Game developers create and produce games for various platforms and devices. The development process involves design, programming, animation, and other roles. It takes a team of up to 200 professionals around 3 years to make a game from concept to finished product. Game publishers provide funding for development, manage marketing and distribution, and take on the financial risks of game development and publishing. First party publishers are the console manufacturers like Sony and Microsoft who develop games for their own consoles. Outsourcing companies contract with game studios for services like art, audio, or programming. Press and media help promote new games and review released titles to generate interest from players.
The games industry has grown into a multi-billion pound industry that rivals film in revenue and prestige. Originally perceived as a hobbyist culture in the 1970s, the industry is constantly changing as technology advances. The industry is made up of developers, publishers, distributors, hardware manufacturers, and consumers. Traditionally, games moved from developers to publishers to distributors and retailers, and then to consumers. However, new technologies and distribution methods have changed this process, with some games going directly from developers to digital distribution platforms and consumers.
In this material, I have tried to summarize and provide an overview about the video game industry. By defining the main concepts as classification norms including genres, platforms and rating, then providing an introduction about Production Nature,
Production Team, Supply Chain, Marketing Overview (not completed in this version), Sample Games and Sample Egyptian Cartoons.
In part two, I am elaborating more about the video game production through defining the different production stages.
In part 3, i have tried to conclude part 1 and 2, then summarizing my suggested strategy to develop an international level video game industry in Egypt.
AltForge Entertainment is developing a video game called Project Memoria to tell a story about depression. The game aims to provide insight into mental disorders through an immersive experience with beautiful art and a novel story. The team believes this can help bridge understanding between those with neurodiversity and the general public. They plan to self-publish on Steam to reach their target audience of fans of story-driven indie games. Market research shows the video game industry is growing and the niche indie game segment remains underserved despite a large audience.
The document discusses the games industry and the major players within it, including console manufacturers Nintendo, Sony, and Microsoft, as well as publishers and developers. It covers Nintendo's focus on innovation and accessibility with the Wii, Sony and Microsoft's focus on graphical power and online experiences with the PlayStation 3 and Xbox 360, and the strategies of maintaining existing markets while expanding to new audiences.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
This document provides a summary of the history and evolution of computer games. It discusses early experimental games in the 1940s-1960s, the rise of arcade games and consoles like Pong, Atari 2600, and Nintendo Entertainment System in the 1970s-1980s, the growth of PC gaming and genres like interactive fiction, and the modern gaming market dominated by consoles like PlayStation, Xbox and Nintendo Switch. It also covers topics like the impact of games, genres like casual/social games, monetization strategies, and debates around using games and gamification to solve problems and improve intelligence and skills.
This document provides an overview of the benefits of partnering with the Doc Clock brand. It summarizes Doc Clock as a creative and educational puzzle/adventure game appealing to both children and adults. It details the game mechanics, storyline, critical reception, and global audience reach across multiple platforms. It outlines opportunities to extend the Doc Clock brand through a sequel game, television series, toys, merchandise, and restaurant promotions.
The games industry has grown into a multi-billion pound industry that rivals film in revenue and prestige. Originally perceived as a hobbyist culture in the 1970s, the industry is constantly changing as technology advances. The industry is made up of developers, publishers, distributors, hardware manufacturers, and consumers. Traditionally, games moved from developers to publishers to distributors and retailers, and then to consumers. However, new technologies and distribution methods have changed this process, with some games going directly from developers to digital distribution platforms and consumers.
In this material, I have tried to summarize and provide an overview about the video game industry. By defining the main concepts as classification norms including genres, platforms and rating, then providing an introduction about Production Nature,
Production Team, Supply Chain, Marketing Overview (not completed in this version), Sample Games and Sample Egyptian Cartoons.
In part two, I am elaborating more about the video game production through defining the different production stages.
In part 3, i have tried to conclude part 1 and 2, then summarizing my suggested strategy to develop an international level video game industry in Egypt.
AltForge Entertainment is developing a video game called Project Memoria to tell a story about depression. The game aims to provide insight into mental disorders through an immersive experience with beautiful art and a novel story. The team believes this can help bridge understanding between those with neurodiversity and the general public. They plan to self-publish on Steam to reach their target audience of fans of story-driven indie games. Market research shows the video game industry is growing and the niche indie game segment remains underserved despite a large audience.
The document discusses the games industry and the major players within it, including console manufacturers Nintendo, Sony, and Microsoft, as well as publishers and developers. It covers Nintendo's focus on innovation and accessibility with the Wii, Sony and Microsoft's focus on graphical power and online experiences with the PlayStation 3 and Xbox 360, and the strategies of maintaining existing markets while expanding to new audiences.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
This document provides a summary of the history and evolution of computer games. It discusses early experimental games in the 1940s-1960s, the rise of arcade games and consoles like Pong, Atari 2600, and Nintendo Entertainment System in the 1970s-1980s, the growth of PC gaming and genres like interactive fiction, and the modern gaming market dominated by consoles like PlayStation, Xbox and Nintendo Switch. It also covers topics like the impact of games, genres like casual/social games, monetization strategies, and debates around using games and gamification to solve problems and improve intelligence and skills.
This document provides an overview of the benefits of partnering with the Doc Clock brand. It summarizes Doc Clock as a creative and educational puzzle/adventure game appealing to both children and adults. It details the game mechanics, storyline, critical reception, and global audience reach across multiple platforms. It outlines opportunities to extend the Doc Clock brand through a sequel game, television series, toys, merchandise, and restaurant promotions.
