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Showing posts from September, 2015

Pre-production techniques for the creative media industries

Pre-production techniques for the creative media industries     Self financing   Self financing is when the a person is making money to finance themselves instead of having someone else fund your game. The reason people would do this is if people have enough money to fund their game and don not require additional funds from another company and do not want to pay another company to fund their game and be forced to share their profits.   Indie funding (Indie fund, Gameslab development fund) Indie funding in where an indie company will pay money to help fund your game (if they are interested in your game) and they will receive a share of the profits made by the game's sales. Some examples of websites that use Indie funding are: Indie fund and Gameslab development fund .   Crowd funding (Kickstarter, IndieGoGo etc.) Crowd funding is when a company (often indie) ask people to donate money to them so they can make the game. An incentive to donate money is that yo

Computer game design

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Computer Game Design   Pixel Art (2D sprites, 3D isometric sprites)   Pixel art is when lots of tiny little squares are put together to form a full sprite of a character. The original Sonic the Hedgehog is an example of 2D sprites.    3D isometric sprites is when a character turns in a different direction and the 2D sprite changes to reflect on which way the character is facing to give off the impression that it is a 3D sprite but in fact the character facing a different way is a completely different sprite of the character from a different perspective. Sonic 3D Blast is an example of 3D isometric sprites by using a 2D sprite that changes directions it gives off the impression that the sprite is 3D.   Concept Art(e.g. Character, Weapon, Vehicle, Environment) Concept art is used as first drafts of the design of something in a game lots of games use this and some games even show off the conceptional art work in the game, sometimes games show off the beta artwork to

Different types of genres in video games

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  Different types of genres in video games   1) FPS (First Person Shooter) FPS are games where the main view of the game takes place through the main character's eyes to give off the illusion that you are the main character. An example of a good FPSs is TF2 (Team Fortress 2)        TF2 is a good FSP because it is a balanced, team based game where you can't win a game on your own, which needs you to be a part of a team and all of the classes are equally balanced to the point where they are all useful.   2) Fighting Fighting games are games that have two players pick a character and try to beat the other player up until they get knocked out. An example of a good fighting game is Dragon Ball Z Budokai 3.   The reason Dragon Ball Z Budokai 3 is a good example of a fighting game is because of the convenient Heads-up-display which shows the characters health and their energy and because of the distance of the camera so that you can easily see bo

Pixel

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  Research Exercise Unit 78: Digital Graphics in Computer Games     Pixels   'A pixel is not a small Square'   A pixel is by technicality not a small square but it looks a lot like one, a pixel is technical a point sample it only exists at the one point that contains the 3 primary colours with different amounts of each colour.   Picture resolution   Picture resolution is the quality of the image. Picture resolution is the image when the original image has its size reduced and the image will increase or decrease the amount of pixels are used for the image. The more pixels are used the better the quality. The bigger the image the more pixel there are.   Image resolution   Image resolution is the quality of the image. The difference between Picture resolution and the Image resolution is the amount of pixels that can be viewed at a time, for example if an image has a resolution of 1 by 1 it would be visible but if it was 10 by 10 it would become

Costs of making a game

  Costs of making a game     Hardware (Computers, Peripherals, Dev. kits)   Peripherals are mainly defined as to being an auxiliary device (a piece of equipment that connects to a computer) such as a mouse for a computer. Examples of peripherals for gaming devices are: controllers, memory cards, audio/visual cables, cases and software accessories. Development kits are mainly defined as kit that allows the creation of applications for certain software packaging, software framework, hardware platform, computer system, video game console, operating system, or similar development platform.   Software (UDK, Unity, Game Maker, Maya)   Gaming software is used in computers to use things that run certain game engines that often times have monthly subscription fee so that people have to pay them or using it. Examples of gaming software are Unreal Development Kit, Game Maker and Maya. UDK (Unreal Development Kit) 25% royalty cost over $50,000 from all UDK based games. The min

Impacts of computer games on society

Impacts of computer games on society     Concerns such as excess playing time   Video games are fun and enjoyable to play but if taken to far they prove to be a serious danger to your health and the people around. In the United States alone there have been suicides , murders , involuntary manslaughter  and  crime sprees .   Social isolation     Video games have always been said to cause social isolation while playing games casually doesn't cause this playing games too much can cause social isolation where people can not operate in a social environment, to help combat this there has been a website setup called  Gaming anonymous  to help get rid of the addiction.   Cost   While we all know that you have to by video games we never really know how much we're paying for them, for example a new games console and 5 new games costs up to £500 and there are the cost for electrical bills, subscription fees and the time you spend playing games.   Separation