Wednesday 12 October 2016

Understand theory and applications of 3D - Unit 66 & 67

Understand theory and applications of 3D
Start Date: 27/09/16
Tutor: James, Tedder.
Student: Wyatt, Chapman
Unit 66 & 67
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3D Modelling.
The process of creating a biological being, or just a simple stool all starts with one shape, one object. With said object, you create another, and either weld, cut, duplicate, scale, rotate and more, to create an entirely new entity. As you begin to add more and more, the simple shape begins to take shape, forming into the ideal image you desire. 3D modelling has a wide array of creativity. Programs like Maya even allow you to animate your object, once you're satisfied with the results.

Many media types use 3D modelling; TV, games, films, products, websites, animations, and architectural designers. Each has a different purpose, and way of portraying its model.

3D Modelling Software:

- AutoDesk Maya - Maya has the most variety. It's used in films, TV, games, and architecture.

The software has been used for many cinematic movies, ones such as; Monster inc, The Matrix, Spider-Man, The Girl with the Dragon Tattoo, Avatar, Finding Nemo, Up, Hugo, Rango, and Frozen.

Users that are students, or teachers may get a free educational copy of Maya from the AutoDesk Education community. The version that are in the community are only licensed for non-commercial use only. Users will get a full 36 month license. When the license expires, users may go to the community to request a new 36 months license.

- AutoCAD - AutoCAD was first released in December 1982 for PC and later in 2010 for mobile. It's a commercial software application for 2D and 3D computer-aided design and drafting.

- 3D-Coat - 3D-Coat is a commercial digital sculpting software created by Pilgway. The software  was developed to create free-form organic and hard surfaced 3D models from scratch. It comes with tools that allow the users to sculpt, add polygons, create UV maps, and once complete, texture the resulting models with a natural painting tool and render static images.

- Houdini - Houdini is a 3D animation software developed by Side Effects Software in Toronto. Side Effects made Houdini from the PRISMS suite of procedural generation software tools.

Houdini has been in afew animation productions, which include films like Frozen, Zootopia, Rio, and Ant Bully.

For those of you that dont want to pay for ths software, Side Effects Software published a limited version called Houdini Apprentice, which is free for non-commercial use.

Gaming/Polygons - Round about everything to do with gaming in this present day, uses some form of 3D modelling software, many use the ones above but, the most common one to use is Maya. Although there is software for this type of stuff, game engines are also have their own 3D modelling tool kit, that comes with the software. Unreal Engine 4 has it's very own 3D modelling kit and animation set.


Making models for games is extremely time consuming, tedious, and requires a solid state of mind. There is also the problem with polygon budget. In a game you want the least amount of polygons you can possible have for the game, because it's rendering thousands of assets in real-time, it can take up alot of processing power. There isn't really a budget, more of a limitation to modelling for a game.

Every model made has sub divisions that are placed on the object. You can add more sub divisions/polycount, or subtract. Each one is editable, by selecting whether you want to select the "face" (Section of the sub division), edges, vertex etc. Adding more sub divisions/polycount means the higher toll it will have on your computer because it will have to process more.


As you can see in the image above, this character has more than 100 sub divisions/polygons, and each one has been edited near perfect to create this model. Creating just the head alone would have taken a good couple hours. The more polygons you have, the longer it takes for the system to render it.

It's important to know how many polygons you will have, so that the player can identify what the object is but, you don't want to add too many polygons, and slow down the rendering time. The best way to do this, is to look at an object silhouettes and notice what details are needed to distinguish it from other objects. The interior detail of the object can come afterwards, since you can make 2D textures to makeup for the limit of polygons. Of-course some interior details require it to be 3D but there shouldn't be enough to impact the rendering time.

Developers should almost always remove unseen polygons, since most the time, the player wont see the inside of an object, making it a waste of processing power.

It's best to make all your models in triangle polygons or quad polygons. Developers should do this because when you import your model into the game engine, or export the model from the 3D software, the polygons will triangulate for easier calculations when rendering.

By keeping your polygons as quads or tri (triangles) you minimise the chance of the system making your model more complex than needed.

Having a quad triangulate isn't such a large issue, since i can only triangulate a very limited amount of ways.


Once a polygon starts to have more than 4 sides, things get complicated. As we can see from the Pentagon below. It has more ways to triangulate.


