Wednesday, 16 December 2015

Unit 66: 3D Modelling


Making a 3D model:





Created a primitive cylinder, and moved the vertices to match the reference image. This cylinder created the chest. I also rotated the top row of the chest which will become the neck.


As with the chest, I created primitive cylinders, and scaled and moved the vertices to create the shape of the legs. Using the face selection, I removed the faces on the top of the cylinders, which is where the legs will join together with the pelvic area of the chest.


Once I had created all the limbs, I attached the limbs to the chest/pelvis by merging the vertices of the top row of the arms/legs and the closest vertices on the chest. In some places, I had to reduce the vertice count by deleting edges, as well as add some in, by adding divisions to the existing edges. Attaching the vertices closes the gap between the two primitives, which looks much more professional, as well as working better for future animations.

I created a cube primitive, and scaled it to create a rectangular shape. I moved the egdes to make the rectangle wider at the back than at the front, and higher at the back. I added more polygons  to the shoe, and extruded the faces at the back down to create the heel of the boot. I smoothed out the object, and used the crease tool to harden out some of the edges. Textures will help make the simple boot look more detailed that I couldn't add with the modelling.


I created the hands using a cube, which I extruded to create the fingers. I moved the vertices to match the fingers on the reference image, and off camera I extruded the side face out, and extruded again to create the thumb. Using the same merge vertices tool, I attached the hand to the wrist of the left arm. There is no hand on the right side, as I am creating a zombie character, I will texture the left arm to look like it is badly injured, and the lower arm/hand has been chopped off, with a little gore.


I started the face by creating a primitive cylinder, and removing all the faces except the front end. The inner division row is used for the lips, so I moved the vertices to match the lips of the reference image, and the other row to around the mouth. With the same method, I created both the eye sockets. Using the extrude and merge to vertice tool, I created faces between the mouth and eyes, forming the cheeks, and extruding the edges below the mouth/above the eyes to form the chin and forehead.

I created a sphere, and merged the vertices of the sphere to the vertices of the forehead/cheeks and below the chin to create the head. I creased the edges of the eyes and lips to add some definition, as well as harding/smoothing the edges to make them look better when smoothed.

I then attached the head to the neck by removing the faces on the top of the chin, and the faces of the underside of the sphere, and merging the vertices, adding and deleting additional vertices as I went.



Here is the finished zombie model, with all the different components attached to each other.


Personal Evaluation:

On the whole, I am reasonably happy with how the model has turned out.

Things I'm happy with:

  • The overall shape of the chest area and the arms.
  • The shape and size of the hands, as the model is going to become a zombie, and so the fingers look like they are broken/cut or swollen.
Things I'm unhappy with:
  • The size of the face/head.
  • The hand.
  • The boots.
  • The detail in the face.

The model is missing some detail, such as finger/toe nails, and detail to the boots, as I want to see what the detail will look like with textures first, before I tried to sculpt the tiny finger indentations.

I am not very happy with the face, as I struggled to get the size and definition of the eyes/mouth and cheekbones right. I also think the head is disproportionate to the body. As it is a zombie, I planned to have a smaller than human head, due to the weight loss and shrinking of the brain, and collapse of the skull.

I hope adding textures to the face, hands, boots and legs will make them look better than they already do, and that I am happy with the textures.

Saturday, 3 October 2015

P1 Understand theory and applications of 3D

P1 Understand theory and applications of 3D


P1 Exercise
Research the below terms and post to your blog by the 30th September.


What do the below terms mean?
How can they affect 3D Modelling?



Applications of 3D: 3D can be seen in multiple different industries, both media-centred and more industrialized.


These include films, games, TV series, Visual effects and Product design/Architecture. All of these industries use 3D modelling to aid in their work, whether it be modeling characters or assets for a game, characters for a movie and visual walkthroughs for architectural design.


