Wednesday, November 19, 2008
Final Resubmission for EXP1
Final_Custom.avi
Custom Machinima
The aim of this custom machinima was to give an insight on the shape of it's cloud and the mass destruction it creates. With the experimentation from Garry's mod, the dynamite symbolises the cloud and the oil drum symbolises a dangerous element as well as a destructive tool. The custom machinima provides brief characteristics of a nuclear explosion, this can be broken down even further with the "Found Machinima" video. The custom machinima doesn't only focus on how a nuclear explosion works but deals with real life scenarios such as soliders in war as well as civilians on how they interact in a built environment when a nuclear explosion occurs. When it comes to these kind of scenarios, they should be more destruction to a particular environment.
Final_Found.avi
Found Machinima
The aim of the found machinima clearly builds up some more information on the characteristics of a nuclear explosion. The most useful nuclear explosion machinima can be found in the video game, Crysis. The reason why Crysis is a valuable machinima resource for taking a look at nuclear explosions is because they provide more insight on what makes a nuclear explosion. The first main characteristic covered in the "Found Machinima" clip is obviously the mushroom cloud which is basically common ingredient in any nuclear explosion. The second main characteristic is the amount of mass destruction created in a particular enviornment which is a very essential ingredient to a nuclear explosion. We also see how both of these main characteristics are combined together to put the puzzle pieces on how a nuclear explosion works. As a roundup of the found machinima, we also hightlight another useful example on how a nuclear explosion can affect a battle because we never know, this could possibly be an atomic war.
References
Crysis videos-
the real crysis nuke physics- by invisible0tom
The Beautiful World of Crysis- by enzojulh
Call of Duty 4 video-
CALL OF DUTY 4 MODERN WARFARE- NUCLEAR BOMB EXPLOSION by CitekPoland
Music for Custom Machinma-
From the clip, "The Beautiful World of Crysis" by enzojulh
Music for Found Machinima-
From the clip, "the real crysis nuke physics" by invisible0tom
Tuesday, November 18, 2008
Final Submission of Gameplay Demo- Hope it works
Friday, November 7, 2008
Info on my final submission for EXP3
With my nine screenshots, first experimentation video clip and models, I carried out my own experimentation of matinee as inspired by snakes of ladders. How this works is where you have to jump on the tiles in order to get up the top which symbolise the ladders, falling off or ending up missing the files falls to the ground which symbolises the snakes.
Team Matrix Team- The Rookie Creators of Real-Time Environments
The Matrix Team as we can see are classed as the "rookie creators of real-time environments". Our crew has been made up of Gajan, Zeniab and Yasmin. Were not the well-experienced creators of real time environments but we manage to put up some show we all will discuss some of our key roles with creating our "Snakes and Ladders" game.
Gajan- Leader-by of the Matrix team who takes resposibilties for the matinee work. Shows courage than the other members of the team who don't seem to be up to date with work but on the other hand not as sharp as a conceptual thinker. How Gajan's matinee system works would a combination of moving tiles as ladders for our game.
Zeniab- Second member of the Matrix team who takes responsiblities for the particles work. Not bad with grasping some understanding of real time environments as well as key concepts with real time design. Zeniab's particle system works with a combi of bubbles, smoke and fire to make the environment of the Snakes and Ladders game awesome.
Yasmin- Last member of the Matrix team who takes responsibilities for the kisment work. One of the members who's not up to sratch with work. Hasn't paid much attention on how to create kismet experimentation. Yasmin's kismet system is meant to be a system where the player turns the lights on and off however has to seek help from David Butterworth and Vincent Lam to learn how to use Kisment on the very last day of submission, which is frustrating.
This is all our members, take a look at our gameplay demo play to see what kind of superb experimentations our members created.
Hints for playing our Snakes and Ladders game:
- Crouch in case you can't get through
- Move over to the side
- Take the snakes and ladders ride nice and easy, I find sometimes that I rush the moves and I end up falling of the path.
Gajan- Leader-by of the Matrix team who takes resposibilties for the matinee work. Shows courage than the other members of the team who don't seem to be up to date with work but on the other hand not as sharp as a conceptual thinker. How Gajan's matinee system works would a combination of moving tiles as ladders for our game.
Zeniab- Second member of the Matrix team who takes responsiblities for the particles work. Not bad with grasping some understanding of real time environments as well as key concepts with real time design. Zeniab's particle system works with a combi of bubbles, smoke and fire to make the environment of the Snakes and Ladders game awesome.
Yasmin- Last member of the Matrix team who takes responsibilities for the kisment work. One of the members who's not up to sratch with work. Hasn't paid much attention on how to create kismet experimentation. Yasmin's kismet system is meant to be a system where the player turns the lights on and off however has to seek help from David Butterworth and Vincent Lam to learn how to use Kisment on the very last day of submission, which is frustrating.
This is all our members, take a look at our gameplay demo play to see what kind of superb experimentations our members created.
Hints for playing our Snakes and Ladders game:
- Crouch in case you can't get through
- Move over to the side
- Take the snakes and ladders ride nice and easy, I find sometimes that I rush the moves and I end up falling of the path.
Thursday, November 6, 2008
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