Every vertex on the polygon is completely separate object. Since the quad only had 4 simple edges, there were only two ways it could triangulated but, a pentagon has five edges placed in unique locations. This means it has up to six ways to triangulate, meaning it will take longer to render in-game.


Lastly. LODs (Level Of Detail) for models. LOD models are great for rendering because when the model is seen from far away, the developer can reduce the detail used for a model, decreasing its process consumption.

LOD models are created by giving the object multiple models of different complexities depending on how far away the model is from the camera.

When creating a LOD model you must take into account that the object shouldn't look high quality. Instead you should go for the lowest quality possible, with the object still retaining it's resemblance to when seen up close. The model will be low quality when from afar, so you can have more models in one level without making the game choppy.

Film - Every film that uses 3D modelling/CGI will pre-render the model. By pre-rendering the model/scene, you are able to add almost and unlimited amount of polygons to a model. What this means is that the level of detail the designers can go into is unbelievable. This has a down-side to it though. It will increase the rendering time dramatically. It could take hours to render just one frame.


In "Monsters University" it took up to 29 hours to render a single frame. The amount of detail and quality could never be put into real-time because it would take hours, or minutes for you to just be able to move one leg, 3 inches.

From the image above we can see that everything was made in a 3D modelling program, each little detail, from the paper on the clipboard, to the screws on the door. Think. This is just one part sectioned off from the rest of the scene. The rest of the scene is also made entirely from 3D modelling. Could you imagine trying to render all of those polygons in real-time?

Animation - Before the 3D model can be animated it needs to have joints and control handles so the animators can pose the model. This is also known as "rigging".


Rigging, is when the riggers put a digital skeleton into a 3D model. Just as you would expect, the skeleton is made up of joints and "bones". The animators can use this skeleton to edit the pose of the 3D model. Simple poses can take hours, and creating animations/poses on par with high quality studios can take days or weeks.

There will be a root joint when setting up the skeleton. This will have every joint of the skeleton connected to it, either directly or indirectly. This is called "Joint Hierarchy".

There are two different rigging techniques:

Forward Kinematics (FK) - "one of two basic ways to calculate the joint movement of a fully rigged character. When using FK rigging, a any given joint can only affect parts of the skeleton that fall below it on the joint hierarchy."

Inverse Kinematics (IK) - "the reverse process from forward kinematics, and is often used as an efficient solution for rigging a character's arms and legs. With an IK rig, the terminating joint is directly placed by the animator, while the joints above it on the hierarchy are automatically interpolated by the software."

Rigging Info Source


Character animation is the process of giving life to a static model. Expressing thought, emotion and personality.


Creature animation is pretty much the same principles as character animation, only giving expression of thought, emotion, and personality to animals, fantasy creatures, or prehistoric animals.


Visual effect animation is, again, pretty much the same. Only the developer/animator animates rain, clouds, water, lightning and other natural effects but, they also animate non-natural effects.

3D Modelling used in Architectural Design - Alot of architects use different 3D modelling software, such as "SketchUp"  "Rhino3D" etc. for the earliest versions of their creations.When their concept is completed they tend to use tools like ArchiCAD or Revit to make building simulations. Some architects use CNC machines to print out a 3D model, but doing it this way requires far more precision from the designer.

Education - As of late, 3D modelling in schools is slowly becoming a main tool for teaching students. Not only does it give students enthusiasm for the lesson, but it can help them better understand the task at hand.


When students study medicine, they will often be presented with 3D models of the human body's anatomy created from software, like Maya. In doing this people can visualise, and perceive the human body better than if the teacher had supplied them with a 2D illustration. Teachers can even get an animated model. This way, students can observe how the body functions in greater detail.

File Size -  Polygon count as mentioned before, has a dramatic impact on how a game runs, but when exporting a file, or downloading one, a high polygon count also has a high impact on download speed, or the website you're uploading to might have a file size limit.

Fixing this is pretty simple in words. Just use larger and less polygons. That isn't quite right though. One of the most challenging tasks as a designer is getting a balance of detail with smooth surfaces, but also keeping a small file size.

Rendering Time - There are different types of rendering, like wireframe rendering, using polygon-based rendering, or more advanced types like scanline rendering, ray tracing, or radiosity. Rendering can be super time consuming and take up days or weeks, but it can also take up to a fraction of a second.

Real-Time Rendering - Real-time rendering is most commonly used in games or simulations, that are ran at from 20 frames to 120 frames per second (fps). Real-time rendering is the process of showing as much data as possible in one frame. Making it seem as photo-realistic at an acceptable amount of frames.

