760 research outputs found

    Design methodologies to implement computer games (Super Milkman)

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    Trabalho final de Mestrado para obtenção do grau de Mestre em Engenharia Informática e de Computadores.Jogos de vídeo actualmente são a principal forma de entretenimento, superando filmes e música. O processo de criação de jogos de vídeo envolve muitas áreas de especialização. Começando pela definição da arquitectura, existem os motores de física e gráfico, os recursos artísticos, como modelos 3D e imagens 2D. Além disso, alguns destes recursos artísticos são animados. Os efeitos visuais, o áudio, a interface de utilizador, as mecânicas, a câmara, e às vezes, inteligência artificial, juntos criam o sistema de jogabilidade. Cada uma destas diferentes áreas requer diferentes metodologias para ser implementada. É apresentado um protótipo de um jogo de vídeo, chamado Super Milkman, onde são descritas as diferentes metodologias para cada área e são discutidas as opções escolhidas. O protótipo desenvolvido é jogável, podendo servir de guia para programadores iniciantes na área dos jogos de vídeo e podendo também ser estendido através da adição de novos níveis de jogo.Video games nowadays are the first form of entertainment, exceeding films and music. The process of creating a video game involves many areas of expertise. Starting from the definition of the architecture, there are also the physics and graphical engines, the art assets like 3D models or 2D sprites. Furthermore, some of these art assets are also animated. The visual effects, the audio, the user interface, the mechanics, the camera and sometimes the artificial intelligence, are connected creating the gameplay system. Each one of these different areas requires different methodologies to be implemented. Herein, it is depicted a prototype of a video game, namely Super Milkman, where are described the different methodologies for each area, and discussed the option chosen. The prototype developed is playable, can be used as a guide for beginner developers of video games, and also can be extended through the addition of new game levels.N/

    Smash and Grab: Rescore

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    This CE paper focuses on my progress of scoring for an animated short film - starting with contacting the studio, composing for the short film, recording in London and ending with mixing and mastering. This project is not only about my progress, but also my inspiration and mindset while working on this music piece. My music background and the inspiration that I had over years are also discussed in this paper. The main reason for choosing an animated short film is because animation, as a genre, allows a composer to show his/her compositions skills. regarding the complexity and constantly changes on emotions.https://remix.berklee.edu/graduate-studies-scoring/1132/thumbnail.jp

    Perancangan Environment Tempat Tinggal Mahluk Fantasi dalam Film Animasi 3D yang Berjudul "Hifa The Mushroom Shepherd"

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    Penggundulan hutan yang terjadi di Indonesia akhir-akhir ini sering terjadi, âHifa the mushroom shepherdâ memiliki tujuan untuk mengingatkan masyarakat tentang kesadaran penggundulan hutan. Dalam proses pembuatan film animasi, environment merupakan salah satu hal penting dalam mempengaruhi ketertarikan penonton dalam film tersebut. Dalam merancang environment yang diaplikasikan pada film animasi 3D yang berjudul âHifa The Mushroom Shepherdâ Penulis menggabungkan elemen warna, tekstur, bentuk, dan elemen fantasi sehingga, environment yang tercipta dapat menarik perhatian penonton. Untuk memperkuat konsep penulis memilih referensi dari film, dan game. Film animasi âBugsâs Lifeâ menjadi referensi penulis, dikarenakan kemiripan dalam skala karakter yang digunakan, dan environment yang paling mendekati dengan projek tugas akhir penulis. Metode penelitian yang digunakan penulis adalah kualitatif. Untuk mencapai itu penulis melakukan pencarian data dengan mencari data, dan menggunakan pengetahuan yang sesuai dengan lokasi yang identik dengan perancangan yang sudah dirancang oleh penulis. Selain itu penulis melakukan penelitian mencari jenis tumbuhan apa yang hidup di sekitar hutan

    The Making of Camp Shakespeare For Young Performing Artists

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    In this thesis paper, I will detail the making of Camp Shakespeare For Young Performing Artists, my final graduate short film at the University of New Orleans, from its inception as a script to its final form as a finished short film. In Part One I will examine the personal and cultural influences that led me to develop the script. Part Two will review the pre-production process – how my collaborators and I prepared for the shoot. In Part Three I will scrutinize the day-to-day process of filming. Part Four will chart the post-production process in which the film took its final shape. Finally, I will conclude with an analysis of whether the film met the goals I set for it along with my own successes and failures as a filmmaker and leader of a creative team

