RAM allows data to be read and written in roughly the same amount of time regardless of the order accessed, unlike storage media like hard disks that are slower to access data in some locations. A CPU carries out computer program instructions by performing basic arithmetic, logical and input/output operations. A GPU is specialized for rapidly manipulating memory to generate graphics and is more efficient than CPUs for parallel processing of large data blocks. Common display technologies include LCD, CRT and plasma which present video output across a full rectangular area.
This document describes the process of creating a side-scrolling space shooter game. It details the creation of sprites like the main character Olaf_Spr and enemies. Coding is added for movement, limits, collisions, lasers, and more. Enemies spawn correctly and have unique animations and firing patterns. Backgrounds, particles, audio, and a life system are implemented. The game features points, enemies, music, and resets the level when the player dies.
The document defines and provides examples of different types of creative production briefs: contractual, negotiated, formal, informal, commission, tender, cooperative, and competition. It also discusses opportunities for professional self-development in communication, time management, technical skills, and career progression when working to different briefs. Finally, it provides three annotated examples of creative briefs, specifying information about the client, required media products, timescale, target audience, legal/ethical considerations, and constraints. The brief types vary in their flexibility, negotiation process, and legal binding requirements. Working to different briefs provides chances to improve various professional skills. The examples give details about hypothetical briefs for a hair accessory company, headphones company, and supermarket.
3D animation uses computer graphics to make 3D models perform actions. There are three main phases: modeling, animation, and rendering. It is commonly used in video games, movies, and television. In video games, 3D animation is used for characters, environments, and objects. Models are created based on concept art and then animated. Inverse kinematics helps characters connect realistically to their surroundings. Motion capture provides highly realistic character movements, as seen in games like Heavy Rain and LA Noire. In films, CGI enhances backgrounds and adds characters, while motion capture gives animation a realistic look and feel.
This document provides a description of the various parts of a SAWD controller and console, including the right and left hand controllers, the back of the controller, and the top, left side, right side, front, back, and bottom of the console. The console also includes a dashboard that allows controlling playback, games, settings, downloads and awards.
This document outlines the Philippine Teachers Professionalization Act of 1994 which aims to strengthen the regulation and supervision of the teaching profession in the Philippines. Some key points:
- It establishes a Board for Professional Teachers to oversee the licensure examination and professionalization of teachers. The board is tasked with regulating teacher registration, licensing, and practice.
- It requires all teachers to pass a licensure examination and obtain a certificate of registration and professional license before they can legally practice teaching. It also mandates periodic merit examinations for teachers.
- It sets qualification requirements for teacher applicants and board members. It also defines terms related to the teaching profession and outlines the duties and powers of the board.
- The act
RAM allows data to be read and written in roughly the same amount of time regardless of the order accessed, unlike storage media like hard disks that are slower to access data in some locations. A CPU carries out computer program instructions by performing basic arithmetic, logical and input/output operations. A GPU is specialized for rapidly manipulating memory to generate graphics and is more efficient than CPUs for parallel processing of large data blocks. Common display technologies include LCD, CRT and plasma which present video output across a full rectangular area.
This document describes the process of creating a side-scrolling space shooter game. It details the creation of sprites like the main character Olaf_Spr and enemies. Coding is added for movement, limits, collisions, lasers, and more. Enemies spawn correctly and have unique animations and firing patterns. Backgrounds, particles, audio, and a life system are implemented. The game features points, enemies, music, and resets the level when the player dies.
The document defines and provides examples of different types of creative production briefs: contractual, negotiated, formal, informal, commission, tender, cooperative, and competition. It also discusses opportunities for professional self-development in communication, time management, technical skills, and career progression when working to different briefs. Finally, it provides three annotated examples of creative briefs, specifying information about the client, required media products, timescale, target audience, legal/ethical considerations, and constraints. The brief types vary in their flexibility, negotiation process, and legal binding requirements. Working to different briefs provides chances to improve various professional skills. The examples give details about hypothetical briefs for a hair accessory company, headphones company, and supermarket.