Non Real-Time - This is used in films or videos. Rendering in non real-time sacrifices processing time to gain a higher quality image. For films rendering just one frame can take days to render. Frame rates for a film are usually played at 30 frames, but can be played in 24 or 25 frames per second.

Radiosity - Radiosity is classed as a global illumination algorithm because the light arriving on the surface isn't just from the light sources, but also from other surfaces that are reflecting the light.

Including radiosity in rendering, adds realism to the finished scene, because of the way it copies real world illumination.


A regular direct illumination with lighting only placed outside of a window would light up a room, but it would be at its brightest only where the light hits the floor, while the surrounding area would only be slightly lit.

If you were to use radiosity however, the light outside the window would light up the floor, which would then reflect onto the walls so on and forth, but it would do it in a way so that depending on the material it could reflect the light to other areas, slightly or incredibly dimming the reflected light source to other areas.

Thursday 6 October 2016

Computer Game Engines - Unit 70 P1/P2

Start Date: 13/09/16
End Date: 10/10/16
Tutor: Wayne, Gallear
Student: Wyatt, Chapman
Unit 70
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Computer Game Engines

About game engines
- A game engine is the incorporation of modelling, animation, terrain design, physics, sounds, scripting, AI and many other games development properties used. These properties will be used to create the game of choice by the developer.

Almost every games company have their own game engine and they all function in specific ways. Some game engines might have better physics, while another will be more visually appealing. Examples of this would be comparing a game like Borderlands 2, with it's cel shaded graphics. It prefers to have textures, such as blood splatters, to have a very colourful and vibrant look to them. Games with photo-realistic graphics, try to imitate real life, attempting to create a flawlessly beautiful landscapes, character details, model details, sounds etc.

Unity Engine - The Unity engine focuses on portable devices, such as android and IOS. It has however been used on different devices aswell, such as: Xbox, PlayStation, PC and Nintendo consoles.

Unity Release Date: June 8th 2005

In 2006 the engine won the Apple Design award at WWDC trade show. Unity said that this was the first time a game developer tool had ever been nominated an award.

The engine has specific support for each individual device. So the engine doesn't run one game on a mobile device better than if it was to be imported to a console. Unity's engine provides a shader with multiple variants and a declarative fallback specification. This allows the engine to choose the optimum video settings for your current hardware, to make sure you're getting the best experience from the game.

When giving an objects physics you must take into account how real life objects move, react, or don't react to certain events or environments. Luckily you wont have to go through too much trouble in doing this with unity. Since the engine has built-in components that handle the simulation for you. Meaning in just afew tweaks to the parameter settings you can create items/objects that act in a specific way (i.e they can fall, be collided with and wont move about on their own). The engine actually has two separate physics engines, one for 3D games and one for 2D.

Unity can import sound files such .AIFF, .WAV, .MP3 and .Ogg. Along with tracker modules in .xm, .mod, .it and .s3m. The engine supports mono, stereo and multichannel audio assets.

The engine comes with a program called "AudioGroup Inspector" that allows you to modify the sounds/music you have for your game. It has options like "edit in playmode" that allow you to play the game and modify the sound while playing. This can make things less tedious and easier to get the sound you want.

Unity's animation systems is based on animation clips, this systems has information which directs how an object should move; change position, rotate, along with afew other properties. The clips are then organised into a flowchart called "Animation Controller". Animation Controller keeps track of which clips should be playing, and when the animation should change.

Unreal Engines - The engine was made in 1998 and was first demonstrated in the game called "Unreal". Unreal's main genre started as First Person Shooter, but because the engine uses C++, its adaptability is quite high, so most developers in this present day use this engine on all platforms, such as: Xbox, IOS, Android, PlayStation, PC, Linux and afew others.

Unreal 4 Release Date: September 4th 2014


The newest version of the Unreal engine is "Unreal Engine 4".  The Unreal Engine 4 has been in development since 2003.

Some of the new features of this engine include; A new "Blueprint" visual scripting system, that allows faster development of game logic without using C++, and includes live debugging. Real time global illumination using voxel cone tracers, getting rid of the need for pre-computer lighting. Unfortunately this has been replaced with a similar, yet less computationally-expensive algorithm, just before release, because of performance problems with the next generation of consoles.

