joemccabegamesdev.files.wordpress.com  · web viewi am going to create interactive sound timeline...

69
GO TO CONTENTS Department of Media and Communication EXTENDED PROJECT PORTFOLIO Academic Year 2016/2017 1 Student Name Year 1 – Write the title of your pathway Unit 8 – Extended Project

Upload: others

Post on 21-Aug-2020

2 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

EXTENDED PROJECT PORTFOLIO

Academic Year 2016/2017

1

Student NameYear 1 – Write the title of your

pathway Unit 8 – Extended Project

Page 2: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

CONTENTS

CONTENTS.........................................................................................................................................2

LIST OF FIGURES.............................................................................................................................5

LIST OF TABLES...............................................................................................................................5

DEFINITION OF TERMS...................................................................................................................5

Unit 8 - Project Proposal.......................................................................................................................6

.......................................................................................................6

Project Action Plan and Timetable.......................................................................................................9

....................................................................................................................9

CHAPTER 1...........................................................................................................................................11

Introduction........................................................................................................................................11

..............................................................................................11

The Background of my Project........................................................................................................11

Who am I?...................................................................................................................................12

What did I learn on my course?..................................................................................................12

What is my project about?.............................................................................................................12

Why my project is important?........................................................................................................13

CHAPTER 2...........................................................................................................................................14

Literature/Resources Review.............................................................................................................14

........................................................................................14

Introduction....................................................................................................................................14

Media sources, literature search and evaluation...........................................................................14

Requirements for my creative media production project..............................................................15

CONCLUSION - Who/what was my inspiration? /Contextualisation of my study.....................15

CHAPTER 3...........................................................................................................................................16

Research Design and Strategies..........................................................................................................16

.......................................................................................16

Introduction....................................................................................................................................16

Research Questions........................................................................................................................18

2

AC 1.1

AC 1.1

AC 1.1 2.1

AC 1.1 2.1

AC 2.1 2.2

Page 3: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Research Design Evolution..............................................................................................................19

CHAPTER 4...........................................................................................................................................22

Writing and presenting my research findings....................................................................................22

..................................................................................................22

Findings/Data analysis....................................................................................................................22

Conclusion - How did the research help me with my project? (Interpret Research).....................22

CHAPTER 5...........................................................................................................................................24

My Project...........................................................................................................................................24

.................................................................................24

Introduction....................................................................................................................................24

Pre-Production................................................................................................................................24

Production.......................................................................................................................................24

Post-production..............................................................................................................................25

CHAPTER 6...........................................................................................................................................26

MY EXTENDED PROJECT - FINAL PRODUCT........................................................................................26

.................................................................................................26

CHAPTER 7...........................................................................................................................................27

Project Evaluation...............................................................................................................................27

...................................................................................................27

APPENDICES........................................................................................................................................28

Extended project in creative media production Learning Outcomes and Assessment.................28

1. Understand the requirements of a creative media production project...................................28

2. Be able to use research methods to inform ideas for creative media production...................28

3. Be able to use skills, knowledge and understanding in the completion of a creative media project.........................................................................................................................................28

4. Be able to evaluate a creative media project...........................................................................28

REFERENCES........................................................................................................................................29

3

AC 2.1 2.2

AC 3.1

AC 3.1

AC 4.1

Page 4: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

LIST OF FIGURES

Figure 1- What is research...................................................................................................................15

4

Page 5: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

CONTENTS

Department of Media and Communication

Figure 2- How to ask good questions...................................................................................................16Figure 3 - My exercise 1.......................................................................................................................16

LIST OF TABLES

Table 1 - Project Proposal......................................................................................................................6Table 2 - Project Action Plan and Timetable..........................................................................................9Table 3- My research Plan...................................................................................................................11

DEFINITION OF TERMS

EP – Extended ProjectUAL – University of the Arts London

5

Page 6: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Unit 8 - Project Proposal

Candidate Name

Joe McCabe

Candidate NumberPathway Games Development

Project Title Sound history timeline

Section 1: Rationale (approx. 100 words)

6

AC 1.1

Page 7: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

I will investigate the evolution of sound within the industry, explore how sound has develop as the games industry has grown. I want to do this so I can evaluate the importance of sound design in video games in today’s video games industry. I am going to have to look into the history of games industry and how sound has developed and use of sound within it, how it has developed over time. This is important so people can develop an understanding of the role of sound in games. The audience I will be appealing to be games development students.

Section 2: Project Concept (approx. 200 words)

I am going to create interactive sound timeline exploring the history of video games showing the development of sound within the industry, using Game Maker. My main influences for creating this product are from tasks I have done on the course that have been about sound and history in the games industry and my interest music which made my question the meaning of sound in media and showed how important it is video games. In my research, I will look at important event in the history of sound design in the video game industry. I can look at key games in the industry that developed sound design in video games, for example pong and Pac-man. I can also look at consoles and how they have influenced the development sound design in the industry. My target audience will be people who have an interest in sound within the games industry and people learn about sounds design in the games industry, which I feel, will be in the age range of 16 to 25. For this concept, I will need access to the internet and Game Maker. I can add sounds into game maker to make the timeline interactive with text boxes around each sound to hold the interest of the audience.

Section 3: Evaluation (approx. 50 words)

I will make an evaluation for each part of my research I conduct. This will reflect on how that research relates to my aim to show how sound has been valued and used through the games industry and how it answers the questions that my research is based upon. I will write an evaluation at the end of my project analysis about the strength and weaknesses of my research and discus in if it was effective for my product. I will document if any of the ongoing research has given me any ideas in how I go about producing my project and discuss in my conclusion at the end of the project how much the research changed my idea from its ideal concept before I conducted any research. All evaluation throughout the project will be document on my blog. These will be weekly evaluations on my progress. I will also use focus group for testing the presentation of my project.

Proposed Research Sources and Bibliography (Harvard Format)

collins, K. (2008). Game Sound: An Introduction to the History,Theory, and practice of Video Game Music and Sound Design. London: Massachusetts Institute of Technology.

