Who Am I?
My Who am I project aimed to help me figure out what skills I had learned and where I had to improve as well as what I wanted to do after college. In the project, i go into detail what skill I learned and what I still need and want to find out more about and what kind of person I am.
The first thing I did for this work was to think about what skills I learned in the first year and make a timeline out of these skills to show my progression. I had been seeing a university the week prior in London so I decided I would base my timeline off the London underground map and have each core program as the main stations and have the skills coming off like the other station on the underground. I colour coded each line to correspond to the term I first learned that skill and created a key so others could understand. I went on after this to decide I would make it look like an old underground map giving it a yellow aged look and dulling the colours. I wanted to do this because in my mind these where old skills I learned and I planned to make a newer version detailing the skills I learned this year making that one look brand new giving a contrast between the old and new skills.
After i did the Skills timeline i went on to work on my ‘Who am I?’ timeline. This timeline detailed what my opinions, views and general personality were like. I also included hobbies, things I liked doing and disliked doing. I wanted to design this in a creative way that would also reflect my personality as such I decided I would make the words into an image of their own. I decided I would go for an image of heath ledgers joker since I feel like I’m just as spontaneous, unpredictable and crazy as he was portrayed in the movie.
After doing the skills and ‘who am I?’ mind maps I went on to do a 16 personality test to see what it gave me and what it would tell me about my self. It turned out I was an INFP-T also know as the mediator. Mediator’s are apparently idealists that try to see the good in the world no matter what. While they may be perceived as calm, reserved, or even shy I then went on to get someone else to do the test but based on what they thought of me and see if my opinion of my self-differed form their way of seeing me.
In the end, i was happy with my two mind maps and how they turned out. Both of them clearly detailed what kind of person I am and what skills have been able to build up.
The purpose of this task was to learn and practice new camera angles and shot types. We also had to practice then 180° rule as well as screen direction and continuity.
To do all of this we split into teams and proceeded to create a digital storyboard. The storyboard had to be about a chance scene. To make this we used someone’s tablet camera and willing volunteers. We had them pretend to steal a hat and run with the other person giving chase. We chose this instead of our first idea of them stealing a phone so it could seem more playful.
I have learned that there are many different aspects to consider when making a video other than just what you’re filming. By thinking on this we were able to improve our first version by adding more shot types and versus angles. The final version worked to have a better narrative than the last because of this.
In the future, I will remember to use the 180° rule as well as the shot and angle types to better convey my meaning.
The Terminator title sequence
“I’ll be back” sequence deconstruction (storyboards)
“I’ll be back” sequence remix
Everything is a Remix analysis response
According to Everything’s a Remix, what is legal remixing?…
What are the three basic elements of remixing?
Copy, Transform, Combine. By using these three basics correctly you can make nearly anything out of something else without incurring any legal action.
Are influences important for creators? If so, why?
Influences are important to creators because they help them develop new ideas be it consciously or subconsciously.
How have creators used this process to create new works?
By copying from their influences they can draw up new ideas and concepts changing what they have seen into something new. They can also combine different ideas or concepts to create a new idea that they can then change and manipulate.
Identify some of your own examples. Why are these interesting or relevant?
What problems does the video identify with the concept of remixing?
Some of the problems that this video identify are such things as intellectual property and people suing because someone had the same idea or copied but failed to change it enough.
How have lawmakers addressed these problems?
They have implemented copyright, patents and software patents. These all help protect the creators.
How have these solutions created further problems? What are the consequences of laws to
protect creative work?
The problems with these new laws are they allowed for such things as Copyright and patent trolls. These people amass a collection of copyrights or patents then sue others for using them.
Is there a difference between being influenced by the creations of others and copying? If so, what is the difference?
There is a difference between copying and being influenced. Copying something is to take that thing as a whole and use it whereas being influenced.
Considering what you have seen and heard, do you think there any such thing as originality? Why?
Yes and no. Yes, I believe there could be new thing being produced that are considered original ideas and in a way, they are after all only you think like you. I also think no because even going on my previous statement everything’s a copy of something else just changed into a new thing.
With this in mind, how many of your ideas have been influenced, or are based on, the work of others?
