Session 5 Year 2024 Production Project

classical guitar” by chrispez is licensed under CC BY-NC-SA 2.0.

SUMMARY

Role

Guitar

Intention (SMART Goal) for the Session

By May 10, as part of TEAM 5 as , I will have evidence of a consitently paced fingerstyle guitar part by following Matteo Mancuso: Game Changer Finger Style – Tutorial through Interviews for Session 5.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Matteo Mancuso he is known for his fingerstyle approach to electric guitar which he Is very very good at.

Primary Source

Secondary Source

Training Source(s)

Project Timeline

Pre-production Milestones

  • find chords/key
  • work on timing
  • plan out the start of the song

Production Milestones

  • Thing 1
  • Thing 2
  • Thing 3

Post-production

  • Thing 1
  • Thing 2
  • Thing 3

Proposed Budget

A budget will be completed during Session 5, 2024

Evidence of Team Planning and Decisions

Place screenshots of the following…

  1. Trello Board
  2. Storyboard (FILM) (with comments for each role) OR other planning documents like sketches, flowcharts (GAME DESIGN), etc.
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM

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)

Ways of Working (Communication & Collaboration)

Tools for Working (Info & Media Literacy)

Ways of Living in the World (Life & Career)

Reactions to the Final Version

Self-Evaluation of Final Version

Grammar and Spelling

Editor

Session 5 Year 2024 Production Project

Erika 9 typewriter” by shordzi is licensed under CC BY-SA 2.0.

SUMMARY

Role

Writer/Menu/Producer

Intention (SMART Goal) for the Session

By May 10, as part of TEAM 4 as , I will have evidence of Well writen script and voicelines by following HOW TO Write Your Own Character Voice Over Demo for Session 5.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Anthony Burch

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.

Primary Source

Secondary Source

3:48 fun vs challenge

Training Source(s)

1:39 Voices in categories

2:15 Normal voice vs theatrical voice

3:02 Protagonist vs antagonist

5:48 Breathing as a part of a voice

9:05 Stretching the pitch of ones voice

17:00 Imagine the setting the character lives in

Project Timeline

Pre-production Milestones

  • Writing lines
  • Creating themes
  • Writing jokes

Production Milestones

  • Importing lines
  • Creating opportunities for jokes
  • Maintain consistent themes

Post-production

  • depends on end of year stuff…
  • ” “
  • ” “

Proposed Budget

A budget will be completed during Session 5, 2024

Evidence of Team Planning and Decisions

Place screenshots of the following…

  1. Trello Board
  2. Storyboard (FILM) (with comments for each role) OR other planning documents like sketches, flowcharts (GAME DESIGN), etc.
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM

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)

Ways of Working (Communication & Collaboration)

Tools for Working (Info & Media Literacy)

Ways of Living in the World (Life & Career)

Reactions to the Final Version

Self-Evaluation of Final Version

Grammar and Spelling

Editor

Cool Guy Fighting Bad Guy for His Cats Pitch

LOGLINE

  • Cool guy Fighting bad guy for his cats

PROTAGONIST 

  • Cool guy likes cats and punching bad guys

PROTANGIONST CORE WOUND / MOTIVATION 

  • to save his cats from the bad guys

GENRE

  • 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.

Kung Fury and Triceracop” by PatLoika is licensed under CC BY-NC-ND 2.0.

Office worker Fighting his boss for a raise

LOGLINE

  • Office worker fighting his boss for a raise

PROTAGONIST 

  • Generic office worker
  • Very lazy

PROTANGIONST CORE WOUND / MOTIVATION 

  • The protagonist wants a raise but they also just hate their boss.

GENRE

  • Action adventure platformer the theming would be similar to castle crashers however it would be single-player.

INFLUENCES and EXAMPLES

Castle Crashers Tattoo” by Major Nelson is licensed under CC BY 2.0.

Office Worker” by Much Ramblings is licensed under CC BY 2.0.

Audio Recording Sound Safari

Microphone

Microphone” by aromano is licensed under CC BY 2.0.

Summary

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

– Audio terms and definitions from Wikipedia

Voice Recording

Outdoor/Environment Recording

Instrument Recording

What I Learned & Problems I Solved

  • 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.

Resources

Microphone Auditions Project

Summary

  • WRITE ONE SENTENCE SUMMARIZING WHAT THIS PROJECT WAS ABOUT
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM

Microphone Audition Podcast

  • WATCH SOUNDTRAP PODCAST TUTORIAL
  • MAKE SURE YOU READ AND RECORD THE SCRIPT INTRO AND OUTRO FROM THE MICROPHONE AUDITION SCRIPT
  • EMBED OR LINK YOUR FINISHED PODCAST AUDIO FILE FROM YOUR GOOGLE DRIVE OR A SOUNDCLOUD ACCOUNT
  • MAKE SURE IT IS SHARED PUBLICALLY
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM

My Favorite Microphone

  • WRITE WHICH microphone was YOUR FAVORITE.
  • WRITE WHY this microphone was YOUR FAVORITE.
  • INCLUDE Specifications (PLACE MIC. NAME and  FREQUENCY RESPONSE IMAGE)
  • GET IMAGES and TEXT description from this page: http://capitalcomtech.info/2015/11/10/microphone-audition/
    • BE SURE TO SCROLL DOWN TO FIND THE IMAGES AND TEXT
  • EXAMPLE:

Shure SM58

The Shure SM58 was my favorite microphone because I really liked how the proximity effect boosted the low frequencies in my voice.

