This document outlines a certificate program for employability and personal development. It focuses on making the most of leisure time. The program has three learning outcomes: 1) Understanding how to best use leisure time, 2) Participating in a range of leisure activities, and 3) Reviewing activities. For outcome 1, the student describes benefits of leisure and local activities. For outcome 2, the student proposes relaxing, challenging, and skill-building activities. They choose Xbox, walking, and reading. For outcome 3, the student reviews their experiences and prefers Xbox for relaxation.
The document summarizes primary and secondary research conducted about the video game Halo. Secondary research found that Halo was first created in 1999 and has generated over $3 billion in revenue from 7 games. Primary research included a survey of college classmates that found most respondents were male, ages 16-18, owned Halo, and bought it due to being part of the franchise. The survey also ranked different aspects of the game and compared Halo to other games.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions that Adam Copeland researched for terms like Foley artistry, sound libraries, common audio file formats like .wav and .mp3, audio limitations of hardware like the Sound Processor Unit and Digital Signal Processor, and audio techniques like mono, stereo, and surround sound. For each term, Copeland provides a short definition from an online source and describes how the term relates to his own production practice.
The document appears to be the portfolio of interior decorator Jeena A. Jacob. It includes summaries and photos of several residential interior design projects completed between 2003-2012, including living rooms, dining rooms, bedrooms, and a playroom. For each project, it lists the client names, project names, project descriptions, years completed and locations. Photos show the spaces before and after decoration, and itemized budgets are provided.
Adam Copeland created a 3D model of a sidekick robot for a creative media production course between March and May 2014. He started by scanning hand-drawn designs and building the head and torso using primitive shapes in a 3D modeller. Over subsequent sessions, he added arms, legs, and textures to various parts of the robot. Adam later refined the robot's face and added toes, then had the completed model sent for retexturing and photography from multiple angles.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions that Adam Copeland researched for terms like Foley artistry, sound libraries, common audio file formats like .wav and .mp3, audio limitations of hardware like the Sound Processor Unit and Digital Signal Processor, and audio techniques like mono, stereo, and surround sound. For each term, Copeland provides a short definition from an online source as well as how the term relates to his own production practice, such as recording sounds for editing and using different file formats.
The document summarizes Burma's mineral industry in 2010. It discusses Burma's production of various mineral commodities as well as imports and exports. Major developments included a contract for a deep-sea port and industrial estate, and agreements for nickel and zinc mining projects between foreign companies and the Burmese government. China was Burma's largest foreign investor and trading partner for mineral exports.
This assignment brief requires the student to:
1) Create a 3D animation by devising either an original character run cycle or collision-based object sequence using animation techniques from tutorials.
2) Develop ideas through research, mind-mapping, and storyboarding before producing the animation in LightWave.
3) Review and evaluate the finished animation against the original intentions and production process.
This document outlines a certificate program for employability and personal development. It focuses on making the most of leisure time. The program has three learning outcomes: 1) Understanding how to best use leisure time, 2) Participating in a range of leisure activities, and 3) Reviewing activities. For outcome 1, the student describes benefits of leisure and local activities. For outcome 2, the student proposes relaxing, challenging, and skill-building activities. They choose Xbox, walking, and reading. For outcome 3, the student reviews their experiences and prefers Xbox for relaxation.
The document summarizes primary and secondary research conducted about the video game Halo. Secondary research found that Halo was first created in 1999 and has generated over $3 billion in revenue from 7 games. Primary research included a survey of college classmates that found most respondents were male, ages 16-18, owned Halo, and bought it due to being part of the franchise. The survey also ranked different aspects of the game and compared Halo to other games.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions that Adam Copeland researched for terms like Foley artistry, sound libraries, common audio file formats like .wav and .mp3, audio limitations of hardware like the Sound Processor Unit and Digital Signal Processor, and audio techniques like mono, stereo, and surround sound. For each term, Copeland provides a short definition from an online source and describes how the term relates to his own production practice.
The document appears to be the portfolio of interior decorator Jeena A. Jacob. It includes summaries and photos of several residential interior design projects completed between 2003-2012, including living rooms, dining rooms, bedrooms, and a playroom. For each project, it lists the client names, project names, project descriptions, years completed and locations. Photos show the spaces before and after decoration, and itemized budgets are provided.
