Remember reflecting on your own choices and work can help you improve both. Are there any other comments you would like to include for your own reflection? If so, please enter them here: Open document settingsOpen publish panel
Remember reflecting on your own choices and work can help you improve both. Are there any other comments you would like to include for your own reflection? If so, please enter them here: Open document settingsOpen publish panel
Remember reflecting on your own choices and work can help you improve both. Are there any other comments you would like to include for your own reflection? If so, please enter them here:
DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM
SUMMARY
Role
Sound design
Intention (SMART Goal)
By May 10, as sound designer, I will have evidence of sounds by using this sheet for Session 5.
PRE-PRODUCTION – INQUIRY
Leader(s) in the Field / Exemplary Work(s)
Gustavo Santaolalla is an Argentine musician. He is known for composing his film scores with his collaborator Alejandro Iñárritu, which composed the first four psychological drama films Iñárritu directed.
However, there are many aspects of the multiplayer experience that can be handled incorrectly if approached from a single-player point of view.
Since overall level flow and item placement are two of the ways in which multiplayer level design differs most dramatically from single player level design, these two aspects will be mentioned first, then followed by more general design principles.
Another door has been added on the west, the health has been moved to the NW corner, and the weapon has been moved to the south wall.
This also leaves the camper open to attack by two or more other players from radically different directions (and it’s much more difficult to watch what two or three people are doing on the split screen than it is to watch what one person is doing).
It may work once or twice, but when his opponent catches on, the player will be attacked from a position of relative safety above, or his opponent will simply pay more attention to the player’s position via the split screen.
This produces some interesting gameplay possibilities and tactics.
A box that kept the player from getting anywhere near the wall would be an obvious and blatant “fix”, but the designer could place a wedge-shaped brush on the near and far edges of both sides of the arch to gently force the player out and around the arch as they passed by.
However, although the preceding points are generally true, in specific situations dead-ends can be useful (e.g. a powerful weapon or item can be placed in a dangerous dead-end in order to properly balance the value of the item with the risk involved in obtaining it).
Poor item placement can turn an otherwise solid multiplayer level into an unbalanced and irritating gaming environment and can interfere dramatically with flow.
These are items that somehow affect game goals in cooperative play.
He is the level designer for Half Life Alyx which is an award winning game. His process allows his team to split big processes into small more manageable tasks. They build their levels by making every little piece at a time.
A simple real life example of an affordance is a door handle. A pull bar or a push pad on a door informs you what action you should take to open the door.
Rather than placing crates in an open area why not position pillars that can still be used as cover but create a more believable space.
You can use pacing techniques to plan mechanic introductions and the difficulty of skill gates.
Start players facing the right direction and be sure their start position gives them visual cues and options on how to proceed.
Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)
Instead of using the hard floor to make dirt sound we used carpet floor.
Ways of Working (Communication & Collaboration)
I talked to Avery and made him record.
Tools for Working (Info & Media Literacy)
Bandlab, Construct 3, Trello, Edublog.
Ways of Living in the World (Life & Career)
I talked to my teammates and asked them what it sounds like.
Reactions to the Final Version
Hunter said it was impressive, and he liked menu. Canon said its kinda bare but its pretty good.
Self-Evaluation of Final Version
The game was bad, it is simple and expected, its a skater game man, its bad. There’s no story and it is not emotional you literally just ride forever you can’t even die.
DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM
SUMMARY
Role
Sound Designer / Composer
Intention (SMART Goal)
By Jan 13, as sound designer/composer, I will have evidence of putting music and sound effects into the game for session 3.
PRE-PRODUCTION – INQUIRY
Leader(s) in the Field / Exemplary Work(s)
Gustavo Santaolalla is an Argentine musician. He is known for composing his film scores with his collaborator Alejandro Iñárritu, which composed the first four psychological drama films Iñárritu directed.
Training Source(s)
Project Timeline
12/5 – 1/13
Proposed Budget
N/A
Evidence of Team Planning and Decisions
PRODUCTION – ACTION
The (FILM, SOUND, or GAME Creation)
Skills Commentary
POST-PRODUCTION – REFLECTION
21st Century Skills
Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)
DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM
SUMMARY
Role
Character Art
PRE-PRODUCTION – INQUIRY
Intention (SMART Goal)
On October 14th, as part of team # as Character Artist I will have evidence of adding to the GDD art sections in Dundoc by following Le Duc’s Tutorial for session1.