Kobic, S. (2012, september 12). The importance of sound design in video games. Retrieved from gaming enthusiast: http://www.gamingenthusiast.net/the-importance-of-sound-design-in-video-games/

mfiles. (unknown, unknown unknown). A Video Game Odyssey- an introduction to video game music. Retrieved from www.mfiles.co.uk: http://www.mfiles.co.uk/video-game-music-history.htm

unknown. (unknown). The psychology of sound in video games. Retrieved from amplifon: http://www.amplifon.ie/resources/playing-with-your-mind/

Table 1 - Project Proposal

7

Page 8: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Project Action Plan and Timetable

This section provides you with an opportunity to outline your planning and organisation over a period of weeks and the activities you will need to carry out to complete your project in the agreed time frame. The more time and thought you give to planning your project the more successful it is likely to be. It is important that you consider how you will balance ambition, time and realism in the realisation of the project. You should also include what you are going to do, how you will do it and by when. Remember to include: time spent sourcing materials and other resources to conduct research, seek feedback from tutors and peers, and identify when you will carry out independent study.Back of the Learner’s Progress Tracker Book, is an academic calendar. Please refer for dates.Project Action Plan and Timetable

Week Date WeekBeginning

Activity / What you are intending to do - including independent study

Resources / What you will need to do it - including access to workshops

wedCreating a mind map on who I am and creating a timeline of work I have produced while on this course

Create a mind map on text2mindmap.comUse piktochart to create a timeline.

8

AC 1.1

Page 9: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

wedCreating three ideas for my FMP and then choosing one idea for my FMP and creating a project proposal for it

Think about the work I did in the previous week to see which area in games design I am interesting in going into.

wedComplete task 1-5. These tasks are about where my product is in the industry, what equipment I need for the project, what my target audience is, what job roles are needed for this project and the legal and ethical issues with the project.

I will need to decide on what the style of my literature review as well as what are the areas of importance that I need to understand in order to complete my project.

wedGathering secondary resources for my project and creating a literature review for my secondary resources.

I will try to contact people in the industry through their websites or social media.

wedDoing primary research actives for my projectConducting interview with people in the industryCreating mood board focus on the colour and style of my timeline Experimenting with the layout of my timeline

I will need to use PowerPoint to create my presentation and look back at what I put for my project proposal to help me with this work.

wedCreating a PowerPoint to present my FMP more formally.Gathering more sources for my secondary research and conduct more primary research actives

I will start to use Game Maker to produce my timeline and look back at my literature review.

wedStart producing my product and seeing what information I am missing to complete it and then researching that information

wedEvaluating my project

I will evaluate my final product and use all work from the previous weeks to do so. I will do a focus group will some of the people in my class to try and get I idea of the strengths and weaknesses of my product.

Table 2 - Project Action Plan and Timetable

9

Page 10: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

CHAPTER 1

Introduction

Write an introduction to the Chapter - This opening section’s main function is simply to get the reader into the chapter somewhat gradually rather than jumping directly into the first section.

It can be as brief as one paragraph; it can be as long as three or more pages. If you prefer a briefer introduction, then begin with a paragraph something like this:

This project portfolio covers all the work I have done for my extended project for my first-year UAl Diploma in games development. The Project is an interactive timeline on the history of sound development in video games and was produced With Game Maker. This first Chapter holds all the background information of my project and then has an explanation on what my project is and why it is important to me.

For example:-

“This project portfolio is a report of my Extended Project for my first-year UAL Diploma in

Creative Media Games Film and TV pathway. The project is a short film about an

unemployed young girl who struggles to find the money to pay the rent to a landlord who

threatens her with eviction from the room she rents. This first chapter of the project portfolio

presents the background of my project starting with writing about myself, what I learned on

10

AC 1.1 2.1

Page 11: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

my course and who or what inspired me for my project. This is followed by explaining what

my project is about and why it is important. The chapter concludes with my research plan.”

The Background of my Project

This section is intended to provide a context for your project. It answers this question: “What special factors were at work that might have influenced the conceptualisation and execution of your project?”

Here you can take some of your previous writings and blog posts to address some of following questions. You can use any medium (Videos, photos, audio, sketches, etc.)

Answer the following questions using your Project Proposal to help you, but this is an opportunity to develop your rationale in more detail.

What is it that makes me do my project? (refer to your Who am I Task and your previous work over this academic year)

My personal experiences that influence my choices (idea for the project, my role in the project, how it relates to my future career)

What is the basic premise of my project? (what is the idea for the project) What do I seek to achieve and how it relates to my target audience?

Who am I?

https://joemccabegamesdev.files.wordpress.com/2017/03/text2mindmap-1.pdf

11

Page 12: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

What did I learn on my course?

12

Page 13: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

13

Page 14: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

What is my project about?

Explain the subject matter for your project, and why it is important. When defining your interest and or topic and or theme, define it regarding some observable event. Also add your role in the project

For example:-

“Today more and more teenagers are completing their education without real prospect to

find a job which will pay bills and offer a decent start in life. Facing the challenge of not being

employed and having to pay the bills, Maria a 23-year-old veterinary nurse has decided to

look for alternative ways of earning money. The film I have created for my FMP is a story

about Maria’s struggle to earn money to pay the rent and not be evicted from her home by

the landlord who gave her 24 hours’ notice to find the money. Faced with the deadline and

not heaving job or someone to borrow the money, Maria in desperation turns to crime. She

decided to rob the local shop.

My role in this project is writer/producer and film director.”

Why my project is important?

Describe this in general sense as a statement of why you wanted to do the project. For example, as a desire to improve something or a desire to understand something, to entertain, inform, educate, to develop skills and knowledge in given media

industry context, etc.

14

Page 15: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

CHAPTER 2

Literature/Resources Review

Introduction Include the introduction from your blog post for your Literature/Resources (2.1) here. The introduction should be relatively brief, simply providing an overview of the chapter

This is my literature review which will show all the secondary research that I have found and how it is relevant to my project. The style of this literature review is Theatrical meaning the sources are separated in to themes and topics.

For example

“A large body of resources (films, web pages, literature, magazine articles, etc.) on the short film, roles of writer, producer and film director, the topic of unemployment and youth crime, professional skills and practices provide a basis for my Extended Project and final short film.

This chapter will present a review of different literature and resources I have consulted for this project and how it influenced my further research, study and development of the final idea for the project. The chapter will start with my Practitioners Report looking at two prominent film directors. It also looks at the magazines and web sources relating to unemployment and youth crime. The chapter concludes with ideas and key conclusion of all resources used in this chapter. “

History of music and sound

These resources focus on the evolution of music in the history of games. The reason why this work is relevant to my project is because the main focus of my project is on History of sound design in video games and part of sound design in video games is music so this research is directly relevant to the project.

 

Source 1. The Evolution of Video Game Music by all things considered.

