Wednesday, 11 October 2017

Genre Choice And Why


Link to the Google Docs:  https://docs.google.com/document/d/1dbvthJNJMwZzKB8NVl_I2BoGRxZkzi7ZdZaONML-Ukk/edit?usp=sharing

Justification

The game idea that I choose out of the 4 would have to bee the Horror game (Game idea 1) because I feel like it would prove to be quite a challenge and also because my group has come up with many good ideas for the horror version of the game and also we have an idea for how the game will play and feel. Some of the ideas we have for the hooror game would be to have it be about sneaking around and trying not to be caught. When it comes to the other game ideas I feel like creating the Action (Game idea 2) version could come with some issues for example it will be more based on fast paced and if you can't get that feeling then the game will not feel as good as it should. The platformer (Game idea 3) we decided not to do because we wanted to create a 3D game. The Shooter (Game idea 4) idea we didn't do because we felt like it wouldn't fit the film as well because the film is mainly martial arts and so having them run around with guns wouldn't fit very well for our game.

Wednesday, 8 February 2017

Sound assignment

Level 3 Games Design
Unit 73 understanding sound in games
Task 1 Compare and contrast
The two games that I will be comparing are
The music made in The last of us was made and created by Gustavo Santaolalla and he is a very famous man in the games industry.
Little big planet Dead heat: https://www.youtube.com/watch?v=FRHZ0g94SoQ
Little big planets dead heat sound track was made by a man named Barry Adamson and he is well known in the music industries.
Compare
Both of the artists are well known for example Gustavo Santaolalla has also made sound tracks like Can dry leaves help us and Barry Adamson has made Mr Eddy’s theme.
Both of the sound tracks don’t use much Foley as I don’t hear many natural sounds when I listen to the sounds
I think that both tracks use Timbre but I also think that The last of us uses more timbre than dead heat does.
Neither game ran into legal issues when they were made as both of the artists used their own instruments to create their own sound tracks.
I think that both games music would be compressed because if not the disc could run out of space with the full game on top of it and if this happens it could make the game unplayable and so I think that would have made the music file a MP3, RA or VOX file.
I believe that both games have a Mono sound track as when I listen to them I only hear the music coming from one location and if it was stereo or surround then it would mean that I would hear the music all around me or some in one ear and some in the other but I done on either.
Contrast
The mood both games set are different as the last of us sets more of a mystery type of feel to the game where as the track Dead Heat makes me feel like the level is dangerous because of the way the tone goes in the music.
I believe that both of the producers of these two tracks wanted the player to feel different things for example The last of us could have wanted to make the player think about what could happen next and this can get the player hooked on the game as they would want to know more about what is going to happen and the music shows this where as Little big planet’s dead heat wants to make the player hyped and makes them feel like they need to rush and get to the end fast or they could lose and I think that then upbeat tone of the game shows this.
Both types of sound have a different wave length you can tell this because if you look at the video Dead heat is a longer track than The last of us and this could mean the Wave length is longer


Task 2 principles of sound production
I believe that The last of us used timbre more than little big planet because in the whole thing you can hear a guitar that was recorded and the sent through some software to create the sound track but I don’t hear many instruments when I listen to Little big planets dead heat so I think that it was mainly created by using software on the computer.
I didn’t hear any natural sounds like wind blowing through leaves when I was listening to both tracks and because of this I don’t think that they had much if any natural sounds in the tracks.
There are two types of compression (Compressed and Uncompressed) and with these two there are different files for them for example Compressed has MP3, RA and VOX whereas Uncompressed has WAV, AIFF, AU, SMP and VOC. While both of these games where made on a blue ray disk I believe that they are both compressed because of how big both games are and because of this the game would take up a lot of space meaning that they would need as much space as possible and so compressing the music would give them more space.
When I am listening to these games I think that they are both MONO types of music because of the fact that I only hear the song coming from one place and this would be MONO the other types would be Stereo and Surround but I don’t think it is these as Stereo uses 2 speakers when recording sound to give the impression of sound coming from one ear instead of both and Surround uses 3-4 speakers to give the impression that the sound is all around you but when I am listening to it I don’t feel it is these two and I think it is MONO sound.
When they are making the game they would need to think about resolution because the higher the resolution the more memory but it would also make the quality of sound better and so if the resolution is too low that the sound would be really bad and rough with a lot of static and cuts but if it is in a high resolution then it would be better sound in smooth quality and I think that both tracks have a high resolution in the game.
When making the sound tracks they need to think about RAM because if the sound takes too much RAM then the game could be lagging or not work all together and when thinking of this you could name your files different things with short names to make them take less memory and also the game itself would take a lot of memory and RAM.
When making the sound Gustavo Santaolalla used real sounds like playing a guitar and then sent it through some software to smoothen it out and they he would put it together with other pieces of music he made or found but when finding this music you must be careful because if you take music without permission then you could end up being sued and have the game taken down so you must be careful.


