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September 2016

Professional Practice (Job Roles)

Date: 27/09/16

Today we are learning about what options we have when living university.

We will be researching jobs in the media sector that we are interested and will be creating a promotional portfolio this can be a website that promotes are company. After looking at are module we started searching for are selves on the internet and seeing if we appear, in my case I only found my Facebook profile.

Lynn talked about her experience of online privacy she talked about how she sent a tweet to the BBC complaing about a comment a tennis commentator made this led to her public message being displayed on the BBC article and also her full name was also displayed.

We got into a discussion about freedom of speech and how this has progressed over the course of history. This also lead to us speaking about what we put up on the internet will be there for other people to view even clients.

Wee then went onto the website creative skill set were i got to look at jobs i was interested in these are three which i found stood out and fitted what i would like to do in the future.

1. Game Designer


  • Industries: Games
  • Personality type: Creative
  • Departments: Design

The lowdown

  • Devising what a game consists of and how it plays, defining all the core elements
  • Communicating this to the rest of the development team who create the art assets and computer code

Is this role right for me?

To do this role, you will need to:

  • be able to work in collaboration with multi-disciplinary teams
  • be able to communicate your vision to artists, programmers, producers, marketing staff, and others involved in the development process
  • be able to accept constructive feedback on your work
  • be able to present your ideas both verbally and on paper
  • be imaginative and creative
  • have good written and verbal communication skills
  • have good basic visual design and drawing skills
  • be reasonably fluent in a range of 2D and 3D graphics and animation packages, such as 3D Studio Max, NUKE or Maya
  • have some programming skills at least at ‘scripting’ level
  • have an awareness of the various games platforms and technologies
  • possess a thorough understanding of game play theory
  • have storytelling and narrative development skills
  • be skilled in information design and user interface design
  • be able to think systematically and strategically
  • have knowledge of the requirements of the relevant health and safety legislation and procedures

What does a Game Designer do?

Game Designers devise what a game consists of and how it plays. They plan and define all the elements of a game: its setting; structure; rules; story flow; characters; the objects, props, vehicles, and devices available to the characters; interface design; and modes of play. Once the game is devised, the Game Designer communicates this to the rest of the development team who create the art assets and computer code that allow the game to be played.

Sometimes the Game Designer comes up with the game’s premise. More often, most of the core ingredients are already defined and they must decide how to create the best game using these elements, within a certain budget and timescale.

Game Designers are employed by development studios, both independent and publisher-owned. The game design process is usually shared between a number of different people, overseen by a Lead Designer.

Game Designers should have a deep understanding of the capabilities and benefits of different hardware platforms (e.g. PC, console, mobile device, etc.), as well as familiarity with software technologies and techniques appropriate to each platform.

During development, the Game Designer makes adjustments to the original specification for the game to respond to technical constraints which have been identified and to incorporate new programming and art creation methods developed by the team. They also train QA Testers to play the game, making sure that they understand what is expected of the finished product.

The design process goes through different stages:

  • After some initial research, the Game Designer puts together the concept document or initial design treatment, used to convince other members of the team that the game is worth taking forward
  • The development of a proof of concept, where a small team of artists and programmers work with the Game Designer to build a prototype, while the Game Designer puts together the full game design document

This document describes the intended playing experience and defines all the game functionality and associated art and animation assets required to create it. It is referred to by all development staff throughout the development process. It may require changing and updating to reflect production and technical decisions taken during the production cycle for the game.

Will I need a qualification?

You don’t need a specific qualification to be a Game Designer. However, most people entering the industry are graduates.

If you are considering taking a games course in higher education, the following courses have been rigorously assessed by the games industry and awarded the Creative Skillset Tick for the high standard of education they provide and the degree to which they prepare you for a games career:

Games courses awarded the Creative Skillset Tick

What’s the best route in?

There’s no set route you can follow to become a Game Designer. However, this is not an entry-level role. Game development is a highly complex, intensive process which can last up to two years or more, requiring teams of programmers, artists, project managers, writers, musicians and many others.

The Game Designer is central to this process. As well as, in most cases, having a degree, you will also need to have gained a reasonably high level of industry experience and knowledge. Employers will expect to see your portfolio of work, which can take the form of completed game projects or written game design documents and proposals.

Your most likely route would be to move into the role from other jobs in the industry. It will help to have direct experience of at least one other aspect of game development and a good working knowledge of others.

A common route you can take into the role is via a developer or publisher Quality Assurance (QA) department working as a QA Tester. This offers a good grounding in the development process, access to software and tools, and an insight into the different job roles.