Adam Copeland created a 3D model of a sidekick robot for a creative media production course between March and May 2014. He started by scanning hand-drawn designs and building the head and torso using primitive shapes in a 3D modeller. Over subsequent sessions, he added arms, legs, and textures to various parts of the robot. Adam later refined the robot's face and added toes, then had the completed model sent for retexturing and photography from multiple angles.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions that Adam Copeland researched for terms like Foley artistry, sound libraries, common audio file formats like .wav and .mp3, audio limitations of hardware like the Sound Processor Unit and Digital Signal Processor, and audio techniques like mono, stereo, and surround sound. For each term, Copeland provides a short definition from an online source as well as how the term relates to his own production practice, such as recording sounds for editing and using different file formats.
The document summarizes Burma's mineral industry in 2010. It discusses Burma's production of various mineral commodities as well as imports and exports. Major developments included a contract for a deep-sea port and industrial estate, and agreements for nickel and zinc mining projects between foreign companies and the Burmese government. China was Burma's largest foreign investor and trading partner for mineral exports.
This assignment brief requires the student to:
1) Create a 3D animation by devising either an original character run cycle or collision-based object sequence using animation techniques from tutorials.
2) Develop ideas through research, mind-mapping, and storyboarding before producing the animation in LightWave.
3) Review and evaluate the finished animation against the original intentions and production process.
This document is a legal and ethical checklist completed by Adam Copeland for a 3D animation project. It confirms that Adam checked the work for decency and appropriate representation of race, gender, religion and sexuality. Adam agrees and accepts the standards checked in the project. The notes section provides considerations for facts, ethics, legality, decency, and representation that should be evaluated before completing the checklist.
The document outlines a student's progress over 15 weeks in creating art assets for a video game as part of their final major project. It details the various sprites, backgrounds, enemies, power-ups, and other game elements they designed each week. Their planned work for upcoming weeks included finishing additional backgrounds, a main menu, a final boss, and other art elements to complete the game.
IG5 Assignment Final Major Project 2014-2015copelandadam
This document outlines the tasks and assessment criteria for a student's final major project. The project requires the student to:
1) Independently devise and manage a creative media production from pre-production to post-production. The project must relate to at least one discipline such as video, audio, motion graphics, photography or graphic design.
2) Develop initial ideas using techniques like mind maps and pitch a proposal for the selected idea.
3) Conduct research and create pre-production documents including a risk assessment, storyboards, scripts, and production schedules.
4) Produce the final media product according to the planned pre-production.
5) Gather audience feedback and evaluate the project
The document describes the steps taken to create a 3D terrain level in Unity. The creator started by generating a mountainous terrain and adding terrain textures like grass, rock, and dirt. Details were added to the mountains using terrain tools and smoothing. Various textures were applied to the terrain including grass, dirt, and rock textures. Lights, water, trees, rocks, and other assets were placed throughout the level to add realism and detail. Fog was also added to give the environment a dark, ominous feel similar to games like Silent Hill.
The document outlines the development process of a 2D space-themed level featuring a keyboard-controlled player that shoots lasers at randomly attacking enemy ships. First, the player sprite was created with a blue head and face. Movement and boundaries were added to the player object. Backgrounds and a particle system that fires behind the player were also included. Enemies spawn in triangular squadrons traveling opposite the player, who can shoot rocket-style lasers with firing sounds. All assets were created or obtained to build out this scrolling shooter game.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it gives a short definition from an online source and describes how the term relates to the production practice of video games.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and others. For each term, it gives a short definition from an online source as well as a one sentence description of how the term relates to the production practice of video games. Images or videos are also provided for some terms to illustrate their usage in games.
Ig1 task 2 analysis work sheet Ghost Recon Future Soldiercopelandadam
The soundtrack uses recorded audio of voice actors speaking and laughing to set the scene of a snowstorm and establish the mood as cheerful but not totally serious. It also uses a recorded conversation between multiple voice actors to advance the narrative of a group interacting in the snowstorm, with one character panicking after jokingly calling themselves the Queen of England.