Displaying 3D polygon animations
Application programming interface, eg Direct3D, a Windows API that renders 3D objects in places such as video games.,
Rendering techniques (radiosity, ray tracing) - Ray tracing is the process of generating images by tracing the paths of light and stimulating effects with virtual objects.
Rendering engines


Distributed rendering techniques


Lighting - How a 3D scene is lit, using spot lights/point lights etc as light source. Furthermore, radiosity and ray tracing are commonly used for lighting.
Textures - 2D graphics that are applied to 3D objects and meshes. The textures offer a higher level of detail and can give the object more depth. Every asset in a videogame would require a texture.
Fogging - Fogging is used to give a game a feeling of distance. Objects and assets in the distance are blurred, and look distorted.
Shadowing - Shadowing is used to enhance the light features and textures of an object. Shadows vary based on the sharpness, darkness and intensity of the shadow.
Vertex and pixel shaders
Level of detail - The level of detail in a scene will correlate with the memory usage and file size of the scene. If a scene uses too many polygons, so the level of detail is very high, the program may struggle to run correctly and smoothly, which could result in a crash. If the level of detail is too low, the scene looks rough or basic, so finding a middle ground is essential for high quality work.


Geometric theory
Vertices - Corner/Apex of a primitive shape. 8 vertices on a cube.
Lines - Horizontal and vertical connections of vertices
Curves - Vertices which can change direction to curve lines
Edge - The outside lines of an object.
Polygons - Objects with multiple edges
Element - Specific part of an object to create a mesh
Face - 3 or more vertices together creating a face.
Primitives - Geometric shapes generated with computer graphics
Meshes, for example wireframe - an object with a set number of elements
Coordinate geometry (two-dimensional, three-dimensional) - Vertices on an X/Y/ axis for 2 Dimensional, and an additional Z axis for three dimensional.
Surfaces - A set of vertices with no depth


Mesh construction
Box modelling - Box modeling is a technique in 3D modeling where a primitive shape (such as a box, cylinder, sphere, etc.) is used to make the basic shape of the final model. You can start with a simple box and by manipulating the nodes and using tools.
Extrusion modelling - Modeling where the final model is created by using the extrude tool to extrude the faces of shapes.
Using common primitives, for example cubes, pyramids, cylinders, and spheres.


3D development software


There are a number of professional 3D modelling and Animating software available, including 3D Studio Max, Maya, Lightwave, AutoCAD and Cinema 4D. These programs use the following file formats accordingly: .3ds, .mb, .lwo, .C4d and a series of plug-ins.


Constraints
  • Polygon count - The more polygons a 3D graphic program uses, the higher the detail of the game/asset. With a large number of polygons, the higher detail, the larger the file size and the longer the rendering time.
  • File size - More detail means more data. If a file has a lot of data, the size of the file will be large, which will be harder to store on networks, hard drives and cloud storage etc.
Rendering time - The more detail and data in the file, the longer it’ll take for the program to render

Wednesday, 10 June 2015

Assignments for Year One

So We did Unit 22 and 72 which is Genres and Platform / maze game

Assignment 1 : Unit 22 / 72  --  You'll have it as a paper copy.
Assignment 2 : Unit 22 / 72  --  You'll have it as a paper copy.

Next we did Unit 20 and 74

Assignment 1 : Unit 20  -- Blogger Link
Assignment 2:  Unit 20 -- Google Docs
Assignment 3: Unit 20  -- Google Docs

These are the story assignments

Assignment 1: Unit 74 -- Blogger Link
Assignment 2: Unit 74 -- Google Docs and Google Slides

Thursday, 5 March 2015

Unit 73 - Sound for Computer Games Assignment 1

http://moodle.slcollege.ac.uk/pluginfile.php/29884/mod_resource/content/1/Assignment%201.pdf

Task 1 a)

Compare and contrast the following sound clips:

The Last of Us Main Theme - Starts as depressing and hopeless, slowly builds up to happiness and hope. Eerie and suspenseful. Fits the game perfectly. "Western"

The Last of Us is a survival horror game, and this is the official theme song to the game.The song fits the game perfectly because the beginning of the theme is played with an acoustic guitar, with a high pitch strum, which gives a depressing and hopeless mood/atmosphere. As the theme continues, more instruments are introduced, slowly building the song up to a happy mood, giving the listener some hope.

The theme fits the game perfectly, because, without wanting to give too much away about the game, the progression of the music matches that of the story, starting depressingly, with no hope, but as more characters (and instruments) join, there is some hope for the characters.

The ronroco and the flute mix together so well to produce this eerie and suspenseful piece, and gives a 'Western' feel to the music, which fits the game, as when the characters travel by horseback adds to the Western vibe.