    Desenvolvimento de personagem para jogo eletrônico em 3D: combinando o estado da arte com possibilidades locais de produção

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    PCC(graduação) - Universidade Federal de Santa Catarina. Centro de Comunicação e Expressão. Design.Este relatório de Projeto de Conclusão de Curso apresenta a fundamentação teórica, assim como o desenvolvimento e a execução de um protótipo de personagem para jogo 3D. Com esta finalidade, foi descrito o processo projetual desde a fase de conceituação até a de produção. Para estruturar os passos do desenvolvimento da personagem 3D foram utilizadas duas metodologias que se complementaram, a de Bobany (2008) e a de Lima e Meurer (2011), adaptadas às necessidades do projeto. Adicionalmente, este trabalho apresenta um processo de experimentação e exploração de soluções criativas para problemas de Design, em todos os momentos justificando as decisões tomadas com base com base nos fundamentos do Design aplicado às técnicas de produção de arte 3D. Por envolver grande quantidade de assuntos relacionados ao Design, conclui-se que a apresentação deste projeto é uma forma adequada de demonstrar à banca examinadora que o autor fez proveito do que lhe foi ensinado ao longo do curso de Bacharel em Design pela Universidade Federal de Santa Catarina

    Rhetorical Invention in a 21st Century Technoculture: A New Ludic Framework for Learning

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    This dissertation proposes the ludic framework for learning as an innovative pedagogical model that privileges play, possibility, failure, and social affinity as states of being and positions for learning. The ludic framework works through rhetorics of play as a frame of reference; rhetorics of possibility and invention as a means of production; the acceptance of transformative failure; and engages with digital communities to further knowledge through social affinity while being grounded in constructionist learning theories. The principles that facilitate this are: curiosity, play, flexibility, metacognition, collaboration, invention, persistence, and creativity. To demonstrate this, the dissertation has two case studies: a semester project that explains the need and procedures for teaching technologies in a workflow and a three-dimensional representation of the research in Minecraft: Education Edition

    Developing online parallel corpus-based processing tools for translation research and pedagogy

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    Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Letras/Inglês e Literatura Correspondente, Florianópolis, 2013.Abstract : This study describes the key steps in developing online parallel corpus-based tools for processing COPA-TRAD (copa-trad.ufsc.br), a parallel corpus compiled for translation research and pedagogy. The study draws on Fernandes s (2009) proposal for corpus compilation, which divides the compiling process into three main parts: corpus design, corpus building and corpus processing. This compiling process received contributions from the good development practices of Software Engineering, especially the ones advocated by Pressman (2011). The tools developed can, for example, assist in the investigation of certain types of texts and translational practices related to certain linguistic patterns such as collocations and semantic prosody. As a result of these applications, COPA-TRAD becomes a suitable tool for the investigation of empirical phenomena with a view to translation research and pedagogy.Este estudo descreve as principais etapas no desenvolvimento de ferramentas online com base em corpus para o processamento do COPA-TRAD (Corpus Paralelo de Tradução - www.copa-trad.ufsc.br), um corpus paralelo compilado para a pesquisa e ensino de tradução. Para a compilação do corpus, o estudo utiliza a proposta de Fernandes (2009) que divide o processo de compilação em três etapas principais: desenho do corpus, construção do corpus e processamento do corpus. Este processo de compilação recebeu contribuições das boas práticas de desenvolvimento fornecidas pela Engenharia de Software, especialmente as que foram sugeridas por Pressman (2011). As ferramentas desenvolvidas podem, por exemplo, auxiliar na investigação de certos tipos de textos, bem como em práticas tradutórias relacionadas a certos padrões linguísticos tais como colocações e prosódia semântica. Como resultado dessas aplicações, o COPA-TRAD configura-se em uma ferramenta útil para a investigação empírica de fenômenos tradutórios com vistas à pesquisa e ao ensino de tradução

    Implementation of digital role-playing games in Higher Education classrooms to accomplish learning outcomes