On September 3rd, 2014, Epic Games made the change from subscription based profiting, to creating a marketplace where people can buy models, textures, and other assets for different prices, and there are even some free textures and models that people can obtain. Along with the free content came multiple asset packs, that consisted of fully developed environments, landscapes, characters, props, sounds, animated meshes and more.

Unreal Engine 3 - Originally Unreal Engine 3 only supported the following platforms; Xbox, PlayStation and PC, while Android and IOS were added later in 2010. The first game to be released on consoles using unreal engine 3 was "Gears of War". The first PC release was "RoboBlitz".


The engines renderer supports techniques including HDRR, per-pixel lighting, and dynamic shadows. Many other features were added to Unreal Engine 3 in later updates, ones such as; global illumination solver, improved destructible environments, soft body dynamics, ipod touch functionality, steamworks integration and more.

FrostBite Engine - The FrostBite Engine was made by EA Digital Illusions CE. Made for the purpose of creating First Person Shooters (FPS), the FrostBite Engine gave birth to the BattleField series but, the company has expanded its engine to include a variety of genres, like; Role-Playing-Games/RPG, real-time strategy, racing and others. At this moment in time, FrostBite is an exclusive engine, only available after joining EA.

FrostBite 3 Release Date: October 29th 2013


The engine uses three main components, FrostED, Backend Services, and Runtime. FrostED is a PC program used for developers to create games in realtime workflow. Runtime memory and runtime performance provide the ability to enable code and data systems to release content to Xbox, PlayStation, Android and IOS.

The latest version of the FrostBite Engine is FrostBite 3. Workflows and runtimes are configurable, and cover all aspects of development, including, audio, animation, scripting, cinematics, Artificial Intelligence (AI), physics, object destruction, rendering, and visual effects. FrostBite 3 has added alot of features, like, a new weather system, physically based rendering (PBR), and support for other developing techniques; one example would be photogrammetry.


DICE first used the FrostBite engine in BattleField: Bad Company, BattleField 1943, and BattleField: Bad Company 2. There was a version of FrostBite called FrostBite 1.5, which was used to make Medal of Honor. The next generation of FrostBite 2. The first game to be released with this version, was BattleField 3. FrostBite 2 was the one that made other EA studios use it, other than DICE. FrostBite 2 powered games include: Need for Speed: The Run, Medal of Honor: Warfighter, and Army of Two: Devils Cartel. FrostBite 3 was released along side BattleField 4.

Rockstar Advanced Game Engine (RAGE) - RAGE is an engine made by the technology group at Rockstar San Diego with help from other Rockstar studios. The engine has had multiple appearances on a variety of consoles, such as; Xbox, PC, PlayStation, and Nintendo Wii.

Release Date: May 23rd 2006



RAGE had originally evolved from the Angel Game Engine, developed by Angel Studios for Midtown Madness and later the sixth generation console version of the Midnight Club Series and other Rockstar San Diego games. Rcokstar has imported some middleware components into RAGE, like the proprietary Euphoria character animation engine and the open-source Bullet physics engine. Before RAGE, Rockstar mainly used Criterion Game's RenderWare engine to develop games, including the Xbox, PlayStation, and PC versions of the Grand Theft Auto franchise.

CryEngine - CryEngine was made by the German developers from Cytek. It has been used in all games created by Crytek, the first being Far Cry. The engine has also been used in third-party games under the Crytek licence, including Sniper: Ghost Warrior 2, and SNOW. Several companies have different version of the engine, such as Cloud Imperium Games, which uses a modified version of the engine for Star Citizen and Squadron 42. Even a company like Ubisoft has an incredibly modified version that they have dubbed the Dunia Engine, which is used for the most recent version of the Far Cry series.


CryEngine 1 - This version of the engine was licensed to NCsoft for their game, Aion: The Tower of Eternity.

Crytek made this engine as a technology demo of Far Cry for Nvidia. When the company saw its potential, they turned it into a game. When graphics cards were released that supported 3.0 pixel vertex shaders, Crytek released version 1.2 of the engine, which used capabilities for better graphics. Soon after Crytek developed CryEngine 1.3. This added support for HDR lighting.

CryEngine 2 -  The version 2.0 appeared in Crytek's game, Crysis. It was later used in Crysis Warhead when it updated the same engine.

The engine was licensed to an architectural and urban-planning communication company. The obvious reason for this, was because the company would be able to see what the building looked like before construction. Other companies such as Simpson Studios also licensed the engine to be used for a game. On September, 17th, 2007, the engine became the first version in the world to be used for educational purposes.

