Tuesday, 6 October 2015

unit 6 unfinished



Student Name: Ryan Wickham

Unit 6, Assignment

My survey evaluation


I believe in my survey I could have chosen batter games to do this on , it seems most did not know what the game was and there for didn’t answer or simply just said no to everything this was what happened on a lot of my surveys.
I believe I could have done better on my questioning it was mainly based around knowing the game, so I could have had more questions for if the person had never heard of the game this was my personal problem for this survey.
I should have asked why they didn’t have the game , if they would have if they herd of the game , if it was because there was lack of ads on the tv for the game and more to get the survey to have more of a response.
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On the first question it seems to be something I was slightly expecting , most people didn’t know the game and from the record they really didn’t .
The reason I believe most didn’t know of this game or play it is mainly in high school you are not in the mentality to be a ‘nerd’ this made people stop playing or just never looked in to it to find out how fun the game can be.
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Most people just didn’t rate this because they hadn’t played it but the ones who had rated this fairly high.
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Some of the people who had not played the game simply put they wouldn’t play multiplayer or no the others yes.
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Most people put open world showing that open world online if the best for games and I expected this , others chose differently but it’s to be expected.
The others seemed more open to co-op or team fighting this is rather odd because the types they selves were not really liked last I checked with communitys.
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This question shows most would rather make their own character as would I with this question.
I believe most chose create a character because they could then create themselves in this space to become more immersed in the game itself.
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Most said here it was not their type of game others didn’t answer or didn’t know about it.
I could have been more open for answers in this question allowing to see what the reviewers thought.
Most didn’t answer the ones who did not care much about the game this was a fairly honest oppioning.
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The area stayed around 10 pounds or 30 pounds for how much the people would pay for the game, this was fairly foreseen by myself.
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The people who answered said they would like to play this with friends this is normal for all gamers to want.
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2 of the seven reviewers said that played the table top game and I was not surprised from earlier results.
Like with the first question
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The reason I believe most didn’t know of this game or play it is mainly in high school you are not in the mentality to be a ‘nerd’ this made people stop playing or just never looked in to it to find out how fun the game can be.
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Defining Media Audiences

It is critical for any product within the media industry to understand its target audience to best sell its product, without a target audience to aim for the resulting product will either result as confusing to the consumer or be poorly received.

Creating a game based on a target audience relies of three factors; Platform, Genre and Theme, to find the best Age Range and Social Class suitable for your game to be aimed towards starting with Platforms;

Young Children (5 ? 9) will often have iOS devices such as Tablets and IPads rather than any platform made solely for gaming as such devices are most likely owned by the childfs parents.

Children (10 ? 14) generally have Nintendo branded platforms; these include handheld devices such as the 3DS and consoles like the WiiU as children of this age will often have more responsible to own their own possessions, these platforms are ideal for children as their overall games are more complicated then iSO games but are still bright, colourful and only resort to slapstick violence.

Teenages (14 ? 18) at this age will own consoles from either Microsoft or Sony, these include the Xbox One or the Playstation 4, these platforms often have game of graphic nature and violence that are less suitable for a younger audience.

Adults (18+) a fair few adults will often stay with consoles like the Xbox One and Playstation 4, however due to people of this age having a financial income it is likely they will invest in a PC as they may be used for both work and gaming, as well as the ease of access buying games on Steam through a bank account online.

Genres are also just as critical to getting correct for your target audience,

iOS: Clicker Games, Platformers.

3DS: Platformers, Action-Adventure, Japanese Roleplaying Game (JRPG).

WiiU: Platformers, Racing, Party,

Xbox One: First-Person Shooter (FPS), Racing.

Playstation 4: First-Person Shooter (FPS), Roleplaying Game (RPG).

PC: Realtime Strategy (RTS), Simulator, Massive Multiplayer Online (MMO).

These are the Genres most often seen on their corresponding platforms with this knowledge it is easy both to see what Genre each Age-Range likes an example Is (10 ? 14) defiantly being interested in platformers due to their success on both WiiU and 3DS with both systems being made from Nintendo who directly target towards this audience.

Lastly we have Theming which largely define a game and often allow it to stand out, it makes the difference between a shooter being dark, grity and realistic (Call of Duty) to it being bright, colourful and cartoony (Splatoon), theming is crucial much like the previous steps as it can be the difference to attracting your target audience and alienating them.