 

15

AC 1.1 2.1

Page 16: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

This source is an audio article talking about the evolution of video game music. It also talks about video game music popularity as well as the effect of video game music on the player and the function of video game music. It talks about a few games specifically and what they did with their sound design like pong and how it sounds were very simplistic, space invaders and how the sounds and music speeding up effected the player’s actions and caused the player to start to panic.

This source has helped me identify key games that where important games in video game history that used sound in a unique way like space invaders. The music speed up did effect the players action as stated in the article form an interview with the video game composer Tommy Tallarico “If you remember in Space Invaders, you know, as the ships started to come down, the aliens, and as they got closer and closer, the sound got faster and faster. Now, what the game programmers did was that they took the person's heart rate, and as they're getting closer and closer, people would start to panic. Now they'd do the same studies without the sound, and the people wouldn't panic as much. And it goes to show and prove how significant audio and music are”-(Tommy Tallarico-2008) this shows me that no matter how simple the sounds are that still can affect the players actions. This helps me evaluate the importance of sound design in video games.

 

Source 2.  Pac-Man to Pop Music: Interactive Audio in Games and New Media by Karen Collins 

 

This source is a book that was edited by Karen Collins and was made with a bunch of contributors that work in the video games industry or around it. There is a lot of information in this book about interactive sound in video games but the part I am primarily focusing on is the brief overview on the history of sound design in video games on page number …… This brief history talks about the very begin of video games to the very first game that used sound and then talks about the current state of sound design now. It also talks about some key technology and video games that I can investigate further in my research.

 

16

Page 17: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

For this source I can get information on key games that have importance in video game sound design and I can investigate with further research but also take away a general overview how those games used there sounds. I can also get an idea of how video games were view by the public audience. Quote” Video games music may initially have been view as a gimmick, but it was soon to be taken more seriously”

 

 

Source 3.   From the Arcade to the Grammys: The Evolution of Video Game Music by William weir 

This source is an article about video game music and targets specific piece of music and composers and what those pieces of music did for the games industry and what the composers did for the games.

 

From this source I am able to get information on key games and music that is very important to the development of sound design in the video games and how they are important that can be added as key events on my timeline.

 

 

Analysis

From these sources I have gather some understand on important events that have happen that have advance the development of sound design. Like important game in sound design like Pac-man which gives industry some of its most iconic sounds like the waka waka sound that Pac-man makes or the music that plays at the start of the level. I also learn of important games consoles like the nes which had a five-channel sound card and had a channel for each sound. To further my research I will have to look into soporific   

17

Page 18: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

resource that target these games and consoles for factual information on what impact they had and a deeper detailing of what they did.

 

Key technology

These articles talk about the key developments in technology in video games. This is relevant to my project as the key developments in sound design are part of the history of sound design as these developments did advance sound design and change the way it was used and view.

 

Source 1. 10 inventions that changed the history of game sound by Asbjoern Anderson

This source is an article about some of the key technological deceives in sound design and music in video games. It talks about 10 devices specifically and gives background information on the device about what it does and what impact they had on the development of sound design in the industry.

 

One of the key devices I can use for my timeline are the dedicated sound chips that where talked about in this article. Sound chips were made in the early 80’s and made it so a single chip can control the input and output of all sounds on a computer or console. This allowed for different sounding music on different devices and producing more unique sounds.

 

Source 2.  Interviewing veteran composer Barry Leitch (Part I). Sound chips (from ZX-81 to the SNES) by Jesus.

This source in an interview with Barry Leitch where he talks about his experience with games technology through the time has worked in the industry and before he was working in the industry.

This source gives me information on some key technology that is very important to the history of sound design in video games. For example from

18

Page 19: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

this quote” the Commodore Amiga came out, which had 4 channel sample playback, which was great, you could actually have the sound of a real sampled guitar in there.”(Barry Leitch-2015) From this quote I can tell what the commodore Amiga did and how it help music composers in the industry develop their music. I can also look further into the commodore Amiga and look at the impact it had on music and sound in video games and then use that information for my timeline.

 

Source 3. LGR - Roland MT-32: Retro MIDI Music Revisited By Lazy Game Reviews

 

This source is a video on the Roland MT-32 and talks about the device does and how it impacted the games industry. It also gives a few example of the device being use on some soundtrack and compares them to different devices available around the same time of the devices creation.

 

This source gives me important information on the Roland MT-32 and shows my how it impacted sound design in video games industry and why it is important to the overall development of sound design in the video games industry. I can include this information in my timeline as one of the key devices for music in video games.

 

Analysis

Form this research I have learned about some of the key devices that were used. They were very important to the development of sound design. I have learnt so far of a few devices, what they did and how they impact the development of sound design. For example dedicated sound and sound cards were made in the early 80’s and made it so a single chip can control the input and output of all sounds on a computer or console. This allowed for different sounding music on different devices and producing more unique sounds. I will try to get more technology that helped the development of sound design in

19

Page 20: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

video games and get factual and statistical data on these devices to show what I have learnt

 

 

Practitioner experience

These recourses talk about practitioner in games design and their experience will the evolving Technology of the industry. This is relevant to my project because learning from what people in the games industry have experience can give me information on what the key events where that advanced sound design and how much sound design is valued in the industry.

 

Source 1.  Interview: Silent Hill Sound Designer Akira Yamaoka

This source is an interview with Akira Yamaoka. This focus of the interview is about how the sound designer uses sound to create an atmosphere in the environment and how he uses it to control the player’s actions

 

Source 2.

This source in an interview with Barry Leitch where he talks about his experience with games technology through the time has worked in the industry and before he was working in the industry.

 

From this source I am able to gather information from software and hardware that Barry Leitch used while in the games industry and from that I can find important devices to music in video games and evaluate how important those devices where to the history of sound design in video games

 

20

Page 21: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Analysis

Form these sources I have learnt about how the sound evolved and how they adapted to that change and what where they key development in the industry for sound design during their time in the industry. This helps me understand key events from people with experience in the industry.  For my primary research I can do something similar to this as I could do interviews with practitioners in the industry and ask they question on their experience with the industry and sound design in video games. I could even ask them about important technology in the history of sound design since they would know more about then anyone in the industry as it is their job.

Requirements for my creative media production project

How the industry is structured The industry is structured to need each other on each other to work.

