Monday 28 September 2009

Project Proposal

Storyboards
Brief
Pages
Content
Testing
Meetings
Budget
Time
Resources
Prototype
Portfolio
Script
Evaluation

Friday 25 September 2009

Ideas Creation
Planning and Research
· Diagrams/Drawings
· Agenda/Minutes of Meetings
· Notes Research
· Images
· Examples of what client and you like/recommend
· Specification of the Work to be carried out
· Brief
· Timetable/Project Plan
·
Production
· Knowledge Pool/Skills
· Hardware/Software
· Finance
· Time – scheduled
· Project Plan – very detailed
· Meetings with client/Project manager
Evaluation/Testing
· Evaluation
· Testing for bugs
o Technical aspects of the website eg navigation goes where it is supposed to
o Links all work
o Design side of things
o Browser compatibility
An animator is an artist who creates multiple images called frames and Key frames that form an illusion of movement called animation when rapidly displayed. Animators can work in a variety of fields including film, television, video games, and the internet. Usually, an animation piece requires the collaboration of several animators. The methods of creating the images or frames for an animation piece depends on the animators' artistic styles and their field.
Other artists who contribute to animated cartoons, but who are not animators, include layout artists (who design the backgrounds, lighting, and camera angles), storyboard artists (who draw panels of the action from the script), and background artists (who paint the "scenery"). Moreover, voice actors, musicians and other talent may be added as necessary to give the animation additional depth.

Among the specialized categorizations of animators are character animators (artists who specialize in character movement, dialogue, acting, etc.) and special effects animators (who animate anything that is not a character; most commonly vehicles, machinery, and natural phenomena such as rain, snow, and water).

http://en.wikipedia.org/wiki/Animator

Wednesday 23 September 2009

Today:


As seen below in that HUGE Mega over sized video box, we did some photoshop stuff today. We also played some games early in the morning, including one where we had to chuck bean bags across in a circle and remember that order. Paul threw one into my chin while i forgot to say someones name and threw it at random LOL!!!!!!!

Heres some videos, one of the most annoying noise ever, and one of the most annoyed cat ever!




Sorry about the whole big video thing. Its far too big and hits my hamster in the face lol
Photoshop:

We did some more photoshop stuff today, and we also made some web slideshows in photoshop, which can be seen here.

Friday 18 September 2009


Title of Job Chosen: Photographer
Why did you choose this job?
I chose this job because I feel that photography is my strong point in the world of the Media. I also enjoy making many stop motion films which requires a lot of patience as well as photography does.

What makes you think you could do this Job?
Photography takes a lot of time and patience in the making, which is something I have learned and gained while making the many stop motion films through the 2 years that I have done so. I also prefer to do something practical rather than sitting in an office working away on files or writing up reports and word documents all day.

What skills do I need to be successful as a photographer?
-Conceptual- the ability to understand your clients' needs and communicate with them
-Technical - the ability to identify, configure and use camera, lighting, and props to make images
-Editing - the ability to process captured images and edit them to meet the customers' needs
-Marketing - the ability to get your name out and to connect you and your business to your potential customer base
-Selling - the ability to earn money from your profession. Includes pricing, negotiating, meeting with customers, producing their final products
-Managing - Taking care of the day-to-day needs of a business or professional, including buying things, paying bills, covering insurance, taxes, permits, etc.
-Leading - Building and or working in a business environment where you need to create visions, define goals and actions, and implement them to grow the business
-Serving - Contacting and growing your customer base, measuring customer satisfaction, resolving customer issues.

Wednesday 16 September 2009



Some charts of Web Production and the jobs involved.

Monday 14 September 2009









A game tester analyzes video games to document software defects as part of a quality control process in video game development. While popularized as a dream job for gamers, interactive entertainment software testing is a highly technical field requiring computing expertise, analytic competence, thick skin, and the ability to endure long hours.

