This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
The document defines and provides explanations and links for key hardware technologies used in game platforms. It discusses the central processing unit (CPU), graphic processors, memory (RAM), display, sound, game storage medium, interface devices, connectivity, and power supply. It explains that these components are important for games because the CPU handles instructions, graphic processors load graphics, RAM temporarily stores content, the display shows images, sound provides audio, storage saves game data, interface devices allow human interaction, connectivity enables online play, and the power supply turns the system on and off. The document aims to educate about the basic hardware that makes game platforms function.
ClintParis created a storyboard based on the video game Assassin's Creed where the player takes on the role of an assassin. Their story involved taking on the role of an assassin working with others to kill the Roman army and sabotage their armories to bring freedom to their village. They drew 10 frames depicting key moments in the story and added details, then colored it in. Creating the initial story and coloring the storyboard were the easiest parts. However, laying out the storyboard neatly within the frames and choosing appropriate sizes for each drawing were more difficult aspects of the task.
Y1 games ig2 learner assessment submission declarationClintParisCom
This document is a learner assessment submission and declaration form for a student named Clint Paris. It lists the 11 tasks submitted for assessment in an assignment on computer game audio cut sequence production. For each task, it provides the link to blog posts with the submitted evidence. At the bottom, Clint Paris signs the declaration, certifying the work as his own and understanding the consequences of false declaration.
Game sound analysis worksheet need for speedClintParisCom
The document summarizes sounds used in the game trailer for NeedForSpeed that establish mood, genre, and narrative. Fast car engines, police sirens, and civilian reactions create a lively mood that suggests a racing game set in a city with illegal street races and police chases. Production techniques like recorded vehicle sounds and Foley effects likely contributed different sound elements to immerse the player in the game's world.
The document describes a game genre as an open world survival horror shooter featuring zombies. It lists several influential games in the genre including Dying Light, The Last of Us, Dead Island, and Dead Rising. These games involve open world environments, horror, zombies, and action-packed gameplay.
The document then introduces the characters for a cut scene involving a zombie outbreak approaching Fort Dawn, where military group Apollo 10 is based. The characters include leaders Martin and Andrew Reaver, brothers Hunter and Jack Reaver, General Marshall who has saved over 1000 lives, and hacker Laura Soft. The cut scene would depict Apollo 10 gearing up to fight the approaching zombie horde and stop the outbreak's source.
The document describes a storytelling and illustration assignment where the student was asked to create an original story inspired by the Assassin's Creed video game franchise, taking on the role of an assassin working to kill Roman soldiers and free their village. The student then storyboarded their tale through a series of 10 frames, drawing each scene with details to show the story and adding color to the completed board.
This document contains 3 names: Brad Allen, Brad Allen again, and Artur Sadlos. It appears to be a list of 3 names but provides no other context or information about these individuals.
The document defines and provides explanations and links for key hardware technologies used in game platforms. It discusses the central processing unit (CPU), graphic processors, memory (RAM), display, sound, game storage medium, interface devices, connectivity, and power supply. It explains that these components are important for games because the CPU handles instructions, graphic processors load graphics, RAM temporarily stores content, the display shows images, sound provides audio, storage saves game data, interface devices allow human interaction, connectivity enables online play, and the power supply turns the system on and off. The document aims to educate about the basic hardware that makes game platforms function.
ClintParis created a storyboard based on the video game Assassin's Creed where the player takes on the role of an assassin. Their story involved taking on the role of an assassin working with others to kill the Roman army and sabotage their armories to bring freedom to their village. They drew 10 frames depicting key moments in the story and added details, then colored it in. Creating the initial story and coloring the storyboard were the easiest parts. However, laying out the storyboard neatly within the frames and choosing appropriate sizes for each drawing were more difficult aspects of the task.
Y1 games ig2 learner assessment submission declarationClintParisCom
This document is a learner assessment submission and declaration form for a student named Clint Paris. It lists the 11 tasks submitted for assessment in an assignment on computer game audio cut sequence production. For each task, it provides the link to blog posts with the submitted evidence. At the bottom, Clint Paris signs the declaration, certifying the work as his own and understanding the consequences of false declaration.
Game sound analysis worksheet need for speedClintParisCom
The document summarizes sounds used in the game trailer for NeedForSpeed that establish mood, genre, and narrative. Fast car engines, police sirens, and civilian reactions create a lively mood that suggests a racing game set in a city with illegal street races and police chases. Production techniques like recorded vehicle sounds and Foley effects likely contributed different sound elements to immerse the player in the game's world.