You could apply to be a Games Trainee through Trainee Finder, which gives you hands-on experience in the industry and helps you build those all important contacts that are essential when competing for a job:

Opinion: I believe this job suits me well, as I enjoy creating story, games and apps this job means that i would be responsible for all elements and would have to communicate with a large team not only to create a game but to get it to the stage of production.

The Game designer role will mean that i would come up with the games premise and also create the core ingredients.

2. Lead Artist (Games)

Industries: Games
Personality type: Creative
Departments: Art

The lowdown

  • Being responsible for the overall look of a game
  • Devising the game’s visual style and directing the production of all visual material throughout the game’s development
  • Managing the art and animation team

Is this role right for me?

To do this role, you will need to:

  • be able to inspire and motivate a large team of creative talent
  • have a distinctive and original style
  • understand all the roles within the art department and also of any outsourced contractors
  • be able to build good working relationships with other departments
  • be able to communicate clearly with senior managers, designers, programmers, testers and other personnel in their own language
  • have excellent communication skills, including tact and diplomacy
  • understand of the technology used in game design and development, its capabilities and limitations
  • have traditional and computer art and design skills
  • be able to manage people, time and resources
  • have knowledge of 2D and 3D modelling and animation packages
  • have conflict resolution and problem-solving skills
  • have a passion for games and a good understanding of what makes a game visually appealing and fun to play
  • have knowledge of the requirements of the relevant Health and Safety legislation and procedures

What does a Lead Artist do?

The Lead Artist (also known as Art Director or Creative Manager) is responsible for the overall look of the game. Working with the Game Designer and Lead Programmer, the Lead Artist devises the game’s visual style and directs the production of all visual material throughout the game’s development.

They produce much of the initial artwork themselves, setting creative and technical standards and determining the best tools and techniques to use.

In conjunction with the Producer, the Lead Artist puts together and manages the team of Artists and Animators who produce most of the art assets for the game (including environments, characters, objects and effects) under the Lead Artist’s direction.

The Lead Artist must ensure that the art and animation team works to schedule and within budget. They also work closely with the programming team to make sure that all art and animation assets produced can be easily imported into the game engine.

The styling is often communicated through concept art. The Lead Artist will supervise, if not actually undertake, the production of material which illustrates the visual atmosphere and graphical design for the game.

They also research and test out different modelling, texturing, animation, rendering and lighting techniques and tools appropriate to the games technology, with input from the Lead Programmer.

They supervise the team’s output from a creative and technical point of view, and also ensure that the work gets done according to budget and schedule, alongside the game’s producer, anticipating problems and planning for any contingencies. They are also usually responsible for overseeing any outsourced art production.

What might I earn?

This is the highest paid position in the art department, reflecting the skills and experience required.

Will I need a qualification?

You will generally need an art education in the form of a a fine arts, graphics or animation degree to undertake this role. Experience is key; Lead Artists need at least five years’ experience in the games industry. You will also need to have gained experience in a leadership role.

If you are considering taking a games course in higher education, the following courses have been rigorously assessed by the games industry and awarded the Creative Skillset Tick for the high standard of education they provide and the degree to which they prepare you for a games career:

Games courses awarded the Creative Skillset Tick

You will also need a portfolio demonstrating a range of creative styles and your expertise in the relevant tools and technology, including 2D and 3D modelling and animation packages.

Proven skills and experience in planning software applications, such as Microsoft Project, would also help you.

What’s the best route in?

This is not an entry-level role. To become a Lead Artist, you will need considerable games industry experience, usually gained in various roles within the art department, building up to a senior or team leadership role.

You will need to be able to use the various software packages and have a thorough understanding of games technologies, especially with regard to what can and can’t be achieved for any given delivery platform.

You could apply to be a Games Trainee through Trainee Finder, which gives you hands-on experience in the industry and helps you build those all-important contacts that are essential when competing for a job:

Opinion: During my time working with cinema 4D I have learnt that i extremely enjoy it and can produce professional looking models. Not only in this job role do you need confidence and great communication skills but you also have to have an eye for design i believe over the recent years i have learnt these skills and have applied them within my work at uni an with clients outside my course.

3. Narrative Copywriter

Personality type:Creative
Departments:Print and Media

The Lowdown

  • Designing the narrative structure of a game
  • Writing dialogue, story and incidental copy like item descriptions and tutorials

Is this role right for me?

For this role, you will need to:

  • Have a creative and intelligent writing style
  • Be able to create text and dialogue that fits a game’s tone and world
  • Understand the deep and varied aspects of interactive digital storytelling
  • Research games and their narratives, thinking critically about the narrative decisions and how they interact with the design choices
  • Understand what makes a game appealing to different audiences
  • Possess excellent imagination, creativity and problem-solving skills
  • Have excellent communication and presentation skills

What does a Narrative Copywriter do?

