gotta decide on a mood you want to create
music not needed till later in game production but leave time for feedback and correction
time for people to get cut scenes made if you want them to have music, music for trailers or marketing demos
musicians charge by the minute of music – can cost up to $1k [...]
Author Archive > Kim
music & sfx
voice over and music – also starts with preproduction planning
gotta start planning for these in preproduction
voice over shoots can get really expensive
need to make a lot of decisions about how much voice over, what qulaity you need, file naming standards, how you will localize
can have a spreadsheet of lines to be recorded – gotta give the voice over artist context so they know hwat [...]
localization – starts in preproduction
has to be part of preproduction planning if company wants to do simultaneous ship with multiple language versions
make sure no text is hard coded – that includes dates and currency symbols
voice overs will need to be done in multiple languages or subtitles
store text files with text someplace obvious
make sure text is on a separate layer [...]
project management methods
ch3 in textbook
good to know formal methods and be aware of what’s going on in general in the business world – saves time in the long run
project management techniques help ya with the resources-features-schedule triangle – remember to develop a quality product – if you increase 1 usually you have to change the schedule/get more [...]
preproduction notes for game industry class
from chandler workshop at future play and from the textbook – assign students to read ch 14, 15, and 16 at the same time – 14 sets stuff up, then 15 and 16 have the details, need some spreadsheet practice with these chaps
better your preproduction – more thoughtful, more research, more complete planning – the [...]
ideas for business of game class
notes from igda webinar about digital distribution
talk about being independent developer
- different platforms – steam, d2d (direct to drive part of ign gamespy – so you get some coverage on their videogame channels too, might get editorial content), psn, xbla, wiiware, dsiware
- what are their oversight requiremetns – do they give you a prodcuer to [...]
1st thoughts for the sophomore game design class
need lessons on using photoshop/gimp to make sprites and background graphics, to create box art
need lessons on audio – using garage band and audacity to create sound effects and background music – need to know about loops and layering, need to think about emotion you want to evoke
1st semester – go thru tutorial, do the [...]
reading note s- ch11 – production and management (novak)
take aways – team ahs to cmmunicate – amongst themselves , with publisher, with funders, with hte media – about hte game, how it’s being developed, how money will be spent, how time will be spent – documentation is how things are communicated (one way) and different pahses of development producer dfferent types of documentation [...]
notes for week 10 of senior seminar on fun
Measuring State and Trait Aggression: A Short, Cautionary Tale.Preview By: Farrar, Kirstie; Krcmar, Marina. Media Psychology, 2006, Vol. 8 Issue 2, p127-138
article walks thru the process of developing new way to measure effects of media exposure – applies what we know about human personality and looks at previous attempts to measure
effects sizes small to [...]
ideas for the freshman game classes
ideas for first semester
they need an assignment to play games and blog – we have categories of games – by genre, by hardware platform, by studio, by strongest characteristic, by success. They have to play games from each category and blog about them. Everybody could be doing a different category each week (so the games [...]

