This schedule outlines Jordan Smith's weekly plans for 7 weeks. It lists the weeks numbered 1 through 7 with no other details provided about the planned activities.
The document is a legal agreement between Salford City College Corporation (E6 Radio) and Jordan Smith, dated December 10, 2013, to produce a motion graphic for E6 Radio. It states that both parties have checked the work and agreed it meets standards of decency and appropriately represents race, gender, religion, and sexuality. Both Damen Bramwell and Jordan Smith signed to agree to the terms.
Jordan Smith developed the concept for an educational simulation game called Teaching Simulator. The game would have players take on the role of a teacher, requiring them to teach classes in subjects like math, science, and English, and deal with challenges like bullying students or ensuring classes have good grades. Inspired by the popularity of farming simulation games, Teaching Simulator would be released on consoles and PC to target audiences ages 8+ who want to experience what it's like to be a teacher or develop their learning skills.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms like Foley Artistry, Sound Libraries, audio file formats like .wav and .mp3, limitations like RAM and mono audio, recording systems such as CDs and MIDI, sampling constraints like bit depth and sample rate, and tools like plug-ins and MIDI keyboards. Jordan provides context for each term and how it relates to his own production work where possible.
The document analyzes the soundtrack of the video game Elder Scrolls 5: Skyrim. It describes the setting as outdoors in the wilderness based on ambient sounds of footsteps and trees. It states the mood is exciting based on sounds of combat and running. It identifies the game genre as an action adventure open world role playing game based on the audio. It notes the narrative voiceover describes the player's goals and main threats. The techniques used to create the soundtrack included hiring an orchestra, sound editing software, and recording the voiceover in a soundproof room.
The document analyzes the soundtrack of the video game Elder Scrolls 5: Skyrim. It describes the setting as outdoors in the wilderness based on ambient sounds of footsteps and trees. It states the mood is exciting based on sounds of combat and running. It identifies the game genre as an action adventure open world role playing game based on the audio. It notes the narrative voiceover describes the player's goals and main threats. The techniques used to create the soundtrack included hiring an orchestra, sound editing software, and recording the voiceover in a soundproof room.
The document analyzes the sound design of the Call of Duty: Ghosts trailer. It discusses the production techniques used to create different soundtrack elements for setting, mood, and game genre. Microphones were used for voiceovers and soundproof rooms were used for voice recordings. Instruments and sound editing software were used to add mysterious music and create sequences with the right tones and pitches. The narrative of the game and scenarios are clearly described through the sounds used.
This document analyzes the sound design of a scene from the video game Star Wars: The Force Unleashed 2. It describes the setting as a futuristic space station based on the door sounds. It states the mood at the beginning is somewhat depressing, conveyed through betrayal-themed music. The genre is identified as an action RPG due to the action-packed nature. It also notes the narrative of Darth Vader explaining the main character's betrayal by his former master, and that a directional recording system was likely used to capture clear character voices.
This schedule outlines Jordan Smith's weekly plans for 7 weeks. It lists the weeks numbered 1 through 7 with no other details provided about the planned activities.
The document is a legal agreement between Salford City College Corporation (E6 Radio) and Jordan Smith, dated December 10, 2013, to produce a motion graphic for E6 Radio. It states that both parties have checked the work and agreed it meets standards of decency and appropriately represents race, gender, religion, and sexuality. Both Damen Bramwell and Jordan Smith signed to agree to the terms.
Jordan Smith developed the concept for an educational simulation game called Teaching Simulator. The game would have players take on the role of a teacher, requiring them to teach classes in subjects like math, science, and English, and deal with challenges like bullying students or ensuring classes have good grades. Inspired by the popularity of farming simulation games, Teaching Simulator would be released on consoles and PC to target audiences ages 8+ who want to experience what it's like to be a teacher or develop their learning skills.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms like Foley Artistry, Sound Libraries, audio file formats like .wav and .mp3, limitations like RAM and mono audio, recording systems such as CDs and MIDI, sampling constraints like bit depth and sample rate, and tools like plug-ins and MIDI keyboards. Jordan provides context for each term and how it relates to his own production work where possible.