A Narrative Copywriter is a writer for a videogame. Due to the extreme focus on game design during development, it’s a Narrative Copywriters job to make sure that story elements work within the design choices. For example, if the designer decides that they want social media integration, a Narrative Copywriter may decide to work in a story reason.

They will also be responsible for helping to shape the overall story and write character dialogue. It’s important for the Narrative Copywriter to understand the tone and world of the game, as they’ll be writing a lot of the small touches than could make or break the experience.

Almost all written content, even including the item descriptions and menus, will be written by the Narrative Copywriter. As a job, it’s a real labour of love that combines a dedication to writing and a passion for games. In smaller studios all team members may contribute to the incidental copy, but for large projects with many moving parts and single or team of Narrative Copywriters may be brought on board.

The role can sometimes be referred to as a “Narrative Designer “.

Will I need a qualification?

While a lot of people do get into games simply by experimenting on their own and using that as part of a portfolio, it is recommended you get a qualification or degree in english language or game design and development to show that you know story structure and narrative.

Courses awarded the Creative Skillset Tick

What’s the best route in?

There is no traditional route into Narrative Copywriting, but there are multiple pathways that copywriters in the past have taken.

Being a writer in another medium can be a strong position to transition from. If you have a portfolio of work in comic books, film, books or similar and have proven you know how to structure narrative, it can make it easy to go straight into a Narrative Copywriter role.

Another option is to write for indie games, or even create your own. The gaming landscape is changing and shifting away from a focus on the big-budget releases, and it’s a lot easier now for indie developers to get their games on multiple platforms. Having your writing attached to a potential indie hit would be a dream, but even if it doesn’t prove to be a hit you’ve still gained valuable experience.

The other option that has garnered success in the past is moving from another department. A level designer with talents in writing, for example, will be able to show that they’ve got what it takes to combine gameplay and narrative.

All three of these paths will require a lot of networking and persistence to get notice, however. Narrative Copywriting is a very popular career path, and making sure you’re noticed for being passionate and talented is key.


Opinion: This job role suits my creative narrative side, when creating games you must start with narrative story. In this process I decide to create a fictional or non – fictional game after choosing I then start the on the story itself creating unique ideas. Creating ideas tat no one has seen or played before is a good way of getting players as they are always hunting of a new experience.

4. App Designer


There are many jobs that are available for app designers especially freelance depending on the location the jobs salary will differ. I have researched jobs within trisector and found that location has a huge input especially the closer you get to London. Here awesome links to jobs below.


Opinion: This job suits me well as I am learning app design and enjoying it. After creating the torbay airshow app with Gareth I have gone on to create the “I Love South Devon App” independently and have been receiving good feedback. I have also learnt a huge amount not only for coding but also communication and interacting with clients.



Sound theories and meaning


Todays lesson we are learning about sound within film and games


When we are talking about sounds we talk about Diegetic and non – diegetic. Diegetic is natural sounds like contact between objects or anything that is a natural sounds. Non Diegetic means a sound that has been created for example this can be used when there is no natural sound that can provide it.



Scripted speech (Dialogue)

Scripted speech allows the production to push the story ahead and allows a path for character relationships.  (Character speech)

  • Accent
  • Delivery
  • Vocabulary


Non – diegetic Sound

Sound which is not from any source within the diegesis (world of the film) but is added as as a extra element within post production.

  • music
  • voiceovers

Internal Diegetic

  • Sounds that we the audience can hear as well as the character.



Music and sensation

  • Interpret (emotionally) a feeling or sensation


Music and character 

  • Create or enhance audiences understanding of and / or empathy with key characters


Music and place 

Echoes the nature of the place in which the film is set.

  • scale
  • Culture
  • Mystery
  • Wonder


Music and Theme

Lyrics can be used to connect with the narrative

Describing Music

  • Popular os classical music
  • Instrumentation
  • Rhythm
  • tempo
  • volume

Music in the scene 

  • Pararel

Sound bridge

  • Used to link two sequences together and is to give some sense of a place or time
  • Can be diegetic or non diegetic


Characters signature tune.



non – diegetic sound

  • introduces threatening elements in the film
  • first shots underwater
  • shark not seen but its presence is implied by the soundtrack
  • the score uses a series of low, repeated notes in order to illustrate the relentless threatening nature of the shark.

The movie phsyco created a famous scene that included one note being replayed but created a frightening felling for veers later on movies have used the same technique sometimes not a repeated note but somewhat iconic for example jaws and Darth Vader in star wars.

