This blog post is to show all my work for unit 4.

1.1

Compare a range of critical perspectives that influence the analysis of creative media production activities.

under-descent

 

Deconstruction of game-play sequences.

The Last Of Us Clip. The last of us is a post apocalyptic world horror/action survival game, it features you, Playing as Joel (and Ellie on occasions). who has a job to transport Ellie a young girl who is supposedly immune to the virus, across what seems to be the whole country to a headquarters of the fire flies.

Starts at 6:00. (Between 6:00 – 8:00) once they evacuate the grounds. Until then horse’s cantering, Tommy’s horse is galloping. The point in time where they hit the road, the horses hoof’s make a louder and more solid sound, This is because of the transfer between overgrown weeds/grass on the floor to the tarmac on the road. This is so it conveys the ideas of the weight of the horse and the different types of terrain you’ll encounter as and when you’re riding the horse. The birds chirping in the background for a few seconds Helps with bringing you into the immersion of the Forrest scene and background. There is also a metal sound to the way Joel’s riding the horse, when the horse gallops, the metal on the reigns is clingking.

6:34 When Joel and Tommy, on horse back enter the tunnel the sound  Almost immediately the sound is amplified by the tunnels walls and everything within the  tunnel are made to sound louder. At the point in time the music is more complex adding what sounds like 2 guitars but of them is playing backup to the other to provide some bonus effect, this is to attempt to help and create some feeling of longing. To help Joel feel like he matters and that he needs Ellie back.

7:18 The music is more complex then ever almost changing it altogether. This is to help the effect of what Joel says “Ellie. What ‘re you thinking?” This is to implement a feeling of sadness and genuine concern as during the whole of the campaign up until then Joel is taking care of Ellie, at first because of the contract but then after a while he starts to care for her like a daughter.

Borderlands 2 clip.

This clip of Borderlands 2 (6:00-8:00)kicks off with the player selecting his character which in this case was Salvador. The player presses “Resume” and then a countdown activates to make anybody whom maybe listening aware they are loading into the game. The sounds grow louder as the countdown ends, with a strange effect making you think you’ve been Teleported. Once loaded into the game you are met by a robot digging, This is a CL4P-TP steward bot also known as Claptrap. He will guide you for the main part of the first half of the story line. Before he introduces himself he starts out with a very white screen as early on you’ve been introduced to the villain of the tale known as Handsome Jack, by Claptrap saying “Great, Another dead vault hunter, Handsome Jack’s been busy” meaning he kills Vault Hunters  for sport basically.

At 6:56 Claptrap gives you something called an “ECHO communicator” Which when automatically installed makes a lot of futuristic sounds which resembles a computer booting up, and the noises, which the pitch rises and becomes higher gives the impression that the sequence has loaded

Sims 4 Clip. (13:30 – 15:00)

At the start of the clip, there are birds chirping away this shows the user its a friendly, natural environment. Once the user has the building menu, the music begins. it adds very tranquil element to the music which makes it seem like a very calming environment.

As the player flickers through the menus and selects different things it makes different sounding “clicks” and “bips” making seem like a user friendly sounds that’s also in a way fun to listen too as well. At the time of the player picking things up and placing them down, they is a light sounding “plop” to a loud sounding thump at 14:11, this is when he places down a room, something very heavy, thus is requires a loud sound, this adds a whole lot of immersion due to the fact that it gives the game depth and that things sound like they are light or heavy to move within the game.

1.2

Apply knowledge of critical perspectives to the analysis of a range of creative media production activities.

under-descent

 

Deconstruction of game-play sequences.

The Last Of Us Clip. The last of us is a post apocalyptic world horror/action survival game, it features you, Playing as Joel (and Ellie on occasions). who has a job to transport Ellie a young girl who is supposedly immune to the virus, across what seems to be the whole country to a headquarters of the fire flies.

Starts at 6:00. (Between 6:00 – 8:00) once they evacuate the grounds. Until then horse’s cantering, Tommy’s horse is galloping. The point in time where they hit the road, the horses hoof’s make a louder and more solid sound, This is because of the transfer between overgrown weeds/grass on the floor to the tarmac on the road. This is so it conveys the ideas of the weight of the horse and the different types of terrain you’ll encounter as and when you’re riding the horse. The birds chirping in the background for a few seconds Helps with bringing you into the immersion of the Forrest scene and background. There is also a metal sound to the way Joel’s riding the horse, when the horse gallops, the metal on the reigns is clingking.