3D animation uses computer graphics to make 3D models perform actions. There are three main phases: modeling, animation, and rendering. It is commonly used in video games, movies, and television. In video games, 3D animation is used for characters, environments, and objects. Models are created based on concept art and then animated. Inverse kinematics helps characters connect realistically to their surroundings. Motion capture provides highly realistic character movements, as seen in games like Heavy Rain and LA Noire. In films, CGI enhances backgrounds and adds characters, while motion capture gives animation a realistic look and feel.
This document provides a description of the various parts of a SAWD controller and console, including the right and left hand controllers, the back of the controller, and the top, left side, right side, front, back, and bottom of the console. The console also includes a dashboard that allows controlling playback, games, settings, downloads and awards.
This document outlines the Philippine Teachers Professionalization Act of 1994 which aims to strengthen the regulation and supervision of the teaching profession in the Philippines. Some key points:
- It establishes a Board for Professional Teachers to oversee the licensure examination and professionalization of teachers. The board is tasked with regulating teacher registration, licensing, and practice.
- It requires all teachers to pass a licensure examination and obtain a certificate of registration and professional license before they can legally practice teaching. It also mandates periodic merit examinations for teachers.
- It sets qualification requirements for teacher applicants and board members. It also defines terms related to the teaching profession and outlines the duties and powers of the board.
- The act
This document outlines the tasks and assessment criteria for a student's final major project. The project requires the student to:
1. Devise, develop, and research an original idea for a media product. They must plan the production process, manage pre-production, production, and post-production, and create a finished media product.
2. Work independently to plan and complete all stages of the project from initial research and planning to the final product.
3. Gather feedback on their finished product and evaluate their success in meeting the brief, managing the production, and developing their technical and professional skills.
The project aims to demonstrate the student's ability to independently manage an entire media production from concept to completion
This mood board includes potential sources of inspiration for a game including websites with flash games for PC, two bouncing ball games on Kongregate, a solar-themed game and its sequel also on Kongregate, a forum post with game development tips, and an article previewing a puzzle-platform game bringing console quality to iPhone. The mood board collects various references that could inspire ideas for a new game.
The document defines and provides examples of different types of creative production briefs: contractual, negotiated, formal, informal, commission, tender, cooperative, and competition. It also discusses opportunities for professional self-development in communication, time management, technical skills, and career progression that working with each brief type could provide. Finally, it provides an annotated example brief for a promotional theme and advertising campaign for a hair accessory company, specifying the client, required media products, target audience, and constraints but not legal/ethical issues or timescale.
Kyle Thomas Fielding created a 3D animation collision event of planets, moons, and asteroids within a solar system as a freelance games designer project. He researched ideas, created a schedule and storyboard, and modeled planets with unique textures in NewTek LightWave. Kyle encountered issues with the fracture tool in Layout that delayed progress but was eventually able to render the animation. He ensured the work met ethical standards before uploading documentation of the process and finished animation online. While faults exist from human errors and software issues, Kyle believes the production fulfills the brief and demonstrates his 3D animation skills.
This secondary research analysis summarizes tutorials from YoYo Games on creating different 2D game genres using Game Maker while learning coding skills. The tutorials provide factual information from a single instructor on how to code small games like a scrolling shooter and platform games. The most important information covered is the actual coding needed to develop various game mechanics. The analysis concludes the tutorials are useful for learning how to create different game genres in Game Maker.
YoYo Games provides tutorials, projects, and game maker files to help users learn how to use their game development software. The information on their website is factual and aims to teach various aspects of game maker through tutorials created by multiple contributors. The most important information is how to get started learning game maker through the tutorials and resources available on their site.
This mind map document lists 3 sources related to collision events: a YouTube video about collision events in general, a website announcing new features in Lightwave 11 software for 3D visualization and simulation, and another YouTube video providing a tutorial on collisions in Lightwave.
Ben HeartBeast shows how to build a simple platformer game in Unity in just 15 minutes. The video provides step-by-step instructions on creating player movement and jumping mechanics, adding platforms, including obstacles, and setting up basic level design. It presents factual information from the perspective of a single creator, Ben HeartBeast, aiming to teach viewers how to quickly construct the foundation for a platformer game.
