Anthony Burch is the lead writer for Borderlands 2 as well as working on many other games he also helped with writing one of the adventure time distant lands episodes and hosts a dungeons and dragons podcast called dungeons and daddies with 3 other host one of which being Freddie Wong one of the founders of Rocketjump.
Retro feel I’m thinking synth mixed with heavy guitar with a structured baseline but I want there to be a time in the song for each instrument to be heard by itself.
INFLUENCES and EXAMPLES
I was thinking about the movie Kung Fury for the feel. But that’s just appealing to that retro indie feel.
I was the voice for my group I talked and played the guitar for the audio recordings.
using the SM58 microphone.
Audio Terms and Definitions
Sound Wave
A vibrational disturbance that involves the mechanical motion of molecules transmitting energy from one place to another.
Compression
Reducing a signal’s output level in relation to its input level to reduce dynamic range.
Frequency
The # of times per second that a sound source vibrates, is expressed in hertz (Hz).
Hertz
Unit of measurement of frequency; numerically equal to cycles per second (cps).
Infrasonic
The range below the frequencies is audible to human hearing.
Ultrasonic
The range above the frequencies of human hearing.
Pitch
The subjective perception of frequency – the highness or lowness of a sound.
Fundamental
The lowest frequency a sound source can produce. In other words, it is also called the first harmonic or primary frequency which is the lowest, or basic, pitch of a musical instrument.
Sound Frequency Spectrum
The range of frequencies audible to human hearing: about 20 to 20,000 Hz.
Octave
The interval between the two frequencies that have a tonal ratio of 2:1.
Bass
The low range of the audible frequency spectrum; is usually from 20 to 320 Hz.
Midrange
The part of the frequency spectrum to which humans are most sensitive; is the frequencies between roughly 320 Hz and 2,560 Hz.
Treble
The frequency range between roughly 5,120 Hz and 20,000 Hz, the highest two octaves audible to human hearing in the sound frequency spectrum.
Equalization
A signal-processing device that can boost, attenuate, or shelve frequencies in a sound source or sound system.
Amplitude
The magnitude of a sound wave or an electric signal is measured in decibels.
Decibel (dB)
A relative and dimensionless unit to measure the ratio of two quantities.
Wavelength
Distance between two peaks of a wave
Velocity
Speed in a given direction
Harmonic
Is a multiple of the fundamental frequency
Phase
Factor in the interaction of one wave with another, either acoustically or electronically
I learned group communication with strangers is difficult, to say the least. A problem I solved was I kept messing up the script so I wrote it down however it got corrupted anyway.
DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM
Terms and Concepts
Microphones
Dynamic – The sound waves themselves create the electrical signal by moving the membrane diaphragm of the microphone. Very popular and very well known. It is good for the low and middle range, NOT the high range.
Condenser – The membrane has an electrical current that waits for sound. When the sound waves hit it, it responds instantly. They are all over the place, but they need an electrical charge {amplifier} from something {battery}.
Polar Patterns
Omni – Picks sound up from all directions equally. This is used for interviews because it can pick up more than one person, without having to have two separate mics.
Cardioid – Picks up one half of the microphone, also known as a ‘directional mic’. Most sensitive in the front, about 180 degrees. Shaped like a heart.
Bi-directional – ‘Figure of 8’, picks the front and behind of the mic, but the 90-degree angle on both sides does not get picked up.
Transduction – Converts one form of energy to another.
Voltage – An electric force or a potential difference shown in volts.
Phantom Power – Activates the condenser in a microphone. DC powered mostly between 12 and 48 DC voltages.
Sensitivity – Voltage at its known sound level. Can be called by its voltage or decibels. A higher number means more sensitivity, everything is mostly in negatives. Sound pressure.
Frequency Response – The range of sound the microphone can produce and how sensitive it is within the range. You want it nice and flat.
Transient – A variation in current, voltage, or frequency.