6:34 When Joel and Tommy, on horse back enter the tunnel the sound  Almost immediately the sound is amplified by the tunnels walls and everything within the  tunnel are made to sound louder. At the point in time the music is more complex adding what sounds like 2 guitars but of them is playing backup to the other to provide some bonus effect, this is to attempt to help and create some feeling of longing. To help Joel feel like he matters and that he needs Ellie back.

7:18 The music is more complex then ever almost changing it altogether. This is to help the effect of what Joel says “Ellie. What ‘re you thinking?” This is to implement a feeling of sadness and genuine concern as during the whole of the campaign up until then Joel is taking care of Ellie, at first because of the contract but then after a while he starts to care for her like a daughter.

Borderlands 2 clip.

This clip of Borderlands 2 (6:00-8:00)kicks off with the player selecting his character which in this case was Salvador. The player presses “Resume” and then a countdown activates to make anybody whom maybe listening aware they are loading into the game. The sounds grow louder as the countdown ends, with a strange effect making you think you’ve been Teleported. Once loaded into the game you are met by a robot digging, This is a CL4P-TP steward bot also known as Claptrap. He will guide you for the main part of the first half of the story line. Before he introduces himself he starts out with a very white screen as early on you’ve been introduced to the villain of the tale known as Handsome Jack, by Claptrap saying “Great, Another dead vault hunter, Handsome Jack’s been busy” meaning he kills Vault Hunters  for sport basically.

At 6:56 Claptrap gives you something called an “ECHO communicator” Which when automatically installed makes a lot of futuristic sounds which resembles a computer booting up, and the noises, which the pitch rises and becomes higher gives the impression that the sequence has loaded

Sims 4 Clip. (13:30 – 15:00)

At the start of the clip, there are birds chirping away this shows the user its a friendly, natural environment. Once the user has the building menu, the music begins. it adds very tranquil element to the music which makes it seem like a very calming environment.

As the player flickers through the menus and selects different things it makes different sounding “clicks” and “bips” making seem like a user friendly sounds that’s also in a way fun to listen too as well. At the time of the player picking things up and placing them down, they is a light sounding “plop” to a loud sounding thump at 14:11, this is when he places down a room, something very heavy, thus is requires a loud sound, this adds a whole lot of immersion due to the fact that it gives the game depth and that things sound like they are light or heavy to move within the game.

Final evaluation:

how could you alter these elements to change the meaning of the virtual experience for the players?

My theme for Hansel and Gretel project was horror, The way I created this was by making the environment all dark, having very little light what so ever, with the objects within the environment providing some addition of the atmosphere as I have sand pits and spike pits, they could potentially give it a new feel. changing the clouds also gave it a very eerie atmosphere. On top of the obvious sound track which is there to give the scene more depth and make you think you’re actually inside the forest. If I wanted to change it to a different genre; Action or sci-fi for example. I could simply change the environment to day cycle and then model a crashed UFO or some rocket sized craters in the ground and change the sound track and box triggers to suit the target environment.

1.3

Apply knowledge and understanding of critical perspectives to support own practice.

Final evaluation:

how could you alter these elements to change the meaning of the virtual experience for the players?

My theme for Hansel and Gretel project was horror, The way I created this was by making the environment all dark, having very little light what so ever, with the objects within the environment providing some addition of the atmosphere as I have sand pits and spike pits, they could potentially give it a new feel. changing the clouds also gave it a very eerie atmosphere. On top of the obvious sound track which is there to give the scene more depth and make you think you’re actually inside the forest. If I wanted to change it to a different genre; Action or sci-fi for example. I could simply change the environment to day cycle and then model a crashed UFO or some rocket sized craters in the ground and change the sound track and box triggers to suit the target environment.

2.1

Critically compare a range of contexts within which creative media technology and production are situated.

This is my info-graphic to show what I’ve researched within gaming media. This is for 2.1 and for 2.2.

trends-within-g_16907135_fd92253007f5634b7a497f123424552dcf39a0c4

This is my info-graphic where I describe the patterns and trends within gaming history. I learnt a few things from this, one being that the very popular games; Pokemon and the Mario games. have been repeated over and over being people simply love them that much. Another thing I learnt was that Minecraft when it was released it changed the way the whole sandbox games were made and played.

2.2

Apply an understanding of a range of contextual parameters to support own creative development.

trends-within-g_16907135_fd92253007f5634b7a497f123424552dcf39a0c4

This is my info-graphic where I describe the patterns and trends within gaming history. I learnt a few things from this, one being that the very popular games; Pokemon and the Mario games. have been repeated over and over being people simply love them that much. Another thing I learnt was that Minecraft when it was released it changed the way the whole sandbox games were made and played.

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