The document discusses the importance of character design in video games. It notes that successful characters are instantly recognizable and their design matches their abilities and the game's visual style. A character's appearance conveys their personality and skills, which is particularly important in role-playing games where character classes impact gameplay. It questions how a game's genre influences customization and why a character's image can impact their success.
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
Topic includes:
What is game balancing?
Definitions of game balance
Gamification
Games design elements and principles
PvP and PvE
Corporative video games
Practice Exercise
Game balance principles
Importance of game balance
Goals of game balance
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
Topic includes:
What is game balancing?
Definitions of game balance
Gamification
Games design elements and principles
PvP and PvE
Corporative video games
Practice Exercise
Game balance principles
Importance of game balance
Goals of game balance
عرض نصائح معالجة سيناريو أفلام دعائية لمعرض الإدارة العامة لتربية وتعليم البنات بالأحساء / لجنة الافلام الوثائقية / إعداد وجدان المحسن/ إشراف إقبال الشهيل
التصوير الفوتوغرافي -2 ( قواعد التكوين - نصائح لتصوير الأفراد )اشتري كاميرا
التصوير الفوتوغرافي علم وفن
الجزء الأول : علم التصوير الفوتوغرافي
1- قواعد التكوين
2- نصائح لتصوير الأفراد
محاضرة مقدمة من موقع اشتري كاميرا
http://eshtrycamera.com/
مدونة الموقع للدروس والنصائح
http://blog.eshtrycamera.com/
شاهد الجزء الأول :
(التصوير الفوتوغرافي -1 : (مكونات وأنواع الكاميرات - أهم مصطلحات التصوير
Chapter 1 — Introduction to Visual Basic 2010 Programming francopw
Chapter 1 provides an overview of programming with Visual Basic 2010.The chapter defines a computer program, describes the role of a developer in creating computer programs, and discusses event-driven programs that have a graphical user interface (GUI). The chapter also explains the roles of input, processing,output,and data when running a program on a computer; examines the basic arithmetic and logical operations a program can perform; and explores the use of databases and computer programming languages in general. Finally, the chapter introduces Visual Studio 2010 and the .NET 4.0 Framework, including the .NET class libraries and related features, and surveys the types of Visual Basic 2010 applications.
Level design and devlopment part 1 introduction to level designDurgesh Pandey
Topic covered:
What is game and video game
History of video game
Game genre
Who makes this stuff?
It is all about idea
Level design introduction
Level design principles
Layouts
Level design process
Pitfalls of level design
A first attempt to investigate the spatial effects of the encounter between the video gaming industry and live streaming, starting from the early 2000s.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
1. P1 describe visual style used in game design with some appropriate use of subject terminology
M1 explain visual style used in game design with reference to detailed illustrative examples and
with generally correct use of subject terminology
D1 critically evaluate visual style used in game design with supporting arguments and elucidated
examples, and consistently using subject terminology correctlyc
2. 1. Mario (Donkey Kong, Nintendo, 1981)
2. Link (The Legend of Zelda, Nintendo, 1986)
3. Master Chief (Halo: Combat Evolved, Microsoft, 2001)
4. Solid Snake (Metal Gear, Konami, 1987)
5. Cloud Strife (Final Fantasy VII, Square, 1997)
6. PAC-Man (PAC-Man, Namco, 1980)
7. Lara Croft (Tomb Raider, Eidos 1996)
8. Gordon Freeman (Half-Life, Valve, 1998)
9. Kratos (God of War, Sony, 2005)
10. Sonic (Sonic the Hedgehog, Sega, 1990)
11. Crash (Crash Bandicoot, Sony, 1996)
12. “Soap” MacTavish (Call of Duty 4: Modern Warfare, Activision, 2007)
13. Nico Bellic (Grand Theft Auto IV, Rockstar, 2008)
14. Samus Aran (Metroid, Nintendo 1986)
15. Ratchet (Ratchet & Clank, Sony, 2002)
16. Nathan Drake (Uncharted: Drake’s Fortune, Sony, 2007)
17. Captain Price (Call of Duty 4: Modern Warfare, Activision, 2007)
18. Kirby (Kirby’s Dream Land, Nintendo, 1992)
19. Marcus Fenix (Gears of War, Microsoft, 2006)
20. Pikachu (Pokemon Red/Green, Nintendo 1996)