With this information we can look at developed games to analyse them and put them to the test, an example I will be using is a game named gShovel Knighth

Shovel Knight is a bright, colourful 2D Platformer that is released on all systems named previously with the only exception being iOS, using are research we can determine that sales for the game will be best on 3DS and WiiU due to the target audiences interest in Platformers and more bright, vibrant games, with the sales numbers from Shovel Knight 3DS and WiiU combined made 50% of the sales over 180k copies sold.

However even with this information it is still possible to target towards a niche audience and contradict the information given to us, this is proven to be a risky move for marketing however if done successfully it allows your game to stand out much more on its chosen platform as well making it more like for the product to be spread through word and mouth.

A good example of this is Microsoftfs gViva Pinatah for Xbox 360, despite the information wefre given telling us that the audience for Xbox 360 play First-Person Shooters and prefer grittier and darker games compared to games published by Nintendo, Viva Pinata is a bright and colourful Simulator Game where you raise cute animals and watch them interact within your garden.

Viva Pinata was able to sell 1.62 million copies on what most would consider an unviable platform for the game as there target audience is clearly children rather than teenagers however due to large amounts of marketing, news covering and public interest it had managed to become successful.

Overall to conclude my analysis on Media Audiences theyfre the most important step you can make whilst planning your game and should be done so within the earliest stages to best find the target audience youfre aiming for and what is suitable for them as well as overall public demand.


Qualitative Research is primarily exploratory research. It is used to gain an understanding of underlying reasons, opinions, and motivations. It provides insights into the problem or helps to develop ideas or hypotheses for potential quantitative research. Qualitative Research is also used to uncover trends in thought and opinions, and dive deeper into the problem. Qualitative data collection methods vary using unstructured or semi-structured techniques. Some common methods include focus groups (group discussions), individual interviews, and participation/observations. The sample size is typically small, and respondents are selected to fulfill a given quota.


Quantitative Research is used to quantify the problem by way of generating numerical data or data that can be transformed into useable statistics. It is used to quantify attitudes, opinions, behaviors, and other defined variables – and generalize results from a larger sample population. Quantitative Research uses measurable data to formulate facts and uncover patterns in research. Quantitative data collection methods are much more structured than Qualitative data collection methods. Quantitative data collection methods include various forms of surveys – online surveys, paper surveys, mobile surveys and kiosk surveys, face-to-face interviews, telephone interviews, longitudinal studies, website interceptors, online polls, and systematic observations.


Title
The Last of Us
Genre
Survival, Horror, Action, Adventure
Selection of Content
Dark, Claustrophobic, Dimly Lit, Exploration, Post Apocalyptic
Construction of Content
Linear, narrative and character  driven
Narrative Conventions
Story driven, infections, survival, Looking for a cure.
Codes and Conventions
Health and Ammunition, fast paced action, cover shooter, objective based, killing of enemies, variety of tradition weapons
Target Demographic
Older, generally male audience(Young adults-adults)



Title
fallout 3
Genre
Adventure,rpg
Selection of Content
light hearted, dark aspects,post apocalyptic 
Construction of Content
personal character, character driven
Narrative Conventions
story,side story's, open, looking for father and more.
Codes and Conventions
health, ammunition, can be tactical mainly shoot fast, quest based, loads of weaponry. 3rd/1st person.
Target Demographic
all ages mainly 16+,males and females (young men and some women)



Title
zombie game
Genre
action,survival,horror
Selection of Content
mid apocalypse, dark, low light,moggy, chilling
Construction of Content
character driven
Narrative Conventions
slight story delivered by light notes or character.
Codes and Conventions
health,slight tactical
Target Demographic
16+, young male's maybe females.




Media text is any form of media that can be examined by the public; this can range from TV shows, games, movies, newspapers, posters, magazines, leaflets, advertisements etc. In this case we are looking at how your 3 games are represented and advertised to the public. Explain what media text is and compare and contrast your 3 games marketing style and how they represent each game. A good way to do this would be to find examples of marketing material e.g posters and adverts. Think about the way the product is marketed. Is it dark and gritty trying to appeal to an adult audience or bright and colourful aiming for a young audience?


Genre


In the case of video games, genre is used to define the type of game that has been created. With video games this is based primarily on the type of game play experienced.

Examples of main video game genre are:
Action
Shooter
Action-adventure
Adventure
Role-playing
Simulation
Sports
Strategy
Survival horror
Massively multiplayer online

There are also lots of sub genre you could go into.

Selection of Content



What kind of content does the game have? Think about the visuals, sounds, images used, sequences, colours and fonts. Why have they chosen that content?

Construction of Content

How is the game set out? What is the content of the game? E.g narratives, layout, captions, anchorage.