The document analyzes the soundtrack of the video game Elder Scrolls 5: Skyrim. It describes the setting as outdoors in the wilderness based on ambient sounds of footsteps and trees. It states the mood is exciting based on sounds of combat and running. It identifies the game genre as an action adventure open world role playing game based on the audio. It notes the narrative voiceover describes the player's goals and main threats. The techniques used to create the soundtrack included hiring an orchestra, sound editing software, and recording the voiceover in a soundproof room.
The document analyzes the soundtrack of the video game Elder Scrolls 5: Skyrim. It describes the setting as outdoors in the wilderness based on ambient sounds of footsteps and trees. It states the mood is exciting based on sounds of combat and running. It identifies the game genre as an action adventure open world role playing game based on the audio. It notes the narrative voiceover describes the player's goals and main threats. The techniques used to create the soundtrack included hiring an orchestra, sound editing software, and recording the voiceover in a soundproof room.
The document analyzes the sound design of the Call of Duty: Ghosts trailer. It discusses the production techniques used to create different soundtrack elements for setting, mood, and game genre. Microphones were used for voiceovers and soundproof rooms were used for voice recordings. Instruments and sound editing software were used to add mysterious music and create sequences with the right tones and pitches. The narrative of the game and scenarios are clearly described through the sounds used.
This document analyzes the sound design of a scene from the video game Star Wars: The Force Unleashed 2. It describes the setting as a futuristic space station based on the door sounds. It states the mood at the beginning is somewhat depressing, conveyed through betrayal-themed music. The genre is identified as an action RPG due to the action-packed nature. It also notes the narrative of Darth Vader explaining the main character's betrayal by his former master, and that a directional recording system was likely used to capture clear character voices.
The document provides analysis of the audio techniques used in the game trailer for Forza 5. It examines the setting, mood, genre, and lack of narrative through detailed sound descriptions. Specifically, it notes that soundproof rooms were likely used to record engine sounds, advanced audio editing software blended ambient noises and music, and directional sounds were focused on to sell the racing simulation. While there is no narrative, the audio alone conveys the racing game experience through distinct engine and environmental sounds.
The document is a feedback sheet for a game presentation. It provides space to comment on different aspects of the presentation such as the quality of the gameplay demonstration, effectiveness of the visuals and audio, clarity of the presentation, and engagement of the audience. Feedback is also solicited on the presenter's ability to effectively communicate information about the game and keep within the allotted time limits.
The document analyzes the soundtrack and sound design of the video game Batman: Arkham City. It describes the dark and sinister mood set by the low-pitched music and voices. Production techniques used include a voice actor recording in a soundproof room with a high-quality microphone, and audio editing software to generate environmental sounds, adjust pitch and tone, and create a dark feel for the trailer. The open world, action-adventure, stealth game has a narrative conveyed through Hugo Strange's dark and mysterious voiceover, recorded with a microphone in a soundproof studio.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms such as Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations including sound processor units and random access memory, audio recording systems like analog and digital, MIDI, software sequencers, and audio sampling concepts like bit depth and sample rate. For each term, Jordan has provided a researched definition from an online source as well as his own comments on the relevance of the term to his production practice where possible.
The document discusses teaching simulator images. Teaching simulators use images to simulate classroom environments for teacher training. The images likely provide virtual settings to allow teachers to practice their skills in a safe, simulated classroom without live students.
The document discusses editing audio in a game maker demo game. It has simple mechanics where the goal is to destroy blocks by bouncing a ball. The audio can be edited by double clicking sounds to open a menu, then browsing files to replace the current sound with a new one recorded or edited by the user. For example, the breaking block sound was replaced with a metallic sound. Repeating this allows all sounds to be swapped for custom audio.
Unit 73 ig2 assignment creating a sample library 2013_y2JordanSmith96
This assignment brief asks the student to complete two main tasks: 1) Create a glossary of terms related to sound design and production, providing definitions and relating them to their own work. 2) Produce original sound samples and musical compositions in various genres to add to a sample library, creating the audio using both virtual and recorded sources. The student is expected to label and upload all audio works following industry standards. The goal of the assignment is for the student to demonstrate their understanding of sound design methods and principles while gaining experience creating professional quality assets for use in games.