21. Yoshi (Super Mario World, Nintendo, 1990)
22. “CJ” Johnson (Grand Theft Auto: San Andreas, Rockstar, 2004)
23. Mega Man (Mega Man, Capcom, 1987)
24. Sam Fisher (Tom Clancy’s Splinter Cell, Ubisoft, 2002)
25. Shadow (Sonic Adventure 2, Sega, 2001)
3. 26. Jak (Jak and Daxter: The Precursor Legacy, Sony, 2001)
27. Duke Nukem (Duke Nukem, Apogee, 1991)
28. Dante (Devil May Cry, Bandai, 2003)
29. Naruto (Naruto: Konoha Ninpoch, Bandai, 2003)
30. Altair (Assassin’s Creed, Ubisoft, 2007)
31. Zelda (The Legend of Zelda, Nintendo, 1986)
32. Sephiroth (Final Fantasy VII, Square, 1997)
33. Donkey Kong (Donkey Kong, Nintendo, 1981)
34. The Prince (Prince of Persia, Broderbund, 1989)
35. Ezio (Assassin’s Creed II, Ubisoft, 2009)
36. Leon S (Biohazard/ Resident Evil, Capcom, 1996)
37. Ash Ketchum (Pokemon Red/Green, Nintendo, 1996)
38. Guybrush Threepwood (The Secret of Monkey Island, LucasArts, 1990)
39. Spyro (Spyro the Dragon, Universal, 1998)
40. “Ghost” Riley (Call of Duty: Modern Warfare II, Activision, 2009)
41. Goku (Dragon Daihikyoe, Epoch, 1987)
42. Max Payne (Max Payne, Rockstar, 2001)
43. Jill Valentine (Biohazard/ Resident Evil, Capcom, 1996)
44. Princess Peach (Super Mario Bros., Nintendo, 1985)
45. Larry Laffer (Leisure Suit Larry in the Land of the Lounge Lizards, Sierra, 1987)
46. Augustus Cole (Gears of War, Microsoft, 2006)
47. Bowser (Super Mario Bros., Nintendo, 1985)
48. Eddie Riggs (Brutal Legend, EA, 2009)
49. Ryu (Street Fighter, Capcom, 1987)
50. Sackboy (LIttleBigPlanet, Sony, 2008)
4. P1 describe visual style used in game design with some appropriate use of subject terminology
M1 explain visual style used in game design with reference to detailed illustrative examples and
with generally correct use of subject terminology
D1 critically evaluate visual style used in game design with supporting arguments and elucidated
examples, and consistently using subject terminology correctly
One of the key reasons any game will be successful will be because the
design of the main playable character(s) is appealing to the player.
Characters
Playable NPC
Appearance:
Instantly recognisable
All actions and movements
represented in the design
Characteristics help
with gameplay
Must match the style
of the game
Main enemy must
match the main
character in graphic
quality
5. P1 describe visual style used in game design with some appropriate use of subject terminology
M1 explain visual style used in game design with reference to detailed illustrative examples and
with generally correct use of subject terminology
D1 critically evaluate visual style used in game design with supporting arguments and elucidated
examples, and consistently using subject terminology correctly
Good characters will stand
the test of time and improve
as graphic capabilities get
more advanced.
6. P1 describe visual style used in game design with some appropriate use of subject terminology
M1 explain visual style used in game design with reference to detailed illustrative examples and
with generally correct use of subject terminology
D1 critically evaluate visual style used in game design with supporting arguments and elucidated
examples, and consistently using subject terminology correctly
The appearance of a character does not just convey their personality, but also
their skill set. This is particularly important in RPG games, where character
classes are a vital part of the gameplay. This idea has now developed into
different game types.
7. P1 describe visual style used in game design with some appropriate use of subject terminology
M1 explain visual style used in game design with reference to detailed illustrative examples and
with generally correct use of subject terminology
D1 critically evaluate visual style used in game design with supporting arguments and elucidated
examples, and consistently using subject terminology correctly
What types of characters are featured in games?
How does the games visual style influence their look?
How does the character’s purpose affect their appearance?
How does the games genre affect the player’s ability to control
the look of their character?
How important is a character’s image?
Why might characters be successful/unsuccessful based on their
image?