Fore main areas of meaning that can be generated through sound (diegetic and non – diegetic)

  • Character
  • Genre
  • Setting
  • Narrative

Sound and character

  • Evil or Good
  • victim or hero
  • A character will normally have a music connected to them this is called a character theme.
  • Can establish status
  • Aural motifs(not music but repeated sound)
  • A character s nervous state of mind could be conveyed through non – diegetic sound.

Sound and genre 

Sound can let the audience know the genre  (type of film they are watching)

Sound perspective

The quality of the sound changes depending on the audiences positioning in events

  • Diegetic or no diegetic can be made to fade into the background or fore grounded depending on the need / impact.


Negotiated research (Apple Announcement)

Date: 26/09/16

Apple iPhone 7 and iOS 10 release.

Today we watched the video on  the iPhone 7 release and the update for iOS devise to iOS 10.



  • 500,000 games on the App Store
  • Apple are releasing Nintendo games on iOS devices
  • Music will be live streamed through Apple Music



  • giving a Mac and iPad to 4500 teachers
  • Planting swift playgrounds for children to learn

This education method apple are using not only expands their audience by reaching out to the younger generation, but also they have created an image in the public eye.Connecting with the education industry creates an image of generosity and also a company that like to help people who are in need.

This is a very intelligent move from apple not only are they doing something that will help schools and the company itself but the feature that come with the products allow for the children to code using swift (which is the latest coding language for iOS devices) but also allows them to start creating fully operational interactive elements with the playground that the devices have installed on them.


Apple Watch 2

  • Pokémon Go coming to Apple Watch
  • Water resistant up to 50 meters
  • Creation of algorithm to get a accurate calorie burn calculation
  • Dual core prossecer which is 50% faster then the first Apple Watch
  • 2nd gen display
  • Maps use colour coordination to show different speeds
  • Hiking app
  • Paired up with Nike
  • Home kit app (control your home from your phone)



IOS 10 update

  • Sending messages that the user has drawn.
  • User can send stickers
  • Broken kingdom will be coming to iOS 10


iPhone 7

  • Can capture raw images
  • Wide colour capture and auto image stabilisation
  • 12 mp camera
  • Optical image zoom
  • 25% brighter


Introduction to interactive narrative

Date: 26/09/16


  • Narrative or a story is a way of meaning and events can be structured and organised over time.
  • Narratives can be applied in fatal and fictional events.
  • They apply to all media forms.
  • Stories are told in differing ways across differing media
  • Pictures can have narrative meaning behind it

Key Theorists

  • Vladimir Propp
  • Tzvetan Todorov
  • Roland Barthes
  • Claude Levi-Strauss

Vladimir Propp

  • Studied many examples of russan folk tales.
  • He identified that all characters and actions can be grouped into 8 characters roles

Character roles.

  • villian

Character who is against the hero.

  • Hero

Character who is seeking something. Motivated by an initial lack of something. morally good.

  • Donor

Provides an object with some magical / key property

  • Helper

Helps the hero

  • Princess

The reward for the hero

  • Father of Princess

rewarder of the hero

  • Dispatcher

Sends the hero on an initial quest

  • False hero

Appears to be of good intention, but may aid the villain.


(Good example of this theory is “Monkey Island”)


Tzvetan Todorov

  • Suggested narratives can be based around equlibriam
  1. Equilibrium – Opposing forces are balanced
  2. Disruption
  3. Recognition of disruption
  4. Attempt to repair the disruption
  5. A new equilibrium is established


Roland Barthes: 1915 – 1980

  • Barthes suggested that narratives can have not just one, but many threads.
  • There are no beginnings or endings, but multiple points with the same narrative.
  1. Hermeneutic / Enigma

Hermeneutic / Enigma

  • Mystery elements within the narratives
  • clues may be given
  • No clear answerrs are given to the mysteries
  • can frustrate the audience when not resolved


  • Sequential actions that lead to suspense within a narrative
  • Expectations are established


  • Referencing to additional meaning within a narrative


  • New meaning arise through conflicting ideas
  • comparing two ideas to hi light which is the correct choice.


  • Elements of the narrative that are base on truths that cannot be questioned
  • assumed cultural knowledge


Crude Levi – Strauss

  • Theorised that all meanings not just those within narrative are based upon ‘ binary Opposition’.
  • e.g Good vs Evil, Sane vs Insane, uS and Them.
  • The narrative can gave different meanings based upon a particular viewpoint.





Date: 26/09/16

Dream description.

Dreams are something people have very regularly, dreams are constructed of emotions, images, sensations and also memories. Dreams occur in certain stages of are sleep  and sometimes can be hard to remember when awake.