Having played through the story, hearing this theme again resurrects all the sad/depressing/happy feeling I felt when I played the game.

Instruments:


Guitar (Ronroco)
Cello
Flute

African Drum
Mouth Harp
Kazoo

The main theme to The Last of Us is memorable, so anyone who has played or heard the theme might be able to recognise it easily.

A contract would have been signed by Naughty Dog and Gustavo, outlining that he must produce music for use in the game, and he would be compensated for his work. There may have also been a section stating that credit must be given to Gustavo.



Little Big Planet 3 (Dead Heat) - Suspenseful. Mission: Impossible, stealth. Similar to Enter The Dragon.

As with The Last of Us, this music piece feels very suspenseful, and reminds me of the theme to Mission: Impossible, and gives a stealthy feel to the game.


I think this music would be played at a key point in the game, where the player has to complete an important task, with the suspense of the music implying the player has to sneak past enemies to complete the task, or fight others to get past them.

I believe the purpose of the music in the game is to give the player a reaction to the scenario, such as increase the heart rate in a suspenseful/tense situation.

The piece was produced by Barry Adamson, for his 'A Negro Inside Me' album.



In order for it yo have been used in the game, the developers would have had to gain permission from the Adamson, as it is protected by copyright laws.

The developers might have paid Adamson, or the record label company that holds the rights of the music in order to be allowed to use it for their game. A contract would have been drawn up and signed by both the owner of the music piece, and the developers, which would outline where the music would be used (Little Big Planet 3 game).

By signing a contract, the developers are protected against any plagiarism claims and law suits against the developers.

--

Due to the budget and success of both of these games, it's highly likely that the music was recorded in a recording studio, with musicians playing each instrument involved, and all sound was recorded in a recording studio, rather than taken from sound libraries or recorded in a less professional environment. Because the Dead Heat was recorded in the 1990's, the quality of the recording is lower than that of TLOU theme, due to technological advances.

By creating all the sounds themselves in a recording studio, the developers avoid any copyright/plagiarism issues, because they own the rights. Because TLOU theme was composed by Gustavo Santaolalla, who they hired and paid, they credited him by publicly releasing his name with the theme. The rights to Dead Heat were brought, as it was not recorded with the primary use for the Little Big Planet 3 video game. If the developers had used the music, without permission or rights, they would have risked a law suit for plagiarism and breaching copyright protection laws.

The gaps in the sound have lower Hz. When the drums and other instruments kick in, the Hertz is higher.

The pitch to TLOU intro sequence is low, with the waveform being long, with spaces between the waves. In Dead Heat, the pitch is higher, and the waves are narrower, but are more frequent. The Hertz of Dead Heat is larger than the TLOU, because there are more waves passing in the same time.




dB level increases towards the end in TLOU theme, as more instruments play. The Dead Heat dB sounds fairly consistent throughout the clip, but decreases towards the end, as instruments drop off.

I have been unsuccessful to detect any timbre in either of the clips. Timbre is when two, or more, instruments play the same note(s), but sound different because the different instruments have different pitch/tone.



Task 1 b) Choose at least one of the sounds clips above and describe the methods and principles which may have been used and why.

You must consider, Sound Design Methodology, Sound File Formats, Audio Limitations.

You can re-visit all of your exercises for P2.

You can complete this in the form of a video/audio recording or any other form of presentation such as word report/ppt presentation.



Chosen sound clip: The Last of Us Main Theme

All the music recorded for the clip is original development, by musicians and composer Gustavo Santaolalla, meaning none of the sounds came from sound libraries, such as SoundCloud, or Freesound.org, or added in later using the Foley artistry process.







Sound file is most likely a .WAV or an .AIFF, due to the budget of the game indicating the creators could invest more money into the sound, for higher quality. Because both of these file types are uncompressed, they have not lost any data, therefore, the quality has not changed from when recorded.


Likely recorded in 24-bit audio file, for the best quality. Drawback to the high quality is the size of the file would be huge; almost twice the size it would be if it was recorded in a 16-bit depth.




The music was probably recorded using at least 5:1 surround sound, with maybe 7:1 surround. The 5 and 7 are how many speakers the sound can play from. Sound from 5 or 7 speakers, placed around the room to give an immersive sound experience. Sounds will play through certain speakers, depending on where on screen the sound is coming from. For example, a plane taking off. The plane starts of the left of the screen, so sound will play from the left. As the plane moves across the screen, the sound will move with it, playing from the center speakers, followed by the right as the plane leaves the screen.