The document describes a game genre as an open world survival horror shooter featuring zombies. It lists several influential games in the genre including Dying Light, The Last of Us, Dead Island, and Dead Rising. These games involve open world environments, horror, zombies, and action-packed gameplay.
The document then introduces the characters for a cut scene involving a zombie outbreak approaching Fort Dawn, where military group Apollo 10 is based. The characters include leaders Martin and Andrew Reaver, brothers Hunter and Jack Reaver, General Marshall who has saved over 1000 lives, and hacker Laura Soft. The cut scene would depict Apollo 10 gearing up to fight the approaching zombie horde and stop the outbreak's source.
The document describes a storytelling and illustration assignment where the student was asked to create an original story inspired by the Assassin's Creed video game franchise, taking on the role of an assassin working to kill Roman soldiers and free their village. The student then storyboarded their tale through a series of 10 frames, drawing each scene with details to show the story and adding color to the completed board.
This document contains 3 names: Brad Allen, Brad Allen again, and Artur Sadlos. It appears to be a list of 3 names but provides no other context or information about these individuals.
The document is a series of screenshots showing the process of adding sound files to a game. The screenshots show uploading a sound file to the game, adding it to the game menu where it can be played, and that additional sound files remain to be uploaded to complete the game's sound effects.
The document discusses adjusting the pitch of sounds to make them sound different and less repetitive, as well as adjusting the playback rate of some sounds to make them faster or slower. It also mentions adjusting the volume and pan of certain sections of sounds.
The document describes characters and settings for a zombie-themed video game. It introduces characters like Martin Reaver, alias "Sonar", a strong masculine leader, and Andrew Reaver, alias "Sharpshot", who likes to show off. It describes Fort Dawn as the base of operations led by General Marshall that is preparing for a approaching zombie outbreak. It also provides details on sound design for a cut scene, including using no sound at first but adding tension building music and sound effects as the situation escalates, then shifting to a victory music as the characters exit the barrack aware of the zombie threat.
This document contains a glossary of terms related to sound design and production. It provides definitions for terms like Foley artistry, sound libraries, .wav files, MIDI, and more. For each term, it gives a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The goal is to research and gather definitions for specific sound design glossary terms.
This document contains a glossary of terms related to sound design and production. It provides definitions for terms like Foley artistry, sound libraries, .wav files, MIDI, and more. For each term, it gives a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The goal is to research and gather definitions for specific sound design glossary terms.
This document lists various equipment and accessories for audio recording and production including a portable sound recorder, microphone, SD cards, cables, speakers, headphones, editing software, computer hardware/software, sound card and VST plugins, basic VST effects, and batteries. Prices and links to purchase on Amazon are provided for each item.
The document provides an analysis of sounds used in the soundtrack of the video game DeadSpace 3. It describes how different sounds were used to establish the mood, setting, game genre and narrative. For the setting, recorded wind and jet engine sounds were used to make the barren wasteland setting seem devoid of human life. A series of scary sound elements and music were mixed to indicate the game genre of a horror survival game. The narrator's serious and shocked voices in the narrative paint a picture of people in danger and dying to convey the sense of urgency to save humanity.
The document provides an analysis of sounds used in the soundtrack of the video game DeadSpace 3. It describes how different sounds were used to establish the mood, setting, game genre, and narrative. For the setting of a windy, desolate location on Earth, the soundtrack features recorded wind and jet engine sounds to give a sense that humanity is dying in a barren wasteland. A mix of scary sound elements was used to indicate the game genre of a horror survival game with alien attacks. The narrator's serious and shocked voices show characters have no time to waste and must save humanity, painting a picture that people are in danger and dying.
Game sound analysis worksheet last of usClintParisCom
The document describes sounds used in the game The Last of Us to establish setting, mood, genre and narrative. Drums were used to create tension as the character interacted with a broken arcade machine. The drums got louder to increase tension. Sounds of fighting were added in the background to imply the genre was an action fighting game. An echo effect was applied to a narrator to suggest the arcade transported the characters to an underground fight club when activated.