Video games are electronic games played on various platforms including consoles, computers, and mobile devices. They involve human players interacting with the game through input devices like controllers. Major video game institutions include developers who create the games, publishers who market and distribute them, and console manufacturers who produce the hardware systems games are played on like Sony, Microsoft, and Nintendo. These institutions practice synergy through partnerships and cross-promotion between game and other media properties. Technological convergence allows games to be experienced across multiple media forms. Proliferation in video game content and hardware has both benefits like more choice for consumers and drawbacks like increased competition and pressure for institutions.
A video game developer creates video games, ranging from a single person undertaking all tasks to large businesses with employees specializing in areas like programming, design, art, and testing. Most developers receive financial and marketing support from video game publishers. Self-funded developers are called independent developers.
A video game publisher publishes games that they developed internally or had developed by others. Console manufacturers like Nintendo, Sony, and Microsoft manufacture and distribute game consoles and allow third-party publishers to develop games for their platforms in exchange for licensing fees.
Distribution involves shipping games to retail shops worldwide, while retail involves selling games to consumers in shops, where both the shop and game company make a profit.
The document discusses various topics related to video games including institutions, audiences, platforms, input devices, production companies, synergy, technological convergence, proliferation, media ownership, and how audiences can be categorized. It provides definitions for key terms and discusses issues related to topics like global vs national marketing, production synergy, and the positives and negatives of technological proliferation.
The document outlines the key participants in the video game value chain, including console manufacturers who develop gaming platforms, developers who create game content, publishers who market and distribute games, outsourcing companies that provide additional services, distributors that sell games to the public, and the press/media that review games and influence reception. It describes the basic roles and impacts of each participant on the development and commercial success of a video game.
The document discusses institutions, audiences, and technological convergence in the video game industry. It defines institutions as companies that produce, distribute, and market media. It discusses how platforms like consoles, computers, and mobile devices allow for technological convergence in production, distribution, and access for audiences. Proliferation of hardware and content has both benefits and challenges for institutions and audiences.
The document discusses various aspects of the video game industry including institutions, audiences, technological convergence, synergy, proliferation, and media ownership. It provides definitions for key terms and discusses both positive and negative impacts. Issues addressed include targeting global vs national audiences, meeting consumer expectations, and balancing creative freedom with commercial pressures.
Here are three companies that illustrate different types in the games industry:
Rockstar Games:
- Developer and publisher with main office in NYC and studios worldwide
- Employs over 2,000 people
- Earned $725 million in revenue in 2018 primarily from game sales
- Develop open world action-adventure games like Grand Theft Auto and Red Dead Redemption for consoles and PC
Frontier Developments:
- Independent developer with 230 employees across offices in Cambridge, UK and Halifax, Canada
- Earned $45 million in revenue in 2018 from self-publishing and partnerships
- Produces simulation and space games across consoles, PC and mobile like Elite: Dangerous and Planet
Here are definitions of synergy and symbiosis without copying from the document:
Synergy refers to different entities working together cooperatively to create an outcome that is greater than the sum of their individual parts. It involves strategically connecting related areas of entertainment to promote and sell related products.
Symbiosis occurs when different companies partner to promote a range of related products from one source, such as a film or game. Each company licenses rights to create merchandising that promotes the original product, and shares profits.
Some examples of synergy and symbiosis in the video game industry:
Synergy: Game developers partnering with movie studios to create games based on blockbuster films. This expands the audience for both and increases
A game developer is a software developer that creates video games. Developers often specialize in certain game genres and platforms. Third-party developers are usually hired by video game publishers to develop games. Publishers are responsible for financing, marketing, and distributing games. Console manufacturers produce and distribute gaming consoles and work with third-party developers to release games.
This document discusses the various institutions involved in the video game industry, including platform holders, developers, publishers, and retailers. It then provides examples of specific companies that fall into each category, such as Sony, Microsoft, and Nintendo as the major platform holders. The document emphasizes that all of these institutions work together to deliver video games to consumers. It also notes the increasing role of digital distribution compared to solely physical distribution of video games.
This document discusses the various institutions involved in the video game industry, including platform holders, developers, publishers, and retailers. It then provides examples of specific companies that fall into each category, such as Sony, Microsoft, and Nintendo as the major platform holders. The document emphasizes that all of these institutions work together to deliver video games to consumers. It also notes the increasing role of digital distribution compared to solely physical distribution of video games.
A game developer is a software developer that creates video games. Developers often specialize in certain game genres or consoles. Third-party developers are usually hired by video game publishers to develop games. Publishers are responsible for financing, marketing, and distributing games. Console manufacturers produce and distribute gaming consoles and work with third-party developers to release new games. Distribution and retail involve shipping physical games to stores worldwide. Outsourcing allows companies to contract outside services to reduce costs. The media helps advertise games through television, radio, newspapers and magazines.
Understanding Computer Games Industry Week 2electricgeisha
This document provides information about publishers and developers in the computer games industry. It discusses that around 50-60% of homes in America have games consoles, with the average player age being 35. Males make up around 60% of console gamers. The top selling console game in the US in 2009 was Call of Duty: Modern Warfare 2. The document also discusses the roles of publishers versus developers, with developers creating the games and publishers marketing, distributing, and financing them. Common job roles at developers include design, programming, art, and animation.
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
Games developers are involved in the creation and production of games across various platforms and their work involves design or programming. Games development is a multi-billion pound industry that can take teams of up to 200 professionals up to three years to make a game from concept to finished product. Video game publishers finance development, distribute published games, and perform other functions like deciding on licenses, localization, packaging, and marketing. Console manufacturers serve as gatekeepers that approve games for their platforms and provide support to developers, while having power over what titles get priority marketing.