Ig1 task 2 analysis work sheet Assassin's Creed IV Black Flagcopelandadam
The soundtrack for the game Assassin's Creed Black Flag was created using various recording and production techniques. Sails blowing in the wind and swords clashing were likely recorded using field recordings. Voice actors were also recorded to provide narrative elements and convey the dark and mysterious mood of the characters. Gunshots and sword combat sounds suggest the game is an action-adventure genre involving pirate combat.
Ig1 task 2 analysis work sheet Assassins Creed IV Black Flagcopelandadam
The soundtrack for the game Assassin's Creed Black Flag was created using various production techniques. Sails blowing in the wind and swords clashing were likely recorded sounds to set the pirate setting. Voice actors were recorded to convey the dark and mysterious mood described by the character Black Beard. Gun shots and sword combat sounds suggest this is an action/adventure game. The majority of the cut scene features a voice actor portraying Black Beard speaking about another character through recorded dialogue.
Ig1 task 2 analysis work sheet Watch_Dogscopelandadam
The document analyzes the soundtrack of the game Watch_Dogs. It describes the setting as a modern day public place based on the initial conversation. The mood starts calm but gets intense with alarms. The genre is suggested to be an action or shooter game based on the alarms and later conversation about "taking someone out". The narrative involves a phone conversation between two men and a later conversation about a contract. Production techniques used include recording audio in a crowded public place and editing voices to sound over phone or from different perspectives.
Ig1 task 2 analysis work sheet Wolfenstein The New Ordercopelandadam
The soundtrack of the game Wolfenstein: The New Order uses various production techniques. Robotic footsteps were likely recorded or created in software, while electric sounds may have been recorded or digitally made. Recorded voices were used for dialogue exchanges between characters. Gunfire and knife sounds were probably recorded at a firing range and while being sheathed respectively. The genre appears to be a shooter based on these audio cues along with a dark, threatening narrative set in a futuristic world.
Ig1 task 2 analysis work sheet Ghost Recon Future Soldiercopelandadam
The soundtrack for the game Ghost Recon: Future Soldier establishes a snowy setting through digitally produced snowstorm sounds. Voice actors were recorded having cheerful conversations and laughing to set a mood of levity, despite references to military codes. Various voice actors were recorded having conversations to advance the narrative and imply multiple characters amid the snowstorm sounds.
Ig1 task 2 analysis work sheet Assassin's Creed Black Flagcopelandadam
The document analyzes the soundtrack of the video game Assassin's Creed Black Flag. It discusses three key elements: the setting, mood, and genre of the game based on audio cues. For the setting, sounds of sails and swords suggest a pirate-era time period. The mood is described as dark based on a character's ominous warning. The genre is identified as action/adventure due to gunshots and sword combat heard. Voice acting was likely used to record dialogue that establishes the narrative and sets the mood.
Ig1 task 2 analysis work sheet wolfenstein the new ordercopelandadam
The document analyzes sound elements from the game Wolfenstein: The New Order. It describes the setting as modern or futuristic based on recorded or digitally created electrical and robotic footstep sounds. Dark mood is conveyed through a recorded voice line about hunting and killing. The genre is identified as a shooter since the excerpt includes recorded knife sounds, an electric sound, and later gunshots and robotic footsteps. Foreign dialogue between two characters was likely recorded voices later overdubbed in English.
Ig1 task 2 analysis work sheet Watch Dogscopelandadam
The document analyzes the soundtrack of the game Watch_Dogs. It describes the setting as a modern day public place based on the conversation at the beginning about hacking. The mood starts calm but gets intense with alarms. The genre is identified as an action or shooter game based on the alarms and conversation about "taking someone out". The narrative involves a phone conversation between two men that was likely recorded and edited to sound like it was over the phone, and a later conversation about a contract that was also likely recorded and edited.
This curriculum vitae is for Adam Copeland, who is studying a BTEC Level 3 Extended Diploma in Creative Media Production with a focus on Games Design at Salford City College Eccles Sixth Form Centre. It provides his contact details, education history, work experience at WHSmith, skills and interests, and lists his tutor Harry Arnold as a reference.
