Brett Mowery
Media and the creative process
April 6, 2014
Opening section 4
For the opening I am choosing to talk about the video game demo, which I played. The video game seemed to be about a little robot that interacts with the world to break into this industrial palace. I couldn’t tell very much from the game, as it only seemed to be the first couple of parts of the game. Overall I thought the game was visually appealing in a weird artistic sort of way, but at the same time it was unforgiving. If you messed up something or did it in the wrong order you would have to restart the game from the beginning. I don’t know if that’s because it was just a demo or if that’s what you actually have to do for the game. The controls where very easy as it was a point and click adventure so its easy for all ages, however the puzzles where most likely more difficult than most children would be able to figure out. It had a cool feature where you could play a mini game and unlock the exact way to beat the level if you where really stuck. It added convenience to the game as you wouldn’t have to go online and watch a video if you where stumped but at the same time it seems as though it could be greatly abused as there didn’t seem to be a limit on how many times you could do it. Overall the game looked decent but I would not personally recommend it as I hate point and click games.
I also watched the Nollywood ted talk, which really opened my eyes and inspired me. I thought it was amazing how these film makers just pump out movies, not because they want money, but for the passion. As one of the directors said in the documentary preview they have to pump out films every week and just keep going for if they don’t they will not eat, and that is truly eye opening. It gave me a lot of respect for these film makers and was truly inspiring.
The second thing I watched was the Ted talk on video games where it talks about your brain on video games. I always like hearing about the positive things about video games and how they aren’t spawns of Satan and out to burn the world down and drive us to anarchy. I used to be an adamant gamer myself back in the day, but I really stopped playing around two years ago. I was fascinated by the fact that it actually approved a lot of cognitive abilities. The tracking made a lot of sense to me, as you constantly have to pay attention and track not only your players but enemy players as well. The thing that surprised me was the fact that it improved some gamer’s vision. I always thought that it would just destroy your vision, watching a screen for so long, but learning that it didn’t was really comforting to me and gave me hope that I won’t go blind because of all my video game playing.
The final thing I watched was the sound design for Halo reach. I grew up my whole life on Halo, and it was the first game I every played, and played for hundred of hours. The sound design always blew me away for the games. The music was of epic proportions and really created an epic feel, and I always wanted to know how that was working. The “stripey room” was a really cool idea in which seemed to make the audio process more fluent and a lot easier. Its crazy how much time they really spent on the audio alone for this game. I’m highly interested in sound design and love hearing about this kind of stuff.
Tuesday, May 6, 2014
Thursday, May 1, 2014
Sunday, March 30, 2014
listening analysis
Hey jude
Listening Phase 1 (Rhythm)
Source piano
Time/Tempo 4 bps
Groove upbeat
Listening Phase 2 (Arrangement)
Instrumentation piano
Structure/Organization
piano base with drumlin and tambourine
Emotional
Architecture build up beginning with piano, other
instruments slowly join in, chorus is the drop
Listening Phase 3 (Sound
Quality)
Balance
-
Height low
-
Width centered
-
Depth
5
Johnny b. goode
Listening Phase 1 (Rhythm)
Source drums
Time/Tempo 5 bps
Groove up beat/dance groove
Listening Phase 2 (Arrangement)
Instrumentation guitar
Structure/Organization
starts up at a high guitar solo, slows down at chorus
Emotional
Architecture starts of strong, starts off early
Listening Phase 3 (Sound
Quality)
Balance
-
Height high- guitar base- drums
-
Width centered
-
Depth
7
Good vibrations
Listening Phase 1 (Rhythm)
Source drums
Time/Tempo 4 bps
Groove Grovey
Listening Phase 2 (Arrangement)
Instrumentation vocals
Structure/Organization
built underneath drums and piano with good vocals. Pretty much all
chorus
Emotional
Architecture stays pretty constant throughout
Listening Phase 3 (Sound
Quality)
Balance
-
Height high – vocals – low drums
-
Width centered
-
Depth
5
Whats going on
Listening Phase 1 (Rhythm)
Source some string instrument
Time/Tempo 3 bps
Groove slow smooth, souly
Listening Phase 2 (Arrangement)
Instrumentation drum and string instrument
Structure/Organization
steady pace throughout, picks up towards middle
Emotional
Architecture build up slow drop in middle endish
Listening Phase 3 (Sound
Quality)
Balance
-
Height high- singing, low- drums
-
Width centered
-
Depth
3
(SIMPLIFIED)
Listening Phase 1 (Rhythm)
Source guitar
Time/Tempo 4 bps
Groove dancing
Listening Phase 2 (Arrangement)
Instrumentation guitar
Structure/Organization
built with guitar pushing beat and drum line underneath
Emotional
Architecture chorus builds up to the non chorus part
Listening Phase 3 (Sound
Quality)
Balance
-
Height even
-
Width centered
-
Depth
4
Created characters
http://www.voki.com/mywebsite.php
Heres a link to my characters
Pippin:
Age group: 6-8
genre: puzzle
Larry the leprican
Age Group: 8-10
Genre: point and click adventure
Jenifer James
Age group: 10-12
Genre: action/adventure
Heres a link to my characters
Pippin:
Age group: 6-8
genre: puzzle
Larry the leprican
Age Group: 8-10
Genre: point and click adventure
Jenifer James
Age group: 10-12
Genre: action/adventure
Sunday, March 9, 2014
Zombie run
Zombie
Run Hypothesis
I think the reason why zombie run
is such a successful idea is because it makes running lead to immediate
rewards. Humans live for immediate gratification. A perfect example of this is
a psychological test. It was found in about 90% of people that they would
rather receive 15$ immidetly rather than 25$ in two weeks. This game takes that
idea and puts it into an app. You can progress your village and level up just
by running aka immediate reward, rather than a reward that you can’t really see
or even feel immedietly which is running. It also draws you into another world
and adds more encouragement to running.