Game sound analysis worksheet far cry 3ClintParisCom
The document provides an analysis of sound elements from the opening cutscene of the video game Far Cry 3. It summarizes that the cutscene initially establishes a mood of fun and adventure as a group of friends enjoy themselves on a tropical island, but then turns ominous when two people are captured and held hostage by a mysterious man. Various production techniques are used to first create a lively musical score for the group's activities and then establish tension through shouting voices that shift the perceived genre from adventure to survival game.
General Marshall bursts into the barracks informing the soldiers there that a zombie outbreak is spreading rapidly from a laboratory 50 miles away. Hunter provides more details, stating the outbreak started that morning and is now only 10 miles away, growing larger and more aggressive. They have been unable to contact other stations to warn them. General Marshall orders the soldiers to arm themselves, as they must work to warn others and prevent the zombie outbreak from destroying the human race. Apollo 10 follows General Marshall to prepare for what will be a difficult battle.
1) Scientists at a nearby laboratory reported that their experiment went wrong, causing a large zombie outbreak 50 miles away that is spreading rapidly towards Fort Dawn.
2) The outbreak is now only 10 miles away and spreading faster, more aggressively, and could reach Fort Dawn within an hour in a worst case scenario.
3) The group at Fort Dawn tried to radio other stations to warn them but received no response, and a scout sent to warn another station 16 miles away has not returned, so they fear the worst.
4) General Marshall orders everyone to arm themselves, as they will need to fight off the zombies to save humanity and cannot risk any losses, as even one person falling could mean the end of the
Clint Paris is drafting a personal statement for a BTec Level 3 90 Credit Diploma in Creative Media Production in Games Design at Salford City College Eccles Sixth Form Centre. He wants to work in game development and has skills in game design from previous courses where he developed games. He also enjoys gaming, films, music and socializing. He possesses skills like problem solving, teamwork, creativity and communication that will help in game development but lacks work experience. The document is a draft that he will refine over the year for his personal statement.
Clint Paris is applying for the 90 Credit Diploma in Creative Media Production Games Design course at Salford City College Eccles Sixth Form Centre. He includes his contact details, education history achieving mostly C grades GCSEs, no work experience but lists skills of being hard working, reliable and having good attendance. His interests are music, cinema, gaming and table tennis and provides Harry Arnold, his tutor, as a reference.
This document contains a learner assessment submission and declaration form. It lists the evidence submitted by the learner, Clint Paris, for assessment in the Unit 70 Game Engines program. The evidence includes blog posts analyzing game engines and their components, demonstrating use of a 2D game engine, and demonstrating use of a 3D game engine. The learner signs the declaration, certifying the evidence as their own work and understanding penalties for false declarations.
Clint Paris created a map for a game using the Unity software. He was able to adjust the terrain by making areas bigger or smaller and changing terrain types like adding grass or rock. The document includes several screenshots showing the progress of the map development, including adding hills, water, character movement limitations, mouse sensitivity settings, and character movement speed. The finished terrain map includes buildings, a volcano, mountain, military base, boats, and character spawn point. Additional images show villages with walls, towers and buildings, an isolated village near a volcano accessible by bridge, a run-down shanty village, and a mining area within a mountain.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
The document is a series of screenshots showing the process of adding sound files to a game. The screenshots show uploading a sound file to the game, adding it to the game menu where it can be played, and that additional sound files remain to be uploaded to complete the game's sound effects.
The document discusses adjusting the pitch of sounds to make them sound different and less repetitive, as well as adjusting the playback rate of some sounds to make them faster or slower. It also mentions adjusting the volume and pan of certain sections of sounds.
The document describes characters and settings for a zombie-themed video game. It introduces characters like Martin Reaver, alias "Sonar", a strong masculine leader, and Andrew Reaver, alias "Sharpshot", who likes to show off. It describes Fort Dawn as the base of operations led by General Marshall that is preparing for a approaching zombie outbreak. It also provides details on sound design for a cut scene, including using no sound at first but adding tension building music and sound effects as the situation escalates, then shifting to a victory music as the characters exit the barrack aware of the zombie threat.
This document contains a glossary of terms related to sound design and production. It provides definitions for terms like Foley artistry, sound libraries, .wav files, MIDI, and more. For each term, it gives a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The goal is to research and gather definitions for specific sound design glossary terms.
This document contains a glossary of terms related to sound design and production. It provides definitions for terms like Foley artistry, sound libraries, .wav files, MIDI, and more. For each term, it gives a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The goal is to research and gather definitions for specific sound design glossary terms.