When recording sound, RAM (Random Access Memory) will limit the recording. The more RAM the computer has, the better the quality the sound will be.

Once sound has been recorded, the sound has to be altered and mixed on computers, such as Adobe Audition or other sound editing software. This is done by professional sound editors, who have experience in the chosen program(s). Sometimes, the program doesn't have a tool or an option which is needed to edit the sounds, in which case, you can download plug-ins, which add addition content to the existing software.














The sounds that were played from the instruments are analogue sounds, but when they are recorded, they are converted into a digital signal. This is done by taking millions of samples of the sound every second, and manipulates them from analogue to digital signals. The samples are called the Sample Rate, and for a high quality digital sound, it can take up to 10 million samples every second. This process is called Digital Signal Processor.





Tuesday, 24 February 2015

Sound for Computer Games - Exercise 3

Research and why you would use and where/when



Uncompressed sound files:



.WAV - Waveform Audio files are the most frequently used uncompressed audio file format for Windows operating systems. WAV files can be opened with Windows Media Player, and most other media player applications.



.AIFF - Audio Interchange Files are the most commonly used uncompressed audio file format for the Apple Macintosh operating system. Due to .AIF files being uncompressed, they use more disc space; around 10MB per 1 minute of stereo sound. As well as storing audio data, this file format can also store loop point data, therefore feature loops,



.AU - Audio File are simple audio files, and were used in some of the early web pages. Audacity creates and saves files in .AU file format. The format is compatible across Windows, Mac and Linux operating systems. .AU files can be opened in many media player applications, including VLC Media Player.



.SMP - SmartMusic Performance files are used by SmartMusic application for band. orchestra and voice audio sounds. This file format is compatible on Windows, Mac, Linux, Android, iOS and more.




Compressed sound files:


.MP3 - MPEG-1 or MPEG-2 Audio Layer-3 is the most frequently used digital audio file, which uses a form of lossy data compression. Used in streaming and storing of digital audio files, for transfer or playback with digital audio players. Compressed files are around one-twentieth of the original file size. MP3s are the format of choice for portable music players, such as Apple iPods, and MP3 players, but can also be used on Windows, Mac and Linux operating systems.



.RA - RealAudio files have been used in the past to stream music on radio stations, but as time passed, it's usage declined, giving way to more popular digital audio formats. developed to be a streaming format, the file can be played whilst it is downloading, and be played back in HTTP web pages. Compatible with Windows, Mac, Linux, iOS and android operating systems.



.VOX - Voxware files are . Vox files can be opened and edited using VoxWare MetaSound.





Audio Sampling

How can resolution and bit-depth constrain file size?


The higher the bit-depth of a sound is the higher the quality of the sound.

For the best quality sound available, 32-bit sound is what recording studios use. This means you need to spend a lot of time editing and manipulating the sound before you can export it. 32-bit sounds are going to be very large files, because there is a lot of data.

16-bit is the most used quality of sound, which is used in audio CDs. The file sizes are half the size of 32-bit sound files..

8-bit-depth is used for AM radio station, and tape recorders. The file sizes are usually very small, and is only used when the data storage is limited. Sound quality is low, resulting is white static background noise.





Explain what the following words mean:


  • Sample Rate - The number of 'samples' of audio carried every second, measured in hertz (Hz / KHz)
  • Mono - Single audio channel, usually one microphone or one loud speaker. The sound will play from one speaker/headphone, as the below diagram shows.
  • Stereo - Dual audio channel, which has two loud speakers, and sound is played from two speakers/headphones.
  • Surround - Sound from 5 or 7 speakers, placed around the room to give an immersive sound experience. Sounds will play through certain speakers, depending on where on screen the sound is coming from. For example, a plane taking off. The plane starts of the left of the screen, so sound will play from the left. As the plane moves across the screen, the sound will move with it, playing from the center speakers, followed by the right as the plane leaves the screen.

Sound for Computer games - P2 Exercise 2

How can the following information limit the recording of sound?
DSP (Digital Signal Processor) - Converting sound from analogue to digital, or vice versa.