The YouTube video teaches the viewer how to create a basic platformer game in Game Maker, providing instructions on setting up the player, physics, levels, and other necessary components. It represents the viewpoint and instructions of the sole creator, rm2kdev, factually explaining the coding and implementation of the various game elements. The key topic addressed is how to develop a simple but functional platformer game using Game Maker.
This secondary research analysis sheet summarizes a YouTube video and playlist by Shaun Spalding that teaches how to make a simple run and jump platformer game in Game Maker. It explains that the video and playlist show how to code simple sprites, objects, rooms, and scripts to create enemies the player can jump on to kill. The information provided is factual rather than opinionated, with the key question being how to simply make a basic game in Game Maker.
Switch Arena is introducing new maps for its online multiplayer battles. Players will now be able to fight in four different environments: a jungle, desert, snowy mountain, and city street arena. These new battlefields should provide more variety and strategic options to keep matches fresh and exciting.
This document lists potential risks that may occur during a game development project and proposes solutions to address each risk. It identifies risks such as losing work, code or sprites not working as expected, objects having errors, rooms not changing as intended, sounds not working, and tasks or systems going offline. Corresponding solutions are provided such as creating backups, finding and fixing problems in code, changing image or sound types, adding new objects to change rooms, and finding alternative places to work if primary tools or locations become unavailable.
3D animation uses computer graphics to make 3D models perform actions. There are three main phases: modeling, animation, and rendering. It is commonly used in video games, movies, and television. In video games, 3D animation is used for characters, environments, and objects. Models are designed based on concept art and animated using techniques like inverse kinematics and motion capture. Motion capture helps capture realistic character movements in games like Heavy Rain and LA Noire where facial expressions are important. In films, motion capture and CGI are used, with CGI enhancing backgrounds and adding computer-generated elements. Motion capture also helps make animated films feel realistic.
Kyle Fielding created a production log to document his work on an animation project. He began by making a target schedule to plan his work. He then researched animation software and watched tutorials to learn how to use Lightwave Modeller and Layout. After generating some initial ideas, he settled on creating an animation of planets. He storyboarded the animation and created production logs to document his progress. Finally, he evaluated the project to discuss what went well and could be improved.
The document discusses different types of walking, jogging, running and sprinting postures. It provides sketches of different sprinting postures including a "roadie run" with arms out and head low to avoid enemy fire, an "assassin's sprint" with hands free and head forward in a balanced posture, and a notation to "roll" to avoid obstacles. The document appears to be analyzing running and sprinting postures for some type of scenario or game.
The document describes a sequence of camera movements and actions that would show a person running and jumping over obstacles on Earth. It then zooms out from Earth to show its rotation and movement through the solar system, panning to other planets like Venus, Mars, Jupiter, and Saturn while zooming in and out. It finally zooms to the sun before rotating to show a black hole sucking in Earth and the other planets.
The document outlines an idea for a retro pixel arena game where players fight other characters to earn points before they are killed, at which point they take control of the enemy character. The game would feature various weapons, power-ups, environments like underwater caves and Antarctic regions, and simple controls. Music and sound effects would be included to enhance the gameplay experience.
This document profiles several concept artists and provides brief biographies and descriptions of their work. It discusses Adam Adamowicz and his work on Fallout 3 and Skyrim at Bethesda Softworks. It also mentions Robert Chew and his robotic animal series imagining anti-poaching operations, as well as Simon Stålenhag's retrofuturistic illustrations blending machines with Swedish landscapes from past decades. Dave Melvin's creature designs for video games are highlighted. Pascal Blanché's illustrations of a strange ancient yet futuristic alien planet are also summarized. The document concludes by briefly profiling additional concept artists including Sandara, Justin Sweet, and Vance Kovacs.
Mood boards are visual representations that help convey a feeling, theme or idea. This particular mood board seems focused on rural landscapes and farm life, featuring images of sheep in green pastures. The board aims to evoke feelings of peace, simplicity and nature through its pastoral photographic selections.
