The document outlines an assignment brief for a Level 3 Diploma in Creative Media Production requiring students to create a comic or graphic novel. Students will research storytelling techniques, write and illustrate a short comic based on their own life, and develop a storyboard. They will learn about narration, dialogue, character development and building tension to create an engaging story for games. The final submission will be a fully colored A2 storyboard, along with research and draft materials, which students will present and evaluate in a group critique.
This document contains a learner's declaration and submission for assessment of tasks related to the Extended Diploma in Creative Media Production – Games Development program. It lists the evidence submitted by the learner, Phillip Wynne, for each task in Units 72 and 74, including research, story writing, visual ideas, storyboards, and presentations. The learner declares that the submitted evidence is their own work and sources have been cited, signing the declaration on May 22, 2015.
Phillip Norris Wynne submitted evidence for two assessments - HA3 on the structure of a game guide and HA4 on a showcase - for the Extended Diploma in Creative Media Production program. The submission included a declaration signed by Phillip confirming the work was his own and acknowledging sources. It provided the assessor's name, issue dates for the assignments, submission date, and program and unit details.
This document provides an assignment brief for an understanding the computer games industry unit. It outlines 8 tasks for students to complete to understand organizational structures, job roles, financial issues, trends, contracts, legal obligations, and career development within the games industry. Students are to research each task and prepare a PowerPoint presentation with sections on sector profiles, job role profiles, finances, trends, contracts, legal/ethical obligations, and include personal work examples and a CV. The assignment aims to help students make informed choices about GCSE subjects and potential careers in the games industry.
This document contains a learner's declaration confirming that the work submitted for an assessment on computer game audio production is their own. It lists the 11 tasks completed as part of the assessment and provides links to a blog where evidence for each task can be found. The learner signs and dates the declaration, certifying that all work is original and sources have been referenced.
The document is a glossary of terms related to sound design and production for computer games created by Phillip Norris Wynne. It contains definitions for over 20 key terms sourced from online references. The terms cover areas such as sound design methodology, file formats, limitations on audio hardware, recording systems, MIDI and software tools. For each term, Phillip provides the online definition and assesses how the term relates to his own production practice. The glossary demonstrates Phillip's research into fundamental concepts and technologies that inform sound design for games.
The document provides definitions for various audio and sound design terms. It includes a glossary with definitions for terms like foley artistry, sound libraries, audio file formats (like .wav and .mp3), audio limitations involving hardware like sound processor units and digital sound processors, audio recording systems like analog, digital, MIDI, and software tools for audio like software sequencers, plugins, and MIDI keyboard instruments. The student provided researched definitions from online sources and described how each term relates to their own sound production practice.
A man comes across another hiding in bushes during war. He loads his weapon, fires and the hidden man falls dead, ending the audio cut sequence. The creator edited the sounds to make them more realistic, changing volume and panning to make it seem like the person was moving. Two audio clips are the same track cut and stitched back together to recreate the story.
This document provides an assignment brief for an understanding the computer games industry unit. It outlines 8 tasks for students to complete to understand organizational structures, job roles, financial issues, trends, contracts, legal obligations, and professional bodies within the games industry. Students are to prepare a PowerPoint presentation and materials on these topics to be used in schools. The presentation must include sector profiles, job role profiles, financial information, industry trends, contracts, legal/ethical obligations, and the student's own CV and career materials. The deadline for submission is June 19th, 2015.
Ken is dragged into a bank heist by his friend Kev after accidentally being exposed to cocaine. Their plan goes awry as Ken becomes sick during the robbery. Kev shoots the cashier and leaves Ken behind to be arrested by police. Kev escapes with the money, celebrating his success while leaving his friend behind.
Ken goes to the bank but is dragged into a heist by his friend Kev. Kev gives Ken cocaine to calm his nerves, and Ken smashes his car into the bank. Kev hands Ken a gun and they demand money from the terrified hostages. Kev starts shooting hostages for fun while Ken gets sick. When the alarm goes off, Kev shoots the cashier and flees, leaving Ken behind to be arrested. Kev escapes with the money, celebrating his success.
Ken & Kev is an action-adventure comedy game influenced by GTA, Watch Dogs, and other genre games. The game follows Ken, who lacks courage, and his outrageous friend Kev. Their dialogue will be recorded informally with slang reflecting their characters. Music and sound effects will be loud and intense, including hardcore action music, loud bass, and explosive sounds. All content will be non-copyrighted and recorded or sourced with high quality using professional editing software.