All of them. I base my work off of T.V shows and games I have played o seen.
Remix, Rewind, Reinvent (Wired article) analysis response
Early history of FX
Analogue vs digital comparison
Producers Vs Consumers
The Article above details the changes within the media where the roles of producer and audience (consumer). They use a range of examples to demonstrate their ideas as well as quotes from industry professionals and alike. They use these industry workers to better illustrate where producers and audience are starting to merge. For example how the introduction of the internet has allowed audiences to better communicate with producers of media content. This communication allows the already existing fandoms of products to directly communicate with directors and alike to get their ideas and wants to hear. Whilst this in some cases does make the producers think and change some elements it is ultimately up to the producers and them alone to make these decisions.
In the end, if a company, producer or someone else in a similar position doesn’t think the ideas will reach the widest audience or won’t get them as much money they will simply disregard the ideas of the audience and consumers. This is all because in our materialistic world we as producers value money and profit over overall consumer happiness. We still keep them in mind when making our products and in truth, if we have done our jobs right the consumers should be happy with what they have been given.
Audiences and media producers.. who holds the power?. (2008). [Blog] Virtual Cultures. Available at: http://civirtualcultures.blogspot.co.uk/2008/04/how-has-development-of-new-media.html [Accessed 17 Oct. 2017].
Audience analysis (distribution and crowdfunding platforms)
1.What are the typical themes of the beat-’em-ups or brawler genre of video games? How does your character/concept fit, adapt or subvert these themes? Why have you made this choice?
The typical themes of beat-’em-ups are that the heroes are hulking great men with bulging muscles, endless stamina and can eat practically anything in seconds. They are capable of fighting off hordes of enemies with ease and without stopping. They are also 90% of the time masters in some type of Martial arts or combat sport.
My current character concept partially fits these themes. My character won’t have massive bulging muscles but will still be strong and a capable fighter. He will as go around some of the usual themes as I plan for him to be a war veteran probably from the Vietnam war as Kung fury is set only 10 years after. There weren’t very many Vietnam based Beat-’em-ups back when they were coming out as the war wasn’t something people thought should be turned into a game so soon after it had ended.
2.What is the appeal of these games? Why do you think people played them? Why would they play them now?
These games appeal stem from their difficult and addictive gameplay. Having originated in arcades they were initially designed to draw in people and have them play getting them hooked in the first few easy mission before dropping them into the harder stuff. This style of gameplay meant that more money would be spent and the game makers would make more money. It was for the addictive and challenging gameplay that people kept coming back determined to beat theirs or someone else’s high score. It these aspects that have made their way into many other types of games such as Call of duty and counter strike. These elements are more prominently found in mobile games.
3.What are the problems with the genre that the article identifies? How did developers respond to these problems in terms of gameplay, themes and characters?
When the 32-bit consoles started to come out the genre began to decrease in popularity. To combat this developer began to add a bigger emphasis on story as a gameplay element as well as adding in, even more, variety in the attacks and adding in some more humorous and quirky mechanisms such as characters limbs deforming for attacks and such.
4.What are the key conventions/characteristics? How could you use these to develop your character/concept?
The key characteristics for most beat-em-ups are that the heroes can take down anyone in their way making them seem even more like unstable tanks of muscle. Other characteristics they have are that they despite being outnumbered always have more of an advantage in a fight and are generally well-trained killing machines even when they are an office worker.
5.What are the key gameplay elements? How could you convey some of these through your interactive promotional video?
Some of the key gameplay elements of the Beat-’em-up gear are that the hero is always outnumbered and they generally have some type of combat training. Most characters having three or four different attacks they can use. To convey this kind of things through my video I could have some fight scenes as well as a training scene mabey. Other elements I could add is a variety of weapons and maybe add in a few health items that might be found in the game and make to so you can choose to heal or not.
Kung Fury presentation
Kung Fury: Ctrl-Alt-Enter the Dragon video
This week I have been doing research into the structure of my industry and key job roles found within. For this, I did five tasks; An overview of my industry, A review on Technology, hardware and software needed, Target Audience Profiles, Investigation into key job roles and Legal requirements.