Codes and Conventions


Does the game use codes and conventions? First Person or Third person? Is the HUD set up how you would expect? What about the level? Character design? Is it similar to other games in it's genre? How do these help the player identify the type of game they are playing.


It would be useful to discuss semiotics in this section. Semiotics is the study of the meaning of signs and symbols and can be defined as the media term for reading and decoding something. For example, in The Last of Us there is a visible Green Bar shown in the corner, this can be assumed by the player to be a health bar, especially with the health pack icon above it.


Target Demographic



The Target Demographic is the type of audience that the game is trying to appeal to. At a basic level this can be broken down to Geography, age and sex.





with the games last of us and fallout 3 there is much different about the two and little the game apart from the fact they are both rpg's, shooters and action adventures in ways yet last of us is also a survival horror where fallout 3 is a open world post apocalyptic game.
in target demographic fallout 3 is designed to appeal to all ages and sex's even if the age raiting says otherwise, where as last of us seems to be more looking down the path of young males and older males rather then females, when it comes to point of view fallout 3 has 3rd and 1st person views and huds for the player to enjoy where last of us only has 3rd person views showing that you not playing your self but another person.in fallout 3 your game content if based around the questing and create your own path in life way being set in a post apocalyptic world this is used very well and allows a massive flow of new content sounds and creatures in its universe, not to mention its also part of a changed timeline where Tesla didn't die and Tesla coils and such became reality.
in the past of us it seems more story driven showing lack of later addition content and also make's it more of a one time play with some(very few) unique mobs, but where it sawed was its sound creation some good atmospheres in the game its self.











Wednesday, 9 September 2015

unit 70

what is a game engine? what are they used for?

a game engine is the basic software framework.
it is designed for the creation of video games,developers use engine's to create environments for games on console, mobile apps and personal computers, the engine in bacis is used to create in most cases a 3D environment with coded script and created model's.  
Some game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality needed by games. every game engine has a physics system and a rendering system.






1) fallout 3
the engine used for fallout 3 was the Gamebryo engine 

2) metal arms: glitch in the system
glitch in the system used 

3) crash bandicoot
crash bandicoot used  as its game engine

4) republic commando
republic commando used unreal engine

5)  SWTOR
SWTOR uses the hero engine.

6) oblivion
oblivion uses Gamebryo engine same as fallout 3

7) fallout new vegas
fallout nv uses the Gamebryo engine 

8) skyrim
skyrim uses Creation Engine

9) jak 2
jak 2 used the Kinetica engine


10) pokemon (ALL OF IT)
Pokemon used Heavily modified Pokémon Ruby and Sapphire engine




what is a physics engine?
physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamicssoft body dynamics, and fluid dynamics, of use in the domains of computer graphicsvideo games and film

a example of  a physics engine would be physics X.

what is a rendering engine?
 Rendering is the process of generating an image from a model, by means of computer programs. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture, lighting, and shading information as a description of the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file.

a example of a rendering engine would be  unreal and other engines like it.

Wednesday, 20 May 2015

the game  i will be creating sound for will be my plat former.

the game is a sifi game based in climbing platforms to reach a boss to then kill and progress to the next level, the player uses guns to kill.
blaster sounds
this will be made by sounds i personally make myself, this sound will then be edited and changed to suit its purpose more.
jumping 
this will be a sound i collect from a source on the internet because there will be a better sound out there.
background
the background will consist of scratching ,howling and a sifi like memo to it.
dieing
this will be a thud and a breath in fast this this will be set out of you gasp and then you hit the floor.
step sound:this will be real steps made heavy to show the character is heavy footed also to add a little more of a creepy vibe.
entering the ship:on entry of the ship you will hear a short demonic laugh and the thud of a mettle door closing with a heavy crash and a sudden inhale.
this will; be used to give the play the feeling they are trapped and to regret their decision of entering, this will need a medium sound capture rate because its meant to be done over time for a entrance, this will require maybe for creation 8GB of ram for this simple entrance,

all of the sound's will be done in mp3 because this will be designed for a mobile device or a small indie game for pc, some of the sounds like the exhaling and humming will need a studio or a very quiet area to record and pick up the sound,the other sounds may be taken and edited or will be able to be louder then background noise.





Evaluation.

below are snapshots of my creation of my sounds in my game some are taken then edited then used in my game but all were composed (selected and joined) by me and edited.

To evaluate my sounds I believe all my sounds work well for my game and they are set out to join with the sound the gun sounding like a electrical pulse when shooting and the jump works in a way to more sound they are jumping of an odd surface, this continues to the first theme background making the player want to rush the mission and then the second more to relax the player in the second room to get them ready for the last room (this was never created) the death sound was a edit is distortion and echo on a wabafet and the machine was a talk with someone I know edited to a point that is sounds to me like a shutdown.