Platforms

Where the games are played by the consumers in the market. Without platforms there would be nowhere for people to play the games made by the developers. All the modern platform nowadays have a built in marketplace or access to a marketplace where people can buy and download games onto their platform and because on this retailer have less power in the industry and sell less games in their stores. Examples of consoles in this current generation are:

The Xbox one,

The PlayStation 4,

The Nintendo switch

Pc

21

Page 22: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Publishers

Publishers are the company’s that help developers manufacture, market and distribute their games. They also finance the funds for the games development and can have direct influence other certain aspect of a game such as its business model and pricing. Publishers also deal with the distribution of the video game so they can choose the platforms the game is played and how it is distributed digitally and physically

Example of publishers within the games industry are:

Electronic arts/EA

Nintendo

Square Enix

Media

Media is how games gain relevance to the consumer. Games cannot become known to the consumers without any form of media to spread it around in.

Types of media:

Press

Press are journalists, critics and reviewers that focus on topics, themes and product in the games industry. The press can affect the sales of video games and the reputation of developers and publishers.

YouTube

YouTube is a media website with a strong focus of videos and sharing videos. It is one of the biggest sites for it medium and a lot of big

22

Page 23: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

games company’s upload there trailers and promotional videos from there games on YouTube as it is very likely that those video will be seen be there target audience.

A lot of publishers and developers create websites for the games they are producing so people have a place to go if they want to buy the game or want more information on the product.

DevelopersDevelopers are the people who make the games that the publishers are marketing. Without developers the game cannot even be made and there would not even be a product. Developers can work without a publisher but they would be more independent games and all most all triple a games have a publisher.

Example of games Development Company:

Rock star

Bio ware

From software

Education

Education is the part of the industry where people will learn about how to get any job within the industry by learn skills and habits required for the jobs within the industry they are looking for. Without education it would be hard for people to develop skills need for a career in games development and harder for developers to get a measure of people they what to hires skills.

23

Page 24: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Industry Bodies

Industry Bodies are non-profit organizations that are seeking to advance a certain profession, the interests of people working in that profession and public interests.

Examples of industry bodies in the games industry.

Ukie

Ukie is one of the few trade bodies in the games industry. They make sure the industry can prosper in economic, political and social environments.

PEGI

The Pan-European Game Information is an age rating system established in 2003 to help parents make informed decisions on buying computer games. This is a rating system used through most of Europe and every game needs to go through pegi and its age rating system to publish their game.

Where my project fits in the industry

I think my project will fit in the education part of the industry as an educational product that can teach students in games development about sound design and its history within the video games industry.

It will be an independent work rather than mainstream as it does not need a big team to be produced or even a big budgets. I a task that can be completed by a small team in a small about of time.

24

Page 25: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Organizations that maybe interested in publishing my work.

I think organization that has an interest in the games industry as a whole and wants to see it develop in the industry. An organization like TIGA which claims to represent the games industry as a whole and has a section on their website about education in the games industry. They say the quality of the workforce is one of the key components of the games industry and that is achieved by highly qualified workers. This makes me feel they may be interested in publishing or promoting my work as I can improve the education section of the games industry.

Another organization that maybe interested in my work is Fun atomic an educational games development company that takes on projects that are aimed are make fun educational games and game related products. They are open to suggestion for project to work on does seem to fit with the kind of work they have already produced.

I think this work will be for a niche audience as I don’t think something educational will be for a mainstream audience and I think the target audience is too specific to mainstream. This would be niche because it targets one specific audience in the education system so it will now be made for people who want to learn about the development of sound design in video games so even if they are studying games development I am focusing on the people who are

25

Page 26: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

interested in sound design in video games. Because of the very specific audience I am going for the target audience will be small number of people and therefor a niche audience

 Task 2This task will show that equipment need for my project to be completed and the price of that equipment

Consumables

Pen and paper with be equipment essential to this task as I will be the main way I can organize my ideas and wright down notes for primary research I conduct as I will to be able to use a computer for most primary research so a notepad is more easily accessible.

 

Software

Game Maker is needed so to make the product on. This software is needed so the product can be interactive so I can engage the audience in the timeline in an interesting way. Game maker will cost at least £115 if I wanted to publish my work on the web with the latest edition of game maker. This would be ideal to have but all I currently have access to at the moment is the older version of game maker. The 1.4 version. I can still create my timeline on this software however I do not believe I can publish my timeline onto the web with it.

Microsoft office

I will need Microsoft office for my project as I can use it as a place to gather information for my research that can be used in the timeline. For price Microsoft office is a monthly subscription that cost £8 a month so for this project I will need at least 2 months so that will cost £16.

 

Audacity

26

Page 27: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Audacity is a free audio editing software that is needed for my project so I can edit and add sounds to my project that can be added into game maker. If I am sourcing sounds from famous games I can use audacity to edit and refine them.

 

Specifications and computers

For Hardware, I will need to have at least the recommend specs it takes to run game maker which are the following:

64bit Intel compatible Quad core CPU 8GB RAM DX11 based Graphics card Microsoft Windows 10 SSD with at least 3GB free disk space

 

For a computer with these hardware requirements there is the HP Slimline 411-a005na Desktop PC & 24. It has the hardware requirements to run game maker and has built in Wi-Fi that I can use for research. This computer will cost £400 pounds.

 

 

Services

The Internet

The internet is important to find secondary research for my product, which gives me a wide range of resources to use for research.  I will need access to the internet for this project as research is a needed in creating a timeline because of the amount of knowledge there already is on the internet.

 

 

27

Page 28: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

What I can access to now

 

Right now I have access to Microsoft office and the internet but I do not have access to the new paid for version of game maker and have older version of it the 1.4 version of Game Maker. I also have access to audacity.

 

BibliographyMicrosoft. (2017). store: Microsoft. Retrieved May 26, 2017, from www.microsoft.com: https://www.microsoft.com/en-gb/store/b/office?WT.mc_id=pointitsem+Google+Adwords+Office+Generic+-+EN+-+UK&s_kwcid=AL!4249!3!193457508844!e!!g!!microsoft%20office&ef_id=WSfp0gAAAa2H1fnw:20170526104059:s&invsrc=search

yoyogames. (n.d.). Get: yoyo games. Retrieved may 25, 2017, from www.yoyogames.com: https://joemccabegamesdev.wordpress.com/

 

 

 

 

Task 3 

The target audience I am going for on this project are people with an interest in games design and or are in education for games development. According to the international game developers association 93% of respondents have had some college/vocational/trade school or above.

The majority of students in games development are white Caucasian males so that’s what I want my target audience to be. The age range I want to target is

28

Page 29: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

16-24 as majority of games developers fall within that the age range of 25-29 and very little are employed in the range of 16-24 because they are in college or university studying to become games developers.