CryEngine 3 - CryEngine 3 was released on October 14th, 2009 and is available for use on PlayStation, Xbox, and Wii U. The first game made using this engine version was Crysis 2, which was released on March 22nd, 2011.

On July 1st, 2011, an SDK version of CryEngine 3 was released specifically to make custom maps, mods and content for Crysis 2. Crytek also released a free-to-use version of the CryEngine for non-commercial use. It was released on August 17th, 2011 under the name CRYENGINE® Free SDK.

CryEngine 3.6/4 - Even though this 'version' is classed as 3.6/4, Crytek actually decided that they were going to rebrand the engine and simply name it CryEngine without the version numbers. They chose to do this because as they stated that the latest edition of CryEngine will not be like any others seen previously.

The new CryEngine version adds support for Linux and other consoles like the PlayStation 4, Xbox One, and Wii U. At certain events, Crytek have also shown their engine supporting virtual reality systems. At GDC 2015 Crytek brought a demo called 'Back To Dinosaur Island' to the event, which shown how well their engine could use VR.

CryEngine V -  On March 22nd, 2016, Crytek released a new version of CryEngine, called CryEngine V, which supports DirectX 12, Vulkan and Virtual Reality.

Thursday 10 March 2016

Controversial Games - Muslim Massacre/Postal 2

L3 Extended Games Development
Controversial Games
Tutor: Caitlin, McReynolds
Name: Wyatt, Chapman
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Muslim Massacre Controversy

This game was made by Eric Vaughn also known as "Sigvatr" on the "Something Awful" forums. The game was released in 1990 and although it was out for awhile it on gained an increase in hate on September 11th 2001.


The player follows the path of an American soldier, which is dropped out of a plane equipped with a pistol. Players can find different weapons laying around on the floor though, such as: shotguns, rocket launchers, machine-guns and grenades. To advance throughout the levels, the play must kill every Muslim that comes onto the screen. Once that has been completed there will be a boss fight. Just to top it off some Muslims are dressed as normal civilians, which you still murder anyway.


This picture above is gameplay of someone attempting to defeat one of the bosses within the game. Osama Binladan.

Because of the September 11 plane crashings, people would comment about the game calling it "vile, childish, tedious and desperate to drum-up controversy." Some people even say that the game was made in order to justify a reason for murdering Muslims. Viewer comments on the web site of the Arabic television channel Al Arabiya were mixed; some condemned it, while others viewed it as a reaction to Islamist extremists.

Postal/Postal 2

Postal 2 is a game created by Running With Scissors and was released April 13th 2003. Being the sequel to the internationally controversial, Postal. The game gained publicity immediately because of it's extreme violent nature. In 2004 New Zealand banned postal 2 due to "gross, abhorrent content". On May 1st 2007 Malaysia banned the game because of the games violence and "offensive depiction of cruelty".


Plot - The player follows a character simply called "postal dude", which has red hair, wears a T-shirt with an alien's face printed on, has a trench coat and is quipped with suspicious glasses.

The player is tasked with doing several choirs throughout the week. Starting on Monday, the player can approach each task how they see fit. You could go and buy milk from the store without starting any fights, or you can go on a massacre before collecting your items on the shopping list. The game sticks by the rule of that each mission is only as violent as the player controlling it. Although the gave does advise you to use violence since every character in the game has it in for you. They will either stick their middle finger up at you for no reason, or you could be mugged and assaulted by random people on the street.

When people gave their views on the game, it was quite mixed, surprisingly, but most people went far enough to give the game a zero rating because of the violence, which the developers followed up with "that the amount of violence is up to the players—they may go about their tasks without causing trouble, or they can create mayhem.".

One of the most notifiable parts of the game is the ability to urinate on dead bodies. People stated that this was pushing the line too far, but as it so happens this can only be done if the player chooses to urinate on people or the ability to use a cat as a silencer for your weapon, clearly showing animal cruelty.


In New Zealand the game remains banned, distribution or even buying it for personal use is widely illegal and is considered a criminal offense, punishable by up to 10 years in prison and a fine of $50,000. The game received additional negative publicity following the September 13, 2006, Dawson College shooting incident in Montreal. Media coverage regarding the shooter, Kimveer Gill, indicated that he played violent video games. Postal 2 was cited as one of these games, although some coverage by CTV erroneously stated that the game was only available for sale in the United Kingdom. Developer Ryan C. Gordon, who ported the game to those platforms, stated that he feels that the game holds a mirror to the worst aspects of modern society, saying in an interview that the game is a "brilliant caricature of our mangled, disconnected, fast-food society, disguised as a collection of dirty jokes and ultra-violence."

