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| Teaching Since: | Apr 2017 |
| Last Sign in: | 103 Weeks Ago, 4 Days Ago |
| Questions Answered: | 4870 |
| Tutorials Posted: | 4863 |
MBA IT, Mater in Science and Technology
Devry
Jul-1996 - Jul-2000
Professor
Devry University
Mar-2010 - Oct-2016
Instructions:Â I've included two students forum posts for the tutor to focus on for this assignment. Details are critical.... make sure not to leave anything out... cited sources included.
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Discussion Points:
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Each student will read the input developed by students in the other roles in Week 4 and critique or suggest issues as seen from the perspective of their role in the team. They will try to reach a consensus in this Forum so that the app can be finalized and production can proceed. This should be in the form of a prototype. A prototype on paper is something that resembles finished software. This can be a written description and may include pseudo code.
You will then reply to at least two students on whether you agree or disagree, what suggestions you have etc.
Forum Rubric:
Â
|
Rubric for Learner Posts |
Points |
|
Synthesis of concepts in 250 or more words (critical to class performance) |
30 |
|
Applications of personal experience |
20 |
|
Writing standards |
10 |
|
Response to two or more students 150 words or More |
40 |
|
Timeliness: (deduction) Optional |
10 |
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Hi Everyone
As the game designer I am responsible for creating the basic structure of computer games, from the
story and setting, the rules, the characters, as well as the planning and designing of various objects
in the game including vehicles, buildings and weapons; interface design; and modes of play. It is
important that I define the style and ensuring consistency of the game's look and feel. Coming up
with an exciting story that will produce good gameplay, and of course sell well.
Okay lets talk stats. Statistics show that the average game player age is 35. 59% of game players are
male. As a designer it is important that the design is appealing to the people who are more likely to
play and purchase the game. The number one game of 2016 was a fps known as Call of Duty: infinite
warfare. The FPS, Battlefield, was running close in second place. Both of these games have
something in common: war and multiplayer mode. People tend to purchase things that have a sense
of familiarity, so I think the design should have some core elements of these games while also being
unique. (essentialfacts)
Control Statement: First person shooter
I will provide the core design element for the game. I will also provide a design document next
week that will detail every aspect and nuance of the game; how menus will look and act, what
controls will be used to interact with the game, who the characters are and how they interact, what
the game setting is and how it looks. (Edwards 2006)
As the designer, I believe the most important step is deciding on the setting/theme/genre. The genre
is already established as a First Person Shooter. As far as theme I think a war theme should be
considered similar to top tier games. A good example would be: NASA just found seven new planets.
Humans go to interact but find themselves in the middle of a universe war. Each planet has its own
character type, features, and special weapons. Multiplayer mode will allow players to pick a gender
and a planet and fight to be ruler of the universe. Settings would be space/universe. Let me know
what you guys think. Edwards, R. (2006) The game production pipeline: Concept to completion . Available at:
http://www.ign.com/articles/2006/03/16/the-game-production-pipeline-concept-to-completion
(Accessed: 3 March 2017).
http://essentialfacts.theesa.com/Essential-Facts-2016.pdf Howie (First person multiplayer shooter mobile app Audio Engineer) – here’s his post. Hello class,
Being that I chose the role of audio engineer, my role will be shaping up the sounds of the game. As an
audio engineer, I will work with the mechanics of recording, mixing, and reproducing sound. Audio
engineers are not the same as sound producers, writers, or performers, as audio engineers deal
specifically with the technical and the mechanical aspects of music and sound; nothing else. As an audio
engineer, I would work with the technical aspects of sound during the processes of recording, mixing, and
reproduction. Audio engineers often assist record producers and musicians to help give their work the
sound they are hoping to achieve. For example, an audio engineer will piece together parts of a song, use
auto-tune on a recording, and/or add synthetic sounds to a track. Audio engineers are different from producers. However, some audio engineers go on with their careers to double as producers or assume
the role of producer. There are several subfields of audio engineering that one can become involved in. A
game & audio design engineer helps work with the sound engineering on video games, as well as how to
appropriately add sound to the game.
Ultimately, you can expect for me to create the soundtrack for the game, including music, sound effects,
character voices, spoken instructions and ambient effects. Creating a soundtrack for a game is a complex
process. Games are non-linear, interactive experiences and I need to keep that in mind, particularly when
scoring music. There are various technical constraints to be taken into account as well.
References Sokanu. (n.d.). What does an Audio Engineer do? Retrieved from
https://www.sokanu.com/careers/audio-engineer/
-Howie
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