UNIT 16 - CONTACT SHEET

PHOTOGRAPHY UNIT - 

Contact sheets are ideal for laying out your images on a page and allow you to view them side by side in order to make comparisons. 

Contact prints were originally created in the darkroom by placing negatives on top of developing paper then exposing them to light from the enlarger above. The photographer could then view individual thumbnails of each image and decide which ones to go ahead and print.

Creating a Photoshop contact sheet in BRIDGE tutorial:

UNIT 16 - AO2

Take ten photographs of one subject to demonstrate:

Skills in composition: eg

• framing the image

• the thirds rule

• foreground/background balance

• perspective

• moving and static images

• photographic viewpoints

Skills in controlling image exposure, focus and using lenses chosen

from: eg

• shutter speeds vs aperture

• film types and film speed

• exposure determination and control

• manual and automatic exposure

• manual and automatic focus

• focal length and depth of field

• selecting and using different lens types

Skills in using lighting: eg

• direct light

• diffuse lighting

• reflected lighting

• high and low key lighting

• lighting sources

DEVELOPMENT OF GAME PHYSICS AND ANIMATION

ANIMATED ACTION

Early video games used manually created animations for characters' death sequences. This had the advantage of low CPU utilization, as the data needed to animate a "dying" character was chosen from a set number of pre-drawn frames:

CASTLE WOLFENSTEIN (1991)

RAGDOLL PHYSICS 

As computers increased in power, it became possible to do limited real-time physical simulations. By 1997 the 3D "skeleton" of a character model could be built of multiple physical parts called rigid bodies that connected to each other just like the bones in a physical body, and were tied together by a system of constraints that restrict how they might move relative to each other. When the character dies, their body begins to collapse to the ground, much like a toy "ragdoll", hence the name.

HITMAN: CODENAME 47 (2000)

DYNAMIC MOTION

In 2007 the Euphoria physics engine was developed that combined 3D rigidbodies with realtime Artificial Intelligence. This enables the rendering of dynamic behaviours with characters responding spontaneously and realistically to changes in their environments:

MAX PAYNE 3 (2009)

http://uk.ign.com/articles/2006/05/10/e3-2006-indiana-jones-eyes-on



UNIT 04 AO 2 Marketing Task - Research ISFE

Research the Interactive Software Federation of Europe and produce a relatively concise post outlining:

The history
Purpose
Role of the organisation

Go to the Industry Facts page of the ISFE website - look at the statistics - and cut and paste of any data you believe could be important for your marketing campaign. This will add to your market research - BUT ONLY IF YOU WRITE A PARAGRAPH UNDERNEATH THE DATA EXPLAINING WHAT YOU HAVE LEARNED.