to study the early 1900s era.
- Character designs and visual research references were created for main characters like Ella Fitzgerald and supporting characters.
- A basic storyline was outlined in bullet points covering Ella's early life challenges and potential dealings with the trickster character.
- Pre-production planning addressed materials needed and copyright considerations for using real people in the story.
Ella Fitzgerald's life and rise to fame will be the focus of a graphic novel. Research included surveys of comic fans and visual research of the 1900s era. The storyline will follow Ella's difficult childhood and vulnerable period where she encounters a trickster who promises fame in exchange for her soul. Tempie, Ella's mother, protects her from the trickster and demon. Main characters include Ella, Tempie, and other jazz musicians. Visual research was conducted on the characters. Production will utilize A4 paper and digital coloring.
The document outlines the production log for a graphic novel project focusing on jazz singer Ella Fitzgerald, including brainstorming different ideas, conducting research through questionnaires and online forums, developing characters and storylines, and carrying out visual research on styles and time periods. Key aspects of pre-production included deciding on the graphic novel format and style, addressing potential copyright issues, and beginning artwork with character sketches and page layout designs.
This document provides details on the development of a graphic novel project focusing on jazz singer Ella Fitzgerald. It outlines the initial brainstorming process, research conducted, including visiting stores and online forums to understand audience preferences. It discusses settling on the idea of creating a graphic novel about Ella Fitzgerald's rise to fame. The document then provides an outline of the basic storyline, which follows key events in Ella's early life and introduces a fictional element involving a trickster character who offers her fame in exchange for a deal.
This document provides details on the development of a graphic novel project focusing on jazz singer Ella Fitzgerald. It outlines the initial brainstorming process, research conducted, including visiting stores and online forums to understand audience preferences. It discusses settling on the idea of creating a graphic novel about Ella Fitzgerald's rise to fame. The document then provides an outline of the basic storyline, which follows key events in Ella's early life and introduces a fictional element involving a trickster character who offers her fame in exchange for a deal.
The document outlines a pre-production plan for a graphic novel called "Cassie Coyne: The Hollow Queen". The main character will be a young Ella Fitzgerald before her rise to fame, struggling in the early 1900s music industry. Research will include jazz, blues, and Ella Fitzgerald's life. The novel will be hand drawn and scanned, possibly with added color. Risks like copyright will be considered. The creator expects to earn around £20,000 annually working 4 days a week on the project. A production log and schedule are included to plan and track progress.
The document outlines a pre-production plan for a graphic novel called "Cassie Coyne: The Hollow Queen". The main character will be a young Ella Fitzgerald before her rise to fame, struggling in the early 1900s music industry. The author will hand draw the graphic novel then scan the pages to upload online. Research on jazz, blues, and Ella Fitzgerald will be conducted. A schedule is included laying out the production timeline from initial meetings through evaluation.
This document provides details on the planning and research for a graphic novel project focusing on jazz singer Ella Fitzgerald. Key points include:
- The project will be a graphic novel telling the story of Ella Fitzgerald's rise to fame, focusing on her early struggles.
- Research was conducted through questionnaires, online research on graphic novel preferences and forums, and visits to art galleries and music stores to study the early 1900s era.
- A basic storyline was outlined covering Ella's early life challenges and a fictional element of making a deal with a trickster character for fame.
- Main characters were identified including Ella Fitzgerald and other jazz singers of the time.
- Pre-production details were considered around materials needed
This production log documents the planning and development process for a graphic novel project focusing on jazz singer Ella Fitzgerald. Key details include:
- The project will be a graphic novel telling the story of Ella Fitzgerald's rise to fame.
- Research was conducted through questionnaires at comic stores and online research on graphic novel genres and sales data.
- Visual research included photographing items from the 1900s at local museums.
- A basic storyline was outlined focusing on Ella's early struggles and potential supernatural elements.
- Main characters were identified and character sketches were developed.
- Considerations around copyright and permissions for using real people were discussed.
- Inspiration was gathered for depicting the "Trickster" character.
This document provides an overview of the process and planning for a graphic novel project focused on jazz singer Ella Fitzgerald. Key details include:
- The project will be a graphic novel telling the story of Ella Fitzgerald's rise to fame and include other jazz singers as characters.
- Research was conducted through questionnaires at comic stores and online forums to understand audience preferences and the jazz history period.
- Visual research involved photographing artifacts from the 1900s at local museums and music stores to depict the era accurately.
- The storyline and characters are being developed, with the working title "Hollow Queen" exploring a fictional temptation element in Ella's journey to fame.
The document outlines initial ideas for a final major project, including a graphic novel set in medieval times about hunting or scouting, a 3D model of a 1900s jazz club, and electronic comic strips released online. It then focuses on developing an idea for a graphic novel set in early 1900s America about the early life and rise to fame of a jazz singer, with the potential inclusion of other notable jazz musicians of the time like Ella Fitzgerald. Research on comic fans' preferences informed the decision to create a hardback graphic novel exploring Ella Fitzgerald's career path.