This document lists various equipment and accessories for audio recording and production including a portable sound recorder, microphone, SD cards, cables, speakers, headphones, editing software, computer hardware/software, sound card and VST plugins, basic VST effects, and batteries. Prices and links to purchase on Amazon are provided for each item.
The document provides an analysis of sounds used in the soundtrack of the video game DeadSpace 3. It describes how different sounds were used to establish the mood, setting, game genre and narrative. For the setting, recorded wind and jet engine sounds were used to make the barren wasteland setting seem devoid of human life. A series of scary sound elements and music were mixed to indicate the game genre of a horror survival game. The narrator's serious and shocked voices in the narrative paint a picture of people in danger and dying to convey the sense of urgency to save humanity.
The document provides an analysis of sounds used in the soundtrack of the video game DeadSpace 3. It describes how different sounds were used to establish the mood, setting, game genre, and narrative. For the setting of a windy, desolate location on Earth, the soundtrack features recorded wind and jet engine sounds to give a sense that humanity is dying in a barren wasteland. A mix of scary sound elements was used to indicate the game genre of a horror survival game with alien attacks. The narrator's serious and shocked voices show characters have no time to waste and must save humanity, painting a picture that people are in danger and dying.
Game sound analysis worksheet last of usClintParisCom
The document describes sounds used in the game The Last of Us to establish setting, mood, genre and narrative. Drums were used to create tension as the character interacted with a broken arcade machine. The drums got louder to increase tension. Sounds of fighting were added in the background to imply the genre was an action fighting game. An echo effect was applied to a narrator to suggest the arcade transported the characters to an underground fight club when activated.
Game sound analysis worksheet far cry 3ClintParisCom
The document provides an analysis of sound elements from the opening cutscene of the video game Far Cry 3. It summarizes that the cutscene initially establishes a mood of fun and adventure as a group of friends enjoy themselves on a tropical island, but then turns ominous when two people are captured and held hostage by a mysterious man. Various production techniques are used to first create a lively musical score for the group's activities and then establish tension through shouting voices that shift the perceived genre from adventure to survival game.
General Marshall bursts into the barracks informing the soldiers there that a zombie outbreak is spreading rapidly from a laboratory 50 miles away. Hunter provides more details, stating the outbreak started that morning and is now only 10 miles away, growing larger and more aggressive. They have been unable to contact other stations to warn them. General Marshall orders the soldiers to arm themselves, as they must work to warn others and prevent the zombie outbreak from destroying the human race. Apollo 10 follows General Marshall to prepare for what will be a difficult battle.
1) Scientists at a nearby laboratory reported that their experiment went wrong, causing a large zombie outbreak 50 miles away that is spreading rapidly towards Fort Dawn.
2) The outbreak is now only 10 miles away and spreading faster, more aggressively, and could reach Fort Dawn within an hour in a worst case scenario.
3) The group at Fort Dawn tried to radio other stations to warn them but received no response, and a scout sent to warn another station 16 miles away has not returned, so they fear the worst.
4) General Marshall orders everyone to arm themselves, as they will need to fight off the zombies to save humanity and cannot risk any losses, as even one person falling could mean the end of the
Clint Paris is drafting a personal statement for a BTec Level 3 90 Credit Diploma in Creative Media Production in Games Design at Salford City College Eccles Sixth Form Centre. He wants to work in game development and has skills in game design from previous courses where he developed games. He also enjoys gaming, films, music and socializing. He possesses skills like problem solving, teamwork, creativity and communication that will help in game development but lacks work experience. The document is a draft that he will refine over the year for his personal statement.
Clint Paris is applying for the 90 Credit Diploma in Creative Media Production Games Design course at Salford City College Eccles Sixth Form Centre. He includes his contact details, education history achieving mostly C grades GCSEs, no work experience but lists skills of being hard working, reliable and having good attendance. His interests are music, cinema, gaming and table tennis and provides Harry Arnold, his tutor, as a reference.
This document contains a learner assessment submission and declaration form. It lists the evidence submitted by the learner, Clint Paris, for assessment in the Unit 70 Game Engines program. The evidence includes blog posts analyzing game engines and their components, demonstrating use of a 2D game engine, and demonstrating use of a 3D game engine. The learner signs the declaration, certifying the evidence as their own work and understanding penalties for false declarations.
