Saturday, November 30, 2013

Video for Audio Project

Here is the recorded video file from the game Nexuix, with some of the original sounds replaced with my own sounds. Enjoy...

Sunday, November 24, 2013

Analyzing sound effects

Its almost time to show my project, but before that here is a preview of the sound for my project. It was found from freesound.org. It is the sound of an uzi that will be used in the project. uzi_fire.wav

Sunday, November 17, 2013

Analyzing the music from Nexuiz

Today I will be analyzing the song 'Broken Light' from Nexuiz, I got the song from extracting the sound from within the game itself (which is a pain if you have no idea how to do it at first). This song is the menu music, which means it is the first thing you hear when you boot up the game. The reason why it fits with the game, is that gives you the sense of an approaching battle around the horizon (even if you don't know why you're fighting...).

Here is the music in question....


Sunday, November 10, 2013

Analyzing Cutscenes


Today I'll be analyzing a cutscene from Final Fantasy 13. It is the famous racing scene late in the game where our heroes crash the ceremony to take down the villain. First I will analyse the sound from cutscene, the sounds from the game is composed of mix of Foley and field recordings. This being a Final Fantasy game, the dialog is superb even though it has some cheesy lines but that's due to translation from Japanese to English. The voice is great, you can definitely from the desperate struggle of their plight. The music from this game was composed in-house by Square themselves. The reason why I chose the cutscene was because to the action, and how well the scene was setup.

Sunday, November 3, 2013

Analyzing Developers: Bioware

File:BioWare logo.svg
Today I'm focusing on one of my favorite Developers of this console cycle, Bioware. The developers was founded on February 1995 by  Ray Muzyka, Greg Zeschuk, and Augustine Yip in Edmonton, Alberta, Canada. They are most known for the Baldur's Gate series, Dragon Age series, and the Mass Effect series. On October 11, 2007, however, it was announced that this new partnership (organized as VG Holding Corp) had been bought by EA Games BioWare therefore became a unit of EA, but retained its own branding. As of 2010, Bioware has eight hundred employees.

Sunday, October 27, 2013

Analyzing Game Engines: Unreal Engine 3


 

Proceeded by: Unreal 1, 2
Succeeded by: Unreal 4
Developer: Epic Games
Release Date: 2004
Games used: DmC: Devil May Cry, Mass Effect series

The Unreal Engine 3 is the third and current generation of the engine. It is currently being used by the Xbox 360, PS3 and the Wii U.  Its renderer uses  many advanced techniques including HDRR, per-pixel lighting, and dynamic shadows. It also builds on the tools available in previous versions. In October 2011, the engine was ported to support Adobe Flash Player 11 through the Stage 3D hardware-accelerated APIs. Epic has used this version of the engine for their in-house games. Aggressive licensing of this iteration has garnered a great deal of support from many prominent licensees. Epic has announced that Unreal Engine 3 runs on both Windows 8 and Windows RT.

It will be succeeded by the Unreal Engine 4 that will target the eighth generation consoles (PS4, Xbox one). One of the major features of UE4 is real-time global illumination using voxel cone tracing, eliminating pre-computed lighting. UE4 also features new developer features to reduce iteration time and allow direct updating of C++ code. New features of the debugger for "Kismet" (a visual scripting engine that debuted in UE3) allow developers to directly visualize code while testing. The developer can then jump to the source code and edit it in Visual Studios. Elements in the game can be clicked on directly to more easily change the game world. This also ultimately results in less of a divide between technical artist, a designer, and a programmer. The result is a reduced time to compile code and allows game creators to tweak settings in real time
.

Sunday, October 20, 2013

Analyzing: Machinarium

I just got finished playing the demo of Machinarium on Amanita Design's website and came away with a strange feeling about the game. The game is a flash based hybrid of point and click adventure with a touch of platforming and puzzle solving. You play a little robot that landed into the little ravine and as soon you have control you have your first puzzle pulling the main character back together. You could pick up items around the level to help you with your goal and sometimes you have to combine them to get through.

Also be prepared to use the hint button a lot, as the game does not tell you what you need to do, and if want the answer you have to play a Gradius like shooting game to unlock the answers. The music is calm and gives the atmosphere whimsical feel to the game. Sound effects a limited to metal clanging and beeps and machine hums. It was challenging and somewhat fun, but I doubt I would play it again.


File:Machinarium-cover art.png

Sunday, October 13, 2013

Analying Post-1990 Games: Pokemon Y

If you grew up in the 90s like I did then you know there was three big things that made the decade as a kid. Toonami if you had Cartoon Network, Power Rangers when you were a little kids and more importantly Pokemon. Why am I waxing nostalgic? Because yesterday I just received the latest in the Pokemon series. The game is the same as you grew up with, you are a kid from a small town leaving home for the first time, you go to your local professor and get your first pokemon of three types Water, Fire, and Grass. You face off against gym leaders, villinous teams and your rival...not very different right? Wrong.