The document provides evaluations of 6 tasks for an assignment. Task 1 involved market research to find the target audience. Task 2 focused on idea generation and inspiration. Task 3 was the most challenging as it required assembling all work to date. Task 4 involved planning timelines. Task 5 was a production log describing work. Task 6's charcoal character design did not turn out as expected. Overall, the assignment was challenging but engaging and provided new skills. An extension allowed completion of additional tasks like character designs and research.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
The document is a production log for a student named Jordan Smith completing an extended diploma in creative media production with a focus on games design. It documents Jordan's progress over several dates from February to March as they completed tasks for their final major project. These tasks included character design research and inspiration, developing initial ideas and a pitch presentation, creating character artwork and planning out the remaining production schedule. Jordan provided additional details and evidence for each task during a time extension to more fully document the work completed.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
The document provides evaluations of 6 tasks for an assignment. Task 1 involved market research to find the target audience. Task 2 focused on idea generation and inspiration. Task 3 was the most challenging as it required assembling all work to date. Task 4 involved planning timelines. Task 5 was a production log describing work completed. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and provided new skills. An extension allowed completion of Tasks 1-7, with descriptions of additional character designs and research done.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
This document contains sketches and designs for a character and weapon created in charcoal. The artist tried photo realistic sketches that did not suit the style and sketched other character designs to use as the main piece. A character design was photo shopped but incorporated into the final work. A weapon design was made but not used to avoid complications. The final charcoal study combined individual elements from other images and work into one character.
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the world is at peace until an alien shuttle crashes in New York. The protagonist is an alien humanoid who is the last survivor of his home planet, which was destroyed by warfare. He pledges to serve humanity by going undercover as a cop to complete missions and remove criminals. You can customize your character, weapons, and vehicles. The game is inspired by Crysis and includes multiplayer, co-op, and mini-games. The target audience is ages 16+ to allow for desired content without criticism of exposing minors. Research includes character design inspiration from Hellboy and anime as well as concept art of a polluted
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the world is at peace until an alien shuttle crashes in New York. The protagonist is an alien humanoid who is the last survivor of his home planet, which was destroyed by warfare. He pledges to serve humanity by going undercover as a cop to complete missions and remove criminals. You can customize your character, weapons, and vehicles. The game is inspired by Crysis and includes multiplayer, co-op, and mini-games. The target audience is ages 16+ to allow for desired content without criticism of exposing minors. Research includes character design inspiration from Hellboy and anime as well as concept art of a polluted
This document provides a list of character drawings and images from various sources that could serve as inspiration for drawing characters. The links reference drawings of characters from Dragon Ball Z, World of Warcraft, Gears of War, and Bleach. They showcase a variety of character designs, poses, costumes, and styles that an artist could study and learn from.
The document is a glossary of terms related to sound design and production created by a student named Jordan Smith. It contains definitions for over 20 terms gathered from online research and describes how some of the terms relate to Jordan's own production practice. The glossary covers areas such as foley artistry, sound file formats, audio limitations, audio recording systems, audio sampling, and more. For each term, Jordan provides a short definition from an online source as well as occasional comments on their relevance to or experience with the term.
The document provides analysis of the audio techniques used in the game trailer for Forza 5. It examines the setting, mood, genre, and lack of narrative through detailed sound descriptions. Specifically, it notes that soundproof rooms were likely used to record engine sounds, advanced audio editing software blended ambient noises and music, and directional sounds were focused on to sell the racing simulation. While there is no narrative, the audio alone conveys the racing game experience through distinct engine and environmental sounds.
The document is a feedback sheet for a game presentation. It provides space to comment on different aspects of the presentation such as the quality of the gameplay demonstration, effectiveness of the visuals and audio, clarity of the presentation, and engagement of the audience. Feedback is also solicited on the presenter's ability to effectively communicate information about the game and keep within the allotted time limits.
The document analyzes the soundtrack and sound design of the video game Batman: Arkham City. It describes the dark and sinister mood set by the low-pitched music and voices. Production techniques used include a voice actor recording in a soundproof room with a high-quality microphone, and audio editing software to generate environmental sounds, adjust pitch and tone, and create a dark feel for the trailer. The open world, action-adventure, stealth game has a narrative conveyed through Hugo Strange's dark and mysterious voiceover, recorded with a microphone in a soundproof studio.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms such as Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations including sound processor units and random access memory, audio recording systems like analog and digital, MIDI, software sequencers, and audio sampling concepts like bit depth and sample rate. For each term, Jordan has provided a researched definition from an online source as well as his own comments on the relevance of the term to his production practice where possible.