Kathy Pallie enjoyed a career in commercial art but found her passion in clay work after retirement. She explores texture and surface manipulation of clay through techniques like pinching, incising, and rolling.
Nicole Sisco Heller is a middle school art teacher who uses clay projects like pie making to engage her students in artistic work.
Victor Spinski was commissioned to design a non-traditional tea set in the 1970s, which led him to discover conceptual similarities between his work and Chinese Yixing artisans, who used unusual natural materials like tree trunks in their teapot designs.
Beate Kuhn creates sculptural ceramic works by assembling individually thrown and cut clay elements. Her pot
This document outlines the tasks and assessment criteria for a student's final major project. The project requires the student to:
1. Devise, develop, and research an original idea for a media product. They must plan the production process, manage pre-production, production, and post-production, and create a finished media product.
2. Work independently to plan and complete all stages of the project from initial research and planning to the final product.
3. Gather feedback on their finished product and evaluate their success in meeting the brief, managing the production, and developing their technical and professional skills.
The project aims to demonstrate the student's ability to independently manage an entire media production from concept to completion
This mood board includes potential sources of inspiration for a game including websites with flash games for PC, two bouncing ball games on Kongregate, a solar-themed game and its sequel also on Kongregate, a forum post with game development tips, and an article previewing a puzzle-platform game bringing console quality to iPhone. The mood board collects various references that could inspire ideas for a new game.
The document defines and provides examples of different types of creative production briefs: contractual, negotiated, formal, informal, commission, tender, cooperative, and competition. It also discusses opportunities for professional self-development in communication, time management, technical skills, and career progression that working with each brief type could provide. Finally, it provides an annotated example brief for a promotional theme and advertising campaign for a hair accessory company, specifying the client, required media products, target audience, and constraints but not legal/ethical issues or timescale.
Kyle Thomas Fielding created a 3D animation collision event of planets, moons, and asteroids within a solar system as a freelance games designer project. He researched ideas, created a schedule and storyboard, and modeled planets with unique textures in NewTek LightWave. Kyle encountered issues with the fracture tool in Layout that delayed progress but was eventually able to render the animation. He ensured the work met ethical standards before uploading documentation of the process and finished animation online. While faults exist from human errors and software issues, Kyle believes the production fulfills the brief and demonstrates his 3D animation skills.
This secondary research analysis summarizes tutorials from YoYo Games on creating different 2D game genres using Game Maker while learning coding skills. The tutorials provide factual information from a single instructor on how to code small games like a scrolling shooter and platform games. The most important information covered is the actual coding needed to develop various game mechanics. The analysis concludes the tutorials are useful for learning how to create different game genres in Game Maker.
YoYo Games provides tutorials, projects, and game maker files to help users learn how to use their game development software. The information on their website is factual and aims to teach various aspects of game maker through tutorials created by multiple contributors. The most important information is how to get started learning game maker through the tutorials and resources available on their site.
This mind map document lists 3 sources related to collision events: a YouTube video about collision events in general, a website announcing new features in Lightwave 11 software for 3D visualization and simulation, and another YouTube video providing a tutorial on collisions in Lightwave.
Ben HeartBeast shows how to build a simple platformer game in Unity in just 15 minutes. The video provides step-by-step instructions on creating player movement and jumping mechanics, adding platforms, including obstacles, and setting up basic level design. It presents factual information from the perspective of a single creator, Ben HeartBeast, aiming to teach viewers how to quickly construct the foundation for a platformer game.
The YouTube video teaches the viewer how to create a basic platformer game in Game Maker, providing instructions on setting up the player, physics, levels, and other necessary components. It represents the viewpoint and instructions of the sole creator, rm2kdev, factually explaining the coding and implementation of the various game elements. The key topic addressed is how to develop a simple but functional platformer game using Game Maker.
This secondary research analysis sheet summarizes a YouTube video and playlist by Shaun Spalding that teaches how to make a simple run and jump platformer game in Game Maker. It explains that the video and playlist show how to code simple sprites, objects, rooms, and scripts to create enemies the player can jump on to kill. The information provided is factual rather than opinionated, with the key question being how to simply make a basic game in Game Maker.