This time the adventure is in full 3d, that's right no more sprites. The camera moves and pulls in dynamic giving the game feeling of  life. If your a veteran of the series you will not have a hard time...but there is more than enough content to keep it interesting. And with they ability to catch 450 pokemon...just in-game you will have lots to do. The soundtrack and sounds have all been upgraded with even  some tracks old fans will recognized. Gamefreak has put a lot of love in the game making pokemon a different experience....now if only they can give us difficulty levels....


Saturday, October 5, 2013

Analyzing Pre-1990 Videogames: Castlevania



Developer: Konami
Platform:  Famicom Disk System/ NES
Release Date: September 26, 1986 (JP)/ May 1, 1987 (NA)
Genre: Platforming


Castlevania is the first game in the Castlevania series. It follow the story of Simon Belmont, a vampire hunter who is on the hunt for the lord of vampires himself, Dracula. Simon's tools of trade are holy daggers, holy water and his trusty whip...which has become iconic for the series. In Dracula's castle, he faces enemies from the undead, witches, and werewolves. The game itself is a platformer, comprised of six levels in a linear progression.  The player controls Simon Belmont throughout the game. The A button allows Simon Belmont to jump just like other platformer games, like in super mario bros ., but he can only jump straight up, left, or right; there is no midair control. 

There are many stairs located throughout the levels, but rather than simply pressing left or right to step up them, the player must initially press up on the directional pad. His primary mode of attack is via his whip by pressing the B button, which can be upgraded twice by obtaining special items throughout the course of the game which change it into a chain whip and extend its length. In addition, various "sub-weapons" can be obtained which provide different means of attack. By breaking chandelier and certain other items located throughout the castle, Simon collects "'hearts," which are then used as ammunition for the sub-weapon that he possesses.  Simon can carry only one sub-weapon at a time. The player can use a sub-weapon by simultaneously pressing "up" and B on the controller. 

The game operates on a mixture of a health and lives system, meaning unlike game such as Ghost 'n Goblins and Super Mario Bros. you won't die from one hit. Instead when you get hit, you take damage...however whenever you receives damage, he is knocked back a distance, increasing the challenge as this may lead to him falling down into a pit below which instantly kill you. He is not knocked back when on stairs. Each of Castlevania's six levels conclude with a boss battle: and as you might have guessed these bosses are generally taken from horror literature or legend, for example you can fight Igor, Frankenstein's Monster or even Medusa. 

GAMEPLAY VIDEO
Castlevania

Saturday, February 9, 2013

Analzing Developers: Square Enix


Today I will be analyzing the Tokyo based studio, Square Enix, but first a little history behind them. The company was at first two companies, Enix which was founded September 22, 1975, and Squaresoft on September 1986. The games they are most known for are the Final Fantasy series (Square), the Dragon Quest series (Enix), and most recently Deus Ex, Tomb Raider, and the Hitman series (Edios) as they acquired the London based studio on April 22, 2009.




Currently as of March 31, 2012 Square Enix has 3,242, the audio team is huge, in fact huge enough to create movies for the box office, most audio for their games, are in house.
 

Deus Ex: Human Revolution Gameplay

Let's Play Dragon Quest VIII #024 I Love This Game

FFXIII - Misc. Gameplay 1 [HD]

Sunday, February 3, 2013

Analyzing Game Engines



CryEngine3
Proceeded by: CryEngine2, CryEngine1
Developer: Crytek
Release date: October 14, 2009
Games used: Crysis series, Nexuiz

Forget the archaic Unreal Engine, the CryEngine is where is it’s at. While the Unreal Engine was the granddaddy of beautiful ultra-realistic graphics, the CryEngine has been turning heads with its capabilities. The first CryEngine supported Real-time Dynamic Global Illumination, Eye Adaptation & High Dynamic Range (HDR) Lighting for some beautiful graphics. As seen below:
 



Because of the this engine is becoming more and more wide spread, it is now used aside with the Unreal Engine as educational tools for up incoming game developer like myself. In 2010, a new tech demo of the engine was released for the i3D 2010 symposium, which demonstrates 'Cascaded Light Propagation Volumes for Real Time Indirect Illumination.


Because it is such a good system that on June 11, 2011, the Australian Defence Force revealed that Navy personnel would train on a virtual landing helicopter dock ship made using the CryEngine 3 software.
CryEngine tech demo