Challenges and Oppotunities in the Videogame Industrydiglondon
The document discusses the challenges facing the video game industry and opportunities for the future. It outlines the economics of console game development and used game sales. Recent industry trends are examined, including rising development costs, financial difficulties for some studios, and new business models emerging around free-to-play and microtransactions. The presentation predicts increasing monetization of existing games, a potential crisis in creative content, and growth in transmedia storytelling across multiple platforms.
Epic Games Author Info Pack - Vince Cavin webVince Cavin
This document provides information about Epic MegaGames, a leading publisher of computer games. It discusses Epic's history and growth, their successful shareware marketing strategy of providing high quality games for free and then selling additional content. It also outlines their changing approach to distribution, now focusing on larger retail partners and international distributors to reach more potential customers.
A game producer oversees all aspects of development between departments, manages relationships with talent, and ensures projects are completed on time and on budget. Producers set budgets, track spending, implement solutions to risks, and build relationships between development teams and game studios. Experience is usually required, and skills include communication, organization, and problem-solving. Producers help ensure games reach their target audiences through market research like playtesting and analyzing trends to refine a title's design and content. Famous producers who led successful franchises include Hideo Kojima, Shigeru Miyamoto, and Neil Druckmann.
This document provides an overview of key economic and business concepts related to the video game industry, including:
- It defines common economic terms like costs, revenue, and profit.
- It explains concepts like man-hours, goods and services, markets, and value.
- It discusses different types of capital (financial and personal), discretionary income, and how businesses re-invest profits.
- It covers risks associated with different investments and industries like video games, as well as the golden rule of risk.
- Finally, it examines relationships between laborers/owners, challenges video game developers face, and Sturgeon's Law which states that 90% of creative works are not very good.
Freelancing in the media sector allows individuals to be self-employed and work independently from home or remotely. Freelancers work on brief assignments and projects for different employers and are paid based on the quantity and quality of work completed. Some advantages of freelancing include being your own boss, flexibility, and variety in work, while disadvantages can include isolation, lack of benefits and job security, and irregular income. Freelance contracts outline payment terms, deliverables, and obligations of both parties.
Neil rogero prepare a pitch - presentationNeilRogero
Neil Rogero is preparing a pitch for a 3D project that will have a realistic, modern style inspired by real life holiday resorts. The project will use Unity engine and modeling software like Lightwave and Blender to create a detailed 3D environment with small open spaces and realistic lighting effects.
Video games are electronic games played on various platforms including consoles, computers, and mobile devices. They involve human players interacting with the game through input devices like controllers. Major video game institutions include developers who create the games, publishers who market and distribute them, and console manufacturers who produce the hardware systems games are played on like Sony, Microsoft, and Nintendo. These institutions practice synergy through partnerships and cross-promotion between game and other media properties. Technological convergence allows games to be experienced across multiple media forms. Proliferation in video game content and hardware has both benefits like more choice for consumers and drawbacks like increased competition and pressure for institutions.
A video game developer creates video games, ranging from a single person undertaking all tasks to large businesses with employees specializing in areas like programming, design, art, and testing. Most developers receive financial and marketing support from video game publishers. Self-funded developers are called independent developers.
A video game publisher publishes games that they developed internally or had developed by others. Console manufacturers like Nintendo, Sony, and Microsoft manufacture and distribute game consoles and allow third-party publishers to develop games for their platforms in exchange for licensing fees.
Distribution involves shipping games to retail shops worldwide, while retail involves selling games to consumers in shops, where both the shop and game company make a profit.
The document discusses various topics related to video games including institutions, audiences, platforms, input devices, production companies, synergy, technological convergence, proliferation, media ownership, and how audiences can be categorized. It provides definitions for key terms and discusses issues related to topics like global vs national marketing, production synergy, and the positives and negatives of technological proliferation.
The document outlines the key participants in the video game value chain, including console manufacturers who develop gaming platforms, developers who create game content, publishers who market and distribute games, outsourcing companies that provide additional services, distributors that sell games to the public, and the press/media that review games and influence reception. It describes the basic roles and impacts of each participant on the development and commercial success of a video game.
The document discusses institutions, audiences, and technological convergence in the video game industry. It defines institutions as companies that produce, distribute, and market media. It discusses how platforms like consoles, computers, and mobile devices allow for technological convergence in production, distribution, and access for audiences. Proliferation of hardware and content has both benefits and challenges for institutions and audiences.
The document discusses various aspects of the video game industry including institutions, audiences, technological convergence, synergy, proliferation, and media ownership. It provides definitions for key terms and discusses both positive and negative impacts. Issues addressed include targeting global vs national audiences, meeting consumer expectations, and balancing creative freedom with commercial pressures.
Here are three companies that illustrate different types in the games industry:
Rockstar Games:
- Developer and publisher with main office in NYC and studios worldwide
- Employs over 2,000 people
- Earned $725 million in revenue in 2018 primarily from game sales
- Develop open world action-adventure games like Grand Theft Auto and Red Dead Redemption for consoles and PC
Frontier Developments:
- Independent developer with 230 employees across offices in Cambridge, UK and Halifax, Canada
- Earned $45 million in revenue in 2018 from self-publishing and partnerships
- Produces simulation and space games across consoles, PC and mobile like Elite: Dangerous and Planet
Here are definitions of synergy and symbiosis without copying from the document:
Synergy refers to different entities working together cooperatively to create an outcome that is greater than the sum of their individual parts. It involves strategically connecting related areas of entertainment to promote and sell related products.