The total evacuation to me is that the sounds work to me perfectly with the game to the point could get them for my game.

With the evaluation on my personal work I used a stereo Dictaphone to capture and recorded the sounds and later edited. In future I believe I would prefer to use an iPhone voice recorder because I find its much better quality in its tech compared to what I used. 





Thursday, 7 May 2015

2d game cards

the game would be made for a mobile device, mostly for something like a iPhone 6 because it in my opinion is too simple for the pc to have the game is simply two button that are easily used on a mobile device and would most likely be more interesting on a mobile device rather them a pc.

i would make the sprites all 32 pixel to make it easier to run on the phone and then i would correct the resolution to fit the size of the iPhone screen and the sprite sized and button collision would be warped around the object its self.

the iPhone 6 has a 4.7-inch (diagonal) HD display and  Multi‑Touch display with IPS technology also 1334x750-pixel resolution, this means i have a fairly large resolution for the game and the multi touch disply will be used to make the buttons selectable. 

above is the game on a mobile decide in the iPhone 6 the stick and twist are touch sensitive and you choice what one to click using the touch sensitive function on the iPhone, each sprite was edited ti size because if the screen size and the help of the device setting on game maker.
The phone mode version of this game is edited by adding a script in that tells the game the button location's this makes it so the phone will know where the stick and twist and escape button are and this would make it viable for the app form on the iPhone.
In the conversion from pc to phone we have had to scale down the sprites to fit the screen and also got the sprites in the correct location for the phone.

the mobile gaming platform is designed around apps , games that are fairly basic and mostly in 2D some in basic 3d modles in the game.most games on this platform are rts games simple swipe games.
the games on this platform are designed for small screens to make it easier to play on this device and then the graphic quality is set to be fit for each mobile device to run fine with minimal lag.
Retina HD display
4.7-inch (diagonal) LED-backlit widescreen Multi‑Touch display with IPS technology
1334x750-pixel resolution at 326 ppi
1400:1 contrast ratio (typical)
5.5″
Retina HD display
Retina HD display
5.5-inch (diagonal) LED-backlit widescreen Multi‑Touch display with IPS technology
1920x1080-pixel resolution at 401 ppi
1300:1 contrast ratio (typical)
Both models:
500 cd/m2 max brightness (typical)
Full sRGB standard
Dual-domain pixels for wide-angle viewing
Fingerprint-resistant oleophobic coating on front
Support for display of multiple languages and characters simultaneously
Display Zoom
Reachability
This is the spec for the iPhone 6 showing the exact resolution on the phone that I would be working with for the conversion on this game and such, this is the reason why I had to scale down my sprites and relocate them for the game in the end with the creation.



above is the game shown on a pc moniter you would use the mouse to select your stick or twist and hit escape to excit out of the screen, like the the phone version you have each of the gray ai players and you as a yellow figure between the stick and twist
on the pc platform you get , fps,rts,mobas and all types , theses will run on what you have installed on your computer if you have a well fitted computer with something like ,CPU – Intel Core i7-4790K,Motherboard – MSI Z97 Gaming 7,Memory – 8GB Corsair Vengeance 1600MHz DDR3 Low Profile 1.5v MemoryVideo,Card – MSI GTX 970 Gaming 4GBoot, Drive – Samsung 850 EVO 500GB SSDStorage, Drive – Western Digital Caviar Black 1TB 7200RPM Hard DriveOptical, Drive – OEM DVD Drive or OEM Blu Ray Drive (Any Manufacturer),PSU – Antec EA-650 Platinum,Case – Corsair Obsidian 750DCPU ,Cooler –
 Corsair Hydro Series H100i, Operating System – Windows 7 64 bit or Windows 8.1 64 bit this would be a high end computer that could basicly run any game on the market to date.
the pc's build will be the decideing point on how games run on it, but in the terms of this basic black jack game this would run well due to its lack of graphic quality needed and since it’s in 2D there is no 3D rendering required in the game meaning once again it will run fairly fast on this platform.
With this spec, you could play games like planetside 2 or planetary annulation with minimal lag and you could play on high graphic settings so you are playing an amazing looking game and playing it well.





For this I have used a game creator called ‘Game maker studio’ and in its set up with programming you can design it in drag and drop or you can type the code up on a coding setting, with this you create the sprites convert them to objects and then you can code them to do their jobs in the game, and you can make script to create a randomizer or a set up and ai code like we have for this card game above.