 

Occupation: student

Age range: 16-24

Gender: Male

Race: Caucasian

Education: in education, currently. College or university.

 

I creative individual who has a strong passion for the games industry and their career in it. They live, breathe video games, they really want to explore what developing games can offer them and love to play video games as well.

 

 

29

Page 30: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

The second target audience I want to go for are games developers who are interested in everything about the games industry and like to see other people’s perspectives on and attitude towards it. Most games developers are the same as the students as they are white Caucasian males but there most common age range in 25-29.

 

 

 

Occupation: Games Developer

Age: 25-29

Gender: Male

Race: Caucasian

Education: university education

 

The developers are a person who cares more about the production of their games and the games industry then their own place in it. They are resourceful and can find creative solution to problems while also enjoying a good sense of humour from people around them.

 

30

Page 31: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

 

 

 

Task 4- Job roles

 

 

Audio designer

 

Qualifications

A BTEC level 2 Diploma in music technology

A BTEC level 3 Diploma/Extended Diploma in Music Technology or production Arts

Skills

Communication skills Mutli-tasking skills The ability to adapt to new technology Familiarity will other sound artists and audio visual media Sound production skills Recording skills Mixing skills

Knowledge

This is the knowledge of what my job is about and Sound designer will be mixing sounds in various stages to the final mix. Maintaining and organizing the in-house sound effects library. Working with various people like producers, directors, engineers and voice actors. Creating original sounds and or sourcing and remixing them.

31

Page 32: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Experience

Needs lots of experience as the market it highly competitive. The experience needs to be relevant to the job. Anything in sound production, editing, mixing or recording can could as relevant experience.

 

Personal attributes

I good ear. The ability to multi-task. The ability to be able to adapt to new task and work flexibly. Familiarity is the work of sound design and knowledge of sound effect

artists.

 

Practitioners

 

James Magee

He is a freelance games sound designer currently working for Sony computer entertainment. Has been working in the games industry since 2009 and has work on games such as halo wars 2 and alien: isolation.

 

Jaclyn shumate

She is a video games sound designer that is currently working for Microsoft studios. She has been working in the games industry since 2006 and has work on games such as fable journey and plants vs zombies.

 

These are possible team member Jobs Roles I could have on this project.

 

32

Page 33: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

 

Concept artist

I would need a concept artist because I want someone to show the different ways I can make my interactive timeline visually interesting to audience. The concept artist will have to be a good communicator, be flexible and adaptable, experience will illustration software and to be able to interpret other people’s ideas.

 

Skills

Communication skills

Observational skills

Creativity skill

 

Qualifications

You will need a degree or HND in an art subject such as fine art, graphic art and illustration.

 

Experience

You will need a lot of educational experience for this job role. You will need lots of drawing experience as well as experience with 3D modelling software like 3Ds max and 2D art software like Photoshop.

 

Knowledge

33

Page 34: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

You will need to know how to use 3D modelling software’s and 2d software’s. You will need to how to be able to draw life in to your art and knowledge of anatomy and architecture.

 

Personal attributes

The ability to pay close attention to detail.

The ability to work in a team and independently

 

 

 

Project manager 

 

I would need a project manager in my project so that I could have someone to organize the project and keep everyone working on it

focused on what the aim and goal of the project is. Then can also be the person who can solve and deal with legal problems that might

come up during the project. A project manager will to be able to manage people, time and the resources that are available, strong

leadership and communication skills as well as knowledge of the games industry and how it work.

 

Skills

Skills with project manager software, for example Microsoft project.

Multitasking skills

Leadership skills

Management skill with people, time and resources

Decision making skills

34

Page 35: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Organisational skills

 

 

Qualifications

There are no real specific qualifications for a project manager, you just need relevant experience.

 

Experience

Experience is probably the most important for this job role. You would need to a good track record across the whole life cycle of

a game development project as well as demonstrating management experience from other industry because I can help you.

 

Knowledge

You will need a detailed knowledge games industry to back up your experience and qualifications.

 

 

Personal attributes

Being able to motive the team working on the game

The ability to create good relations with your staff and co-workers

The ability to handle clients well.

 

 

 

35

Page 36: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Creative director

 

I think a creative director would be good team member to have as they would be able to give input on creative ways the audience can

interactive with the audio visuals and text of the timeline. A creative director should have a good Imagination, creative solution to

problems, good communication skills and presentation skills and has to be able to understand the target audience and what would

attract them to the product.

 

Skills

Communication skills

Problem-solving skills

Decision making skills

 

Qualifications

You don’t any formal qualifications for this job role but most creative directors in the industry are graduates that have study in visual and technical arts.

 

Knowledge

You will need to understand the whole process of games development and plan for financial outcomes. You will need a detailed

knowledge of the games industry and how each component of a game works and how they make the final product.

 

 

Personal attributes

The ability to inspire people to create the best product possible.

36

Page 37: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

A strong Passion for games.

 

BibliographyBay, J. (2014, July). Careers: Gameindustrycareerguide. Retrieved from /www.gameindustrycareerguide.com: http://www.gameindustrycareerguide.com/how-to-become-a-video-game-sound-designer/

Creative skillset. (Unknown). Creative Industries: Creativeskillset.org. Retrieved from Creativeskillset.org: http://creativeskillset.org/job_roles/328_creative_director_games

Creative skillset. (Unknown). Job Roles: creativeskillset.org. Retrieved from Creativeskillset.org: http://creativeskillset.org/job_roles/328_creative_director_games

Marten, S. (2013, March 13). Sound designer-Creative and cultural Skills. Retrieved from ccskills.org.uk: https://ccskills.org.uk/careers/advice/article/sound-designer

 

 

Task 5

 

Copyright

Copyright laws in the UK states that the contents of my work is protected by copyright law but no the idea of my project is subjected to copyright law so and thing I wright and the sound I create cannot be copyrighted but if some else makes an interactive timeline on sound it is not subjected to copyright law. If I wanted to use someone else’s martial then I would have to ask them for permission to use their intellectual   property. This can include:

37

Page 38: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Music Recorded sounds Use of trademarks and imagery.

 

 

Gaining permission

When ask permission to use someone work it is not as simple as just ask the creator if you can use their work. You will have to ask the publishers of that work and their permission department or getting a copyright clearance service.  The publisher also may not be able to give you permission directly and can direct you to the copyright owner. If you know the copyright owner it is possible to get permission through a private licencing agreement but is best that is it a written righting so the agreement can bot be changed in the future. If it is from a website they you need to ask the webmaster of that website and if it is a photograph you will need to ask the taker of the photograph.