Switch Arena is introducing new maps for its online multiplayer battles. Players will now be able to fight in four different environments: a jungle, desert, snowy mountain, and city street arena. These new battlefields should provide more variety and strategic options to keep matches fresh and exciting.
This document lists potential risks that may occur during a game development project and proposes solutions to address each risk. It identifies risks such as losing work, code or sprites not working as expected, objects having errors, rooms not changing as intended, sounds not working, and tasks or systems going offline. Corresponding solutions are provided such as creating backups, finding and fixing problems in code, changing image or sound types, adding new objects to change rooms, and finding alternative places to work if primary tools or locations become unavailable.
3D animation uses computer graphics to make 3D models perform actions. There are three main phases: modeling, animation, and rendering. It is commonly used in video games, movies, and television. In video games, 3D animation is used for characters, environments, and objects. Models are designed based on concept art and animated using techniques like inverse kinematics and motion capture. Motion capture helps capture realistic character movements in games like Heavy Rain and LA Noire where facial expressions are important. In films, motion capture and CGI are used, with CGI enhancing backgrounds and adding computer-generated elements. Motion capture also helps make animated films feel realistic.
Kyle Fielding created a production log to document his work on an animation project. He began by making a target schedule to plan his work. He then researched animation software and watched tutorials to learn how to use Lightwave Modeller and Layout. After generating some initial ideas, he settled on creating an animation of planets. He storyboarded the animation and created production logs to document his progress. Finally, he evaluated the project to discuss what went well and could be improved.
The document discusses different types of walking, jogging, running and sprinting postures. It provides sketches of different sprinting postures including a "roadie run" with arms out and head low to avoid enemy fire, an "assassin's sprint" with hands free and head forward in a balanced posture, and a notation to "roll" to avoid obstacles. The document appears to be analyzing running and sprinting postures for some type of scenario or game.
The document describes a sequence of camera movements and actions that would show a person running and jumping over obstacles on Earth. It then zooms out from Earth to show its rotation and movement through the solar system, panning to other planets like Venus, Mars, Jupiter, and Saturn while zooming in and out. It finally zooms to the sun before rotating to show a black hole sucking in Earth and the other planets.
The document outlines an idea for a retro pixel arena game where players fight other characters to earn points before they are killed, at which point they take control of the enemy character. The game would feature various weapons, power-ups, environments like underwater caves and Antarctic regions, and simple controls. Music and sound effects would be included to enhance the gameplay experience.
This document profiles several concept artists and provides brief biographies and descriptions of their work. It discusses Adam Adamowicz and his work on Fallout 3 and Skyrim at Bethesda Softworks. It also mentions Robert Chew and his robotic animal series imagining anti-poaching operations, as well as Simon Stålenhag's retrofuturistic illustrations blending machines with Swedish landscapes from past decades. Dave Melvin's creature designs for video games are highlighted. Pascal Blanché's illustrations of a strange ancient yet futuristic alien planet are also summarized. The document concludes by briefly profiling additional concept artists including Sandara, Justin Sweet, and Vance Kovacs.
Mood boards are visual representations that help convey a feeling, theme or idea. This particular mood board seems focused on rural landscapes and farm life, featuring images of sheep in green pastures. The board aims to evoke feelings of peace, simplicity and nature through its pastoral photographic selections.
Kathy Pallie enjoyed a career in commercial art but found her passion in clay work after retirement. She explores texture and surface manipulation of clay through techniques like pinching, incising, and rolling.
Nicole Sisco Heller is a middle school art teacher who uses clay projects like pie making to engage her students in artistic work.
Victor Spinski was commissioned to design a non-traditional tea set in the 1970s, which led him to discover conceptual similarities between his work and Chinese Yixing artisans, who used unusual natural materials like tree trunks in their teapot designs.
Beate Kuhn creates sculptural ceramic works by assembling individually thrown and cut clay elements. Her pot