Clint Paris created a map for a game using the Unity software. He was able to adjust the terrain by making areas bigger or smaller and changing terrain types like adding grass or rock. The document includes several screenshots showing the progress of the map development, including adding hills, water, character movement limitations, mouse sensitivity settings, and character movement speed. The finished terrain map includes buildings, a volcano, mountain, military base, boats, and character spawn point. Additional images show villages with walls, towers and buildings, an isolated village near a volcano accessible by bridge, a run-down shanty village, and a mining area within a mountain.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
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Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...
Unit 73 assignment brief
1. 1
Assignment brief
Qualification Level 3 Extended Diploma in Creative Media Production – GAMES DESIGN Y1
Unit number and title
L3 Unit 73 Sound for Computer Games
L3 Unit 1 Pre Production Techniques
L3 Unit 2 Communication Skills for Creative Media Industries
Start date Monday 06/01/2015
Deadline Friday 05/06/2015
Assessor name Iain Goodyear
Assignment title IG2 – Computer Game Audio Cut Sequence Production
The purpose of this assignment is to:
Unit 73 Learning Outcome 1 – Understand the use of sound and music in games.
Unit 73 Learning Outcome 2 – Understand methods and principles of sound design and production.
Unit 73 Learning Outcome 3 – Be able to create sound assets for a computer game following industry practice.
Unit 73 Learning Outcome 4 – Be able to apply sound assets to a computer game following industry practice.
Unit 1 Learning Outcome 1 - Understand requirements for a specific media production.
Unit 1 Learning Outcome 2 – Be able to prepare pre-production documentation for a specific media production
Unit 1 Learning Outcome 3 – Be able to apply pre-production planning for a specific media production.
Unit 2 Learning Outcome 1 – Be able to extract information from written sources.
Unit 2 Learning Outcome 2 – Be able to create a report in a media production context.
Unit 2 Learning Outcome 3 – Be able to pitch a media production proposal using appropriate technology.
Scenario
Sound is an essential part of the computer game experience. Forming 50% of our sensory experience, and good game soundtrack
can enhance our pleasure of a computer game and help bridge the ever decreasing gap between games and more traditional
forms of storytelling such as films.
You have been commissioned by Sony Europe to produce the audio soundtracks for cut sequences that will be used in a series of
planned mission expansion packs for key game franchises due for release in 2015.
This assignment will introduce you to audio production and post-production technologies so that you will be able to produce
technically competent and professional sound assets that will used in the cut sequences of planned mission expansion packs.
You will produce voice recordings and sound assets using portable audio recording hardware, studio based production hardware
and post-production computer software using VST instruments and effects. This newly acquired audio production knowledge will
equip you with the skills needed to produce a cut sequence soundtrack.
This assignment will do the following:
Require pitching a group idea for a computer game audio cut sequence production.
Introduce portable audio field recording technology.
Require the use audio field recording techniques to capture sound assets.
Introduce studio dialogue recording technologies and techniques.
Require the use of studio recording technologies to produce clear voice recordings.
Introduce audio post production software and editing techniques.
Require the application of field recording and computer audio synthesis to create a computer game audio cut sequence.
2. 2
Tasks Grading Criteria Mapping
1.
Produce a glossary of terms specific to the methods and principles of sound design and production.
Using a provided template, you must research and gather definitions specific to provided glossary
terms. Any definitions must be referenced with the URL link of the website you have obtained the
definition.
As your practical audio production experience develops, by way of improving your initial report, you
must also provide specific details of how researched definitions relate to your own production
practice. This improved report must be uploaded in addition to your initial glossary research report.
Your completed glossary of terms and definitions must be uploaded to your Unit 73 IG2 assignment
blog with the title Methods and Principles of Sound Design and Production
Unit 73 P2/M2/D2
Unit 2 P1/M1/D1
Unit 2 P2/M2/D2
Unit 2 P3/M3/D3
2.
Analyse the sound design of a range of computer game cut sequences. You must gather video examples
and discuss how the sound design gives a sense of:
Setting
Mood
Game genre
Narrative
In addition, your analysis must explain how you think specific soundtrack assets have been produced
(with reference to production process):
VST instruments and effects
Studio recording
Use of traditional instruments
Audio field recordings
Your analysis must contain clear reference to specific sections of your chosen examples. Your
sequence analysis must be uploaded to a blog post on your IG1 blog using the title Computer Game
Cut Sequence Sound Design Analysis
Unit 73 P1/M1/D1
Unit 2 P2/M2/D2
3.
