Week 11
— GAD171 —
— GAD171 —
Last week we talked about concepts of geometry and algebra, and what they mean for game development. If you've not done trigenometry or geometry maths in some time, this can be a little bit challenging to pick back up, and you may have to do some research to fully understand what you need to do for Brief 4! To help you along and to help you understand how these concepts are relevant to game design, watch this tutorial video on some ways trigenometry problems arise in game development and how to resolve them.
Call of Duty®: Modern Warfare® Remastered (2016)
by Beenox, Raven Software and Activision
This game is a remaster of the original Call of Duty 4: Modern Warfare (2007) by Infinity Ward and Activision, with new and/or improved textures, models, sounds, and just about everything else, and ported to newer platforms (compared to the original 2007 release) such as Xbox One and PlayStation 4, but with the same fundamental gameplay as the original game, even in the multiplayer aspect (apart from the micro-transactions).
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(PlayStation, 2016) [1]
(Nintendo, 2018) [2]
Super Smash Bros.™ Ultimate
by Sora Ltd., BANDAI NAMCO Studios and Nintendo EPD
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Last week, I worked on getting the pitch video for Brief 2 done and out of the way so my group can work on the succeeding briefs. I have been using my copy of VEGAS Pro 16 to edit all of my video projects as it's a program I have been using for five years now and therefore am well-accustomed to it. These video projects typically take one or two days to complete, depending on the amount of content in the video and personal touches such as subtitles in the video, transitions between slides, video effects, etc. The video consists of our pitch deck slides for Brief 2 put together with voice-overs from each member of the group reading out points of information relevant to each slides.
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This week, I shared my learning journal with Kyle Isaacs to get his feedback on it. I specifically shared my Week 10 page and Brief 2 page as those were my most up-to-date pages that I was most confident with sharing.
This week's chosen game for MDA identification is
Emily is Away (Kyle Seeley, 2015)
(Programming Dimension, 2021) [3]
Mechanics
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Dynamics
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Aesthetics
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"The Game Prototype That Had to Be Banned by Its Own Studio"
by People Make Games, 2021.
This video was brought up as an interesting point during a talk about paper prototyping during game development as an example of it in the industry.
(People Make Games, 2021) [4]
"Devil May Cry 5 - Pre-Viz Live Action Cutscenes Trailer"
by Devil May Cry, 2019.
(Devil May Cry, 2019) [5]
How did it go? Explain what you did, what that tells you/how you felt, and what you'll do next time.
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[1] PlayStation. (2016). Call of Duty®: Modern Warfare® Remastered [Image]. https://image.api.playstation.com/cdn/UP0002/CUSA03522_00/t7SHaSjuUXFZ3VHl6U4FuSFrDMtkOIyP.png
[2] Nintendo. (2018). Super Smash Bros.™ Ultimate [Image]. https://www.nintendo.com/sg/switch/aaab/img/product.png
[3] Programming Dimension (2021, February 15). Emily is Away | Full Game Playthrough | No Commentary [1440p] [Video]. YouTube. https://youtu.be/aOYbR-Q_4Hs
[4] People Make Games (2021, July 20). The Game Prototype That Had to Be Banned by Its Own Studio [Video]. YouTube. https://youtu.be/aOYbR-Q_4Hs
[5] Devil May Cry (2019, March 4). Devil May Cry 5 - Pre-Viz Live Action Cutscenes Trailer [Video]. YouTube. https://youtu.be/50ebUmoM9nA