The document discusses teaching simulator images. Teaching simulators use images to simulate classroom environments for teacher training. The images likely provide virtual settings to allow teachers to practice their skills in a safe, simulated classroom without live students.
The document discusses editing audio in a game maker demo game. It has simple mechanics where the goal is to destroy blocks by bouncing a ball. The audio can be edited by double clicking sounds to open a menu, then browsing files to replace the current sound with a new one recorded or edited by the user. For example, the breaking block sound was replaced with a metallic sound. Repeating this allows all sounds to be swapped for custom audio.
Unit 73 ig2 assignment creating a sample library 2013_y2JordanSmith96
This assignment brief asks the student to complete two main tasks: 1) Create a glossary of terms related to sound design and production, providing definitions and relating them to their own work. 2) Produce original sound samples and musical compositions in various genres to add to a sample library, creating the audio using both virtual and recorded sources. The student is expected to label and upload all audio works following industry standards. The goal of the assignment is for the student to demonstrate their understanding of sound design methods and principles while gaining experience creating professional quality assets for use in games.
The document provides evaluations of 6 tasks for an assignment. Task 1 involved market research to find the target audience. Task 2 focused on idea generation and inspiration. Task 3 was the most challenging as it required assembling all work to date. Task 4 involved planning timelines. Task 5 was a production log describing work. Task 6's charcoal character design did not turn out as expected. Overall, the assignment was challenging but engaging and provided new skills. An extension allowed completion of additional tasks like character designs and research.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
The document is a production log for a student named Jordan Smith completing an extended diploma in creative media production with a focus on games design. It documents Jordan's progress over several dates from February to March as they completed tasks for their final major project. These tasks included character design research and inspiration, developing initial ideas and a pitch presentation, creating character artwork and planning out the remaining production schedule. Jordan provided additional details and evidence for each task during a time extension to more fully document the work completed.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
The document provides evaluations of 6 tasks for an assignment. Task 1 involved market research to find the target audience. Task 2 focused on idea generation and inspiration. Task 3 was the most challenging as it required assembling all work to date. Task 4 involved planning timelines. Task 5 was a production log describing work completed. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and provided new skills. An extension allowed completion of Tasks 1-7, with descriptions of additional character designs and research done.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
This document contains sketches and designs for a character and weapon created in charcoal. The artist tried photo realistic sketches that did not suit the style and sketched other character designs to use as the main piece. A character design was photo shopped but incorporated into the final work. A weapon design was made but not used to avoid complications. The final charcoal study combined individual elements from other images and work into one character.
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the world is at peace until an alien shuttle crashes in New York. The protagonist is an alien humanoid who is the last survivor of his home planet, which was destroyed by warfare. He pledges to serve humanity by going undercover as a cop to complete missions and remove criminals. You can customize your character, weapons, and vehicles. The game is inspired by Crysis and includes multiplayer, co-op, and mini-games. The target audience is ages 16+ to allow for desired content without criticism of exposing minors. Research includes character design inspiration from Hellboy and anime as well as concept art of a polluted
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the world is at peace until an alien shuttle crashes in New York. The protagonist is an alien humanoid who is the last survivor of his home planet, which was destroyed by warfare. He pledges to serve humanity by going undercover as a cop to complete missions and remove criminals. You can customize your character, weapons, and vehicles. The game is inspired by Crysis and includes multiplayer, co-op, and mini-games. The target audience is ages 16+ to allow for desired content without criticism of exposing minors. Research includes character design inspiration from Hellboy and anime as well as concept art of a polluted
This document provides a list of character drawings and images from various sources that could serve as inspiration for drawing characters. The links reference drawings of characters from Dragon Ball Z, World of Warcraft, Gears of War, and Bleach. They showcase a variety of character designs, poses, costumes, and styles that an artist could study and learn from.
The document is a glossary of terms related to sound design and production created by a student named Jordan Smith. It contains definitions for over 20 terms gathered from online research and describes how some of the terms relate to Jordan's own production practice. The glossary covers areas such as foley artistry, sound file formats, audio limitations, audio recording systems, audio sampling, and more. For each term, Jordan provides a short definition from an online source as well as occasional comments on their relevance to or experience with the term.