This is the set up and code in the game maker studio used in the game above and its showing the ai code, randomiser for the deck and the set up code.
This is an example of what you can do on this game software and it’s a well working software, you can also use this to animate your sprites and create them from scratch this is all on this software and you can easily access and use all of this to your advantage and for the creation of your games, or you can import from other software’s like images from Photoshop or fireworks this could come in handy in the creation.








Tuesday, 10 March 2015

music for platformer.
for the platformer is would be a 2d retro game in style , this would be based on the main charecter trying to reclaim his ship but every-time he dies a new crew member will have to take be hired to collect gold and try and survive in the ship as long as possible , the gold can be spent on a building outside the ship , all gold /coins are lost at the re-entry.the ship is cured and will trap you inside on entry, once you die the spirit hires a new worker to take the ship.


entering the ship:on entry of the ship you will hear a short demonic laugh and the thud of a mettle door closing with a heavy crash and a sudden inhale.
this will; be used to give the play the feeling they are trapped and to regret their decision of entering, this will need a medium sound capture rate because its meant to be done over time for a entrance, this will require maybe for creation 8GB of ram for this simple entrance,

upgrading the building:the sound for this will be the sound of dropping multiple coin's on the floor and then a sigh at the end of it to show your character doesn't even want to give up the money.

weapon/gun attacking sound: this will be man made sounds from live recording,this will then be edited on a recording soft were to make it unrecognisable as a sound made by someone.

fists sound:this will be a sound of someone making a sound as they punch to symbolising punching.

step sound:this will be real steps made heavy to show the character is heavy footed also to add a little more of a creepy vibe.

sword sound:this will be a sound created by swinging bamboo in-front of a mic for a quick swinging action and for contact sharpening a knife.

death sound:the death tune will be made by a thud maybe by leather making contact with a hard surface and that would make the feeling of hitting the floor more hight then a slow exhale would be used to make his/her last breath.

background music: i want the background to be based on a si-fi theme and for it to be linked to how the ship is layed out but maybe have have a feeling of tense-tune with sudden bursts of speed in the music to maybe make the player believe they could be followed or that they need to run.as the track plays i will add slight humming to make it seem there could be others there but you will never see who is humming,

outside background music:with this i want a western atmosphere to it so that the player can feel cosy  and a little lonely knowing they are the only hero there to do anything, this atmosphere would change is outside too long where it would become dark and the music would come out and become more spooky and horrifying  to make you want to move on.



all of the sound's will be done in mp3 because this will be designed for a mobile device or a small indie game for pc, some of the sounds like the exhaling and humming will need a studio or a very quiet area to record and pick up the sound,the other sounds may be taken and edited or will be able to be louder then background noise.


How will you monitor what you have recorded?i will monitor the is by firstly test recording the product see the levels then do the real recording and and then place  in in a file and give it a unique name. vu meter ,replay,time,audio log sheet

How will you monitor recording levels?

sound requirements for real use.
bamboo(or a long hollow wooden stick rounded)- to creat a good swinging sound for the swinging of the sword.

the use of a studio or quiet room- this will be for the voices and the entrance inhale and death exhale.













BTEC National Diploma


Unit number and title Unit 20: Computer Game Platforms and Technologies.


Task 1)

Consider these factors :-


Graphics capabilities


Size (and portability)


Processor power


Memory size


Storage size


Games available for platform (ie how many)


Series (is this platform the latest in a series and what where they are show them and describe them as


well, if they are used)


Give examples of each one and what if anything is unique about them. What limitation does this platform


have? (limited games or audience size or pricing)


Compare them to each other as well. As in rate them (in your view) and put them in order of least


favourite to most favourite and why.



play station series


Ps1: the ps1 was the first of the play station console series, it was released on December 3,1994 , It has included successor consoles and upgrades including the net yaroze. this console sold 102.49 million units including the 28.15 million amount psone. the ps1 sold for £299 per unit.

this console was fairly small and needed a constant power supply to work so for portability you could only move it from house to house no more. the cpu used in the play station was the R3000A 32bit RISC chip @ 33.7 MHz ,The R3000 is a full 32 bit RISC microprocessor chip set developed by MIPS Computer Systems that implemented the MIPS I instruction set architecture (ISA). Introduced in June 1988, it was the second MIPS implementation, succeeding the R2000 as the flagship MIPS microprocessor. It operated at 20, 25 and 33.33 MHz.


