The Designer self- PDD

The Designer Self
https://www.youtube.com/watch?v=JQTU0wtlB6I&ab_channel=LoxShanks https://uisco.itch.io/2d-mannequin itch.io(NA) character model [downloaded] available online https://uisco.itch.io/2d-mannequin [accessed 15/01/2023] youtube. free music (2019) background music [downloaded] available online https://www.youtube.com/watch?v=l7SwiFWOQqM&ab_channel=FreeMusic [accessed 16/04/2023]
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Major Project Development Log – Overview

Development Log
Team managment: We chose Max to be the team leader and organiser right from the start of the project. because he is the sharpest and best at organising. In order for the team to know what needed to be done and how much time they had to complete it, we set up a gantt chart and a trello board. We communicated using apps like Discord and had in-person meetings to go over all we needed to do and check our schedules. We also take a look at each person's primary skills. When asked if they were comfortable with the tasks they were performing, everyone said they were. After a few weeks of development, we would hold a brief meeting to check on everyone's progress. If somebody wasn't keeping up, we…
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Major Project Development Log- UI design

Development Log
Making 2D components for the UI was another responsibility I had for this project. This meant that I would create UI design concepts and present them to the team members for feedback. I would then replace the default elements that they had used after another team member had developed the functionality. I would create user interface elements for sections like the main menu, dialogue boxes, and a HUD if necessary. I had to discuss with the rest of the team what UI components the game required before I could start creating any UI. Evidence Boared: We intended to incorporate an evidence board so that the player could connect pieces of evidence and increase gameplay immersion. I sketched out a plan for the evidence board, and another team member suggested that…
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Major Project Development Log- Cut scenes

Development Log
Pre-rendered vs in-game cut scenes: I debated whether to make in-game cut scene or have them pre-rendered for this game. The advantage of having pre-rendered cut scenes is that it allows me to assist in the transition between different levels. Instead of a basic loading screen, I could mask the change with a pre-rendered cut scene, making it more immersive for the player and preventing them from feeling disconnected from the game they are playing. In-game cut scenes will be tailored to the game's resolution, allowing them to fit more into the game. Pre_rendered cut scenes can only be recorded at a specific resolution. For example, if you record a pre_rendered cut scene at 1920 x 1080, it will only be displayed at that resolution in game. Opening Cutscene: I was entrusted…
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Major Project Development Log- Main Menu

Development Log
Any video game's main menu is crucial. It is always possible for the player to get a sense of the game by simply gazing at a simple interface. The primary menu must tell a story in and of itself. I looked at the concepts that I and the team had for our main menu, and after we decided on the 1920s detective game, I began looking at simulator games and other forms of media for inspiration. LA Noire was the main source of inspiration for me. The main menu gives the user a sense of the game's tone and uses the landscape to assist tell the story. By projecting shadows on the wall, the menu has a distinct ui aesthetic and is simply laid out with the options readily apparent.…
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Major Project Development Log- Character Creation

Development Log
Character Concepts: Before beginning to create any characters, I reviewed the proposal documents that my team and I created to get a sense of what the characters will look like. I knew the game would be set in 1920s New Orleans, so I began producing sketches and mood boards to show the rest of the team the style and ideas I had for the characters, as well as whether they wanted me to make any modifications. CC Tinsley: I began with the primary character, CC Tinsley. I began with this character because I would be using it for the main menu and other members of the team would require it to begin working on other sections of the game.I came up with some initial designs for different kinds of attire for…
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Immersive Design 7 – Video submission

Immersive Design
https://www.youtube.com/watch?v=HCOHdwyxZto&ab_channel=LoxShanks references: www.youtube.com. (n.d.). Grandfather Clock Strike Sound Effect. [online] Available at: https://www.youtube.com/watch?v=uSFAlk3Yh_k&ab_channel=Supercalifragilisticexpialidocious [Accessed 15/4/2023]. Freesound. (n.d.). Wall Clock Ticking.wav by straget. [online] Available at: https://freesound.org/people/straget/sounds/405423/. [Accessed 15/4/2023] Quixel Megascans. (n.d.). Quixel Megascans. [online] Available at: https://quixel.com/megascans/home?category=3D%20asset&category=interior [Accessed 17/2/2023]. Adobe (2019). Mixamo. [online] Mixamo. Available at: https://www.mixamo.com/#/ [Accessed 24/2/2023]. ‌ ‌ ‌ ‌
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Immersive design 6 – sound

Immersive Design
Sound will be a significant component of my immersive design project because it may help the viewer become fully immersed in the environment. I wanted to incorporate ambient sounds throughout my entire piece of art. Having a silient scene will cause the viewer to not feel as immersed in the project, which is why I'm doing this. Sounds i want for the project: Ambient noices e.g. birds chirping and wind. spacial audio/mono Clock ticking/ clock chime. spacial audio Talking e.g. mad hatter and wisp/cheshire car. spacial audio Magical noices. spacial audio/mono As I haven't used sounds much in prior work that I have done, I experimented with different applications to generate the noises. It was difficult to integrate the sound into programmes like Premiere and get it to work with…
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Immersive Design 5 – Testing

Immersive Design
Initial Testing: During the creation of my immersive piece, I wanted to assess the environment's suitability and make sure the viewer wasn't too close to any items, like the table for instance. In order to see how everything was placed and whether any things were too close to the viewer, I rendered out one frame and turned it into a 360 degree YouTube video. I was careful to avoid placing anything too close to the player because I didn't want to cause them discomfort. https://www.youtube.com/watch?v=UanKqg7bUBE Transitions: I wanted to examine the transition between the two environments during this testing period. I originally intended to use animated material to simulate a dissolving environment. But I was unable to apply that material to the Quixel assets, so I had to reconsider my strategy.…
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