If you are apply for permission then you will have to include the following in your appeal:

 

The name of the author of the work and the title of the work you with to use.

 

A description of the exact content you want to use. This must include any images/illustrations, version, title, chapter/page number, the start and end points of the extract you want etc.…

 

Then you must include how you will use that work. This can include:

If you are going to performed, re-recorded or adapted in any way.

 

38

Page 39: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

If you will alter the work in any way. You must give specific details of what is going to be changed and how it will be changed while also assuring the copyright holder that the work will not be used in any way to slander or disrespect the author.

 

How much you are estimated to sell if you are selling the product.

 

How the work will be reproduced. For example if it will be published as a book or released on the internet as a downloadable product.

 

Paying the author of the content

If the product is being used for comical use then the author of the content needs to paid some of the profits from the total about of units. If the product is non-profit and cannot generate any money that the author does not need to be pay anything to the author.

 

Health and safety

One health and safety risk leave drink near the computers and electrical equipment as if they spill it can damage the equipment and cause electrical fires. I can avoid this risk by having drinks in bottles and always putting the lid on properly or not have drink near the equipment at all.

 

Another health and safety hazard can be lose wires that can be trip over. If any wires are also damaged then it is also another hazard as it can electrocute someone. This can be avoid by putting all wires away for any path anyone can walk into and away from my work space.

 

39

Page 40: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

To make sure that my product is legal and ethical make sure that any work that I will use in my product it properly referenced with confirmation and a paper work from the copyright holder if I can use their work. I will also make sure that all my information is factual and not biased towards my own opinions.

 

Homework Task

 

Skills and techniques

Research skills 

I will need to have research skills so I can find source and information that I will be able to use. I will need this for both primary and

secondary research.

Organisation and time management skills

I will need organisational skills for this project so my work has a structure that is easy to follow and so I can stay on top of deadline for

this project.

Problem solving skills 

I will need problem solving skills as I don't know if any problems will occur during this project and will need to solve that as fast as I

possibly can.

Independent skills

 I will need to have independent skills for this project because I am working mostly on my own with this project so I will have to know

how to develop my project on my own

Creative skills 

I will need to develop my creativity skills so I can keep my project interesting and engaging. I can make the project interesting creativity

by use interactive sounds in different ways or making the layout of the timeline creative.

Decision making skills.

40

Page 41: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

I will need decision making skills so I can decide on what software I am going to be using and how I will be using it and what I need in

order to complete the project.

Spelling and grammar.

I will need to develop my spelling and grammar as it has been where I have lacked in a lot of my other work and is essential for my

work so it can be readable and grammatically correct.

CONCLUSION - Who/what was my inspiration? /Contextualisation of my study

Answer the following questions

What are similar media products and how is my work related to them? (position yourself in relation to similar media products)

How similar media products influence my project? How they shaped my project? (Thought and action)?

What did I learn from similar media products? (compare similar media products, how it influenced my perspective and ideas for the project)

Identify requirements for your media project

CHAPTER 3

Research Design and Strategies

Introduction

41

AC 2.1 2.2

Page 42: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

This chapter is ‘How-to’ section of your Extended Project. In this chapter you have to introduce and explain the design of your research and experimentation activities and how your information/data was collected.

Examples of the activities you may have conducted are:-

Experiments, exercises, workshops, interviews, focus groups, photography, observations, museums, galleries, drawing, filming, visual and audio surveys, character profiles, location surveys etc.

Content research, production research, people, locations, events, other materials i.e. props, costumes, scenery etc.

The introduction should be relatively brief, simply providing an overview of the chapter.

For example

“This chapter explains research design for my Extended Project. It starts with research questions and follows by the description of the research design and research methods used in my project.”

This explains what research design I have for my project and contains questions and a description of my research design and what research method I used for my primary research for my project

42

Page 43: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Figure 1- What is Research

43

Page 44: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Research QuestionsThe main intent of my Extended Project is to show people what where the main key developments of sound design where and how sound sound has grown through the history of video games so that if they are interested in the games industry they can use this kownleadge in the future. If the timeline is ineractive they it could be more memorable to the user and are more likely to memeobore the information given to them on the timeline. The main Question in my research design are what where the key piece of technology that have developed sound design in video games?, what they did?, how they work and the impact they had

Figure 2- How to ask good questions

44

Page 45: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Figure 3 - My exercise 1

Research Design Evolution

For my secondary research I focused on three main topics. The History of music and sound, the key technological developments in sound and music design in video games and practitioner experience.

For my research actives the first thing I did was time to contact some people in the industry and interview they on the importance of sound and what they think I are the key development in sound design in the history of video games. From them I managed to get a replie from Barry Leitch who was happy to do an interview online through Facebook. Here is the interview.

Interview

1. How important do you think sound is to contemporary video games? Very important. But music and sound effects bring two different things to a game. The sfx bring the realism and feedback you need to immerse yourself in gameplay. The music brings the emotion

2. How has the process of music composition for games changed over time? Why do you think this is the case?Totally changed. There's a lot less Fu***** around in source code trying to compile some dodgy music driver that may or may not actually work. The flipside is you spend a lot more time listening to different sounds

45

Page 46: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

trying to find the right one. These days you have every sound imaginable at your fingertips, and instant feedback while composing.

3. What would you say where the key developments that advanced the sound and music in the games industry?

The key developments - how far back do you want to go? I mean the C64's SID chip was absolutely ground-breaking at the time. It enabled computers to play back music that actually had some resemblance of real music. Then the Commodore Amiga having the ability to use samples of real instruments. The Roland MT32 giving people a full synthesizer in their computer, Then CD rom storage. The ability to store full traditional music. Since then the main improvements have been software based, real time DSP effects being added in game etc.

4. Do you believe the role of sound design and music composition in video is more important to games now than it was when you first started working in the industry? If so, why?

No, I think it’s always been as important. It's the emotion for the game.

5. What technology did you use to produce music when you started working in the industry and what do you use now?When I first started I used a commodore 64 and a copy of Electro sound

(a really bad sequencer), now I use a PC & Renoise & VST's. I had a bunch of synths and studio gear in the 90's to mid 00's but it got outdated so fast.

