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.

Wednesday, 21 January 2015

Sound for Computer Games - Exercise 1

              Creates a dark/sad atmosphere. An air of mourning.
              Anticipatory.

Why is music and sound FX important within a games development?

Music and sound is used in video games to create a mood and atmosphere, which represents the story/genre of the game. For example, a fast paced piece of music, creating suspense and tension.

Wavelength - Sound wavelength is measured in metres, and is the distance from any point on one wave, to the same point on the next wave.

Amplitude - The amplitude of a wave is the distance from the centre line of a wave, to the top of the crest, or the bottom of the trough. The greater the amplitude, the higher the energy it is carrying.

Frequency - The frequency is how many waves passing a point at a certain time. It is measured every second, in hertz (Hz). One wave every second is 1Hz, and so forth.

Decibel level - The decibel level is how loud a sound is, and is measured in dB. A watch ticking is less than 20dB, and a shotgun blast is over 140dB. Short term exposure at 150dB can cause permanent damage to the human ear.


What is Foley?

Foley is a process in which sound effects are added to movies, post production. Sounds are recorded in 'Foley studio' (specialized sound studio), and added into the production by a Foley artist. Foley sound effects commonly used are footsteps,  paper folding, doors opening, and glass breaking, among many more.

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.

Wednesday, 17 December 2014

Unit 78 - Assignment 2 - Creating concept art ideas


Unit 78: Digital Graphics for Computer Games

 

Creating Concept Art ideas for Computer Game Graphics

 

The brief which has been given to me by my Tutor says:

“Create a Maze game for the students to play that also helps them develop their mathematics skills.

The main character of this game ‘Brainbox’ has to move from level to level solving increasing difficult maths based problems. Each level should show a different maths problem and the level of the maths problem should be GCSE grade C Mathematics.”

 

Own Brief:

The main character of the Maze Game is called Brainbox. The species and gender of Brainbox is not specified, so Brainbox can be interpreted in the form as an object, such as a ‘brain’, or a human, amongst other things.

The player will control Brainbox through a maze, to find the correct answer. The theme and the plot of the game is not specified in the brief criteria, so I can base my game on whatever theme and plot I wish.

The game will have 5 levels, with maths questions which get more difficult as the player progresses. Level one will have multiplication questions (with decimals), such as (--). Level two will be division (with decimals) (--). Fractions on Level three, and percentages on level four. Level five will be the hardest, featuring expanding double brackets.

 

Brainstorming ideas:

Before I can begin to design and develop my game, I must brainstorm different ideas which I could use in my game. I could brainstorm theme of my game, and then base other things, such as Main Character and enemies around that theme.



The selected idea of my game is as follows:

·         The theme will be Space

·         The main character will be an animal. More specifically, a Chimpanzee

·         The enemies in my game will be Asteroids, which will move around, like they are in an orbit, and aliens, who move around randomly

·         I will have questions at the start of the round, with the correct answer being the way to progress to the next level.

 

The initial idea of my game is Brianbox, (the main character) is an Astro-Chimpanzee, who has been sent into space to reach Mars. He must pilot his spacecraft, docking with Space stations to refuel, and advance to the next level. If Brainbox’s spacecraft runs out of fuel, the level will be restarted. Space is littered with Asteroids, which Brainbox must avoid. If he collides with an Asteroid, the level will be restarted. The game will be completed if Brainbox reaches Mars, which only appears on the final level.

 

Ethical Considerations:

I have decided to have my main character as a female Astro-chimpanzee. I did this because females are under-used in video games, particularly as protagonists, and when they are featured, often portrayed as a ‘Damsel in distress’, or overly sexualised.

I also made my Chimp female, because during the 1950s-1960s when animals were trained to go into space, there was only 1 female chimp in the Mercury Program, who never went into space. Instead, Minnie was used in the breeding program.

 

Legal Considerations: For everything I create for my Maze game, I need to make sure I do not commit copyright infringement on any existing products. If I use any existing images or files for inspiration, I need to make sure my work is not too similar, or I could be sued for copyright infringement.
I also need to understand libel. Libel is a publication that is damaging to someone’s reputation/company’s reputation.

 

Graphics Specification:

Visual Style of my game will be cel-shaded. It will look cartoony, but will still be slightly realistic. It will also look futuristic, as my idea, of an Astro-Chimp landing on Mars is a futuristic idea. The typography of the game I will use will be of a Sci-fi theme, made up of bold black text with blocky sharp edges. I could also change the perspective to make it look like it is moving in space.
For example:



 
I will save the Photoshop (PSD) files as PNG files when I have completed them, to optimise the quality, and cut down on the file size. I can then import PNG files into GameMaker.
 

Computer Game Graphics: Print media. In-game graphics (interface/HUD). 2D/3D sprites. Concept Art.

 

Brainbox’s spacecraft                                                                Alien enemy                                                     


Asteroid

 

Space Station (Level 1-4 objective)                                                                          Mars (Level 5 objective)


 

 

 

 
                                                                      Background