RAM (Random Access Memory) - Sound uses RAM, so the computer has no/little RAM, only a limited amount of sound can be used, before the memory has been used.

File format (eg Mp3, Wav, Aiff) - MP3 is a lossy compressed file format, so MP3 files lose some data, therefore loses some quality of the sound. .WAV and .AIFF are not compressed, so the quality is better, but files sizes are larger, so you would not be able to use as many, due to lack of space.

Audio output (eg Mono, Stereo, Surround) - Mono is sound from a single speaker. Stereo is sound from two speakers. Left and right. Better quality; distinguish between sounds/instruments. Surround is multiple speakers, giving great quality sound.
  • Mono recording is done on a single channel.
  • Stereo recording is done on two channels, left and right, so the left and right speakers can play different sounds/different volumes etc at the same time.
  • Surround recording is similar to stereo, but with 3 additional channels. Surround channels are: Left front, Centre front, Right front, Left rear, Right rear.
If the file has 5 channels for surround sound, the size of the file will be much larger, because there is much more data than if the file had 2 channels.

PCM (Pulse Code Modulation) - A method of converting an analogue signal into a digital binary signal, for it to be through the transmission network. The technique has 3 steps: Sampling, Quantisation and Coding. The digital signal can be converted back to the original analogue signal.






In what types of scenario may you use the following audio recording equipment?
Multi-track recording - When you want to record more than one audio stream at the same time, and storing each stream individually (not mixed). Each sound is recorded with a separate microphone, for high quality sound.
This recording technique can be used in any sound recording scenarios, if there are multiple sound tracks to record.

Midi (Multi Instrument Interface)This is the communication between computers and electronic instruments where data such as pitch, frequency and velocity is all transmitted and is able to feedback through music software.
This audio capture can be used for most music production.

DAT (Digital Audio Tape) - Similar to cassette tape. Uses magnetic tape to capture audio. The magnetic tape is smaller to cassette tape, and is protected with a plastic case, like a cassette tape, but is less effective because it can only record and playback in one direction, whereas a cassette tape can record and playback in two directions.

Analogue - Used for the recording of analogue signals.

Software Plug-in’sPlug-ins are additional features that add to an existing software. Their uses are limitless and can help artists find numerous ways of fixing problems they encounter when producing their music.

Thursday, 12 February 2015

Unit 74 Assignment 1: Unstoppable game story elements

BTEC Extended Diploma in Games Design

Unit 74: Computer Game Story Development

Wayne Gallear






























What type of genre would you eventually choose for the unstoppable game and why?

For Unstoppable: The Video Game, I would class it in the Action genre, because that is the genre of the movie, and the game would be heavily based around the movie. I would also class it as an Interactive movie, for the below reason.

The game could be played from the POV of most of the characters in the movie. For example, at the beginning, you could control Will Colson, as he looks for Frank Barnes in the rail yard. It can then jump to Frank, as he drives the train out of the shed, to pick up the cargo. The game could then cut to Dewey, on the other side of Pennsylvania, as the player has to get out of the cab to switch the point, and repeat-press a button (A or LMB) to chase after the train.

In the tail-end of the middle section, the game could give control of Will to the player, as he tries to connect to the end of the 777 train, and control Frank as he runs along the top of the carts to apply the brakes of each cart. In the movie, Will jumps into the back of Ted's truck. The player could drive the truck to catch up with the lead locomotive, where the player jumps into control of Will, so he can jump on to the train, and apply the brakes.

Maybe to add a bit more depth to the story, the player can choose what Frank and Will say to each other when they are in the cab of 1206, from a list of options, to create the background story for Will/Frank the player wishes. Everything the player chooses to say/not say changes how to story pans out later.

Example:

Frank: You married?
 (In the movie, Will responds with "Sort of. Long Story")

In the game, Will (the player) could choose to say:

Option A: "Sort of. Long Story" Saving the conversation for a later point in the story.
Option B: Tell the story about the restraining order
Option C: "No, Never" or "Yes, to ..." Lie, to keep quiet about the restraining order
Option D: Choose to change the subject, whether it be politely, or rudely. This conversation would not appear again.


Is unstoppable just a film, or is it a book?

The film Unstoppable is not a book, and is inspired by true events, of runaway train CSX 8888, which ran uncontrolled for 2 hours, covering 66 miles of Ohio, before a second locomotive caught and stopped the train from behind, like the 1206 locomotive did in the film.