Modern video and computer games take from one to three years to develop (depending on scale). Testing begins late in the development process, sometimes from halfway to 75% into development (it starts so late because, until then, there is little to nothing to play or test). Testers get new builds from the developers on a schedule (daily/weekly) and each version must be uniquely identified in order to map errors to versions.
Once the testers get a version, they begin playing the game. Testers must carefully note any errors they uncover. These may range from bugs to art glitches to logic errors and level bugs. Some bugs are easy to document ("Level 5 has a floor tile missing in the opening room"), but many are hard to describe and may take several paragraphs to describe so a developer can replicate or find the bug. On a large-scale game with numerous testers, a tester must first determine whether the bug has already been reported before they can log the bugs themselves. Once a bug has been reported as fixed, the tester has to go back and verify that the fix works - and occasionally return to verify that is has not reappeared (See Regression testing).
It is a common misconception that being exceptionally good at playing video games is important to the role of game tester. Whilst it is necessary for the game to be tested at the topmost levels of play, it is perhaps more important that testers try to think like a player who has just started playing - making the kinds of mistakes they will make and trying to imagine the full range of strange 'incorrect' things that players will do.
This type of "playing" is tedious and grueling. Usually an unfinished game is not "fun" to play, especially over and over. A tester may play the same game — or even the same level in a game — over and over for eight hours or more at a time. If testing feature fixes, the tester may have to repeat a large number of sequences just to get to one spot in the game. Understandably, burn-out is common in this field and many use the position just as a means to get a different job in game development. For this reason, game testing is widely considered a "stepping stone" position. This type of job may be taken by college students as a way to audit the industry and determine if it is the type of environment in which they wish to work professionally.
In software development quality assurance, it is common practice to go back through a feature set and ensure that features that once worked still work near the end of development. This kind of aggressive quality assurance—called regression testing—is most difficult for games with a large feature set. If a new bug is discovered in a feature that used to work, once it is fixed, regression testing has to take place again.
Game testing may become grueling as deadlines loom. Most games go into "crunch time" near deadlines with developers (programmers, artists, game designers and producers) working twelve to fourteen hours a day. The game-test team must be right there with them, testing late-added features and content. Often during this period staff from other departments may contribute to the testing effort to assist in handling the load - especially in multiplayer games.
All console manufacturers require that the title submitted goes through a series of tests to ensure it meets the rigid standards they have established. Failure to respect the required standards will delay or even prevent the game from being published on the market. Many video game companies separate technical requirement testing from functionality testing altogether since a different testing skillet is required.

Modern video and computer games take from one to three years to develop (depending on scale). Testing begins late in the development process, sometimes from halfway to 75% into development (it starts so late because, until then, there is little to nothing to play or test). Testers get new builds from the developers on a schedule (daily/weekly) and each version must be uniquely identified in order to map errors to versions.
Once the testers get a version, they begin playing the game. Testers must carefully note any errors they uncover. These may range from bugs to art glitches to logic errors and level bugs. Some bugs are easy to document ("Level 5 has a floor tile missing in the opening room"), but many are hard to describe and may take several paragraphs to describe so a developer can replicate or find the bug. On a large-scale game with numerous testers, a tester must first determine whether the bug has already been reported before they can log the bugs themselves. Once a bug has been reported as fixed, the tester has to go back and verify that the fix works - and occasionally return to verify that is has not reappeared (See Regression testing).
It is a common misconception that being exceptionally good at playing video games is important to the role of game tester. Whilst it is necessary for the game to be tested at the topmost levels of play, it is perhaps more important that testers try to think like a player who has just started playing - making the kinds of mistakes they will make and trying to imagine the full range of strange 'incorrect' things that players will do.
This type of "playing" is tedious and gruelling. Usually an unfinished game is not "fun" to play, especially over and over. A tester may play the same game — or even the same level in a game — over and over for eight hours or more at a time. If testing feature fixes, the tester may have to repeat a large number of sequences just to get to one spot in the game. Understandably, burn-out is common in this field and many use the position just as a means to get a different job in game development. For this reason, game testing is widely considered a "stepping stone" position. This type of job may be taken by college students as a way to audit the industry and determine if it is the type of environment in which they wish to work professionally.
In software development quality assurance, it is common practice to go back through a feature set and ensure that features that once worked still work near the end of development. This kind of aggressive quality assurance—called regression testing—is most difficult for games with a large feature set. If a new bug is discovered in a feature that used to work, once it is fixed, regression testing has to take place again.
Game testing may become grueling as deadlines loom. Most games go into "crunch time" near deadlines with developers (programmers, artists, game designers and producers) working twelve to fourteen hours a day. The game-test team must be right there with them, testing late-added features and content. Often during this period staff from other departments may contribute to the testing effort to assist in handling the load - especially in multiplayer games.
All console manufacturers require that the title submitted goes through a series of tests to ensure it meets the rigid standards they have established. Failure to respect the required standards will delay or even prevent the game from being published on the market. Many video game companies separate technical requirement testing from functionality testing altogether since a different testing skillset is required.
Within the game industry, testing usually falls under a title such as quality assurance (QA). However, game QA is far less technical than general software QA. Many game testers have only a high school diploma and no technical expertise. Game testing is normally a full-time job with expectation of regular overtime, but many employees are usually hired as temps and the length of employment varies. In some cases, if the tester is working for a publisher, the tester may be sent off to work at the developer's site rather than in his employer's own offices. The most aggressive recruiting season is late summer/early autumn, as this is the start of the crunch period for games to be finished and shipped in time for the holiday season.
A common misconception is that professional game testing is akin to a public beta test or stress test, where players are expected to enjoy the game and report any bugs they happen to find. In reality, game testing is highly focused on finding bugs, often using tedious methodologies. Even if one could play the game freely, there is no guarantee that the game is stable or fun enough to be enjoyable. A tester may be required to play the same portion of a game repeatedly for hours at a time. Understandably, burn-out is common in this field.
Despite the demanding and risky nature of the job, game testing doesn't pay a great deal and is usually paid hourly, with wages ranging from USD$8 to $15 per hour in the United States. As temps, testers typically receive no benefits or holidays and simply take unpaid vacation days when desired. Some testers use the job as a stepping stone in the game industry, but the success of this strategy is unproven, and depends on which part of the game industry the tester desires to work in. QA résumés, which display non-technical skill sets, tend towards management, then to marketing or production. Those wishing to land a job in programming, art, or design usually need to demonstrate their skills in these areas, either by taking jobs outside the industry and/or working on mods.