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    Industries have expectations that university graduates possess well-rounded theoretical and practical knowledge to be successful in their jobs. While effective teaching and learning are essential goals in higher education institutions, lessons and learning activities in traditional classroom settings are often out of context, presented to students with much theoretical generality and abstract representations. This leads to a disconnection between academia and industry, where students struggle to apply abstract principles and knowledge in a real-world context to perform effectively in their workplace. Live role-play has been traditionally used as an educational technique to engage students and provide them the opportunity to learn with a real-world context within classroom settings. While role-playing in the classroom encourages transfer of learning, one of its limitation is traditional role-play often does not provide an authentic and believable real-world experience to participants. The primary aim of this study is to converge the pedagogical benefits of role-playing, educational technology and digital games to investigate the effectiveness of using digital role-playing games in classrooms to achieve learning outcomes. Qualitative data were collected from digital media lecturers of a transnational university based in Vietnam and Australia to identify desirable learning outcomes and describe teaching and learning challenges of digital media courses. Through interviews, lecturers also discussed their perceptions of digital RPGs and their level of acceptance in using this educational technology as part of their teaching practice to accomplish learning outcomes. The results highlighted three key desirable learning outcomes: The first learning outcome is students should develop solid understanding of theoretical and foundational design knowledge, enabling effective application of theoretical knowledge to produce creative digital media outputs. The second learning outcome - students should speak the "design language". Students should develop the ability to articulate, critique and explain creative works using appropriate design vocabularies and terminologies, which are used by design practitioners in the industry. The third learning outcome indicated that students should be resourceful and self-sufficient to conceptualise and generate creative ideas. Using Bloom’s taxonomy categories, game characteristics and identified learning outcomes, a conceptual framework was developed for the design and use of digital RPGs to achieve learning outcomes for digital media education. In validating this conceptual framework, a 3d digital role-playing game, Virtual Designer was developed and implemented in classroom environment. A pre/post-test experimental setup was implemented, in which performance gains were measured and compared between control (conventional learning methods) and treatment group (played digital RPG) to determine the learning effectiveness of digital RPGs. Opinion-based survey and focus group interview was also conducted. Based on collected feedback, students find Virtual Designer an effective tool to assess their state of knowledge in different areas of design and apply theoretical knowledge into practical contexts. Students find the game to be an engaging alternative to conventional learning methods, but some have commented the game to be too difficult and at times frustrating to play. Lecturers have also play-tested Virtual Designer and provided favorable views on the overall feasibility of using similar digital RPGs as a teaching and learning tool to sustain students’ interest in learning their subjects – and successfully accomplishing learning outcomes

    Kaijus as environments: design & production of a colossal monster functioning as a boss level

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    Boss fights are a staple in most video game genres. They are milestones in the adventure, designed and intended to test the skills that the player has acquired throughout their adventure. In some cases, they even define the whole experience of the game, especially one type of enemy that has appeared in several instances and every genre: colossal bosses, monsters of giant proportions usually used as a matter of spectacle and a simple yet effective way to showcase the sheer power that players have achieved up until that point in the adventure. Titles like God of War, Shadow of the Colossus and even many Super Mario titles use this concept in their video games in imaginative ways to create Kaiju-like creatures working as a living environment the player has to traverse to defeat them. However, what is the process behind creating a colossal boss that works as a breathing environment, and how can it be achieved? This project aims to study the process of colossal boss creation and design and apply level design and asset creation. To do this, the author will investigate the main aspects and key-defining features of these bosses, analyzing the strengths and weaknesses of existing bosses in videogames such as God of War 3’s Cronos and Shadow of the Colossus and Solar Ash’s bosses in terms of art production and game design. From this study and following the art process for creating creatures in the video game industry, the author will conceptualize, design and produce a working, playable prototype of a boss fight, showcased in the final presentation

    Drawing from motion capture : developing visual languages of animation

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    The work presented in this thesis aims to explore novel approaches of combining motion capture with drawing and 3D animation. As the art form of animation matures, possibilities of hybrid techniques become more feasible, and crosses between traditional and digital media provide new opportunities for artistic expression. 3D computer animation is used for its keyframing and rendering advancements, that result in complex pipelines where different areas of technical and artistic specialists contribute to the end result. Motion capture is mostly used for realistic animation, more often than not for live-action filmmaking, as a visual effect. Realistic animated films depend on retargeting techniques, designed to preserve actors performances with a high degree of accuracy. In this thesis, we investigate alternative production methods that do not depend on retargeting, and provide animators with greater options for experimentation and expressivity. As motion capture data is a great source for naturalistic movements, we aim to combine it with interactive methods such as digital sculpting and 3D drawing. As drawing is predominately used in preproduction, in both the case of realistic animation and visual effects, we embed it instead to alternative production methods, where artists can benefit from improvisation and expression, while emerging in a three-dimensional environment. Additionally, we apply these alternative methods for the visual development of animation, where they become relevant for the creation of specific visual languages that can be used to articulate concrete ideas for storytelling in animation
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