Who are the main characters?





The main characters are:

Frank Barnes, played by Denzel Washington, is a train driver, who has been a rail-roader for 28 years. Frank Barnes has been forced into early retirement by AWVR, due to job cuts, and hiring younger drivers, who work for a lower price. He has 3 weeks left working at AWVR when the movie takes place. He doesn't like young/new workers at AWVR because he, and his friends believe they are stealing the work, forcing the older employees into early retirement.


Will Colson, played by Chris Pine, is a newly trained conductor, who has been paired with railroader Frank for the first time. Will has been out of training for just 4 weeks when this takes place, and the older workers believe he is only working for AWVR because his cousin works high up in the company, and persuaded others to hire him. In the film, it is neither confirmed nor denied that this is why he got his job as a conductor.







Connie, played by Rosario Dawson, an executive for Allegheny and West Virginia Railroad (AWVR) company.











Who are the sub-characters?

Sub-characters are important to the story, but the role of the character isn't as large as the main characters.

Dewey, played by Ethan Suplee, is a rail yard employee, and is the driver of 777 who jumped out of the cab to switch the track points. At the end of the movie, he was fired as part of his disciplinary action, and works in a fast-food chain.









Ned, played by Lew Temple, is a welder for AWVR, but is asked by Connie to switch the track points for the "coasting" 777 train. He is a welder at the train yard, and helps Connie when she asks him to switch the tracks, and helps Will climb into the cab of the lead 777 locomotive. He gives a speech to the news crew, but we don't hear about what happened to him in to epilogue.






Oscar Galvin, played by Kevin Dunn, is the owner of AWVR, and ignores early suggestions to derail the train, because of the impact it will have on the company's profits/stock worth. At the end of the movie, he is demoted/fired for his lack of interest in the safety of the public (his primary interest was what a derailment would cost to the company).








Inspector Werner, played by Kevin Corrigan, is a rail road safety inspector, who offers advice and important advice to the main characters. He tells Galvin and Connie what "Molton Phenol" is, and tells Frank how to stop the train from behind, using dynamic braking (a combination of letting the engine idle, full acceleration and braking).







What is their motivation?

The motivation of the characters is as follows:

Survival of themselves - In the early section of the middle of the story, the 1206 train is heading towards train 777, so Frank and Will are racing to get their train into a RIP track before the 777 train collides with them. All their actions in this part of the film is driven by their survival instinct.

Survival of others - Throughout the movie, the actions of Connie's and Ted's are in the interest of civilians. To prevent a disaster with 777, and 1206, to protect the population of Stanton and the outlying towns and cities. When Will and Frank successfully reach the RIP track, the motives behind their actions changes from self-preservation to survival of the civilians. They endanger their lives to help prevent a catastrophe by chasing after the train, and hooking up to the last cart, and slow the train to a crawl, allowing the train to navigate the Stanton Curve.

Stopping the train with minimal damage - Oscar Galvin, the owner of the rail company wants to stop the train without derailing the train, which would result in millions of dollars in damage, and without injuring the public, as this would cause him to lose money, as he would have to pay for the damages to the train, city(ies) and injured civilians.



What and when is the beginning, middle and end of the film?

Beginning:

When the track points need switching, Dewey, a stupid employee jumps out of the cab of train 777 to switch the points. He changes the engine position from “Throttle” to “Idle”, but when he jumps out, it falls back to “Throttle”. With the engine throttle position in “8, max power”, the train increases speed and he is unable to catch up to get back on.

The movie switches to a group of school children, as they board a train as part of a school trip, for a Railway Safety Awareness Program.

Once he notifies his superiors, he has to get in his hi-rail truck and drive after the train, which would have coasted to the side track, where another employee was waiting for the train. The truck of employees arrives at the side track, with no train in the side track, therefore confirming the train is under power, and the speed has increased.

A hi-rail truck.


The car continues driving along the track to catch up with the train, whilst railway employees notify all oncoming trains to divert to the next side track, leaving the main line clear. When the car catches up to the train, the original stupid driver tries to jump onto the train, but obstacles between the tracks force them to give up.

Beginning ends and middle starts when the car with 2 employees in the hi-rail fail to catch and board the train. (First attempt to stop the train).


