Monday 25 October 2010

Production log

Production Log


Week one
We started by watching the video game clips then deciding which ones we wanted to do and going into groups. When groups were sorted we re-watched the clip and chose the minuets we wanted to do. The group I am in is doing Resident Evil 5.
Week two
We used the audio from the clip in reaper to get use to the system and understand how to mix and improve audio. And started to make a list of all the sound and dialogue we needed to record.
Week three
We began to record the dialogue for Sheva, Chris and HQ.
Week four
We had finished the dialogue and began to record sound effects such as footsteps on different flooring like metal and wood. Different metal grating, key board typing, metal case opening, paper rustling, water pipe, glass smashing other sounds we will get of the internet.
Week five
After all the audio and sound effects were recorded each of us listened to the recordings and labelled them. After labelling I used Wavsaur to edit the audio. The process we used to this was go into process, convert to mono, mix all channels, convert to stereo and then normalisation but that only converted one file at a time so we converted them all by selecting the folder with the files in and selecting mono5050 then stereo normalize to 1DB and resample44100hz.
Week six
Continuing with editing.

Sound track list

Sound Track List

Red = Sound scape Noise
Black = Player Interaction Noise Section A
Recorded
Foot Step Concrete
Foot Step Metal
Elevator Doors Opening/Closing
Metal Door Sliding
Elevator Moving
Shattering Noise
Acquired
Gun Cocking
Gun Firing
Gun Reloading
Fan Blade Spinning
Water Pipe Leaking
Metal Rumble
Metal Beam Stress Noise
Metal Chain Drag Noise
Electrical Hum
Produced
Action Noise
Ammo Pick Up Noise

Section B
Recorded
Foot Step Concrete
Foot Step Metal
Elevator Doors Opening/Closing
Car Drive
Tyre On Dirt Road
Car Door Open/Close
Metal Case Opening
Keyboard Typing
Distant War Cry
Paper Sound Effect




Acquired
Gun Cocking
Camera Moving Sound
Distant Car Drive By
Wind Sound Effect
Distant Gun Fire
Electrical Hum
Dust and Sand Sound Effects
Produced
Ear Piece Interference

Sound and Dialogue script

Sound and Dialogue Script

Time: 2:06-2:08
Location: In the furnace (Cut scene)
Sounds: Bubbling or gurgling of monster dying and melting away
Time: 2:09-2:11
Location: In furnace (Cut scene)
Sounds: Metal door scraping up and a buzzing sound of an alarm
Time: 2:12-2:20
Location: Outside furnace
Sounds: Footsteps on concrete floor
Dialogue:
Sheva “This thing was responsible for the deaths of alpha team. We need to report this to HQ.”
Time: 2:20-2:25
Location: corridor and empty room
Sounds: foot steps
Time: 2:26-2:28
Location empty room
Sounds: door unlocking and Chris kicking the door
Time: 2:29-2:37
Location: corridor
Sounds: footsteps
Time: 2:38-2:39
Sound: collecting ammo
Time: 2:40-2:43
Sound: Gun reloading
Dialogue:
Chris “Come on”
Sheva “Roger”
Chris “Come on”
Sheva “Roger”
Chris “You grab it”
Sheva “Ok”
Time: 2:52-2:55
Sounds: gunshot, shattering glass and gun reloading
Time: 2:56-2:58
Sounds: footsteps
Time: 2:59-3:06
Sounds: elevator unlocking, doors opening and elevator going up
Time: 3:07-3:12
Sounds: loading screen
Time: 3:13-3:14
Location: elevator leading to garage
Sounds: elevator doors opening
Time: 3:15-3:27
Location: garage
Sounds: Heavy breathing, heavy footsteps and security camera
Music: light but eerie
Time: 3:28-3:39
Location: inside car
Sounds: laptop, car driving off, paper in the wind
Dialogue:
Irving “let’s go”
Time: 3:40-3:49
Sounds: footsteps, shuffling and car door opening
Dialogue:
Chris “I got it”
Time: 3:50
Sounds: brief case opening
Time: 3:52
Dialogue:
Sheva “What was that thing?”
Chris “A B.O.W that scum bad Irving left behind to set us up”
Time: 3:58
Sounds: laptop typing
Dialogue:
Chris “Considering what it did to Alpha Team, I think we’re lucky to still be breathing.”
Sheva “If only we could have gotten there sooner”
Chris “If we had, we’d probably be dead to”
Sound: laptop typing and radio interference until end of conversation
Chris “Chris to HQ, do you copy?”
HQ “This is HQ. Excellent work out there. We’ll analyze the data immediately.”
Chris “This whole town’s gone to hell.”
Chris “The people here they’re acting like those Ganado detailed in the Kennedy report and aside from that, there’s something new, something we’ve never encountered before.”
Sheva “Our transportation has been taken out too. Requesting a mission update.”
HQ “The mission stands. Capturing Irving is your top priority. We believe he may have fled to the mines on the other side of the train station.”
Chris “Wait, we’re the only two left, you want us to go in there alone!?”
HQ “Delta Team have been dispatched and are on their way. They will assist you in locating and apprehending Irving.”
Sheva “But wait, we can’t...”
HQ “I repeat your mission stands. We can’t afford to let him get away. Proceed to the mines beyond the station. Over and out.”
Sheva “This is insane!”
Chris “You ever get the feeling you’re expendable?”
Music: dark and tense
Time: 5:13-5:15
End of chapter scene
Music: calm