The document details a person's activities on various dates that involved setting up and playing games on different consoles. On March 18th they set up their SNES with games on a CRT TV and tested multiplayer on their Xbox One and Xbox 360. On May 12th they opened the Channel 4 app on their Xbox One to watch a programme using a gamepad.
I start by loading in a sound and replacing an already existing in-game sound without needing new sprites or commands. I then created my own background music sound by adding an event and selecting a sound to repeat continuously in the game. Here I changed the sound for the player's plane movement in a similar way, creating a new sound action and setting it to loop at a lower volume than the background music. This final part describes setting a louder death sound effect to play when the player dies while allowing the game to continue.
This document is a legal and ethical checklist completed by Adam Copeland for a 3D animation project. It confirms that Adam checked the work for decency and appropriate representation of race, gender, religion and sexuality. Adam agrees and accepts the standards checked in the project. The notes section provides considerations for facts, ethics, legality, decency, and representation that should be evaluated before completing the checklist.
The document outlines a student's progress over 15 weeks in creating art assets for a video game as part of their final major project. It details the various sprites, backgrounds, enemies, power-ups, and other game elements they designed each week. Their planned work for upcoming weeks included finishing additional backgrounds, a main menu, a final boss, and other art elements to complete the game.
IG5 Assignment Final Major Project 2014-2015copelandadam
This document outlines the tasks and assessment criteria for a student's final major project. The project requires the student to:
1) Independently devise and manage a creative media production from pre-production to post-production. The project must relate to at least one discipline such as video, audio, motion graphics, photography or graphic design.
2) Develop initial ideas using techniques like mind maps and pitch a proposal for the selected idea.
3) Conduct research and create pre-production documents including a risk assessment, storyboards, scripts, and production schedules.
4) Produce the final media product according to the planned pre-production.
5) Gather audience feedback and evaluate the project
The document describes the steps taken to create a 3D terrain level in Unity. The creator started by generating a mountainous terrain and adding terrain textures like grass, rock, and dirt. Details were added to the mountains using terrain tools and smoothing. Various textures were applied to the terrain including grass, dirt, and rock textures. Lights, water, trees, rocks, and other assets were placed throughout the level to add realism and detail. Fog was also added to give the environment a dark, ominous feel similar to games like Silent Hill.
The document outlines the development process of a 2D space-themed level featuring a keyboard-controlled player that shoots lasers at randomly attacking enemy ships. First, the player sprite was created with a blue head and face. Movement and boundaries were added to the player object. Backgrounds and a particle system that fires behind the player were also included. Enemies spawn in triangular squadrons traveling opposite the player, who can shoot rocket-style lasers with firing sounds. All assets were created or obtained to build out this scrolling shooter game.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. For each term, it gives a short definition from an online source and describes how the term relates to the production practice of video games.
This document contains a glossary of terms related to video game design and development. It provides definitions for terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, and others. For each term, it gives a short definition from an online source as well as a one sentence description of how the term relates to the production practice of video games. Images or videos are also provided for some terms to illustrate their usage in games.
Ig1 task 2 analysis work sheet Ghost Recon Future Soldiercopelandadam
The soundtrack uses recorded audio of voice actors speaking and laughing to set the scene of a snowstorm and establish the mood as cheerful but not totally serious. It also uses a recorded conversation between multiple voice actors to advance the narrative of a group interacting in the snowstorm, with one character panicking after jokingly calling themselves the Queen of England.
Ig1 task 2 analysis work sheet Assassin's Creed IV Black Flagcopelandadam
The soundtrack for the game Assassin's Creed Black Flag was created using various recording and production techniques. Sails blowing in the wind and swords clashing were likely recorded using field recordings. Voice actors were also recorded to provide narrative elements and convey the dark and mysterious mood of the characters. Gunshots and sword combat sounds suggest the game is an action-adventure genre involving pirate combat.
