Department of Media and Communication James Rhys Davies



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CONTENTS





CONTENTS 2

LIST OF FIGURES 4

LIST OF TABLES 4

DEFINITION OF TERMS 4

Unit 8 - Project Proposal 6

6

Bibliography 8



Project Action Plan and Timetable 9

9

Complete all work for units 2.1 and 2.2 and then plan my production 10



CHAPTER 1 10

Introduction 10

10

The Background of my Project 10



Who am I? 11

What did I learn on my course? 12

What is my project about? 15

Why my project is important? 15

Literature/Resources Review 16

16


Introduction 16

Media sources, literature search and evaluation 16

Conclusion 21

Requirements for my creative media production project 22

Conclusion 24

Bibliography 24

Analysis of target audience 25

Conclusion 26

Bibliography 26

Legal and safety requirements for my project 27

Conclusion 28

Bibliography 29

Detailed job analysis 29

Conclusion 31

Bibliography 31

The equipment relevant to my project. 32

Conclusion 35

Bibliography 35

Deconstruction of similar media products 35

Bibliography 42

CONCLUSION - Who/what was my inspiration? /Contextualisation of my study 42

CHAPTER 3 42

Research Design and Strategies 42

42


Introduction 42

Research Questions 43

Research Design Evolution 44

Designing and interpreting research (2.2) 44

Comparing Consoles (2.2) 45

Writing and presenting my research findings 48

48

Findings/Data analysis 49



Conclusion - How did the research help me with my project? (Interpret Research) 53

CHAPTER 5 55

My Project 55

55


Introduction 55

Pre-Production 55

Production 55

Post-production 56

CHAPTER 6 57

MY EXTENDED PROJECT - FINAL PRODUCT 57

57

CHAPTER 7 58



Project Evaluation 58

58


APPENDICES 60

Extended project in creative media production Learning Outcomes and Assessment 60

1. Understand the requirements of a creative media production project. 60

2. Be able to use research methods to inform ideas for creative media production. 60

3. Be able to use skills, knowledge and understanding in the completion of a creative media project. 60

4. Be able to evaluate a creative media project. 60

REFERENCES 61




LIST OF FIGURES




Figure 1 Industry Structure 22



LIST OF TABLES





Table 1 - Project Proposal 9

Table 2 - Project Action Plan and Timetable 10






DEFINITION OF TERMS


EP – Extended Project



UAL – University of the Arts London






Unit 8 - Project Proposal






Candidate

Name

James Rhys Davies


Candidate Number




Pathway


Digital Design and Animation Level 3

Project Title

How the development of technology in video games has effected society


Section 1: Rationale (approx. 100 words)

I am interested in exploring how the development of technology has influenced society and how it will impact society in the future. I want to explore this for my extended project because I am interested in the idea of the development of technology in video games impacts society overtime and how it will continue to impact society into the future. I have always been intrigued by the idea of the evolution of technology. I have become more interested since I have started this course as I have had the opportunity to learn about all aspects of interactive media and all of the technology that comes with it.





Section 2: Project Concept (approx. 200 words)

I plan to explore the idea of technology’s influences on society by writing an essay on the impact the development of technology has on society and backing that up by showing the development of technology in video games by creating a website at webflow.com there I will show a very detailed and extensive look at the development of the technology of video games and I will explore the different elements that go into creating a game. I will also explore some of the processes that have been created using the development of the technology like, motion capture, voice acting and how both of these are only possible with the evolution of the technology of animation and audio. I am going to create the website and then use that to support my essay. My target audience for my project is people in the games industry and for anyone is interested in the development of video games and the development of technology. For this project, I am going to be working on a computer or laptop and will be using the internet for my sources and for one of my outcomes. For this project, I was influenced by everything that I had been learning on the course so far, mainly all the different technology/software and how they can be used in creative ways.




Section 3: Evaluation (approx. 50 words)

I will be constantly evaluating my work throughout the different stages of this project. When I am doing my research I will do an evaluation each week to show what I have learnt from that week and how I will use what I have learnt to create and influence my outcome. When I will be creating my outcome I will be reflecting back on my research and my research evaluations to help me in my outcome. In my post production, I will evaluate my project as a whole and reflect on what I had learnt and evaluate what went well and what were some of the problems that I encountered in the production of my project. If during my production of my essay I find that I need to make some slight changes then I will have to evaluate that in my final evaluation and reflect on the changes that I made.




Proposed Research Sources and Bibliography (Harvard Format)

Bibliography


Akiramansan, 2012. History of Video Games. [Online]
Available at: https://www.youtube.com/watch?v=empni1yCPqw
[Accessed 20 04 2017].

Chikhani, R., 2015. The History Of Gaming: An Evolving Community. [Online]


Available at: https://techcrunch.com/2015/10/31/the-history-of-gaming-an-evolving-community/
[Accessed 20 04 2017].

DigitalEdge, 2015. 5 Ways Technology Has Changed Gaming. [Online]


Available at: https://www.digitaledge.org/5-ways-technology-has-changed-gaming/

Futurism, 2016. A Video Game Has Incorporated Motion Capture To In Real Time. [Online]


Available at: https://www.youtube.com/watch?v=SKRyOPmQ2ww
[Accessed 21 04 2017].

gameranx, 2017. 10 LANDMARK Games That Changed Graphics Forever. [Online]


Available at: https://www.youtube.com/watch?v=3UTdxI2IEp0
[Accessed 04 05 2017].

GamingBolt, 2016. 15 Reasons Why The Future of Video Game Graphics Is JAW DROPPING. [Online]


Available at: https://www.youtube.com/watch?v=xzyAgte38MQ
[Accessed 04 05 2017].

Hartley, D., 2009. The Cultural Effects of Video Gaming. [Online]


Available at: http://certmag.com/the-cultural-effects-of-video-gaming/
[Accessed 02 05 2017].

McCall, J., 2017. The Gaming Evolution. [Online]


Available at: http://teachinghistory.org/history-content/ask-a-historian/25764

Plunkett, L., 2012. How Video Game Development Has Changed Over the Past Twenty Years. [Online]


Available at: http://kotaku.com/5930370/how-video-game-development-has-changed-over-the-past-twenty-years
[Accessed 02 05 2017].

Strong, T., Unknown. VIDEO GAME HISTORY TIMELINE. [Online]


Available at: http://www.museumofplay.org/about/icheg/video-game-history/timeline
[Accessed 20th 04 2017].

Televison, 2015. The Birth of Video Games - Documentary Films. [Online]


Available at: https://www.youtube.com/watch?v=4g0HwiujqUo
[Accessed 20 04 2017].

TIME, 2013. The History of Video Game Consoles | TIME. [Online]


Available at: https://www.youtube.com/watch?v=DdxH5rRFRbg
[Accessed 20 04 2017].

Usher, W., 2015. 10 Things That Changed Video Game Motion Capture Over 10 Years. [Online]


Available at: http://www.cinemablend.com/games/10-Things-Changed-Video-Game-Motion-Capture-Over-10-Years-64124.html
[Accessed 04 05 2017].


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