Pre-production plan

Game Soundtrack Pre-Production Plan

The sound and music in Resident Evil 5 it set to create an atmosphere that is tense. The music makes the player panic-stricken and keeps them on their toes during the game. The music increasing during fights and then decreasing after the fight could make the player think that every time the music becomes louder and more intense that there is a fight, horde of zombies or a boss fight just around the corner.
Two particular games that show the same type of technique is Amnesia: the Dark Descent and The Grudge: A Fright Simulator music is constantly quiet thought out the games but during certain moments the music gets louder without warning and this makes the player jump and gives a shock reaction. As well as music it is also accompanied by sound effects which add to the shock depending on the game it could be an explosion, monster, screams or weapons and the image on the screen to go with it all.
Another small example is in Left 4 Dead when the player is getting close to a special infected called the Witch the music is a warning. When the player is at a certain distance the music is quiet but the player can hear it as they get closer it gets louder, because the Witch is the most dangerous thing in the game players don’t want to get near her so depending on the environment as well it adds panic when the player can’t she her and the music is getting louder. And finally the sound effects of the Witch growling when the player is close but can’t see her makes it all the more exciting.
The audio interacts with the environment in ways that affect almost every aspect of real life environments by interacting with objects and putting the sound in the game. So when the player interacts with something such as picking up an item or punching a wall the sounds are similar to real life.
During the project I plan to produce footsteps on concrete and metal. I think they it would work throughout the game because there are only concrete and metal floors during the clip. The sound of the elevator doors opening/closing, metal door sliding and elevator moving will be done with scraping objects on metal the different sounds will fit in because not all the metal noises will sound the same. The fan blade, the leaking pipe, electric hum, metal rumble, chain dragging, metal case opening, keyboard typing and paper in the wind I am going to get from household items. Also I can get car sounds, dust or sand rubbing on the ground from places outside.

Wednesday 14 July 2010

Web Evaluation

Hyper Text Mark-up Language or HTML is a mark-up language for web pages. It is used to create text, headings, images, videos, links and other items. HTML is written as HTML elements containing “tags”. An example of an element is the “title element” it represents the title of a web page. Other elements are void elements, raw text and normal elements.
My website is based on the Xbox 360 and PC games Left 4 Dead and Left 4 Dead 2. Coding my website was not easy until I got use to it after a few weeks. For the first two weeks I did not do anything for my website because coding was hard for me so I experimented with the coding in Dream weaver until I could do it. I used Dream weaver to make my web site because it was easy to use. The second week I started to do research on the games. Three weeks in I started to plan out my site.
It started out with text down the side and a Left 4 Dead background but I was unsure how to put in a background. I decided to get rid of the background idea and replaced it with a title at the top, pictures at the left side and text at the right. The writing down the side stayed as the menu to the hyper linked pages. Adding pictures to it was easy.
The other pages are basic and are similar to each other. The pages consist of pictures and text. The pictures are at the left side and the text underneath. The pictures relate to what page it is for example the first page links to the characters of Left 4 Dead. On the page are pictures of the characters followed by text. The text tells you about the characters such as their name, who they are, what they did before the apocalypse, how they are viewed by other characters and relationship with the others. And has an extra page on Francis showing his list of hates he mentions in the game.
It is like this for all the pages. The infected page shows the list of infected, what they can do, an easy way to beat them and how to make it worst. The weapons page shows all the weapons and tells what they are called, the range to best use them at and the damage they can do. Medical show the types of medical items you can find. During the design of the site it decided to add an extra page on Francis’ called list of hates it is a list of things Francis says he hates in the game.
The names of the page needed HTML coding for the borders around them. I used a simple code
Border: thin solid colour black.
Also the titles for the pages needed HTML for colour changes and text changing and font size. I used different colours and text.
Font-family: cracked;
Font-size: 24px;
Font-weight: bold;
Colour: red;
Using this method of coding for each title then just changing the text and colour
Strengths:
I think my site turned out good the pictures work, the hyper link to the other pages work and I am proud of the way it worked out even after some set backs.
Weakness:
I am disappointed that I could not do my site, as I wanted it in the original design I had to not add backgrounds and add no music making my site plain and simple.
Challenges I faced when making my game were choosing the right pictures, I had to search for all the characters and all the different types of infected and most of the time a pictures that I wanted to use would not work or it came out blurred. Next challenge was the text I always kept on doing research to make sure that everything I put was right the characters names, personal info and the infected powers. Other challenges were the coding for the back ground, sound effects, music, and animated gifs. The final challenge was finding Francis’s (one of the characters) lists of hates.