Use Celtx software to produce a 2 page script featuring two characters. This will form the narrative
basis for your audio cut sequence production. Your script pages must include correctly formatted
character names, character dialogue and action description that clearly indicates reference to
sounds that will feature in your audio cut sequence.
You must produce an initial draft and a final draft. Your final draft is expected to refine and improve
upon the initial draft you produce.
Your 2 page draft script and final draft script must be uploaded to a blog post on your IG2 blog using
the title Audio Cut Sequence Scripts
Unit 1 P2/M2/D2
Unit 2 P3/M3/D3
4.
Produce a report & a budget that outlines the specific requirements for an audio production with
supporting research & staff and equipment costs:
Describe the job role of the sound designer and be able to define the job responsibilities of
that role.
Equipment needed for sound recording and daily hire costs (researched with links and
Unit 1 P1/M1/D1
3. 3
equipment hire company quotes)
Produce a budget expenditure spread sheet in Excel that outlines expenditure to a budget of £1500
and what this will be spent on.
Your research and budget sheet must be uploaded to a blog post on your IG2 blog using the title Audio
Cut Sequence Production Costings
5.
Prepare a pitch
Finalise ideas for your media product
Prepare a project proposal in response to the brief
Prepare a presentation including visual aids, delegate notes and presenter’s notes
Give the presentation in the form of a pitch to the client
Your pitch materials and notes should be uploaded to your IG2 blog using the title Pitching an Audio
Cut Sequence Production Idea
Unit 2 P4/M4/D4
Unit 2 P5/M5/D5
6.
Record your audio cut sequence script in a recording studio environment. You must ensure that your
dialogue is clearly recorded to a good technical standard. You are free to record yourselves and/or
others when recording script dialogue.
All audio recordings must be renamed once produced to clearly indicate character names and
dialogue spoken.
Audio recordings must be uploaded to your SoundCloud account profile page and embedded into a blog
post in its unedited form with the title Audio Cut Sequence Raw Recordings
Unit 73 P3/M3/D3
Unit 1 P3/M3/D3
7.
Use Reaper post-production software to edit and manipulate produced audio recordings using VST
effects. You must use dialogue recorded for task 6 to produce variations that clearly demonstrate the
application and manipulation of a range of VST effects plugins.
This must be supported by annotated screen captures that show:
The effects plugins applied.
Clear explanations of what parameters have been adjusted.
Clear explanations of how effects applied have altered the sound of your original recordings.
Your effects manipulated dialogue recordings must be uploaded to your SoundCloud account profile
page. Accompanying screen grab annotations and produced sounds must be embedded into a blog post
with the title Audio Recording VST Effects Manipulation
Unit 73 P3/M3/D3
8.
Use Reaper post-production software to create audio using VST sound generating plugins. You must
produce sound effects for your 2 minute computer game cut sequence.
This must be supported by annotated screen captures that show:
The sound generating plugins used.
Clear explanations of what type of sound effects that you have created.
Clear explanations of what this sound will be used to depict in your computer game audio cut
sequence.
Your VST produced sounds must be uploaded to your SoundCloud account profile page. Accompanying
screen grab annotations and produced sounds must be embedded into a blog post with the title VST
Produced Sound Effects
Unit 73 P3/M3/D3
9. Unit 73 P3/M3/D3
4. 4
Use Reaper post-production software to create a 2 minute computer game audio cut sequence as per
the requirements of the brief
Your completed audio cut sequence must be uploaded to your SoundCloud account profile page and
must be embedded into a blog post with the title Computer Game Cut Sequence Audio Production
10.
Select sound effects and music that you have produced which you will programme into a game you
have produced as part of your Unit 70 Computer Game Engines unit.
Each sound must be blogged on your Unit 73 IG2 blog as an embedded SoundCloud file. Each uploaded
sound must be accompanied by a short explanation that describes what the sound will be used for
within your game i.e. an explosion.
For this blog post you must use the title Sounds I will Programme Into my Game
Unit 73 P4/M4/D4
11.
You must produce a series of annotated print screens that clearly describe the process you have
followed to program sounds that you have produced into your unit 70 computer game via either Unity
or Game Maker.