The MIPS 1 instruction set is very small compared to the instruction sets of other microprocessors, such as the contemporary 80x86, 680x0 architectures), as it includes only most commonly used instructions and supports very limited number of addressing modes. The small number of CPU instructions, as well as other instruction set features—fixed instruction length and only three different types of instruction formats—greatly simplify instruction decoding and processing. To speed up processing even further the CPU employs a 5-stage instruction pipeline. The pipeline design allows the R3000 CPU to execute most instructions at a rate close to 1 instruction per cycle.


the GPU could handle up to16.47 million colors


Resolution: 256x224 - 640x480 Sprite/BG drawing Adjustable frame buffer No line restriction, 4,000 8x8 pixel sprites with individual scaling and rotation Simultaneous backgrounds (Parallax scrolling) 620,000 polygons/sec


the memory for these consoles were stored on detached memory cards that could store up to 1mb minimum could be held on a basic memory card.


the games for the playstation in total i believe to be over the hundreds, some of these games being ,


A Bug's Life (video game),Alien Trilogy and arc of time, they are only three games that were available on the ps1 console. a limitation of the ps1 would be how it's controller was needed to be wired and its change from no joy sticks to 2 joysticks and then the wires becoming stiff and shortening the distance.


the media device was CD-ROM-based media for the ps1


system software:proprietary OS






ps2:

the play station 2 like the ps1 used memory cards to store game data but with the ps2 it could store 8mb minimum for the cards.this console sold for £299 per unit like the ps1 but this was able to hold more data the the last console.a limatation i would say with this would be the controlers wire again and then the memory cards could hold a decent amount of data but they were filled fast so you would have to pay out more for more memory cards.

155 million units (as of December 28, 2012) were sold of this console this was a increase of 53 million units in comparison showing the fan base grew over time.

the media form used for the ps2 was a DVD-ROM/CD-ROM.

the cpu used was a 300 MHz MIPS "Emotion Engine",The Emotion Engine was a CPU developed and manufactured by Sony Computer Entertainment and Toshiba for use in the Sony PlayStation 2 video game console. It was also used in early PlayStation 3 models sold in Japan and North America,For comparison, 128-bit wide registers and SIMD instructions had been present in the 32-bit x86 architecture since 1999, with the introduction of SSE.

GPU:147 MHz "Graphics Synthesizer"; fill rate 2.352 gigapixel/sec; 1.1 gigapixel w. 1 texture(diffuse); 588 megapixel/sec w. 2 textures (2 diffuse maps or 1 diffuse map and 1 other(0 around 74 mill, 1 around 40 mill, 2 around 20 mill); 2 textures per pass


Capable of multi-pass rendering;


Connected to VU1 on CPU (a vector only for visual style coding things with 3.2Gflops) to deliver enhanced shader graphics and other enhanced graphics.


system softwear;proprietary OS, Linux DVD Playback Kit


amount of games released for the ps2:as of March 2014 accounted a total of 3874 released games






ps3:

the play station 3 had a inbuilt harddrive to hold memory replaceing the old memory cards with a area that could store more then the old consoles , this lead to a price increase makeing it £425 per unit,in its time it sold 84 million units this is a decrease of 71 million units thothe amount per unit may have just got them the same amount as the ps2 sales.this consol was the first of the ps consoles with wire less online connection.




the media player used was a BD-ROM, DVD-ROM, CD-ROM, SACD

Cpu: Cell Broadband Engine,The first-generation Cell Broadband Engine processor is a multi-core chip comprised of a 64-bit Power Architecture processor core and eight synergistic processor cores, capable of massive floating point processing.




GPU:550 MHz RSX "Reality Synthesizer" this was based on the Nvidia G70 architecture.

system software: XrossMediaBar (XMB)

amount of games released for console:There are currently 812 games (multi-platform: 644; exclusive: 150; console exclusive: 11)







ps4:

the playstation 4 uses a built in hardrive to store data for games and is connected to the internet for software updates and online use this is the second ps with online capability's wire less, the cost of this per unit was £349 and they have so far soled 20.2 million units this so far is a poor turn out for the play station consoles.

for media they used:Blu-ray, DVD Blu-ray 6x CAV, DVD 8x CAV

CPU:8-Core AMD "Jaguar

GPU:Custom AMD Radeon 18 Compute Units (1152 shaders) @ 800 MHz

software used:Orbis OS

amount of games released for console:There are currently 449 games on this list (33 of which have been confirmed as free-to-play).Exclusive = 43 ,Sony Exclusive = 46, Console exclusive and/or timed = 94/4,Multiplatform/or Unknown = 233/1, Playable = 178 available to purchase



each of the play station systems use the duel shock controllers from duelshock to the wireless duelshock 4, this has been getting more advanced little by little to fit with the games available for the console.