Symbiosis occurs when different companies partner to promote a range of related products from one source, such as a film or game. Each company licenses rights to create merchandising that promotes the original product, and shares profits.
Some examples of synergy and symbiosis in the video game industry:
Synergy: Game developers partnering with movie studios to create games based on blockbuster films. This expands the audience for both and increases
A game developer is a software developer that creates video games. Developers often specialize in certain game genres and platforms. Third-party developers are usually hired by video game publishers to develop games. Publishers are responsible for financing, marketing, and distributing games. Console manufacturers produce and distribute gaming consoles and work with third-party developers to release games.
This document discusses the various institutions involved in the video game industry, including platform holders, developers, publishers, and retailers. It then provides examples of specific companies that fall into each category, such as Sony, Microsoft, and Nintendo as the major platform holders. The document emphasizes that all of these institutions work together to deliver video games to consumers. It also notes the increasing role of digital distribution compared to solely physical distribution of video games.
This document discusses the various institutions involved in the video game industry, including platform holders, developers, publishers, and retailers. It then provides examples of specific companies that fall into each category, such as Sony, Microsoft, and Nintendo as the major platform holders. The document emphasizes that all of these institutions work together to deliver video games to consumers. It also notes the increasing role of digital distribution compared to solely physical distribution of video games.
A game developer is a software developer that creates video games. Developers often specialize in certain game genres or consoles. Third-party developers are usually hired by video game publishers to develop games. Publishers are responsible for financing, marketing, and distributing games. Console manufacturers produce and distribute gaming consoles and work with third-party developers to release new games. Distribution and retail involve shipping physical games to stores worldwide. Outsourcing allows companies to contract outside services to reduce costs. The media helps advertise games through television, radio, newspapers and magazines.
Understanding Computer Games Industry Week 2electricgeisha
This document provides information about publishers and developers in the computer games industry. It discusses that around 50-60% of homes in America have games consoles, with the average player age being 35. Males make up around 60% of console gamers. The top selling console game in the US in 2009 was Call of Duty: Modern Warfare 2. The document also discusses the roles of publishers versus developers, with developers creating the games and publishers marketing, distributing, and financing them. Common job roles at developers include design, programming, art, and animation.
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
Games developers are involved in the creation and production of games across various platforms and their work involves design or programming. Games development is a multi-billion pound industry that can take teams of up to 200 professionals up to three years to make a game from concept to finished product. Video game publishers finance development, distribute published games, and perform other functions like deciding on licenses, localization, packaging, and marketing. Console manufacturers serve as gatekeepers that approve games for their platforms and provide support to developers, while having power over what titles get priority marketing.
Challenges and Oppotunities in the Videogame Industrydiglondon
The document discusses the challenges facing the video game industry and opportunities for the future. It outlines the economics of console game development and used game sales. Recent industry trends are examined, including rising development costs, financial difficulties for some studios, and new business models emerging around free-to-play and microtransactions. The presentation predicts increasing monetization of existing games, a potential crisis in creative content, and growth in transmedia storytelling across multiple platforms.
Epic Games Author Info Pack - Vince Cavin webVince Cavin
This document provides information about Epic MegaGames, a leading publisher of computer games. It discusses Epic's history and growth, their successful shareware marketing strategy of providing high quality games for free and then selling additional content. It also outlines their changing approach to distribution, now focusing on larger retail partners and international distributors to reach more potential customers.
A game producer oversees all aspects of development between departments, manages relationships with talent, and ensures projects are completed on time and on budget. Producers set budgets, track spending, implement solutions to risks, and build relationships between development teams and game studios. Experience is usually required, and skills include communication, organization, and problem-solving. Producers help ensure games reach their target audiences through market research like playtesting and analyzing trends to refine a title's design and content. Famous producers who led successful franchises include Hideo Kojima, Shigeru Miyamoto, and Neil Druckmann.
This document provides an overview of key economic and business concepts related to the video game industry, including:
- It defines common economic terms like costs, revenue, and profit.
- It explains concepts like man-hours, goods and services, markets, and value.
- It discusses different types of capital (financial and personal), discretionary income, and how businesses re-invest profits.
- It covers risks associated with different investments and industries like video games, as well as the golden rule of risk.
- Finally, it examines relationships between laborers/owners, challenges video game developers face, and Sturgeon's Law which states that 90% of creative works are not very good.
Freelancing in the media sector allows individuals to be self-employed and work independently from home or remotely. Freelancers work on brief assignments and projects for different employers and are paid based on the quantity and quality of work completed. Some advantages of freelancing include being your own boss, flexibility, and variety in work, while disadvantages can include isolation, lack of benefits and job security, and irregular income. Freelance contracts outline payment terms, deliverables, and obligations of both parties.
Neil rogero prepare a pitch - presentationNeilRogero
Neil Rogero is preparing a pitch for a 3D project that will have a realistic, modern style inspired by real life holiday resorts. The project will use Unity engine and modeling software like Lightwave and Blender to create a detailed 3D environment with small open spaces and realistic lighting effects.
The document provides definitions for several key terms related to computer hardware technologies for game platforms. It defines human-computer interface as the study of how humans interact with computers and the design of user-friendly interfaces. It explains that the CPU is the central component that processes information in a computer. Graphics processing units or GPUs are used to render graphics and handle visually intensive tasks. Memory (RAM) is used for temporary storage and more RAM allows for better computer performance. The power supply provides electricity to power the entire system.
The document provides an assignment brief for a Level 3 Diploma in Creative Media Production unit on computer game story development. Students must create a short comic or graphic novel extract featuring themselves as the main character. They will research storytelling techniques, write and illustrate the story, and present their work in a group critique. The goal is to understand storytelling elements for games and create an original story and dialogue following industry practices.