Ken & Kev is an action-adventure comedy game influenced by Ratchet & Clank, Jak & Daxter, GTA, and Watch Dogs. It features two partners, Kev the outrageous one and Ken searching for courage, who work well together despite having nothing in common. The game's audio will include hardcore action music, loud bass, and explosions, with character voices recorded and edited professionally using specialized software to add effects. All music, sounds, and dialogue will be non-copyrighted or professionally sourced and recorded for high quality.
The document summarizes sound elements from a scene in the Spiderman 3 movie soundtrack. It analyzes the setting, mood, game genre, and narrative based on the sounds. For each element, it clearly states what production techniques were likely used to create specific soundtrack parts, such as using VST instruments to make helicopter and breaking glass sounds for the setting, recording voices in a studio to make an evil impression for the mood, and using VSTs and recording in a sound studio to cut out noise for the music and voices.
The document summarizes sounds used in the video game The Walking Dead. It analyzes four key elements - setting, mood, game genre, and narrative - and describes the sounds used for each. For the setting of a zombie apocalypse in America, recorded zombie sounds were used with background music from VST or VSTi instruments. The mood is sad, reflecting the hardship of surviving, achieved through VST effects and background music. The genre involves surviving as a man named Lee with a girl called Clementine, using various recorded zombie sound effects. Small narrative sections show important decisions, with sounds recorded in a studio to remove background noise.
The document summarizes sound elements used in the video game Portal 2. It analyzes how sounds establish the setting, mood, genre, and narrative. For the setting, sounds portray a creepy, eerie scene using VST and VSTi plugins to create background ambience. Mood is more mysterious, with an impending sensation to continue, achieved through field recordings or VST effects. Genre as a first-person shooter is conveyed through VST sounds of the portal gun firing. Narrative is effectively created though minimal dialogue - only robots talk - with character recordings done in a studio to minimize background.
This document provides analysis of sounds used in a video game trailer.
The setting is described as inside the character Deadpool's apartment, where background noise like rain would have been recorded. Mood is described as comedy/adventure, and virtual studio technology effects were likely used to create ambient noise. Game genre is described as comedy/adventure, and virtual instruments were probably used to make screams in the background. Narrative techniques included using different voice actors to portray voices in the character's head. Dialogue was likely recorded in a studio to minimize noise.
This presentation discusses research techniques for game development. It explains that research involves investigating a topic to learn more about games or what audiences want. The document provides examples of researching classic and modern games like Zelda and Minecraft to understand what makes them fun and successful. These case studies demonstrate how gameplay experiences and feedback can be analyzed to inform the design of a new game.
Ken is dragged into a bank heist by his friend Kev. Kev gives Ken cocaine to calm his nerves, and Ken enthusiastically agrees to the plan. However, the heist goes badly wrong when Kev starts shooting and killing hostages for fun while Ken becomes sick. When the alarm sounds, Kev flees with the money while leaving Ken behind to be arrested by the police. Kev celebrates his escape with the stolen cash in his car.
A sound designer's job is to create and compose sounds and sound effects for various media like music, films, and games. They write music in a format that musicians and conductors can read. Sound designers sometimes work with actors to record sounds or use pre-recorded sounds. They must understand audio equipment and software in order to effectively edit and mix sounds, which requires research and training. Their work involves adding fine details to games and films by including subtle background sounds to complete the final product.
Ken is dragged into a bank heist by his friend Kev. Kev gives Ken cocaine to calm his nerves, and Ken enthusiastically agrees to the plan. However, the heist goes badly wrong when Kev starts shooting and killing hostages for fun while Ken becomes sick. When the alarm sounds, Kev flees with the money while leaving Ken behind to be arrested. Kev celebrates his escape with the stolen cash in his car.
Ken is dragged into a bank heist by his friend Kev. Kev gives Ken cocaine to calm his nerves, and Ken enthusiastically agrees to the plan. However, the heist goes badly wrong when Kev starts shooting and killing hostages for fun while Ken becomes sick. When the alarm sounds, Kev flees with the money while leaving Ken behind to be arrested by the police. Kev celebrates his escape with the stolen money.
The document provides an assignment brief for a student to complete units in creative media production related to computer game audio. The assignment involves researching sound design principles, analyzing existing game cut sequences, scriptwriting, budgeting, pitching an audio project, recording audio, editing with effects, creating sound assets, and programming sounds into a game. The student will produce a glossary, analyses, scripts, cost report, pitch materials, raw recordings, edited audio, sound effects, a game cut sequence, blog posts demonstrating sounds programmed into a game. The assignment aims to develop the student's technical and professional skills in audio production for computer games.