Tuesday 1 March 2016

Bob Invaded Space Evaluation

Unit 72/22 Extended Games Development
Tutor: Wayne, Gallaer/Josh, Rai
Game Evaluation
Name: Wyatt, Chapman
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Bob Invaded Space Analysis.

Assignment Objective

The objective of the assignment was to make one out of three games. The games were already picked out for certain people to create. Some people would create a maths game, while others like me would make a Space Invaders clone or Black Jacks card game. One the game had been picked, we could make anything we wanted as long as it was related to the genre we were given.

Bug Report:
  • Shooting creates a stream of bullets, instead of one at a time.
  • Enemies don't die when shot, or when one is shot they all die.
  • Can't stand stay in one place (even with the right code).
  • Enemies don't shoot.
Sprites:

Main character (Bob's Ship):


This sprite has the most "coding" within it. Holding the movements of the ship, shoot key and collisions. Although i'm only using the systems icon coding.

Enemy Ship:


The enemy has only a little bit of coding, which consists of movement, collisions and automatically shooting at random times.

Sprite Barrier:


The barrier is used as a shield for the player against enemy fire but you must be wary because the barrier will slowly start to break down as it gets hit.

Sprite Wall:


This sprite only has a collision code, to obviously stop the player and enemies from leaving the area, since it has no other reason.

Sprite Bullet:


The bullet only has a small amount of coding, which is mainly variables, to stop people from being able to spam the shoot key.

Background Picture:


This is the current background i am using for the "Bob Invaded Space" game.

Level Layout:


This is the level design i decided to go with, it's pretty simple. enemies at the top, player at the bottom and some barriers that start to deteriorate, when shot by the enemy.

Target Audience:

- Target Age: Any.
- Target Gender: Any.
- Targeted Gamer: Casual and competitive.
- Predicted Price: Free.

Development:

- Name of the Game: Bob Invaded Space.
- Art Style: Arcade, for a more casual feel.
- The created sprites have a pixel value of 32 by 32.
- Game Dimension: 2D.
- Genre of the Game: Action, casual.

Sound Development:

Plan:

The game i have created is a remake of "Space Invaders" although i called mine "Bob Invaded Space" relating back to the previous game i made "Bob's Gob". The aim, as i think everyone knows, is to last as long as possible by avoiding enemy bullets and in return killing them. Firstly i must choose which game i want to import sounds into. then i should research other games' music ideas and learn from them on how to use the correct music for the theme of the game. Once that is complete, i'll use equipment supplied by the college to record sounds. Then i'll put the sounds onto the computer and using Adobe Audition i will edit them to fit the game.

Music i Envision:

I'm hoping to make a retro, comedy-action themed song, to keep players engaged with the combat but also to prevent them from getting frustrated if they die multiple times.

Other Notes:
- All sounds shall be in mono.
- Software being used: Adobe Audition.
- Sound Effects: PewPew, Beep.


The top image is what it looked like before editing. (Mono)


This is one of the samples of sound i edited and imported into the game. The sound was made for the purpose of informing the player that the spaceship has fired it's bullet. Since i couldn't get a real gun for the sound effects i had to make a foley (artificial sounds) sound. i had this sound start straight the way then had it fade out.


The top image is what it looked like before editing. (Mono)


The next sound is to indicate that the enemies have moved one block lower so that the player can focus on dodging bullets. I only cut parts from this sound, to get the correct "beep".



This is a video of me playing my game with sounds. (there aren't manner since it's space invaders)

File Formats: All recordings i have done started off as "VLC media file (mp3.)" but once imported they were converted to "GameMaker File".

This is the file before being imported into the game.


This is the file after being imported.

Evaluation: overall i am quite happy with how my sounds work with the games style. "beep" was the first sound i did. it adds a slight retro feel to the game, possibly making some of my older audience feel abit nostalgic. "pew" is the sound effect for the gun being fired. For this sound effect i kinda wanted abit of humour so i decided to use my voice for the sound because i figured a high pitched voice saying "pew" would make some people grin. I have to admit though, "pew" doesn't really suit the art style of the game. Although the game is 32 bit, i think the "pew" sound effect should be in a more comical art style.