Friday 9 July 2010

Vodcast Voyage

RE 4 importance of character art:
One significant part of concept art in resident evil 4 is the characters. I think the most important thing is to think about is aging a character. Because in Resident Evil 2 Leon is 21 and in Resident Evil 4 he is 27 he needs to look 6 years older Using concept art to visualize and design how a character should age weather it is to look older or younger is vital. As well as aging the character the clothes need to change. The first time we see Leon’s clothing it is a bright blue R.P.D uniform next time we see him he clothes are more dull. After all concept art is done 3D modelling is needed to get the full over view of the completed character.
RE 4 importance of building art:
The art for the villages and any other buildings is very dull and dirty looking even during the day and being outside except for the top of some roofs which have a gleam in sun light. I think the concept artist for the buildings and villages went to different locations to get the idea for how the remote village should look. This is important because you want it to look as real as possible.
RE 4 importance of art in locations and environment:
Every location is unique and everything in the locations in unique. Techniques used in all locations are sometimes reused. With every location the environment will change and everything in it. In most areas there is little light so there is going to be more darkness and less need for shadows. Concept art is needed to show where these features are going to be needed.
DAO importance of character art:
Character art in Dragon Age: Origins is important because of the different species in the game. Such as human, elf and dwarf, also they have to resemble knights in armour with weapons.
DAO buildings art:
The buildings are similar to RE 4 in some ways like the way they are coloured. I still think the concept artist went on location to castles, villages and forests to again make it look as real as possible.
DAO locations and environment:
I picked one location in particular, the Chamber of assemble because the lighting captured my interest. It is not unique but the concept art must have been draw quite a few times to get the final design.
My Art Work
Art has never been a strong point of mine. But three techniques I used in my portfolio were colour, shading and just line drawing. I used colour that would have looked good in some pictures and left others as sketches. I did not do a lot of shading but where I did I used it mostly on the clothing. Line drawing is as it says just drawings. I did not use a lot of techniques because art is not a strong point.
Strengths:
I did different things such as flowers and stain glass windows.
Weaknesses:
Some are not very realistic; the faces are badly drawn

Friday 2 July 2010

Renai Conclusion

When I was downloading Renpy and I was being told that we were going to make my own game I was really excited. When I got home I read the online manual, played the tutorial and took notes. At first I tried to make my game at home but I would not work on my computer so I had to always do it a college. When I had done a few tests and gotten use to doing the basics I started to plan my characters and backgrounds. I started by finding pictures that would look good when I painted over them; the characters are the same as the characters in School Days, I did the same for the backgrounds. Although I had to make a few more character emotions or backgrounds every time I edited my game I realised that I need them even if I only used them once. The pictures I used in my Renai were taken from the Internet, Google image, or the anime itself and then I painted over them in art, also I saved the images several different times with different facial expressions or clothes. The background images I made in paint myself.
The next thing I started was the plot and story line, I did base some of it on the anime but some of the plot is my own work and so is most of the characters dialogue. The story is about Makoto who has moved into an apartment and moved to a different school he meets Konata and Sekai and befriends them but he doesn’t know that they are rivals for any boys affection and always try to out-do each other.
Finally I started the most difficult part finding the right music and sound effects. I think it took me about three or four days to find the music I thought most suitable to use. The music and sound effects I got from You Tube then I edited them in windows moviemaker. The songs for Sekai’s bad moment, Konata’s bad moments are from the anime Higurashi. I chose them because I though they were perfect for when the two characters were fighting it works well at the begging when they have the first fight scene because you know or you start to think that some thing bad going to happen, the music for the general back ground, the good ending, the evil laugh and the scream is also from Higurashi. The music for the bad endings is from School Days I chose it because it is actually used for the bad ending in the anime. The sound effects knife stabbing, door open and closing, face slap and the heartbeat were also found on You Tube and edited in moviemaker. The sound effect for the neck cutting was taken from the anime School Days.
After finishing the story I started the work on the four different endings. They are still based on the anime School Days but I added my own twist to them. In School Days a few of the bad endings are where Konata commits suicide because Makoto chooses Sekai, Konata kills Sekai because Makoto chose Sekai, Sekai kills Makoto for choosing Konata then Konata kills her and cuts open her stomach to see if she is pregnant then Konata dies. How I twisted them was bad ending one would be if the player chooses Sekai then Konata would kill Sekai and cut open her stomach and laugh. Bad ending two would be if the player chooses Konata, Sekai would kill her and claim Makoto as hers. Bad ending three would be if the player chooses none of them, then the girls would come back together and kill Makoto. The fourth ending is a good ending, in the anime the good ending is they both agree to share Makoto and that’s how it happens in my game.

Testing results:
I had one person so far to play my game and here’s what he thinks
“Excellent story provided amusement, suspense and unexpected endings. Brilliant use of music and awesome animations."