Monday, 16 January 2017

Sound effects in games

Level 3 Games design
Unit 73: Sound for Computer Games
Zelda Wind Waker HDZelda Wind Waker HD is a re master of the original Zelda Wind Waker game that was made for the game cube. The aim of this game would be to go around the world beating many dungeons that have bosses at the end of them and the reason you do this is to collect heart pieces that increase your max life.
Chest opening sound (Metaphor)
Game Over Sound (Symbolic) a lot of the gaming community know the zelda Death sound 
Navi sound that can tell you when to talk to navi (Speech) The Navi sound effect is on eof the most annoying sounds in the game and it is also very repetitive in the game as it can happen almost anywhere and it can also be for any little thing like opening a door.
Dark Souls
Dark souls is a game based on exploration and your goal is to level up and fight undead monsters that get harder and harder as the game progresses you will also be fighting bosses to proceed with the game.
Game Over Sound (Symbolic)
Skyrim
Fus Ro Dah (iconic) This sound effect is iconic in the gaming community and almost everyone in the gaming communinty knows what it sounds like

Monday, 9 January 2017

Best selling games

Level 3 Games Design


Best selling games

1. Tetris
Platforms: IOS, Android, Blackberry and Play station Portable 
Price on Release:
Sales: 100 Mill
Why so successful: I think that this game was so popular because at the time it was made it was one of a kind because no other game had the same idea of Tetris and so people wanted to try it out and then word spread that it was
ok

2. Wii Sports
Platforms: Nintendo Wii
Price on Release:
Sales:
Why so successful: Wii sports could have got so popular because when the Wii was first released Wii Sports was the game that came with it and so when people bought the Nintendo Wii they also got Wii Sports.

3. Minecraft
Platforms: PC
Price on Release: $16.06
Sales: 82.69 Mill
Why so successful: Minecraft was so popular when it first came out and also to this day because of the open world that you can explore as much as you want and then when multiplayer came out more people got it so they could play with one an other.

4. GTA V
Platforms: PC, XBOX, Play Station
Price on Release: £39.99
Sales: 70 Mill
Why so successful: GTA V was successful because of its good campaign and also the online but one of the biggest reasons is because you can do anything you want in a world like the one you live in and so it can be a way of doing things that you can't do in the real world,

5. Super Mario Bros
Platforms: NES
Price on Release: 
Sales: 54 Mill
Why so successful: Super Mario Bros was successful because when it came out platforming games where quite popular and so this game took the platforming world into the next stage with some of the best graphics at the time and also many different levels with just one goal. 

6. Mario Cart Wii
Platforms: Nintendo Wii
Price on Release:
Sales: 40.24 Mill
Why so successful: Mario Cart Wii was popular because of the Mario franchise and also because games like Need for Speed and Burnout were getting quite popular so a racing game with Mario would hit the stores by storm.

7. Tetris (Game Boy)
Platforms: Game Boy
Price on Release:
Sales: 35 Mill
Why so successful: Tetris for the game boy was popular because of how popular the original and now that it is on a portable device then it would just sell more and more.

8.Wii Sports Resort
Platforms: Nintendo Wii
Price on Release:
Sales: 32.80 Mill
Why so successful:

9. New Super Mario Brothers
Platforms: Nintendo Wii
Price on Release:
Sales: 30.79 Mill
Why so successful:

10. Diablo 3
Platforms: PC, XBOX 360, PS3, MAC
Price on Release:
Sales: 30 Mill
Why so successful:

Sound For Computer Games

Level 3 Games design

Unit 73 Sound for computer games

P1 Starter Exercise

A.   5 Different games music and the mood
Buck Bumble theme – Happy/Hyped mood – The music starts on the title screen of the game and the way it sets the mood would be that it gets the player ready for a fast paced game that has lots of action in it
Super Mario Bros theme – Happy mood – The music of this game play through the hole game and it makes me enjoy playing the game and with the good soundtrack and a good game it make the game fun to play and addicting.
Cod 4 theme – Mysterious/Action pact – The theme of this game made me exited for it and I think that then music really hyped up the game
Skyrim main theme – Action pact – The Skyrim theme is quite intense and as it is playing through the intro it makes me feel excited for the game as the music hypes me up to play the game.
Halo theme – Mysterious/Action pact – The halo theme is quite smooth but the beat picks up more towards the middle of the theme and this can make me look forward to the game and it also makes me look forward to how the game will play out in the end.

B. Research 
Music is important to games because it can set an atmosphere of the game for example if it is a horror game and you do a sound affect that sounds like a heart beating it can make the player feel like they are really there. Music is also an important part to a game because it can keep you hooked to a game.
“Music in videogames has proven to be the difference between a defining emotional climaxes reaching its full splendour.” http://the-artifice.com/the-role-of-music-in-videogames/

C. What is Wavelength
The wavelengths of sound frequencies audible to the human ear (20 Hz–20 kHz) are thus between approximately 17 m and 17 mm, respectively.

D.What is Foley
Relating to or concerned with the addition of recorded sound effects after the shooting of a film.
They include sounds such as footsteps, clothes rustling, crockery clinking, paper folding, doors opening and slamming, punches hitting, glass breaking, etc. etc. The reason why it is called Foley is because the creator of  it was called Jack Foley

E.What is Timbre
The character or quality of a musical sound or voice as distinct from its pitch and intensity.
Timbre is a word that describes the tone or unique quality of a sound. If you play the same note on a piano and on a guitar, each note will have its own timbre.