Proposal
Hello
gentleman, I come to you today with a great new business venture in the mobile
app game industry. its what I like to
called war monger. In this game you must run in order to gain resources such as
gold, oil, and metals. The objective of this game is to build up your country
and armies in order to conquer the globe. The more you run not only the more
resources you gain, but if you are in
battle, you have a higher chance to win. It increases your troops moral
and stamina. When you go to battle you will have an option to do operations
which also increase your chances of winning. The operations give you more
resources as well. The operations would be to run a certain distance and once
you reach your distance the operation will be complete. There will also be an
online option in which you can battle
other. You will have a day to complete operations and the further you run the
more operations you will complete. There will be leagues in which it monitors
your average distances run and but you within those leagues. The more you run
the greater league you ear and the more you progress.
Saturday, March 8, 2014
created games
http://www.stencyl.com/users/index/215691
follow this link to see some incredibly basic games that i created
Wednesday, February 26, 2014
Wednesday, February 12, 2014
listening analysis - Nikki Manaj stupid hoe
Listening Framework
(Stupid Hoe Nikki Minage)
Listening Phase 1 (Rhythm)
Source [background robot clapping its hand together
Time/Tempo 200 bpm
Groove like a two year old got a hold of a whistle and made one of his friends
clap his hands repeatedly
Listening Phase 2 (Arrangement)
Instrumentation robot clapping and someone yelling whoop
Structure/Organization
its not, it stays the same throughout just like most of the terrible
songs out there. Except for near the end it slows down a bit and then picks up
and go crazy
Emotional
Architecture straight drops in at the beginning, slows
down towards end drops at very end
Listening Phase 3 (Sound Quality)
Balance
-
Height seems to have a high frequency
-
Width no panning
-
-
Depth
3 layers
Listening analysis worksheet Rebecca Black, Friday
Listening Framework
(Friday Rebecca black)
Listening Phase 1 (Rhythm)
Source [the drum line, and the overly synthesized sound of the singer keeping
a rhythm
Time/Tempo 130 bpm
Groove [there isn’t much personality, its kind of bland and dead, the same
repetitious beat without much life. It’s a weak drum line with robotic sounds]
Listening Phase 2 (Arrangement)
Instrumentation drums drive the song]
Structure/Organization
the song repeats the same beat quite literally throughout the entire
song. Sometimes they throw in a symbol but other than that it really doesn’t
change the whole time
Emotional
Architecture [it starts with Rebecca going yeah yeah yeah
and then stays the same until the “rap” solo and nothing else. Stays consistent
throughout]
Listening Phase 3 (Sound Quality)
Balance
-
Height singers voice is incredibly, painfully high. Like ear bleeding high
-
Width couldn’t hear any stereo panning
-
Depth
about 3
Listening Analysis Worksheet Justin Biebers Baby
Listening Framework
(Justin Biebers Baby)
Listening Phase 1 (Rhythm)
Source [background bass stomp and clap]
Time/Tempo [6 beats per frame]
Groove [describe how the personality of the rhythm]
Listening Phase 2 (Arrangement)
Instrumentation [synthesizer with slight piano in background]
Structure/Organization
[bass stomp with clap and then a few piano notes thrown in
interchangeably and electrical keyboard in there]
Emotional
Architecture [start with a slow piano build up then jumps
into the same repetitive beat and doesn’t change the rest of the song. With it
randomly dropping off then picking up for chorus]
Listening Phase 3 (Sound Quality)
Balance
-
Height [voice high, intrsrumental low]
-
Width [center panning]
-
Depth
[about 5 layers]
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