Describe what someone with this job is generally involved in:

A photographer is a person who takes photographs using a camera. A professional photographer uses photography to make a living whilst an amateur photographer does not earn a living and typically takes photographs for pleasure and to record an event, place or person for future enjoyment.

A photographer's pursuit of photography may be as an art form or to sell photographs for commercial purposes, or both.

Photographers are often categorized based on the subjects they photograph. Some photographers explore subjects typical of paintings such as landscape, still life, and portraiture. Other photographers specialize in subjects unique to photography, including street photography, documentary photography, fashion photography, wedding photography, war photography, photojournalism and commercial photography.

Paparazzi are photographers who take candid photographs of celebrities.

Describe where in the production process a person with this job is usually most involved:

Countless industries purchase photographs for use in publications and on products. The photographs you see on magazine covers, in television advertising, on greeting cards or calendars, on websites, on product boxes and packages, and so on, have generally been purchased for this use, either directly from the photographer or through an agency that represents the photographer. A photographer uses a contract to sell the "license" or use of his or her photograph with exact controls regarding how often the photograph will be used, in what territory it will be used (for example U.S. or U.K. or other), and exactly which products it will be used on. (An additional contract and royalty would be used for each additional use of the photograph. For example, the photographer may sell the use of his photograph to different companies for use on calendars, cereal boxes, magazines, greeting cards, or many other products, in many countries.) The time duration of the contract may be for one year, or for a different duration. The photographer usually charges a royalty as well as a one-time fee, which may or may not then be deducted from the royalties, depending on the terms of the contract. The contract may be for non-exclusive use of the photograph (meaning the photographer can sell the same photograph for more than one use during the same year) or for exclusive use of the photograph (i.e. only that company may use the photograph during that year). For example, a contract may stipulate non-exclusive use of the photograph on print greeting cards for one year within the United States with certain up front fee and royalty per unit printed. The contract can also stipulate that the photographer is entitled to audit the company for determination of royalty payments. Royalties vary depending on the industry buying the photograph and the use, for example, royalties for a photograph used on a poster or in television advertising may be higher than the royalty for use on a limited run of brochures. A royalty is also often based on the size the photo will be used in a magazine or book, for example, if it is used as a quarter or half-page photo or full page. Cover photos usually command higher fees than photos used elsewhere in a book or magazine.

Describe where in the production process a person with this title is usually most involved:

The Production process for a photo in advertisement is as follows:

1. The photographer must first be asked to attend an advertisement advent, E.G a photo must be taken for a photo of a new toy that will be put into the next Argos Catalogue.

2. The Photographer will be given a brief on what the makers of the toy/product want in the way of lighting, style of the photo and how it should fit into the catalogue in terms of lighting, style of the page and what type of toy/product it is and what section of the catalogue it will be in.

3. The photographer will then take the photos that have been given as a brief to him/her and they will take the photo, or several others before sending them to the makers of the company who will decide which ones are the best and forward them to the owners of the catalogue E.G Argos.

There are three levels of photography qualifications, each reflecting increasing levels of experience, skill and achievement.

Licentiateship (LBIPP) is the first level of the qualifications system, showing an established level of skill and competence.