Did i stick with my plan? I would say that i followed most of it, if not all. I went out in a group and recorded sounds using different objects using the equipment we received, although we didn't gather any objects like i said i would but instead improvised with what i had on me, or around me. As for editing, i only really cut pieces down to fit parts of the game because i didn't feel like it was necessary for me to use any fade in or fade out, loop etc. 

Thursday 11 February 2016

Unit 73 - Game Music Evaluation

L3 Extended Games Development
Assignment 1 - Use of music within games and the methodology of recording and production.
Start Date: 02/02/16
Deadline: 09/02/16
Tutor: Josh, Rai
Name: Wyatt, Chapman
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How do games use music to add an enhanced effect to an atmosphere?

Chase Events (Male Ward Chase SoundTrack Outlast) - Most developers will express the execution of a chase event by suddenly initiating a song with a fast rhythm. This can cause players to panic, as they feel the need to rush, in order to escape. In most cases it would be the correct thing to do, but rushing, along with panicking can make players flustered and may not be able to respond to the situation correctly or slowly.


Outlast is full of moments where it has you on the edge of the seat and with the assistance of music (specifically the link above) and the run down surroundings increasing the intensity of the moment.


Emotional Scenes (Last Of Us -All Gone (No Escape)  - The aim for this song is to make the mood feel as though all hope has escaped, that all the main character can do is give up. This could invoke the player to feel sad. I would say that given the atmosphere and scenery within the game, this music would suit it well within a distressing part of the story.



Finding an item (Zelda chest opening sound) - Zelda - when you find a treasure chest with a new item, a small tune is activated, to inform you that you have have found an important piece of equipment.

My Theory of why music is used in games.

Music and sound FX are so important within a game or film. They are used to enhance the atmosphere.

Using spine chilling music, you can create a game with low graphics, yet still setup a good scenario. SlenderMan for example is mainly thriller based. Nothing really happens but it builds up the music as you go on through the game, to put you off of the objective and more focused on running away. Music can also assist in making the player feel more emotionally attached to a character. The Last Of Us does this exceptionally well. It's a game that is solely focused on character attachments to increase the emotional trauma of the game's story/plot.

Keywords:

Wavelength - The distance between crests of sound waves.

Pitch is perceived as how "low" or "high" a sound is and represents the cyclic, repetitive nature of the vibrations that make up sound. For simple sounds, pitch relates to the frequency of the slowest vibration in the sound. In the case of complex sounds, pitch perception can vary. Sometimes individuals identify different pitches for the same sound, based on their personal experience of particular sound patterns.

Amplitude - Refers to the intensity of sound.
Pitch - How high or low a tone is.
Hertz - The unit for frequency.
Decibel - The unit used to measure the intensity of sound.
Foley - Creating artificial sounds for films or games. an example of this would be if they had a scene where a character slapped another, then they would probably use a slab of meat and hit it with a rolling pin to create the illusion of the person being slapped.
Timbre - The quality of musical sound or voices, from the pitch to the intensity.

Evaluation of 2 Game Songs:

Halo 2: A game about the last remaining spartan (Master Chief) who is trying to save the universe and prevent the activation of the halo rings

Halo 2 - Mjolnir mix (Original Soundtrack) - The song starts off by creating a mystical atmosphere, filling the player with wonder, then it goes into an intense guitar solo, indicating the start of an event that is intense, being fast paste and full of action. Players may feel curious at the start, possibly later on in the song players may feel motivated to try their hardest to complete the task before them, people could feel heroic.


The Last of Us: This game follows the story of Joel. A man who was caught up in the chaos of the outbreak, which ended with him losing his daughter. Later on he is tasked with escorting Ellie to a laboratory, where doctors decide to dissect Ellie in order to obtain a cure.

Last of Us - Main Theme (Gustavo Santaolalla) - for me it sounds like something sad, or dramatic has happened. Maybe something is coming but it cant be foreseen. The song itself has a very distinct western feel to it, especially when its put into context with the game. The music could have been specifically made to go along with the ruined city, which was plagued. Making the play feel just how terrible the outbreak was.


Obviously both games have copyrighted their music to prevent other people or companies from stealing it. In order to use their music in a videos or other media service you would first have to pay royalties or ask for permission and try to obtain rights for free, with afew other ways to use the songs.