The game follows Workshop, who was born and raised in a scarce land called the Star. Workshop has the ability to transform between human and fox forms, with each form having a distinct personality. As a human, Workshop is kind and caring but seeks action, while the fox form is sneaky, quick, and able to see in a blue-tinted vision. The game mixes adventure, questing, puzzle solving, and third-person magic gameplay. Players complete daily tasks to gain villagers' trust or run through platforms, fighting enemies to gain abilities and items needed to defeat the game's boss.
The document provides an assignment brief for a unit on drawing concept art for computer games. It includes 3 tasks for the student to complete: 1) evaluate the purpose and use of concept art in games development, 2) produce a portfolio exploring different drawing media and techniques, and 3) profile a concept art style suited to their abilities. The tasks must be completed and posted online by the deadline of February 27th, 2015.
The document is a glossary of terms related to sound design and production for computer games created by Phillip Norris Wynne. It contains definitions for over 20 key terms sourced from online references and describes the relevance of each term to the author's own production practice. Some of the terms defined and summarized include Foley artistry, sound libraries, audio file formats like .wav and .mp3, lossy compression, audio limitations of hardware like sound processor units, and audio sampling concepts like bit depth and sample rate.
This document provides an assignment brief for a computer games audio production qualification. The assignment involves:
1) Researching sound design terminology and methods;
2) Analyzing sound design in computer game cut sequences;
3) Writing and recording a script for an audio cut sequence;
4) Creating a budget and pitching an idea for the audio production.
Tasks also include recording audio, applying effects, creating sounds, and programming sounds into a game. The assignment assesses learning outcomes related to understanding sound design, creating audio assets, and applying pre-production skills to a media project.
This document provides an assignment brief for an understanding the computer games industry unit. It outlines 8 tasks for students to complete to understand organizational structures, job roles, financial issues, trends, contracts, legal obligations, and professional bodies within the games industry. Students are to prepare a PowerPoint presentation and materials on these topics to be used in schools. The presentation must include sector profiles, job role profiles, financial information, industry trends, contracts, legal/ethical obligations, and the student's own CV and career materials. The deadline for submission is June 19th, 2015.
Ken is dragged into a bank heist by his friend Kev after accidentally being exposed to cocaine. Their plan goes awry as Ken becomes sick during the robbery. Kev shoots the cashier and leaves Ken behind to be arrested by police. Kev escapes with the money, celebrating his success while leaving his friend behind.
Ken goes to the bank but is dragged into a heist by his friend Kev. Kev gives Ken cocaine to calm his nerves, and Ken smashes his car into the bank. Kev hands Ken a gun and they demand money from the terrified hostages. Kev starts shooting hostages for fun while Ken gets sick. When the alarm goes off, Kev shoots the cashier and flees, leaving Ken behind to be arrested. Kev escapes with the money, celebrating his success.
Ken & Kev is an action-adventure comedy game influenced by GTA, Watch Dogs, and other genre games. The game follows Ken, who lacks courage, and his outrageous friend Kev. Their dialogue will be recorded informally with slang reflecting their characters. Music and sound effects will be loud and intense, including hardcore action music, loud bass, and explosive sounds. All content will be non-copyrighted and recorded or sourced with high quality using professional editing software.
Ken & Kev is an action-adventure comedy game influenced by Ratchet & Clank, Jak & Daxter, GTA, and Watch Dogs. It features two partners, Kev the outrageous one and Ken searching for courage, who work well together despite having nothing in common. The game's audio will include hardcore action music, loud bass, and explosions, with character voices recorded and edited professionally using specialized software to add effects. All music, sounds, and dialogue will be non-copyrighted or professionally sourced and recorded for high quality.
The document summarizes sound elements from a scene in the Spiderman 3 movie soundtrack. It analyzes the setting, mood, game genre, and narrative based on the sounds. For each element, it clearly states what production techniques were likely used to create specific soundtrack parts, such as using VST instruments to make helicopter and breaking glass sounds for the setting, recording voices in a studio to make an evil impression for the mood, and using VSTs and recording in a sound studio to cut out noise for the music and voices.
The document summarizes sounds used in the video game The Walking Dead. It analyzes four key elements - setting, mood, game genre, and narrative - and describes the sounds used for each. For the setting of a zombie apocalypse in America, recorded zombie sounds were used with background music from VST or VSTi instruments. The mood is sad, reflecting the hardship of surviving, achieved through VST effects and background music. The genre involves surviving as a man named Lee with a girl called Clementine, using various recorded zombie sound effects. Small narrative sections show important decisions, with sounds recorded in a studio to remove background noise.
The document summarizes sound elements used in the video game Portal 2. It analyzes how sounds establish the setting, mood, genre, and narrative. For the setting, sounds portray a creepy, eerie scene using VST and VSTi plugins to create background ambience. Mood is more mysterious, with an impending sensation to continue, achieved through field recordings or VST effects. Genre as a first-person shooter is conveyed through VST sounds of the portal gun firing. Narrative is effectively created though minimal dialogue - only robots talk - with character recordings done in a studio to minimize background.