Middle:

In the middle of the story, the 1206 train, which has been diverted to a side track cannot use the side track, because the train is too long, and would not fit in the siding. With no other option, 1206 must continue to a rip track, heading towards the runaway 777 train.

Train 777 continues in speeds in excess of 70 mph towards "south" Pennsylvania, while 1206 train is heading towards "north" Pennsylvania to reach a safe stop point.

A train carrying school children, as part of a Railway Safety Program have a near head-on collision with the train, as the RSP train reaches a siding as the 777 train passes on the main-line.

777 continues to speed across level crossings in towns, while police attempt to keep civilians clear of the crossings. A collision between a horse box and a truck causes the horse box to sit on the track, as the train closes in. There is a race against the train to get the horses off the line before the train passes through the town. The horses are pulled from wreckage just as the train runs the signals.


As 1206 nears the RIP track, they hear Connie saying the 777 train is just 2 miles away from the RIP track they are going to. Moments later, 1206 pulls into the RIP track just as the train comes into view. 777 smashes into the final carriage of the train, but does not derail either trains.



At the next town, the police have set a mobile derailer, designed to derail the train as it passes over the rails. Frank is certain the derailer won't work, because the train is too long, and travelling too fast. Frank decides he can stop the train by lashing up from behind, and applying the brakes.



As Frank predicted, the derailer was destroyed on impact of 777, and the train barely wobbled, because of the size and speed. Will and Frank are chasing after the train in reverse, and hope to hook up and stop the train.

The next attempt to stop the train is by lowering a Marine from a helicopter onto the roof of 777, where he will climb in and apply the brakes. Due to a fluctuation in the speed of 777, he flies back, into the window of he cab, and in knocked unconscious. The marine is lifted back into the helicopter.

When Will and Frank catch up to the train, Will leaves the cab of the train, and tries to hook up to the last car of the 777 train. Will sustains a foot injury in the process, when Frank hits the last car, and the pin falls through Will's foot.

When will recovers from his fall, and hops back into the cab, Frank applies the brakes, which reduces 777's speed, enough to get them through the Stanton Curve without derailing.


(Sorry about the potato quality)

When they realise the independent brakes of 1206 locomotive won't be enough to stop the train, Frank risks his life to apply the brakes of each car. He runs across the top of the train, to apply brakes. Meanwhile, in the cab of 1206, the brakes brake, and fall off, leaving 1206 with no way to stop 777.


Ted arrives in his car, and Will jumps into the back of his truck. One Will is in the back of the tuck, Ted speeds up, and drives to the front of 777's lead cab, where Will jumps aboard, and applies the brakes inside the cabin.

Middle ends and end starts when the brakes of the 777 Cabin are applied, and the speed is reduced.


End:

When the train comes to a complete stop, Will and Frank get off the train, and join Ted and Connie for a news broadcast.

Connie kisses Frank, and Will meets with his wife.

In a small epilogue, it's revealed that Frank was promoted, but retired shortly after. Connie was also promoted, and took over Galvin's job as the manager of the company. Will is presumed to be living with his wife and son.



What is the relationship between the two main characters and does it change, and why?

When Frank and Will first meet, there is a young verses old rivalry. The experience vs the newly trained. In the beginning of the film, Frank seems to talk down to Will, saying "If you don't know how to do something, ask." When they get inside the train, there is a lot of tension between the two characters. When Will attaches too many carts to the train, Frank says "This ain't training, In training they give you an F. Out here you get killed."



As the story progresses, and their train is told to divert to a side-track, there is an argument between Frank and Will as to whether the train would fit into the side-track they were assigned. Will, still a little unsure trusts Frank, and they continue to the next available space; a RIP track further up the main line.

When train 777 passes, Frank notices he can hook up to the train from behind. When he tells Will about this, Will is uncertain as to whether he wants to chase after the train, and tells Frank "You want to go and kill yourself, you do it alone". Frank says the train is too long, and travelling too fast for the de-railer to work. Will trusts Frank's experience, and climbs back into the train to help him stop the train.

In the tail-end of the middle of the story, when Will leaves the cockpit to hook up, Frank and Will settle all indifferences, and work together to connect to the train using hand signals. When Will has connected the train, sustaining a foot injury in the process, Frank congratulates Will.