This document contains a learner assessment submission and declaration form for Neil Rogero. It details the assignments and tasks submitted for the Extended Diploma in Creative Media Production – Games Development program. Neil submitted work for two assignments (HA7 - 3D The Basics and HA8 - Sidekick) across multiple tasks. He declared that the evidence submitted was his own work and included appropriate citations.
This document is a learner assessment submission and declaration form completed by Neil Rogero for an assignment on computer game audio cut sequence production. It lists the 11 tasks of the assignment and provides links to blog posts where the evidence for each task can be found. At the bottom, Neil signs to declare that the submitted work is his own original work.
Ig2 task 1 work sheet (improved version)NeilRogero
The document provides definitions and explanations of various terms related to sound design and production for computer games. It includes a glossary with over 15 terms defined, with each definition citing a source URL. For each term, the author also provides a short description of how the term relates to their own production practice. The terms cover areas such as sound file formats, audio limitations, audio recording systems, and more. The document appears to be an assignment where the author was asked to research and define sound design terms as part of their studies.
The script is for an action-adventure game that was influenced by Halo, Rogue Galaxy, and Guardians of the Galaxy. It involves two bounty hunters, Lana and Axel, who have Scottish and English accents respectively, going to an old space ship to retrieve a lost treasure but encountering hostile droids. They finally make it past the droids but find the treasure has an impossible lock system. The presentation will discuss producing character voices, adding sound effects and music to enhance the gameplay experience.
The programmer added laser and missile sound effects to their game by double clicking the sound tools and uploading new sound effects they created. They then coded the missile and laser objects to play the correct sounds when used in the game.
This document contains 5 image links of action figures from popular superhero franchises. The images show an Iron Man figure in a large mechanical suit battling Hulk, a robot from the movie Real Steel, Spider-Man swinging through the city, a new Iron Man suit from Avengers: Age of Ultron, and War Machine in combat armor.
The document discusses creating sound effects using a MIDI keyboard and VST SoundEffects software. The author used the eSLine String(x86bridged) keyboard effect to make sound effects by adjusting settings like bass, tune, and volume. Careful listening was required to select sounds that fit the project. The hardest part was placing each sound bar in the right place to make all the sounds flow well together as a whole piece.
The document discusses creating sound effects using a MIDI keyboard and VST SoundEffects software. The author used the eSLine String(x86bridged) keyboard effect to create simple sound effects by adjusting the bass, tune, and volume settings. They listened carefully to different sound combinations to select those that fit best for their project. The hardest part was carefully placing each sound bar in the right place to make all the sounds flow well together as a cohesive whole piece.
Thor is the son of Odin, the ruler of Asgard, and Gaea, the embodiment of Earth. He was born centuries ago in Norway and raised in Asgard to be the god of thunder and heir to the throne. As the god of thunder, Thor commands lightning, wind and storms with his hammer Mjolnir. Mjolnir gives Thor the power of flight and helps him channel his elemental powers, though it can only be lifted by those deemed worthy. After growing too proud, Thor was banished to Earth by Odin to learn humility.
Steve Rogers was a young American patriot who wanted to serve his country in World War 2 but was rejected from the army due to being small and sickly. He was chosen for an experimental super soldier program led by Dr. Abraham Erskine. After receiving the super soldier serum, Rogers gained enhanced strength, speed, senses and physiology. He became the superhero Captain America, fighting for justice and liberty with his unwavering courage and morale.
1) Axelon Gaze, a human space explorer, and Lana, a Spartan bounty hunter, are traveling across the volcanic moon Rubeus with destroyed droids to reach a crashed space fighter.
2) The droids power down, forcing Axel and Lana to continue on foot. They find signs they are being hunted by Rubian Wolfmen.
3) Axel and Lana reach the immense, ancient space fighter overgrown with vegetation. Lana is untrusting of Axel's promise to pay her once the cargo is safely delivered, sensing danger from the vessel's anti-looting security systems.
1) Axelon Gaze, a human space explorer, and Lana, a Spartan bounty hunter, are traveling across the volcanic moon Rubeus with destroyed droids to reach a crashed space fighter.
2) The droids power down, forcing Axel and Lana to continue on foot. They find signs they are being hunted by Rubian Wolfmen.
3) Axel and Lana reach the immense, ancient space fighter covered in vegetation. Lana is wary of Axel's intentions regarding the bounty from the fighter's cargo, leading to tensions between the two explorers.
The script presented is an action and adventure genre influenced by games such as Halo, Rogue Galaxy, and Guardians of the Galaxy. Two bounty hunters, Lana and Axel, have an aggressive conversation in English and Scottish accents while encountering troubles and hostile droids on their mission to retrieve lost treasure from an old spaceship. The production will include recorded character dialog, sound effects for doors, engines, weapons, and added background music and noises.
The script presented is an action and adventure genre influenced by games such as Halo, Rogue Galaxy, and Guardians of the Galaxy. Two bounty hunters, Lana and Axel, have an aggressive conversation in English and Scottish accents while encountering troubles and hostile droids on an old spaceship during a treasure hunt. The production will include recorded character dialog, sound effects for doors, engines, weapons, and background music and noises added through software.
The document describes testing various audio effects virtual studio technology (VST) plugins by applying different effects to recordings and adjusting their properties. The author double clicked on sound effects to open an effects box showing commands, clicked "Take FX" to apply them, and a second box appeared to allow adjusting the altered sound, offering a variety of effect choices to change the sound.