Placement – Placement of the microphone is key, depending on the sounds you want, it can just be the distance from you or the instrument from the microphone. This part of the microphone can affect others emotionally in a way to connect with the audience.
Proximity Effect – Decreased sensitivity to low mics, which reduces background noise and vibration and counteracts when used very close to the source.
Output – A place where the sound leaves the system.
Characteristics – This is the Relative Response and Frequency measured in a Hertz graph to show how good or bad the microphone is. This can show the quality of the mic.
Noise Rating – The signal (sound source) to noise ratio measured in decibels (dB). Noise is any sound in the background you don’t want. Electricity vibrates at 60dB so you want the ratio of the signal and noise to be higher than that. Preferably 90dB or higher.
Hardware
Clips – A clip is something that you use to hold a microphone on something {for example – stand }, but, using the wrong kind of clips can affect the performance, make sure it is tight so it has the correct effect.
Stands – This ties in with a clip, this is what the clip will connect to. This keeps the microphone towards the object you want to hear without having to hold it or keep it still.
Windscreen – Something that covers and protects the microphone, mostly a foamy material.
Direct Box – A device used to connect an instrument directly into the audio mixer.
What I Learned and Problems I Solved
WRITE A SMALL PARAGRAPH DETAILING WHAT YOU LEARNED AND AT LEAST ONE PROBLEM YOU SOLVED AND HOW YOU SOLVED IT.
DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM
I was the Producer/Writer/Menus for Team 4 during session 4
Intention (SMART Goal) for the Session
By March 1, as part of Team 4 as Writer/Menu/Producer, I will have evidence of an effective Menu that has clarity and subtle by following Designing a Striking Main Menu with No Design Background | Farewell North – Indie Game Devlog 4 for Session 4.
Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)
The camera took a large amount of time and was not polished by the end of the session. I should have focused on working with a simpler camera and prioritizing an optimized map by working with the level designer more.
Ways of Working (Communication & Collaboration)
Our communication was effective in and outside of school. I believe our downfall was contrasting opinions on how the game should be.
Team communication is always important in any field or industry this session gave me insight on how important it is to have similar goals with teammates in any given project.
Reactions to the Final Version
Jim said the camera was too jumpy and distracted from the game experience.
A peer (I’ll find their name later) said a smaller map would have been better
I agree with this statement we tried to address this issue but what we should’ve done is make a smaller map for lower quantities of players and have the camera anchored with a little movement rather than recreating the whole camera system.
Self-Evaluation of Final Version
I think we needed outlines to give more texture and a more polished feel rather than appealing to the more realistic pixelized texture the map was extensive which made it hard to see the detail that had gone into the art. We should have focused and made a smaller game with more depth of detail that complemented the art better.
During the programing of the game I was able to facilitate new skills for multiplayer and Camera and I was able to increase the efficiency of my programing in order to make a game that was easier to add to and continue the game further.
POST-PRODUCTION – REFLECTION
21st Century Skills
Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)
during the production of our game for session 3 I was able to overcome many challenges such as the camera and multiplayer functionality.
Ways of Working (Communication & Collaboration)
As the producer for my team I was in charge of communicated what we wanted the game to become but our initial goal for the game actually changed from a pve to a pvp game.
Working as a team can be difficult in the world of work I believe this class has made a monumental impact on my team work, communication, and overall quality of work.
Reactions to the Final Version
“The geysers need something to indicate how they work because from face value they just look like a pile of rocks.” Aydin
Self-Evaluation of Final Version
Since we are continuing this game I believe it has a lot more work to become its final version however within session 3 we made a tremendous amount of progress.
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: Nothing special for this week.
I would say the solutions I used for fixing bugs were fairly innovative in my mind.
10-31
Fixing bugs
1 hour
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11-1
Polishing MVP
1 hour
Polishing the MVP consisted mostly of fixing bugs and holes in the map
11-2
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1 hour
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11-3
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1 hour
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Personal Comments (Optional)
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: I find fixing bugs to be an enjoyable way to improve in construct