Ig1 task 2 analysis work sheet Assassins Creed IV Black Flagcopelandadam
The soundtrack for the game Assassin's Creed Black Flag was created using various production techniques. Sails blowing in the wind and swords clashing were likely recorded sounds to set the pirate setting. Voice actors were recorded to convey the dark and mysterious mood described by the character Black Beard. Gun shots and sword combat sounds suggest this is an action/adventure game. The majority of the cut scene features a voice actor portraying Black Beard speaking about another character through recorded dialogue.
Ig1 task 2 analysis work sheet Watch_Dogscopelandadam
The document analyzes the soundtrack of the game Watch_Dogs. It describes the setting as a modern day public place based on the initial conversation. The mood starts calm but gets intense with alarms. The genre is suggested to be an action or shooter game based on the alarms and later conversation about "taking someone out". The narrative involves a phone conversation between two men and a later conversation about a contract. Production techniques used include recording audio in a crowded public place and editing voices to sound over phone or from different perspectives.
Ig1 task 2 analysis work sheet Wolfenstein The New Ordercopelandadam
The soundtrack of the game Wolfenstein: The New Order uses various production techniques. Robotic footsteps were likely recorded or created in software, while electric sounds may have been recorded or digitally made. Recorded voices were used for dialogue exchanges between characters. Gunfire and knife sounds were probably recorded at a firing range and while being sheathed respectively. The genre appears to be a shooter based on these audio cues along with a dark, threatening narrative set in a futuristic world.
Ig1 task 2 analysis work sheet Ghost Recon Future Soldiercopelandadam
The soundtrack for the game Ghost Recon: Future Soldier establishes a snowy setting through digitally produced snowstorm sounds. Voice actors were recorded having cheerful conversations and laughing to set a mood of levity, despite references to military codes. Various voice actors were recorded having conversations to advance the narrative and imply multiple characters amid the snowstorm sounds.
Ig1 task 2 analysis work sheet Assassin's Creed Black Flagcopelandadam
The document analyzes the soundtrack of the video game Assassin's Creed Black Flag. It discusses three key elements: the setting, mood, and genre of the game based on audio cues. For the setting, sounds of sails and swords suggest a pirate-era time period. The mood is described as dark based on a character's ominous warning. The genre is identified as action/adventure due to gunshots and sword combat heard. Voice acting was likely used to record dialogue that establishes the narrative and sets the mood.
Ig1 task 2 analysis work sheet wolfenstein the new ordercopelandadam
The document analyzes sound elements from the game Wolfenstein: The New Order. It describes the setting as modern or futuristic based on recorded or digitally created electrical and robotic footstep sounds. Dark mood is conveyed through a recorded voice line about hunting and killing. The genre is identified as a shooter since the excerpt includes recorded knife sounds, an electric sound, and later gunshots and robotic footsteps. Foreign dialogue between two characters was likely recorded voices later overdubbed in English.
Ig1 task 2 analysis work sheet Watch Dogscopelandadam
The document analyzes the soundtrack of the game Watch_Dogs. It describes the setting as a modern day public place based on the conversation at the beginning about hacking. The mood starts calm but gets intense with alarms. The genre is identified as an action or shooter game based on the alarms and conversation about "taking someone out". The narrative involves a phone conversation between two men that was likely recorded and edited to sound like it was over the phone, and a later conversation about a contract that was also likely recorded and edited.
This curriculum vitae is for Adam Copeland, who is studying a BTEC Level 3 Extended Diploma in Creative Media Production with a focus on Games Design at Salford City College Eccles Sixth Form Centre. It provides his contact details, education history, work experience at WHSmith, skills and interests, and lists his tutor Harry Arnold as a reference.
The document details a person's activities on various dates that involved setting up and playing games on different consoles. On March 18th they set up their SNES with games on a CRT TV and tested multiplayer on their Xbox One and Xbox 360. On May 12th they opened the Channel 4 app on their Xbox One to watch a programme using a gamepad.
I start by loading in a sound and replacing an already existing in-game sound without needing new sprites or commands. I then created my own background music sound by adding an event and selecting a sound to repeat continuously in the game. Here I changed the sound for the player's plane movement in a similar way, creating a new sound action and setting it to loop at a lower volume than the background music. This final part describes setting a louder death sound effect to play when the player dies while allowing the game to continue.