6. How involved are you in the development process? How does this compare to when you first started?

I'm freelance these days so I'm always somewhat removed, being in house you get the opportunity to contribute to storylines and gameplay ideas more. Although I've always made suggestions on the game when I get to play a demo of whatever I'm working on. I think it's always stayed about the same level of involvement.

Reflection of interview

From this interview I was able to learn some of the key devices in technology that advance the development of sound an even a brief description of what they did for video games. This can help my in further research as I can look into these devices and add them to my literature review.

46

Page 47: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Mood boards

I created a mood board on colour so I could get me idea on what kind of colour pallete I will be using for the timeline and each decade. This mood board that I have created has help my understand what colours could be for each decade and help me notice trends in colour throughout the video games

Reflection on colour mood board

From this mood board I have learnt some on the trends colour has gone through out the decades of video game history. The colours in the 70’s are very simple and there is a lot of black in the background of most

Experimentation

On Game Maker, I experimented with how my rooms were going to be laid out on the software.

From doing this I have learnt that I should probably make a room for each decade as I would be easy to navigate through from start to finish rather than more room and have rooms that do not side scroll will be either too big so you cannot see the information or visuals because the camera will be zoomed or there will be too many rooms.

In this chapter, you will expand on what you wrote in your project proposal. Write about what you researched and how you collected your information/data (research activities). Remember, in this chapter, you will only write what you have researched and what research activities you used. In the next chapter, you will write about your findings, analysis

47

Page 48: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

and conclusions (2.2). In the following chapter, you will write about your findings and analysis using the same themes (see below) for the sub-titles.

Detailed below are possible methods you are could use for your research. This will be the research activities you have conducted. The secondary research about your subject will be in your Literature Review. (Chapter 2)

This is anything done by you, and it could be such as:-o Online questionnaire – you could ask your Facebook friends to comment on your project

idea and give you some additional ideas how you can make it better.o Get the feedback from your lecturers and peers and reflect on it in relation to your

journey.o You can contact companies, council, artist depending on what is your project about to

get their opinion on your project idea. o You can use your phone or tablet to research, take photos of possible locations and

places that you can use in your project. o Practical activities such as creating models, drawings, recording, filming, working in

Photoshop.

You could use the following research themes as separate sub-headings

• Target audience

My target audience are students within the games industry between the ages of 16-24. These are the people who are most interested in an educational product about the industry as they are the audience that is most likely to learn from it. The main type of media then will like is video games as it is the subject that are studying and social media and the internet as then are younger people on certain social media websites then older people.

• Skills and techniques

Research skills

I will need to have research skills so I can find source and information that I will be able to use. I will need this for both primary and secondary research.

Organisation and time management skills

I will need organisational skills for this project so my work has a structure that is easy to follow and so I can stay on top of deadline for this project.

Problem solving skills

48

Page 49: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

I will need problem solving skills as I don't know if any problems will occur during this project and will need to solve that as fast as I possibly can.

Independent skills

I will need to have independent skills for this project because I am working mostly on my own with this project so I will have to know how to develop my project on my own

Creativity skills

I will need to develop my creativity skills so I can keep my project interesting and engaging. I can make the project interesting creativity by use interactive sounds in different ways or making the layout of the timeline creative.

Decision making skills.

I will need decision making skills so I can decide on what software I am going to be using and how I will be using it and what I need in order to complete the project.

Spelling and grammar.

I will need to develop my spelling and grammar as it has been where I have lacked in a lot of my other work and is essential for my work so it can be readable and grammatically correct.

• Production research

Explain what and how:

The production of this product can be in a small team of people or by one person. If I were to work in team to create this product then there will be certain production roles that will be needed. I will need a project manager to organize the project and keep everyone on target, a sound designer to manage the sounds that will be in the timeline and create any sounds that maybe needed and a creative director to help make the ideas interesting. If the project would be carried out by a team then me would all use skype to communicate with each other if they cannot talk to them in person themselves as it is easy to create groups on there and is a app everyone can help on their phones nowadays for free so I believe it is very accessible to everyone.

o People needed for the production/availability (how: emails, Facebook, Skype conversation, etc.)

49

Page 50: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

o Research production roles that you will need to carry out and how to do it successfully (how: the internet, media books, etc.)

o Production schedule (how: create your own) o Budget (How: secondary internet, primary ask yourself) o Recce research/location needed (how: take images, contact individuals for

permission, etc.) o Health and safety research ( How: take images, check locations yourself, ask for

permission) o Visual ideas (storyboard optional) (How: take images, create sketches, get

inspired by other people ideas, etc.) o Props (how: make a list, ask to borrow, make it, buy it, use what you have)o Production (techniques, hardware, workflow) ( how: research what you need /

how: try it yourself) o Post -production (Edit, colour correction, VFX, etc. ( how: read, watch how other

people/professionals do it, try it yourself)

List all research activities

What activities did you conduct to answer your questions and collect the data? Write about information/ data you collected; your choice of data presentation and how you structured your information/data analysis.

The research activities should be identified such as:

Observations (observational drawings; using photography, video and audio to collect data)

Documents analysis (written, but also video and audio documents) Workshops Interviews Focus groups Surveys (visual, audio, etc.) Experiments Tests and measurements

Email interview

50

Page 51: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

I can interview people in the games industry that have been in the industry long enough to see sound evolve in games. These would more than like be sound designers that have worked on a long running franchises. This would help my collect data on what were the key events

Observation

I can obverse how other people have present their timeline to a similar target audience and try to see key techniques and process that they have uses to create it that will help me create my timeline.

Experimentation

I can experiment with different presentations for my timeline on game maker and try to share it on social and other places to see if the design is interesting enough to capture the interests of my target audience.

51

Page 52: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

CHAPTER 4

Writing and presenting my research findings

In this chapter, you will summarise the collected information/data and the statistical treatment, and/or mechanics, of analysis. You should start this paragraph by briefly restating the topic/theme of your project (take it from Chapter 1).

Explain the object of each question, research activity, point out results, and present those results in a chosen form of summarised information/data. Select method of presenting data carefully.

In a quantitative study, the results usually begin with a description of the sample (e.g., sample size, description of participants who were excluded and why, handling of missing data). Next, descriptive statistics (e.g., frequencies/percentages for categorical variables, means, standard deviations, and ranges for continuously measured variables) are presented.

In a qualitative study, the results often include many quotes from participants who were interviewed. Here you should also present your non-textual elements such as photos, videos, audio files, maps, tables, charts, mind maps, SWOT (strengths, weaknesses, opportunities and threats) analysis, etc.