Your annotated process of programming sounds to your game must be uploaded to your Slide Share
account and embedded into a blog post on your Unit 73 IG3 blog using the title Programming My
Sounds Into my Game
Unit 73 P4/M4/D4
This brief has been verified as being fit for purpose
Assessor Iain Goodyear
Signature Date 03/01/2015
Internal verifier
Signature Date
5. 5
Unit 73 Sound forcomputer games
P1 describe uses of sound
and music in games using
some subject terminology
appropriately
M1 explain use of sound
and music in games with
reference to detailed
illustrative examples and
with generally correctuse of
subject terminology
D1 comprehensively explain use
of sound and music in games
with elucidated examples
and consistently using subject
terminology correctly
P2 describe methods and
principles of sound design
and production using
some subject terminology
appropriately
M2 explain methods and
principles of sound design and
production with reference to
detailed illustrative examples
and with generally correct
use of subject terminology
D2 comprehensively explain
methods and principles of
sound design and production
with elucidated examples
and consistently using subject
terminology correctly
P3 create sound assets for a
computer game following
industry practice, working
within appropriate
conventionsand with some
assistance
[CT; SM]
M3 create sound assetsfor a
computer game working to
a good technicalstandard
following industry practice,
showing some imagination
and with only occasional
assistance
D3 create sound assetsfor a
computer game working to a
technicalquality that reflects
near-professionalstandards
following industry practice,
showing creativityand flair
and working independently
to professionalexpectations
P4 apply sound assets to a
computer game following
industry practice, working
within appropriate
conventionsand with some
assistance.
[CT; RL]
M4 apply sound assetsto a
computer game working to
a good technicalstandard
following industry practice,
showing some imagination
and with only occasional
assistance.
D4 apply sound assets to a
computer game working to a
technicalquality that reflects
near-professionalstandards
following industry practice,
showing creativityand flair
and working independently
to professionalexpectations.
Unit 2 Communication Skills for Creative Media Production (Level 3)
P1: use appropriate techniquesto
extract relevant information from
written sources
M1: use appropriate techniquesto
extract information fromwritten
sources with some precision
D1: use appropriate techniques to
extract comprehensive information
from written sources
P2: present a media production
report which conveysrelevant
information [IE]
M2: present a structured and
detailed media production
report which conveys information and
explains conclusions with clarity
D2: present a well-structured and
substantialmedia production report
which conveys information with
precise exemplification and justifies
conclusions with supporting
arguments
P3: review reportsto make changes
with occasionalbeneficialeffects
[RL]
M3: review reportsto make
changes with frequent
beneficial effects
D3: review reports to make
changes with consistently
beneficial effects
P4: deploy and manage appropriate
technology to pitch a media
production proposal[SM]
M4: deploy and manage
technology to pitch a media
production proposaleffectively and
with some
imagination
D4: deploy and manage
technology to pitch a media
production proposalwith
creativityand flair and to
near-professionalstandards
P5: employ appropriate forms of
address in a media production pitch
to communicate ideas [CT]
M5: employ forms of address in a
media production pitch
to communicate ideas
effectively
D5: employ forms of address in a
media production pitch with flair to
communicate ideas with impact
Unit 1 Pre-Production Techniques for the Creative Media Industries (Level 3)
P1: outline requirements and sources
of requirements for a specific media
production [IE]
M1: explain in some detail
and competently present
requirements and sourcesof
requirements for a specific media
production
D1: comprehensively explain and
present to a quality that reflects
near-professionalstandardsfully
detailed requirements and sourcesof
requirements for a specific media
production
P2: generate outline preproduction
documentation for a specific media
production with some assistance
M2: generate competent, carefully
presented and detailed pre-
production documentation for a
specific media production with only
occasionalassistance
D2: generate thorough and
comprehensively detailed pre-
production documentation for a
specific media production, working
independently to professional
expectations
P3: apply pre-production
planning to a specific media
M3: apply pre-production planning to
a specific media production
D3: apply pre-production planning to
a specific media production to a
6. 6
production working with some
assistance. [TW, SM]
competently with only occasional
assistance.
quality that reflects near-professional
standards, working independently to
professionalexpectations.
:PLTS: This summary referenceswhere applicable, in the square brackets, the elements of the personal,
learning and thinking skills applicable in the pass criteria. Itidentifiesopportunitiesfor learners to demonstrate
effective application of the referenced elements of the skills.