Skip to main content

Posts

A Summary of MAKE 2019 - an Draiocht, Dublin 15

Some of the speakers from the first half of MAKE 2019 MAKE - Media, Art, Knowledge, Education. MAKE is a seminar that started in 2018. It is TUDublin Blanchardstown's own celebration of the digital media industry, giving our Creative Digital Media students a place to learn from industry professionals. The day started with speakers who were amateurs and pros across illustration, design, visual art and UX design. They talked about their experience in their sectors of the industry and reference each others work to show similarities in each others work. Some of the most important things we as students can take away from these talks is how anybody can start in the industry from what they know, as they will learn and grow along the way as they progress through their careers. The second part of the day had speakers who worked in areas such as sound design, music composition, filming and directing, with our lecturer Hugh Rodgers who is an award-winning composer and directo
Recent posts

Game Review: Tiny Farm

I got to play a quick run through of this game and I was very impressed. You can see that a lot of time and effort has gone into the illustrations as well as the functionality of the game. Each level works well and any time you got a question wrong it brought you to the relevant 'Try Again' screen. All the links between each level worked as they should. There were many nice features to the game such as sounds when you clicked on some of the animals and the farmer would sound out the questions if clicked on. I think this game would do well even as a basic learning game for children if it was available online for free. It has a lot of potential to become a popular children's learning game if the team was to continue to develop it.

19Sixteen Progress - Week 11

This week I've been working on getting the FPS controller to work within the world that Daniel has made. There has been some trouble getting it to work and I am currently still troubleshooting it. For next Thursday I hope to have the FPS controller working and the boundaries for the map worked out, as well as how we will implement the boundaries to look to the player. I do not like invisible boundaries on roads that look like you can walk down them, I prefer to have rubble, cars etc. in the way of the players path to act as the boundary. Screenshot of the basic level we have currently

19Sixteen Progress - Week 10

As of Week 10 all the members of the 19Sixteen group have been assigned specific roles and things to research in relation to their roles. All members also have tasks due for next Thursday so that we can start building on our game. I myself took charge of reorganising roles to fit our six week timeframe and along with James Reynolds we merged the Assets and Level Creator teams as they will need to work closely together to build our version of D1. I also took charge of drawing out a map of the area we are creating for the game so the level creators can build the game world based on a specific area. Sketch of Dublin 1, the area that we plan to make

Game Design Document

Our GDD in a PowerPoint -  https://vimeo.com/325028075 Password is: 19Sixteen James Reynolds and I have spent the past few weeks creating the GDD and made it into a PowerPoint presentation that you can see a video of above.  My role as Project Manager is to: - Create reasonable and achievable goals for all team members.   - Keep in contact with each team-leader to maintain communication and make sure there is no confusion.   - I will also help with the programming. Dublin after The Rising - Source

Annotated Bibliography

Today we looked at researching peer reviewed papers related to, and that will help us with our projects. I followed the mind map from 'interactive storytelling' to 'theory' to 'visual storytelling'. 1.  Figuero Espadas (2019),  A review of scene and sequence concepts. ,  Communication & Society. 2019, Vol. 32 Issue 1, p267-277. 11p. 1. This research proposes a separation of the scene concept into two, for the better understanding of any audiovisual narrative: scene and narrative scene. A scene is a narrative unit with space-time continuity. The key to this unit is spatiotemporal continuity. The narrative scene is, according to McKee: “an action through conflict in more or less continuous time and space that turns the value-charged condition of a character´s life on at least one value with a degree of perceptible significance. Ideally, every scene is a story event” (2003, p. 56). The key is its unity of action. 2. A narrative scene is a particularly

Multimedia Project Research

19Sixteen This game is  a 3D open world game set during the events of the 1916 Rising, where you will play as a character that has to pass messages between key locations and people who were in the Rising. I have formed a group for the project and myself and James Reynolds have organised roles for each of the group members. Provisionally they are: Leaders Chris: Project Manager - Creates reasonable and achievable goals for all team members.  - Keeps in contact with each team-leader to maintain communication and make sure there is no confusion.  - Contributes with Conor for the GDA to make sure the game is not obscured or changed.  James: Designer - Keeps in contact with each team-leader.   - Contributes to final decisions from team-leaders with Chris.  - Collaborates with Chris and has the 2nd voice for all decisions made by Project Manager.  - Creates grading system and keeps up with the workload and Marks team-members depending on their work done.