Findings/Data analysis

What strategies did you use to analyse your data?

What did you find out?

Conclusion - How did the research help me with my project? (Interpret Research)

What did you learn from your research and how it informed your project?

Present explain and contextualize findings

Background and context of the work (refer to work produced in Chapter 1)o What is it that makes me do my project? I want to do my project because I have

an interest in the history of video games and find sound design to be the most interesting part of video games so I want to make this project because I am interest about my topic as much as my target audience.

o My personal experiences that influence my choices (idea for the project, my role in the project, how it relates to my future possible career)

o What is the basic premise of my project?

52

AC 2.1 2.2

Page 53: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

o What do I seek to achieve and how it relates to my target audiences? The end result I want to achieve with my project is that my target audience can find this timeline interesting and the information valuable so that can use it for their future if they want to go into the video games industry.

Use Findings to contextualize my Project (Present and Discuss Findings) (refer to work produced in Chapter 2)o What are similar media products and how my work relates to them (position

yourself in relation to similar media products)o How do similar media products include my project?o How they shaped my project? (thought and action)o What did I learn from similar media products? (compare similar media products,

how did they influence your perspective and ideas for the project – talk about both script and techniques)

Organise and express your idea (Pre-Production Portfolio) (three ideas from week 2)o Originate a range of ideas – list all ideas you had and explain how you chose the

final idea o Analyse each idea for viability - use focus groups and lecturer to supporto Map and analyse your Ideas (Mind mapping, SWOT analysis - strengths,

weaknesses, opportunities and threats).

53

Page 54: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

CHAPTER 5

My Project

Introduction In this chapter you should present the level of self-direction, personal initiative and commitment necessary to progress ideas and find solutions, and the practical, theoretical and technical comprehension, appreciation, knowledge and proficiency necessary to achieve identified goals. The ability to plan and organise work within a given timeframe and the efficient production of outcomes both individually and collaboratively.

Pre-Production

Produce Pre-Production Portfolio, which will formally define your project (location survey; risk assessment; treatment; script; budget; schedule, character bibles, design documents etc depending on your project.)

Identify your role - directing (managing the team) crew, actors, games designer, concept artist, foley artist, sound design, model maker, camera, yourself etc depending on your project

Collaborating and working as a team – do not worry if you are working on your own!

Dealing with production problems (delays, equipment breakdowns, changes in schedule, etc)

Use of visual, audio and interactive media skills to complete your media project Pitch your proposal to the production board (video recording of your production

board presentation) Analyse your target audience. Investigate the target demographic and record the

type of media or entertainment they consume

Production Management techniques, (notes of team meetings, or daily diary reflections if

working on your own, production and post-production schedules; call sheets, etc.) Team and individual performance monitoring (weekly check against schedule) Development – Demonstrate development (photos from the shoot, screenshots

from computers). Keep daily production and post-production diary and reflect on your production

process. Feedback from Lecturers and Peers and Social Media

54

AC 3.1

Page 55: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

Post-production Describe post-production of your project. Assess your production and post-production process. Describe, and critically

analyse any production problems and the solution you experienced. Prepare material for edit and further manipulation QA Testing Critique of visual art User Testing Render Presentation and Publication (walk-throughs, voice over, portfolio) Use and clearing of copyright protected material (music and licensing) Preparing credits if applicable Editing (manipulating) Fine tuning special effects, mixing, colour correction, rendering, compressing, etc

55

Page 56: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

CHAPTER 6

MY EXTENDED PROJECT - FINAL PRODUCT

Here present your finished practical project

56

AC 3.1

Page 57: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

CHAPTER 7

Project Evaluation

Critically evaluating your final media project against the agreed requirements and parameters.

Answer the following questions:

Introduce the project in your own words What was the purpose of the project?

o What did you hope to learn? How much reference material did you find?

o Do you think you could have done more? If so, explain what you think you could have done

How did you develop your ideas? List five strengths and five weaknesses in your final design Was there a theme for the design ideas?

o Can you describe it? o Can you reference any influences here? - Art movements, designers,

media companies/campaigns, etc. What experiments and exploration did you do?

o How did it affect your development? Find a similar type of design publication - place it next to your own - what

comparisons/difference can you identify? What were the key areas of development in this project? - use your daily

reflections to help you with this Which technical skills, processes, methods and techniques did you use? Review your proposal - what changed, what developments did you make, did

you manage to complete everything you set out to achieve? What did the client/lecturer think of your original concept/idea?

o How did that make you feel? What could you do to adapt the work produced to improve and develop it? Is the final work appropriate for the needs of the project?

o Does it sufficiently answer your brief? (Project Proposal) Reflect on your pitch to the board; how did you feel about it before? #

o Did the pitch go better or worse than you expected?

57

AC 4.1

Page 58: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

o What was the feedback from the client/lecturer about your pitch?o What do you think you could improve next time when doing a pitch?

Did the project as a whole, go better or worse than you expected? What was the feedback from the client/lecturer on the project as a whole? What do you think you could improve about the project as a whole, if you did

it again?

58

Page 59: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

APPENDICES

Extended project in creative media production Learning Outcomes and Assessment

1. Understand the requirements of a creative media production project.1.1 Analyse the requirements of a creative media production project.

2. be able to use research methods to inform ideas for creative media production.

2.1 Review a range of research sources to support a creative media production project. 2.2 Interpret research to develop ideas and effectively communicate to an audience

3. be able to use skills, knowledge and understanding in the completion of a creative media project.

3.1 Apply practical skills, knowledge and understanding to complete a creative media project within an agreed timeframe.

4. be able to evaluate a creative media project.4.1 Critically evaluate a creative media project against the agreed requirements and

parameters.

59

Page 60: joemccabegamesdev.files.wordpress.com  · Web viewI am going to create interactive sound timeline exploring the history of video games showing the development of sound within the

GO TO CONTENTS

Department of Media and Communication

REFERENCES

Make sure you use Harvard referencing. The bibliography should be continuously updated as the project progresses.

Anon., 2017. BBC News. [Online] Available at: http://www.bbc.co.uk/

Smith, c., 2017. Fun with Flags. 5 ed. canterbury: media.

Anon., 2017. BBC News. [Online] Available at: http://www.bbc.co.uk/

modley, a., 2017. fun with face. 5 ed. canter: zoran .

Smith, c., 2017. Fun with Flags. 5 ed. canterbury: media.

60