xbox series




xbox(original):the xbox original was made to for what i believe to compeat with the playstation console.released on November 15, 2001 in North America, February 22, 2002 in Japan, and March 14, 2002 in Australia and Europe. It was Microsoft's first foray into the gaming console market.

a issue to this console i found id that the console its self would be prone to scratching you disk and the disk reader would brake after a few years.

the price of the console was matched to the ps1 and ps2 being £299 per unit in total they sold 24+ million units, in comparison to the ps1 this was nothing in sales.the xbox had a total of 999 titals made in total for it.




the media functions were only cd and dvd readers in this console

cpu: 733 MHz x86 Intel Celeron/Pentium III Custom Hybrid CPU

gpu: 233 MHz nVidia custom GeForce 3 NV2A DirectX 8.0 based GPU

memory:64 MB DDR SDRAM @ 200 MHz; in dual-channel 128-bit configuration giving 6400 MB/s

video:VGA, Component (YPbPr), SCART, S-Video, Composite, 1080i, 720p, 576p, 576i, 480p, 480i

system software: Xbox Music Mixer DVD Playback Kit, Xbox Linux





xbox 360: the successor of the original Xbox in November 2005, competing with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. As of June 30, 2013, 78.2 million Xbox 360 consoles have been sold worldwide.each unit sold for £266.78 this price is a general idea from it being converted from us dollar.There are currently 1,137 games (multiplatform: 936; exclusive: 187; console exclusive: 74) on this list as of March 3rd , 2015.

the issue witht he xbox 360 is the original sold consoles had a solvent then would melt away and the coolant fans would move and the console would over heat this was later fixed.

media:CD, DVD, HD DVD (movies only)

CPU:3.2 GHz IBM PowerPC tri-core CPU codenamed "Xenon"
GPU:500 MHz ATi custom Radeon X1800 DirectX 9.0c based GPU codenamed "Xenos"

video:HDMI (on models manufactured after August 2007), VGA, Component/D-Terminal (YPbPr), SCART, S-Video, Composite, 1080p, 1080i, 720p, 576p, 576i, 480p, 480i


Various monitor resolutions available via VGA and HDMI/DVI (640×480, 848×480, 1024×768, 1280×720, 1280×768, 1280×1024, 1360×768, 1440×900, 1680×1050 & 1920×1080)


system software:It resides on a 16 MB file system and has access to a maximum of 32 MB of the system's memory. The updates can be downloaded from the Xbox Live service directly to the Xbox 360 and subsequently installed. Microsoft has also provided the ability to download system software updates from their respective official Xbox website to their PCs and then storage media, from which the update can be installed to the system.Xbox-360-Consoles-Infobox.png







xbox one:the xbox one was released on November 22, 2013 in North America, as the successor of the Xbox 360. The Xbox One competes with Sony's PlayStation 4 and Nintendo's Wii U as part of the eighth generation of video game consoles.this unit as so far sold 3 million units as of jan 6th 2014 each for the price of £429, so far the only problem i see with the xbox one is the connects responce time and how much internet it takes on low priority. total games made and announced so far for xbox one, Exclusive = 39, Microsoft exclusive = 15,Console exclusive or timed = 29/8,Multiplatform/TBA = 252/5,Playable = 171 available to purchase, Total = 348

media usable on the xbox one:CD, DVD, Blu-ray Disc, USB Drive with supported media, DLNA Servers

CPU:1.75 GHz AMD x86-64 eight-core CPU codenamed "Jaguar"
GPU:853 MHz AMD Radeon HD 7000 series DirectX 11.1 based GPU codenamed "Durango"

Viedo:HDMI (one in, one out)4K 2160p, 1080p, 1080i, 720p

memory:8 GB of DDR3 RAM @ 2133 MHz 68.3 GB/s, 32 MB ESRAM GPU frame buffer memory

System software:Xbox OS, Windows 8, Windows 10(future)Xbox One Console Set.jpg


all the xbox use the same style controller its a thick hand held that doesn't fit all hands it can be hard to used , the xbox ones controller was less thick compared to its older forms but it is still thick in all terms i personally prefer the ps controllers.

nintendo


wii: The Wii Remote is the primary controller for the console. It uses a combination of built-in accelerometers and infrared detection to sense its position in 3D space when pointed at the LEDs in the Sensor Bar.the wii was the first console focused on the sencers rather then buttons on a remote this was a huge thing for sometime but over time this hype died with the issuse of responce time and the shaking.1359 games have been made total.

memory:The Wii console contains 512 megabytes of internal flash memory, and features an SD card slot for external storage. An SD card can be used for uploading photos and backing up saved game data and downloaded Virtual Console and WiiWare games.