Enhancing Adoption of AI in Agri-food: IntroductionCor Verdouw
Introduction to the Panel on: Pathways and Challenges: AI-Driven Technology in Agri-Food, AI4Food, University of Guelph
“Enhancing Adoption of AI in Agri-food: a Path Forward”, 18 June 2024
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L'indice de performance des ports à conteneurs de l'année 2023SPATPortToamasina
Une évaluation comparable de la performance basée sur le temps d'escale des navires
L'objectif de l'ICPP est d'identifier les domaines d'amélioration qui peuvent en fin de compte bénéficier à toutes les parties concernées, des compagnies maritimes aux gouvernements nationaux en passant par les consommateurs. Il est conçu pour servir de point de référence aux principaux acteurs de l'économie mondiale, notamment les autorités et les opérateurs portuaires, les gouvernements nationaux, les organisations supranationales, les agences de développement, les divers intérêts maritimes et d'autres acteurs publics et privés du commerce, de la logistique et des services de la chaîne d'approvisionnement.
Le développement de l'ICPP repose sur le temps total passé par les porte-conteneurs dans les ports, de la manière expliquée dans les sections suivantes du rapport, et comme dans les itérations précédentes de l'ICPP. Cette quatrième itération utilise des données pour l'année civile complète 2023. Elle poursuit le changement introduit l'année dernière en n'incluant que les ports qui ont eu un minimum de 24 escales valides au cours de la période de 12 mois de l'étude. Le nombre de ports inclus dans l'ICPP 2023 est de 405.
Comme dans les éditions précédentes de l'ICPP, la production du classement fait appel à deux approches méthodologiques différentes : une approche administrative, ou technique, une méthodologie pragmatique reflétant les connaissances et le jugement des experts ; et une approche statistique, utilisant l'analyse factorielle (AF), ou plus précisément la factorisation matricielle. L'utilisation de ces deux approches vise à garantir que le classement des performances des ports à conteneurs reflète le plus fidèlement possible les performances réelles des ports, tout en étant statistiquement robuste.
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1. Structures – ChainValues
Developers:
Gamesdevelopersare involvedinthe creationandproductionof gamesforpersonal computers,
gamesconsoles,social/onlinegames,arcade games,tablets,mobile phonesandotherhandheld
devices.Theirworkinvolves eitherdesign(includingartandanimation) orprogramming. Games
developmentisafast-moving,multi-billionpoundindustry. The makingof agame fromconceptto
finishedproductcantake upto three yearsand involve teamsof upto200 professionals. There are
manystages,includingcreatinganddesigningagame'slookandhow itplays,animatingcharacters
and objects,creatingaudio,programming,localisation,testingandproducing. The gamesdeveloper
jobtitle coversa broadarea of workand there are many specialismswithinthe industry.These
include:
Qualityassurance tester
Programmer, withvariousspecialismssuchasnetwork,engine,toolchainandartificial
intelligence
Audioengineer
Artist,includingconceptartist,animatorand3D modeller
Producer
Editor
Designer
Special effectstechnician.
Typical work activities
Responsibilities varydependingonyourspecialistareabutmay include
Developingdesignsand/orinitial conceptdesignsforgamesincludinggame play
Generatinggame scriptsand storyboards
Creatingthe visual aspectsof the game at the conceptstage
Using2D or 3D modellingandanimationsoftware,suchasMaya, at the productionstage
Producingthe audiofeaturesof the game,suchas the character voices,musicandsound
effects
Programmingthe game usingprogramminglanguagessuchasC++
Qualitytestinggamesinasystematicandthoroughwayto findproblemsorbugsand
recordingpreciselywhere the problemwasdiscovered
Solvingcomplextechnical problemsthatoccur withinthe game'sproduction
Disseminatingknowledge tocolleagues, clients,publishersandgamers
Understandingcomplexwritteninformation,ideasandinstructions
Workingcloselywithteammembers tomeetthe needsof aproject
Planningresourcesandmanagingboththe teamandthe process
Performingeffectivelyunderpressure andmeetingdeadlinestoensure the game is
completedontime
2. Publisher:
What do game publishersdoandwhatitis about:
Provide finance forthe entire industry.Thisisnotjustpaying studios,instages,todevelopa
game.It isalso the publishingcostswhichcanoftenbe far,far more.For one top console
game the total cost isnowintothe tensof millions,sothisisn’tinsignificant.However,some
developmentstudiosmake the bigjumptoself-financingtheirwork,andthentheyownthe
IP andcan choose howitis published.
Take the risk.Thisisa prettybigjob,especiallyforcurrentgenerationconsole games,most
of whichdon’tmake a profit.Thisispartlywhymanyof the world’sbiggestpublishersare
makinglossesjustnowwhilstthe industrybooms.
Market the game.It isa simple factthatwithzeromarketinga game will have zerosales.
The game industryisa veryyoungand fastchangingindustrysomuch of itsmarketing is
inefficientandoverexpensive.Thismeansthatmanypublishersaren’tdoingagoodjob
here,anotherreasonfortheirlosses.Howeverwhatmarketingexpertisethere isinthe
industryresidesmainlywiththe publishers.
Create and buildbrands.A lot of the industryfora longtime justpiggybackedother
people’sbrands,sohadnoequityintheirIP.We usedfilms,booksandcelebrities.Andit
wasn’tgood.Nowthe industryisgrowingupand nurturingitsownbrandswithsome
startlingsuccesses(GTA) anda lotof painful growingpains.
Physicallymanufacture,warehouseanddistributeinventory.Logistics.Thisisahuge pain.