Thursday 14 January 2016

Film Analysis - Appleseed Alpha

L3 Extended Games Development
Film Analysis
Tutor: Wayne, Gallear
Name: Wyatt, Chapman
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Film Analysis - Appleseed Alpha

Character Motives:

Olson - To destroy a pre-war machine, which could destroy New York.

Iris - Her motive is also to destroy the pre-war machine.

Deunan - She wanted to venture off to find Olympus.

Briareos - At the start his motive was to just keep surviving without wanting anything else, but near the end of the film he changes to wanting to find Olympus.

Talos - He wanted to use the war machine to strike fear into the hearts of people and cyborgs so that he could create a new world.

Two Horns - Two horns wanted to become the ruler of New York City through money and other means.

Story:

Plot - Deunan (a younge female soldier) and Briareos (a cyborg partner) are trying to survive in a post World War 3 apocalyptic New York City. While doing jobs on the side, Deunan dreams of finding Olympus (the legendary city of hope for humanity).

Beginning - At the start Deunan and Briareos had been set out on a task to obtain a vaccine for Two Horns. On their way back to Two Horns, via. metro train lines, they become under attacked by 3 cyborgs which causes damage to the vaccine. Deunan and Briareos believe that the 3 cyborgs were Two Horns men and that Two Horn is secretly trying to sabotage Briareos. By not bringing back the vaccine they are forced to go on another mission to destroy some drones.

Middle -  This is when they meet Olson and Iris. At that point Olson and Iris did not know about the drones that had gone wild, so Deunan rushes in to save them, while Briareos stayed back to support her. After the drones had been eliminated, Talos and his companions flew to the ceased battlefield in pursuit of Deunan and Briareos' new found friends. After finding no trace of Deunan and Briareos at the site, Talos heads over to the city to see Two Horns. Since Two Horns doesn't know anything about the girl that Talos is looking for, Talos decides to kill Two Horns. Only somehow Two Horns manages to survive. Briareos and his friends set up camp in an abandoned building to stay for the night,  when Two Horns shows up in a tank to kill Briareos. Deunan, Iris, Olson and Briareos fight against them and manage to destroy the henchman followed by the tank. Once that battle had ended Talos shows up and kidnaps Olson and Iris.

End - Briareos, being a cyborg, is able to track Olson, but when they found him they were too late, Olson had been killed and his data on the weapon had been taken, but he did leave behind a data chip for Briareos, so that he could locate the pre-war machine. Immediately they take the jeep and rush to the location. killing 4 enemy cyborgs at the entrance, they rush down the elevator shaft using the jeep. They are then pinned down and struggle to advance to save Iris. This is when Two Horns which had survived the tank explosion, shows up to save the two protagonists from the Tritan forces. Talos end up activating the machine and sets out with Iris (who is held captive) to destroy New York City, what he doesn't know is that Deunan is onboard aswell. She appears infront of Talos and shoots him multiple times, running out of time and being unable to stop the machine through the command console, so they get Briareos to shoot the engine with his rifle on the ourside. Unfortunately Iris had to stay behind to keep the shields down for Briareos to have his opening and ends up dying in the explosion.

Tuesday 12 January 2016

Music, FX and Legal Consideration

L3 Extended in Games Design
Start Date: 12/01/16
Tutor: Josh, Rai
Name: Wyatt, Chapman
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List of Music/FX Sources:

  • Produce your own.
  • NoCopyRightedSounds (NCS).
  • Buy the rights to someone elses song/request if you could use it.
  • Get royalty free music.
Explaining the purpose of music/FX

The Witcher 3: Wild Hunt - Alot of the music in The Witcher 3 is quite dramatic and fits fight, and chase scenarios well. The music is also very immersive, fitting the setting of the game amazingly, really making the player feel more attracted to the game. The audio soundtrack for when your character is fighting will get you pumped, causing you to want to keep fighting enemies, just for the music. The Witcher 3 - Combat Music

Click this to see other explanations about the moods of music and their effect on the player.

Legal and Ethical Consideration

95% of the time, when obtaining musical content, the user will need permission from the owner because alot of music produces copyright their music.

To do this the user can either pay royalty fees. This means that you will have to pay money to the owner of the music to use it.

If the producer is maybe in a good mood and you ask nicely you could get permission from the owner to use the music for free.

Lastly you could  buy the rights to the music, which could cost more than royalty fees.