CPU: PowerPC-based Broadway processor, made with a 90 nm SOI CMOS process, reportedly clocked at 729 MHz

GPU: ATI Hollywood GPU made with a 90 nm CMOS process,[113] reportedly clocked at 243 MHz

viedo:

Custom "AV Multi Out" port supporting composite video, YPBPR component video, S-Video (NTSC consoles only) and RGB SCART (PAL consoles only)480p, 480i or 576i, standard 4:3 and 16:9anamorphic widescreenWii with Wii Remote


wii u

The Wii U GamePad is the console's primary controller: its main feature is a built-in 6.2 inch (15.7 cm) resistive touchscreen, which can be used as a companion to games being played on a television, or as a means of playing games on the GamePad itself without a television.

Media:A single self-loading media bay plays 12-centimeter proprietary high-density optical discs that can hold 25GB of data for the new console with a transfer speed of 22.5 MB/s. It also reads 12-centimeter Wii optical discs.

Video Output: Supports 1080p, 1080i, 720p, 480p and 480i. Compatible cables include HDMI, Wii D-Terminal, Wii Component Video, Wii RGB, Wii S-Video Stereo AV and Wii AV.

Audio Output: Uses AV Multi Out connector. Six-channel PCM linear output through HDMI.

Storage: The console has internal flash memory, as well as the option to expand its memory using either an SD/SDHC memory card (up to 32GB) or an external USB hard disk drive (up to 2TB).

CPU: IBM Power®-based multi-core microprocessor.

GPU: AMD Radeon™-based High Definition GPU.
Wii U Console & Gamepad


3ds

the 3ds was released in 2010 ,Width: 5.3" (13.4cm), height: 2.9" (7.4cm) this is a hand held platform that plays games in 3d if you want this is optional.

ports:

3DS game card slot (also accepts DS games)

SD memory card slot

AC adapter port

Stereo headphone jack

Tuesday, 3 March 2015

BTEC Level 3 Games Design
Unit 73: Sound for Computer Games 
Assessment 1: Understand the use Sound & Music in games.  

the last of us keeps a slow like alone tempo to it as it starts giving a feeling your the only one left as it carry's on it sounds a sort of foot step tune and more instruments come into play giving the feel of a group being with you walking this continues over the rest of the song.
the total theme gives a wild west feel using a acoustic guitar this make's the feel of loneliness at the beginning more of a permanent feel because it continues to play as it goes on and with the wild west you start alone you will end alone.



Sources=this sounds source is from the games fourth wall (music that is not part of the narrative) it is used for the open menu screen and was only played as background.

Legal issues=copyright will come in to term with this with the western theme in it, if so the creators will have to pay a sum to use this content.this also takes from spaghetti westerns

with the song taken from little big planet you get the feel you are sneaking around and it begins to get more tense as it moves on getting louder introducing more instruments and the feel changes to a robbery like feel so you have went from sneaking about to trying to steal something.there is alot of timber in this song due to the same note playing over and over again just with different instruments.



Sources=with all music in little big planet games its hard to identified the source of the music it seems like it is in the fourth wall but this is used for a hist mission and in this games world of imagination it could maybe be heard by the player this is never identified.

Legal issues=when i have heard the music in LBP i don't believe copyright is owned by another then the creator of little big planet .

in the clip from last of us they used the entrance of each instrument symbolising each entrance and exit of a character in the game giving the feeling of gain and loss of friends, .WAV is most likely the sound file used for the music, thinking it is a big file holding more data , this formant can hold, the limitation of the sound is you can only hold so much data.

when comparing the music styles it is hard to do seeing that the little big planet song is more upbeat and happy giving the player a hyped feeling but the last of us song make you feel alone and mostly sad even when it gives that feel its more then just you , i believe both to be .wav files and they both have fine quality , the little big planet song was done in a small studio using soundboards where as i believe the last of us's theme to be made in a large studio with multiple musicians and recorded in a group, i personally would prefer the last of us but thats because i would understand it more when LBP isn't made like what. not the songs are uncompressed to a point, where it's a large file.sample rate used in the last of us would have to be high to keep up with the constant changing tempo and the lbp i believe to be fairly low due it it mostly being soundboard.
the RAM used for woth i believe they would need around 16 to 20 MB each. the recordings i think were originally recorded in analogue and then changed to digital for the game its self.