Vastamountsof plasticandcardboard are usedtomove digital informationaroundthe
world.The problemsboggle minds.Just gettingthe timingof everythingandthe inventory
levelsrightisimpossible,itwill alwaysgowrong.Soretailersare outof stock of one game
whilstanothergame isremainderedinthe discountbin.
Manage the whole industry.Peopleonlybuyconsolestoplaygames.The gamesare
everything.Andthe publishershave total control overthe games.Sotheyhave total control
and poweroverthe industry.Sotheydecide whathappens,how ithappensandwhen.A big
responsibilityand,tobe fair,theytendto try andact forwhat theyperceive tobe the good
of the industry.We don’thave anysignificantEnronsyet.
The most importantthingaboutthe traditional game publishingbusinessmodel isthatthere are
enormouscompetitive advantagesof scale.The biggeryouare the easieritisto run yourbusiness,if
youmuch smallerthanthe biggestplayersthenyousimplycannotcompete.Thisiswhywe have
seensomuch publisherconsolidation;the lawsof economicsmeanthere shouldonlybe ahandful of
3. global publishers.Itiswhathappenedtofilmandrecordedmusic. Howevereventsare notjust
conspiringagainstglobal publishers,theyare conspiringagainstpublishingperse.
The cost of makinggamesis,inmany cases,comingdown.Thisispartlydownto better
tools,librariesandmiddleware.Itisalsodowntothe farsmallerscale of productrequired
for manyplatforms,includingsome of the bigoneslike XLA andXNA.Thismeansthatwe
have returnedtothe age of the bedroomcoder,orto loose affiliationsof afew people
workingtogetherona project.Thishasbecome massive.There are now more gamesbeing
developedthiswaythaninformal studios.
Withthe above the riskhas come rightdown.You make a game in yourspare time,if it
worksyoubuy a fast car and a holiday,if itdoesn’tyoujustshrugyourshouldersandtry
again.Thisis exactlywhathappenedinthe old8bit days.
Platformproliferation.Thishasreallycreptupon us.Abouta decade ago there were two
viable platforms,the PlayStation andthe PC.Now there are lots.Xbox 360, PS3 and Wii,
each of whichismultiple platformsbecause of the online offerings.Xbox2, PSP,DS,iPhone,
Android,nGage andof course the PC,whichis alsonow multiple platformswithcasual
gaming,MMOs, portals,boxedgamesetc.etc.A bigglobal publisherjustcannotdoit all any
more,theyhave to cherrypick.
Productproliferation.Itusedtobe verysimple,there were ahandful of genresanditwas
easyto keepupand publishastreamof releasesintoeach one.Now we have total
fragmentation,infinityof genres.Justlookatthe thousandsof iPhone gamestosee how
diverse andsometimesbizarre gaminghasbecome.Thishasleftthe bigglobal publishers
deadinthe water,theydon’tunderstandwhatisgoing onand evenif theydidtheyare too
slowwittedandcumbersome todoanythingaboutit.
Marketinghas changedandmuch of itis now free ornearlyfree.The traditional big
publishermarketingmodelof throwingmillionsattelevisionadvertisingisoutdated,
inefficientandanimmense waste of resources.Buttheycontinue because of inertiaand
because theyknownobetter.These dayswe have somethingcalled the interwebandwith
no moneyorverylittle anda little time youcanrun a veryeffectiveglobal marketing
campaign.Andthe smart people are.Popcap isa prime example.
Digital distribution.Thisisthe bigone.Withoutplasticandcardboarditis difficultfor
publisherstojustifythemselves.Aswe have seenwithiPod,once youremove physical
inventorymostgamescome tomarketwithouta publisher.Thisleadstoanexplosionin
4. creativityastensof thousandsof new gamesappearthat a publisherwouldneverhave
giventhe time of dayto.
Brands.The publishershave actuallybeenmostlyvery badatcreatingand buildingbrands.It
isa newthingtomost of themand theydon’tknow what theyare doinga lot of the time
and itshows.Individualscanbuildbrandstoo.Theyoftenhave inhistory.All ittakesisan
instinctive feelforthe brandexperience theyare creating,the brandimage theyare
presentingtothe worldandthe brand valuestheyneedtomaintainandtheyhave cracked
it.
Console Manufactures/FirstParty Publishers:
In termsof manufacturesandthe consoleswhichtheyhave producedIamgoingto talk about
PlayStation,Sony.Sonyhasintroducedseveralgenerationsof consolessofarstartingwiththe highly
popularPlayStation1whichwasone of the mostsuccessful consolesof the 5th
generationboasting
salesof over100+ millionunitsworldwide,itwasalsothe firstconsole toachieve salesof over100
millionunits,whichachieved9yearsand6 monthsafterit wasinitiallylaunched.
The nextconsole thatSonyproducedwasevenmore successful.PlayStation2whichsoldover150+
millionunitsoveritslife time,gainingthe title of the bestsellingconsole of all time,the PlayStation2
had more than 3,800 game titlesreleasedforitgeneratingsalesof over1.5 billioncopies.
The PlayStation3 followedthe PlayStation2with itbeingreleasedonthe 11th
of November2006,
generatingsalesof over75 millionunits,whichincomparisontothe PlayStation2was
disappointing,howeveritdidmarksome interestingadvancementsinthe game technology,suchas
Blu-raydiscsbeingusedinplace of conventionalCDsandthe integrationof downloadablecontent
includinggamesandpurchasable in-game content.
The PlayStation4 hasbeenannouncedandisdue to hitstoreson the 15th
of November2013. This
newconsole aimstoincorporate a social aspectnotseenonother consoles;thisisbyaddingnew
share buttonto the dual shock4 controllerwhichwillallow the playertostreamtheirgameplay
directlytofriends.