Associateship (ABIPP) is midway between Licentiateship and Fellowship and denotes a high standard of craftsmanship and individual creative ability.

Fellowship (FBIPP) is the highest qualification attainable and recognises distinguished individual ability and exceptional standards of excellence.

Sources of info:

http://www.bipp.com/photography_qualifications.html

http://en.wikipedia.org/wiki/Photographer

Friday 11 September 2009


Social Networking - Youtube

YouTube is a video sharing website on which users can upload and share videos. Three former PayPal employees created YouTube in February 2005. [2] In November 2006, YouTube, LLC was bought by Google Inc. for $1.65 billion, and is now operated as a subsidiary of Google.
The company is based in San Bruno, California, and uses Adobe Flash Video technology to display a wide variety of user-generated video content, including movie clips, TV clips, and music videos, as well as amateur content such as video blogging and short original videos. Most of the content on YouTube has been uploaded by individuals, although media corporations including CBS, the BBC, UMG and other organizations offer some of their material via the site, as part of the YouTube partnership program.[3]
Unregistered users can watch the videos, while registered users are permitted to upload an unlimited number of videos. Videos that are considered to contain potentially offensive content are available only to registered users over the age of 18. The uploading of videos containing defamation and copyright violations, and material encouraging criminal conduct is prohibited by YouTube's terms of service. Accounts of registered users are called "channels".

The Key Stages within Youtube:
Ideas: An idea for a video, new channel design or new feature for Youtube is created first, and then the idea that sounds most interesting for design, of any of the above that has been chosen is out forward and given a design, or filming ideas or scripts.
Production and Design: Whether it is a design for the site, or a video to be made, a production or design process has to go into what is to be made. This involves scripts, what sounds should be involved, who stars in the video, where the video will be set OR what colour the new object will be for the site, design and shape of the object, where the object on the site will be, what links will be involved to get there and what features the new object will gibe EG: faster Uploading process.
Distributing: The YouTube team then put the new designs, videos or new account features onto the Youtube service. Everything is tested and if ready to go, officially published onto the website.





Youtube Headquarters, California. Youtube is currently a large, web based company which started in 2005 after 2 University Students found trouble trying to share a video with one another.






This sector is different from other sectors because this deals with the creation, progress and design of Websites that deal with Social Networking, rather than Animation and gaming, which relate to CGI and Virtual Interactive Environments.




Jobs within YouTube:
Youtube provide several different jobs within their business:
Video Publisher
Designer
Design Manager
Programmer


Links to info:
http://www.youtube.com/
http://en.wikipedia.org/wiki/YouTube
http://www.tyndall.ie/research/quantum-optics-group/youtube-logo.jpg
http://www.videora.com/en-us/Converter/iPod/guide/youtube-to-ipod/screenshots/youtube2.gif

Addictive

Try this game! Its really addictive!

http://www.onemotion.com/flash/snake-game/

Me!!

SouthPark


My South Park Character of myself

Wednesday 9 September 2009

What i did today and some links

Here are some links to some of my accounts

http://www.youtube.com/user/Ocunningham92

http://s873.photobucket.com/albums/ab291/OwenCunningham92/

http://www.slideshare.net/OwenCunnigham92

Take a look at each for updates.

Today, i did a lot actually!!!! I'm a bit worried actually too, because Gillian says we need at least 5 or more marks for our blogs, or im in the pit!!! Arrgh!!! I worked hard though, getting 2 parts of my assessment done [which can be seen below in the powerpoints] which means i only have one more to go! fantastic!!!! I updated the blog alot too, and also uploaded a link to all my photos. for some reason, it will only let me put in 1 just now, but there is a link for the rest of them, so watch out for all that stuff. I dont think i will do my next part next one in powerpoint, but rather in word or google docs, and upload it here onto the blog!!!
Power Points:

2 new power points, one on Disney Pixar and the other on Rockstar Gaming. These were made for my 1st assessment in College!











Thanks for watching!!

Some pictures of complete and utter insanity!!! We were asked to take some 30m to 40 photo's, but the other group got way more than we did!!!!!

Heres the rest of the photo's, seen as for soem reason i cant upload them all.

Follow the link at:
http://s873.photobucket.com/albums/ab291/OwenCunningham92/

Friday 4 September 2009

I did some new stuff with animation today!!!! Was a bit hard, but i think eventually i will get there in the end. I prefer stop motion animation to be honest, rather than the flash animation. Its too fiddly.


We also watched some random video of an italian guy who was making designs for a skateboard, so i think we may be onto photoshop next, perhaps.........................................