This document outlines the schedule and tasks for a Level 3 Extended Diploma in Creative Media Production final major project on developing a graphic novel called "Cassie Coyne FMP, the Hollow Queen". The schedule spans from February 4th to May 20th and includes tasks such as launching the project, researching ideas, sketching characters, delivering a pitch, starting pre-production, rough sketching the storyboard, inking the drawings, and completing an evaluation by May 20th. Progress and completion of tasks are tracked weekly in the schedule.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Introducing Milvus Lite: Easy-to-Install, Easy-to-Use vector database for you...Zilliz
Join us to introduce Milvus Lite, a vector database that can run on notebooks and laptops, share the same API with Milvus, and integrate with every popular GenAI framework. This webinar is perfect for developers seeking easy-to-use, well-integrated vector databases for their GenAI apps.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Essentials of Automations: The Art of Triggers and Actions in FME
Sims schedule_group1_13.03.12
1. L3 CMP Games Design – Group 01 Draft 1
SIMS Concept Schedule
Monday Tuesday Wednesday Thursday Friday Saturday Sunday
AM PM EVE AM PM EVE AM PM EVE AM PM EVE AM PM EVE AM PM EVE AM PM EVE
w/b LbT(Lightbot LbT 08 LbT 08
tutorial) 07
30.01.12
w/b LbT 09 LbT 09 Lb
Accidentally complete
06.02.12 on
discovery
edition
progress
not saved
w/b HA4 Choose Complete Begin Begin doing
areas to schedule measuring calculations
13.02.12 model and start Foyer and
production diagrams
log
w/b
20.02.12
H/T
w/b HA4 Start on Additional Email Work on
additional modelling photographs home production
27.02.12 measurements basic and update production log at
structure production log so I can home
shell to get log work on it
idea or work outside of
need to be the lesson
done
w/b Update Begin Additional DL
production log modelling sketches 01
05.03.12 basic items and
(PCs, doors calculations
etc)
Harry’s Sessions
Self-Directed
Other Sessions
2. L3 CMP Games Design – Group 01 Draft 2
SIMS Concept Schedule
Monday Tuesday Wednesday Thursday Friday Saturday Sunday
AM PM EVE AM PM EVE AM PM EVE AM PM EVE AM PM EVE AM PM EVE AM PM EVE
w/b LbT(Lightbot LbT 08 LbT 08
tutorial) 07
30.01.12
w/b LbT 09 LbT 09 Lb
Accidentally complete
06.02.12 on
discovery
edition
progress
not saved
w/b HA4 Choose Complete Begin Begin doing
areas to schedule measuring calculations
13.02.12 model and start Foyer and
production diagrams
log
w/b
20.02.12
H/T
w/b HA4 Start on Additional Email Work on
additional modelling photographs home production
27.02.12 measurements basic and update production log at
structure production log so I can home
shell to get log work on it
idea or work outside of
need to be the lesson
done
w/b Update Begin Additional DL
production log modelling sketches 01
05.03.12 basic items and
(PCs, doors calculations
etc)
w/b Additional
measuring
12.03.12 and
diagrams
w/b Update Foyer and Begin Have
production student area evaluation completed
19.03.12 log diagrams and some
complete production basic
log items in
modeller
Update and Foyer and Checks DL
Upload models near and 02
work completion renders
3. L3 CMP Games Design – Group 01 Draft 3
SIMS Concept Schedule
Monday Tuesday Wednesday Thursday Friday Saturday Sunday
AM PM EVE AM PM EVE AM PM EVE AM PM EVE AM PM EVE AM PM EVE AM PM EVE
w/b LbT(Lightbot LbT 08 LbT 08
tutorial) 07
30.01.12
w/b LbT 09 LbT 09 Lb complete
Accidentally
06.02.12 on
discovery
edition
progress
not saved
w/b HA4 Choose Complete Begin Begin doing
areas to schedule measuring calculations
13.02.12 model and start Foyer and
production diagrams
log
w/b
20.02.12
H/T
w/b HA4 Start on Additional Email Work on
additional modelling photographs home production
27.02.12 measurements basic and update production log at
structure production log so I can home
shell to get log work on it
idea or work outside of
need to be the lesson
done
w/b Update Begin Additional DL
production log modelling sketches 01
05.03.12 basic items and
(PCs, doors calculations
etc)
w/b Additional
measuring
12.03.12 and
diagrams
w/b Begin Update Have
evaluation production completed
19.03.12 and log some basic
production items in
log modeller
w/b Upload Foyer and Checks and DL
work models near renders and 02
26.03.12 completion completions