Microsofthas alsofounda large place in the console marketandisSony’s maincompetitorinthe
console war.Startingwiththe Xbox Microsoftattemptedtotake on Sony’sPlayStation2.However
thiswas a large challenge even forMicrosoftandso the original Xbox generatedsalesof only24
millionunits,whichwasdwarfedbySony’ssale of over150+ millionsPlayStation2units.Thiswas
partlydownto itsoriginal controllerdesign,whichwasdeemedtoobulkyandlaterexchangedfora
smallerversion.
Microsoftthencreatedthe Xbox 360, a secondattempttotake on the mightof the PlayStation.This
newconsole boastedanimprovedcontroller,andincreasedcapabilitiesonline,aswell asa
revampedXbox Live service.Microsoftsoldoutof Xbox 360s on release inall regionsexceptJapan.
In 2009 IGN ratedthe Xbox 360 as the sixthbestvideogame console of all time.The Xbox 360has
5. soldover87.2 millionunitsworldwide sofar,whichtopssalesof the PlayStation3byjustover 3
millionunits.
Microsofthas recentlyannouncedthe thirdinthe seriesof the Xbox console,the Xbox One.The
Xbox One isto be releasedonthe 22nd
of November2013. The console receivedmixedreviewsatits
E3 release,some commentingthatMicrosoftwere tryingtopunishtheirloyal customerswithastrict
restrictions,suchasthe restrictionsonthe re-sale of gamesandtheirpolitiessurroundingthe
consolesonlinemode.Howeverthe Xbox One doesincludeanexpandedXboxLive service,
improvedKinectfunctionality,cloudcomputing,the abilitytoautomaticallyrecordandshare videos
highlightsfromthe gameplayandintegratedsupportforlive streaminggameplayonline.
Firstparty publishersare the companiesthatmake the hardware like gamesconsole thatgamesare
playedonspecificallySony,Microsoft, andNintendo.Andnow thatmobile phone basedplatforms
are emergingcompaniessuchasApple orSamsung.
These companiesare the gatekeepersof the industry,astheydecide whetherornotto approve
each game targetedfordevelopmenton theirrespective consoleplatforms.Theyhave animmense
amountof powerandinfluence overwhatgetsreleasedwhichtitlesgetprioritymarketing.
Firstparty publishersprovide supporttodevelopandpublishonworkingontheirparticular
platforms.
Distributionand Retail:
DistributingGames/AccessGames –
Game
HMV
Xbox Market
Amazon
Gamestation
PlayStationStore
Steam
ITunes
eBay
AppsStore
CEX
OldDistribution:
Retail Centric– Physical Store
Reliantonthe manufacture andsupplyof the gamesdiscand packaging
Requiresmore initial outlaysbythe games publisherstoproduce the discandbox intotheir
profit
Limitedspace instore solimitedstockandalsothe choices
ModernDistribution:
6. Gamesavailable online
PlayStationnetworkisfree if youownaPS3
Xbox Live issubscriptionbased
AppStore downloadonapple devices
Otheronline services
Retailingisbasicallyafterthe companieshasapprovedatype of game theydistribute the game to
gamingstoresto be stackedup on the shelvestobe soldandtheydothisaround the worldinany
gamingstore and the companymakesthe profiton sellingthose gamesandalsothe people that
sellstheminthe retail businessgainsprofit.Overall the retail storeshasbecome biggerandbiggerit
showsthat a higherpercentage cominginandgainingahuge amountof profit.
Outsourcing Companies:
Outsourcingiswhenacompany contractswithan outside providerforservicesorotherbusiness
processes,ratherthanemployingstaff todothese servicesin-house.These servicesmaybe
providedon-siteoroff-site.Typically outsourcingisdone withaneye towardefficiencyandcost-
savingforthe company.Outsourcingcouldbe assimple ashiringa freelancertoedita company
newsletteroras large-scale ashiringanoutsourcingcompanytohandle all accountingandpayroll
functions.
Outsourcingcanbe whena companydirectlyhiresan independentcontractortoa provide service.
Or a company mayhire an outsourcingcompanythateitheremploysorcontractswithworkersto
provide the services.
An outsourcingcompanymaysendworkerstoitsclient'sworkplace orprovide the workspace.
Sometimesoutsourcingcompaniespractice home shoringbyhiringhome-basedworkersorthey
may practice offshoring,bycontractingoutsidethe client’scountryforthe services.
Pressand Media:
Newsthatis sentoutor releasedbythe companymakingthe news.If it'san earningspressrelease
the release will discussthe company'sfinancial resultsforthe recently completedquarterandmay
provide commentsfrommanagement.Pressreleasesoftenlistvaluable contactinformationthatcan
assistinvestorsintheirresearch suchasthe company'swebaddress, contact andaddress
information. Inthatpressthis iswhentheymighttalkaboutreleasing acertaintype of game and
theytalkabout the newproductor a special event talkaboutittothe publicanddescribe aboutit
and whatit islike bytryingto getthe audience’sattentiononyourtype of product.
Mediais whenafterthe gamesisreleasedthe publictalksaboutitand givesita review onwhatthe
game is like theymightputa ratingon a game out of 10 andexplainindetail whythe game couldbe
goodor badand thiscouldget the audience andthe people’sattentionthatare interestedinthe
game and theymightwantto buy the game or not by lookingatthe reviewsthisalsohelpsthemby
watchingvideostellingthe peoplethatwatchesthemtoeithergive themachoice onwhat they
wantto do.