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

Session 4 Year 2024 Production Project

The Infinity of Computer Sciences” by lecasio is licensed under CC BY-NC-ND 2.0.

SUMMARY

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.

PRE-PRODUCTION – INQUIRY

Chet Faliszek

Primary Source

Wikipedia

Secondary Source

Training Source(s)

2:23 Background

3:57 Buttons

5:41 Animations

13:04 Transitional Animation

14:41 Idle Animation

Project Timeline

Pre-production Milestones

  • Plan for session
  • Prepare Trello
  • storyboard if necessary

Production Milestones

  • Fix bugs
  • Make a camera
  • make a professional menu design

Post-production

  • Get feedback
  • Playtest
  • Think about what factors would work for a future game.

Proposed Budget

A budget will be completed during Session 5, 2024

Evidence of Team Planning and Decisions

Place screenshots of the following…

PRODUCTION – ACTION

The GAME Creation

Game

The above is a link to the game.

Skills Commentary

POST-PRODUCTION – REFLECTION

21st Century Skills

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.

Tools for Working (Info & Media Literacy)

Construct Edublogs Trello YouTube Dundoc Pixil Art.

Ways of Living in the World (Life & Career)

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.

Grammar and Spelling

Grammarly

Editor

Azure

Session 3 Year 2024 Production Project

Computer Budgie II” by MichaelFitz is licensed under CC BY-NC-SA 2.0.

SUMMARY

Producer/writer

By Jan. 12, as the Writer/Producer/Menus for my team for TEAM 4, I will learn how to make a Camera that works in multiplayer, by following Construct 3 Camera Tutorial – Camera Follow Player for Session 3.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Jason West

Call of Duty: Modern Warfare 2

Call of Duty 4: Modern Warfare

Call of Duty: Modern Warfare Remastered

Call of Duty: Modern Warfare 2 Campaign Remastered

Training Source(s)

2:00 Camera delay.

3:29 Experiment with timing.

0:20 Inspiration.

1:22 Drawing from existing design.

2:41 Menu that builds into the game.

3:11 Reference Photos.

3:58 Contrast between background and Text.

4:17 Importance of movement (birds, particles, leaves, etc.)

4:35 Less is more #1.

5:30 UI Audio.

6:21 Audio on animations.

6:54 Importance of getting feedback.

8:41 Less is more #2.

Pre-production Milestones

  • Brainstorming character design and world design
  • Planning out how we want the camera to move
  • planning movement and player interaction

Production Milestones

  • Tons of work and some math to get camera working
  • Player movement
  • Functioning character selection and controller inputs

Post-production

  • Reflecting on the movement of the player
  • Play testing resulted in some bugs to be found but we fixed them
  • Testing the camera with multiple sets of players and fixing bugs

Evidence of Team Planning and Decisions

Place screenshots of the following…

  1. Storyboard (FILM) (with comments for each role) OR other planning documents like sketches, flowcharts (GAME DESIGN), etc.

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Team 4

Skills Commentary

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.

Tools for Working (Info & Media Literacy)

Construct 3, Trello, Dundoc, flowcharts, Edublogs, Youtube (for tutorials.)

Ways of Living in the World (Life & Career)

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.

Grammar and Spelling

Grammarly

Editor

Azure

November 9 2023 Weekly Work Log

Session Number:2
Week Number:3
Total Estimated Hours Contributed this Week: 4 Hours
What is/was your overall goal for this week? Work toward finishing the current session and planning to be ready for the next session.

Work Tasks 

Date Task Description Time Spent Was / Were your choices and work Best Practices? Why? 
11-6Fixing Bugs1 hour necessary problems to fix
11-7 establishing goal for end of session 1 hour communicating with team on end goal
11-8 brainstorm next session  1 hour I started to plan what i’m gonna do for next session basic idea
11-9 working on Trello and wrapping up session 2  1 hour 
No School   Veterans Day Observed

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: Nothing special for this week.

November 3 2023 Weekly Work Log

Session Number:2
Week Number:3
Total Estimated Hours Contributed this Week: 5 Hours
What is/was your overall goal for this week? Fix bugs and develop MVP

Work Tasks 

Date Task Description Time Spent Was / Were your choices and work Best Practices? Why? 
10-30Fixing bugs1 hourI would say the solutions I used for fixing bugs were fairly innovative in my mind.
10-31 Fixing bugs 1 hour ” “
11-1 Polishing MVP1 hour Polishing the MVP consisted mostly of fixing bugs and holes in the map
11-2 ” “1 hour ” “
11-3 ” “1 hour ” “

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