Production Project Session 5

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.

Training Source(s)

Tutorial

  1. However, there are many aspects of the multiplayer experience that can be handled incorrectly if approached from a single-player point of view.
  2. 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.
  3. 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.
  4. 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).
  5. 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.
  6. This produces some interesting gameplay possibilities and tactics.
  7. 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.
  8. 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).
  9. Poor item placement can turn an otherwise solid multiplayer level into an unbalanced and irritating gaming environment and can interfere dramatically with flow.
  10. These are items that somehow affect game goals in cooperative play. 

Project Timeline

  1. Make graphics
  2. Sounds
  3. Music
  4. Buildings
  5. Add specific buildings
  6. Add texture to buildings
  7. Check for bugs
  8. Mall
  9. Game-play for buildings
  10. Game-play for the whole game

Evidence of Team Planning and Decisions

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

https://chsgamedesign.itch.io/period-5-team-3

Skills Commentary

In Game.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

the team would come together and try to come up with a solution.

Ways of Working (Communication & Collaboration)

We would text each other and stuff.

Tools for Working (Info & Media Literacy)

Construct 3, pixilart, ect.

Ways of Living in the World (Life & Career)

Edublogs, trello, ect.

Reactions to the Final Version

He said it was very impressive but we should make the night blue instead of black.

Self-Evaluation of Final Version

It needs a lot of work but I think it turned out ok.

Grammar and Spelling

Grammarly

Editor

Seven

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