This document provides analysis of sounds used in a video game trailer.
The setting is described as inside the character Deadpool's apartment, where background noise like rain would have been recorded. Mood is described as comedy/adventure, and virtual studio technology effects were likely used to create ambient noise. Game genre is described as comedy/adventure, and virtual instruments were probably used to make screams in the background. Narrative techniques included using different voice actors to portray voices in the character's head. Dialogue was likely recorded in a studio to minimize noise.
This presentation discusses research techniques for game development. It explains that research involves investigating a topic to learn more about games or what audiences want. The document provides examples of researching classic and modern games like Zelda and Minecraft to understand what makes them fun and successful. These case studies demonstrate how gameplay experiences and feedback can be analyzed to inform the design of a new game.
Ken is dragged into a bank heist by his friend Kev. Kev gives Ken cocaine to calm his nerves, and Ken enthusiastically agrees to the plan. However, the heist goes badly wrong when Kev starts shooting and killing hostages for fun while Ken becomes sick. When the alarm sounds, Kev flees with the money while leaving Ken behind to be arrested by the police. Kev celebrates his escape with the stolen cash in his car.
A sound designer's job is to create and compose sounds and sound effects for various media like music, films, and games. They write music in a format that musicians and conductors can read. Sound designers sometimes work with actors to record sounds or use pre-recorded sounds. They must understand audio equipment and software in order to effectively edit and mix sounds, which requires research and training. Their work involves adding fine details to games and films by including subtle background sounds to complete the final product.
Ken is dragged into a bank heist by his friend Kev. Kev gives Ken cocaine to calm his nerves, and Ken enthusiastically agrees to the plan. However, the heist goes badly wrong when Kev starts shooting and killing hostages for fun while Ken becomes sick. When the alarm sounds, Kev flees with the money while leaving Ken behind to be arrested. Kev celebrates his escape with the stolen cash in his car.
Ken is dragged into a bank heist by his friend Kev. Kev gives Ken cocaine to calm his nerves, and Ken enthusiastically agrees to the plan. However, the heist goes badly wrong when Kev starts shooting and killing hostages for fun while Ken becomes sick. When the alarm sounds, Kev flees with the money while leaving Ken behind to be arrested by the police. Kev celebrates his escape with the stolen money.
The document provides an assignment brief for a student to complete units in creative media production related to computer game audio. The assignment involves researching sound design principles, analyzing existing game cut sequences, scriptwriting, budgeting, pitching an audio project, recording audio, editing with effects, creating sound assets, and programming sounds into a game. The student will produce a glossary, analyses, scripts, cost report, pitch materials, raw recordings, edited audio, sound effects, a game cut sequence, blog posts demonstrating sounds programmed into a game. The assignment aims to develop the student's technical and professional skills in audio production for computer games.
The game follows Workshop, who was born and raised in a scarce land called the Star. Workshop has the ability to transform between human and fox forms, with each form having a distinct personality. As a human, Workshop is kind and caring but seeks action, while the fox form is sneaky, quick, and able to see in a blue-tinted vision. The game mixes adventure, questing, puzzle solving, and third-person magic gameplay. Players complete daily tasks to gain villagers' trust or run through platforms, fighting enemies to gain abilities and items needed to defeat the game's boss.
The document provides an assignment brief for a unit on drawing concept art for computer games. It includes 3 tasks for the student to complete: 1) evaluate the purpose and use of concept art in games development, 2) produce a portfolio exploring different drawing media and techniques, and 3) profile a concept art style suited to their abilities. The tasks must be completed and posted online by the deadline of February 27th, 2015.
The document is a glossary of terms related to sound design and production for computer games created by Phillip Norris Wynne. It contains definitions for over 20 key terms sourced from online references and describes the relevance of each term to the author's own production practice. Some of the terms defined and summarized include Foley artistry, sound libraries, audio file formats like .wav and .mp3, lossy compression, audio limitations of hardware like sound processor units, and audio sampling concepts like bit depth and sample rate.
This document provides an assignment brief for a computer games audio production qualification. The assignment involves:
1) Researching sound design terminology and methods;
2) Analyzing sound design in computer game cut sequences;
3) Writing and recording a script for an audio cut sequence;
4) Creating a budget and pitching an idea for the audio production.
Tasks also include recording audio, applying effects, creating sounds, and programming sounds into a game. The assignment assesses learning outcomes related to understanding sound design, creating audio assets, and applying pre-production skills to a media project.