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GROUP PROJECT: LOCKDOWN GAMING STATISTICS

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  Game Stats in Lockdown Adam Finn Nintendo/Bethesda: From March 16 to March 22, a total of 4.3 million games were sold worldwide.  Gaming companies were eager to release content during this upswing of sales as seen with the release of Animal Crossing New Horizon and Doom Eternal. (March 20th, 2020).    -Doom Eternal: $30 million @ end of first month    -Animal Crossing New Horizon: $645 million @ end of 2020 Digital Gaming: Super-data also revealed that spending on digital games in March reached $10.0 billion, an $800 million increase from February of the same year. Hardware sales: Lockdowns and the prospect of the foreseeable future spent indoors saw a spike in hardware sales of the Nintendo Switch by 155% as early as March 2020. Console Releases: Microsoft led an announcement for a new console release in the holiday season of 2020. Revealing the price and mockups of the new Xbox Series X. Sony: Sony also geared up for their presentation of the new PlayStation 5 in October 2020. COVI

Reading 03

  Reading 03  Järvinen,  Aki. " Gran Stylissimo: The Audiovisual Elements and  Styles in Computer and Video Games." Jan. 2002 Järvinen goes on to say  elements that  make up the audiovisual appearance of an individual game are defined: dimensionality, point of  perception, visual outlook and soundscape. To first explore these definitions  Järvinen  explains that audiovisuals (AV) of various games are categorized into three styles:  photorealism, caricaturism, and abstractionism.  Järvinen  then explains the fundamentals of style by referencing Alois Riegl who used and theorized in art history to understand the most effective and techniques in Art, Architecture and sculpture. Dimension, Point of Perspective, Visual Outlook Audiovisual Motifs and Soundscape are targeted by  Järvinen as he expands on the various techniques used in each while focusing on how those techniques can be adjusted slightly to make unique audiovisuals. After reading one academic paper on my topic I'v

Unity Tutorial 10

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 Unity Tutorial 10 -Game manager script For this weeks Unity tutorial I had to make a game that incorporates a fully functional user interface or UI. All the games I've made up until this point didn't have a basic UI to start and restart the game, let alone track the players progression. This tutorial was one I've actually been looking forward to for a little bit because I was unsure how they were made and I was very interested in seeing the behind the scenes of making one. Since the game I'm trying to make involves a point system to achieve a highscore I found tutorial 5.2 to be of great help. I learned how to use text mesh and how to align things and personalize them on the canvas. I also found the new input of clicking with the mouse useful because all tutorials up until now had only worked from key commands. Lastly in tutorial 5.3 to wrap up a game and make it playable for somebody who would like to play it I learned how to include a game over and restart button so

Twitter Task 10

 Twitter Task 10 For this weeks Twitter task I had to make a list for my peers and one for everything multimedia and game development. To be honest, I had known about twitter lists but because I don't use twitter that much I never fully understood how they worked. Finally finding out that they just bring together a showing of all the people or hashtags you add is EXTREMELY useful even for my personal twitter. I used to have multiple twitter accounts for different things I was into so that they wouldn't all muddle up into one. For example, I had an account for just video games and youtuber posts and then one for everything Boxing and Basketball related. Learning about lists makes things so handy now. On my student twitter I found it quite helpful because not only have I followed my classmates but I've also followed Creative Directors of a lot of video games and movies so all the posts were getting muddled up and hard to focus on. So to fix that I made a list for all my peers

Unity Tutorial 09

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 Unity Tutorial 09 -Screenshot of soccer game debug For this weeks Unity Tutorial I found I very useful because of the type of game mechanic coding that was involved. It's based solely around a ball hitting enemies so I think that it will teach me a lot that I will need to know in order to develop my game. A big part of my game is that it will be wave based so learning the basics on how to create a wave interval and add a variable to change every round was very interesting. I had trouble at one section though and I thought my Unity was crashing on me which it never does. I have a pretty beefy computer that I built myself for college and gaming obviously, so I doubted it was a hardware problem. Turned out that I wrote "gameObject" instead of "gameObject s " which was very annoying but I'm glad I copped it. The rest of the tutorial was pretty easy to follow and I went onto debug the Soccer game. I usually find it difficult to read the code and make sense of wh

Review Week Comments and Feedback

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 Review Week Comments and Feedback Feedback In: I think the overall quality of comments I've gotten out of my blogs are very good in the aspect of grammar and word count. I find it interesting hearing peoples opinions and feedback in a comment form because it allows them to get to the point and express concerns or other things freely. Some comments I've been finding useful are ones where people say that they really understood my GDD or other blogs that detail the structure of my game. It really lets me know that I have explained things well enough that the point is getting across without being too muddled with other topics.  However on the other hand, the comments that I find even more useful are the ones that tell me that they were having trouble with understanding certain parts of my briefs. I think this is extremely useful and interesting because they make me realize how I can, not only be a little more concise with what I'm trying to convey, but how I should write more

Unity Tutorial 7

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 Unity Tutorial 7 -Screenshot of my Unity Tutorial 7 I found Unity tutorial extremely helpful for when I go to program my own game. It has the same concept of moving a sphere around a scene so I've learned a lot from this that I will be using later on. I also found myself coding ahead of the tutorial because I learned what I should do next which felt really good to know that these tutorials are sinking in.   Powerups are an asset that I want to include in my game so to have a very in depth look at how to use them and tweak them to our needs was very helpful. I feel like this tutorial will definitely be one that I revisit if I get stuck on my project. It was interesting to see that I could easily create a physics material and use that to give bounce to any object it's applied to. I think I will keep this in mind when I go to code the bounciness of the ropes in my project.