In the final scene of the movie, when all the characters are together, and the news crew are holding a broadcast, Frank tells Will he is a "Funny guy", indicating the rivalry and tension has been solved, and indifferences settled.



Their relationship changes as a result of getting to know each other better, and learning to respect and trust each other in order to stop train 777.



What is the plot of the film?

When an unmanned train threatens the lives of thousands as it barrels towards a major city, conductor Will and train driver Frank are the only hope of stopping this 39 car train before it causes havoc in a populated city.



What significant differences does a game version of Unstoppable have to the film, and why?

Unless the game plays out like an interactive movie or with cut scenes, real scenes from the movies would not be able to be used.

The story in the game would be less detailed than the story in the film, because scenes would have to be cut. A game with too many cut scenes to show all the detail could be boring or overwhelming.

If a scene is being played, it will not seem or look as realistic as if it was being watched in a film.

Judd Stewart's death from when 777 rams the back of the train he was driving in an attempt to bring the train to a stop would be removed from the game, as it would likely raise age rating, and might offend players, therefore lose potential buyers.



When the police shoot at the emergency stop button on the 777 locomotive, in the hope of cutting off the fuel supply to the engine, this scene would likely be removed from the game, as the use of guns in the game would raise the PEGI age rating, and could lose potential buyers.


Tuesday, 3 February 2015

Sound for Computer Games - exercise 2

List a range of music/FX sources
  • SoundCloud
  • FreeSFX.co.uk
  • Freesound,org
  • SoundBible.com
  • Created by yourself
  • Created by a friend/musician for you

Using at least 3 of your favourite games, explain the purpose of game music. (Consider: mood, action, suspense; intro sequence; closing sequence; credit sequence, plot advancement, interactive adaptive music.

  • Alien Isolation - Throughout the entire game, there is music or sounds playing in the background, which creates a great atmosphere, which creates tension and suspense. Music plays during cut scenes or when an objective has been completed to advance the story of the game.

  • The Last of Us - The game uses soft string music to create a dark, depressing atmosphere. During key moments of the game, music plays to create suspense and advance the plot. The opening and closing credits of the game feature a slow, string piece of music, which creates a dark mood, before the game even begins.

  • Mafia II - This game is packed with music from 1940s, which is when the game is played out. The music adds depth to the game. The awesome music creates a relaxing atmosphere, which leaves the player wanting to continue to listen to the radio, rather than complete objectives.

    Opening/Closing credits.

    Radio Soundtrack.


What are the legal considerations needed when obtaining or using Music/FX?

Existing music and sound effects created by others may be protected by copyright laws, and therefore using them may be breaking the law, and be subject to fines.

Also, if music or sound effects are too similar to an existing piece of music, or sound effect, the legal owner of the original may ask for the sound to be removed from the film or game etc.

Wednesday, 28 January 2015

Sound for Computer Games - Psychology of Sound

What is timbre?

Timbre is the quality of a musical note of sound or tone that distinguishes different types of sound production, such as voices and musical instruments.

List 3 games or films which use sound as information (speech, iconography, symbolism and/or metaphor) to convey information.

Over the Hedge (Film) uses a firefly which flies around a characters head, and lights up when a character gets an idea, which is a parody of the light-bulb idea, and is accompanied by a "ding" of a triangle. The light bulb has been used numerous times, and has become iconic, and recognisable. 

Super Mario Bro's game uses a chime when the player collects a coin. Quickly became iconic and used in other platform games.

Mario Kart game countdown to the race on the wii featured three beeps, followed by a higher pitched, longer tone, symbolising the start of the race.


Audio Atmosphere

3D audio - 3D audio is improved surround sound technology. It features sound that not only plays from in front and behind, but also beside, and even above/below. 3D audio can be used with headphones, which act as surround sound speakers, playing sound in one ear, where the sound is coming from.

Surround Sound - Surround sound has 5 or 7 speakers, set up around the room. This makes the sound come from the speakers behind or in front, depending on what sound is playing, and where the sound is coming from, in relation to the centre point (a person, or the middle of the screen etc). This gives an immersive experience from your own home.

Interactive adaptive sound - This is when music or sound effects adapt to the players inputs and gameplay. For example, the background music changes when the character stops exploring, and starts fighting etc. It also adapts to movement, for example, if you step on concrete to wood etc.