Many people believe that dreams have some sort of meaning that relates to your life for example if you have a dream of your teeth falling out this means that you are self conscious.


Activation synthesis theory

This theory saw dreams and unconscious wishes to be interpreted. It also states tat dreams projected sensory information. Hobson’s 1976 research suggested that signals interpreted as dreams originate in the brainstem during rem sleep. Hobson also suggested that within the dream the person could create environments and objects by using imagery, emotion and sensation he even suggested that you could change the humidity. Mark Solums was against this theory stating that dreams are generated in the forebrain and that REM sleep are not fundamentally connected.

Continual-activation theory

Jie Zhang stated that he believes that dreaming is when activation and synthesiser are running at the same time where REM sleep are controlled by different brain mechanism. During REM sleep he believed that the unconscious part of are brain i busy processing are memories while the level of activation in the consciouse part of are brain depends to a low level while inputing from the sensors system.

Zodiac Killer

The Zodiac killer is one of the most well known serial killers of all time. The Zodiac committed his murders within Northern California for around 10 years. the crimes where committed in the 1960 -1970s and became very unique due to the killer being very vocal on his actions this included letters he sent to the Bay area press. within the letters sent there where four ciphers which where also included only one of the four where ever solved.


Through the murder spree the authorities could only confirm five deaths and two injuries but they believed that there was a total of around 20 – 28 people. The Zodiac claimed to have Killed 37. Below is the cipher that is the one out of the four solved (last 18 letter haven’t been solved):




Ideas for Interactive narrative.


Idea 1: Good Dream Bad Dream game.

Genre: Horror, First Person

Visual: 3D


This game will be about a man named John, after John gets back from a long day at work he goes strait to bed falling to sleep instantly. after a short nights sleep John wakes up but not in his own bed, its a childs bed. Dave realises he is in his room from when he was the age of 5. John starts to panic looking for any probable cause of the environment that he has somehow been placed in. The door opens a glowing figure shows through the crack of the door. A man with a gentle voice calls out to John. John goes closer to the door and he glowing figure is a young boy stating that he is a good dream with John mind and that John is sleeping but won’t be able to wake up unless he finds his own bed.

Some sort of scream comes from a distance, but is slowly edging its way to John he decides to go with the young boy as they are walking John realises that he is walking through his past and that the environment is parts of his childhood and memories.



Idea 2: Zodiac Killings

Genre: Thriller, Third person (Point and Click)

visual: 3D

This game would be based on the famous Zodiac killings. The story will follow a detective who’s close on the Zodiacs trail. It will be the players responsibility to find evidence throughout the murderess trail of dead bodies that the Zodiac is leaving behind him.  The player will be playing as the “Dave Toschi” who was the lead detective in the Zodiac case back in the 1960’s – 1970’s.

The game will feature the main suspects house where the player will explore and try find some sense to these unprovoked murders. Throughout the murders there will be puzzles and items the player will have to collect or solve.  Every puzzle will bring “Dave Toschi” closer to the Zodiac killer.




Professional Practice

Date: 20/9/16

In this lesson we looked at what we could do in the future and how we cold prepare for it. the website “creativeskillset” is a very good website for finding jobs within different industries. In the lesson we talked about what type of work situations would suit us best for example if we would like to work for a company or go freelance.  I discussed that the work I would be doing would most likely push me towards the freelance route.

After talking about what type of job we would be going for wether it was freelance or with a company we then discussed if we would be willing to travel for are particular role. If i become a freelancer I will travel to meet clients as I belive meeting in person makes it easier to understand what the client wants other then just sending an email. Not only does meeting them create an easier path to what the client needs but you can also get an idea who you will be working for this can include personality, the urgency of the project an also how they behave.


I believe this module will help me when i leave university to go seek work. not only will this module help me understand the social need that allows a person to contact and connect to a client, but also how to deal with their demands.


Sound Production

Date: 19/9/16


What we will be learning.

  • Exploring sound in film.
  • Learning the tools of sound capture and design.
  • Generating effective sound effects.
  • Sound design.
  • Sound Manipulation.
  • Archive and cataloguing sounds.
  • Digital sequencing.
  • Digital effects in enhancing sounds.
  • Exporting sound files
  • Exporting sound files and their uses
  • Sound synching
  • Sound restoration


Software: Logic pro

Learning Outcomes

  • To investigate the uses of audio in a range of media forms.
  • To understand the opportunities and challenges of generating audio asset.



This module will give me the skills to create sounds and music to use with other project for example Interactive narrative. Creating sounds will create a better experience for the user.

Sound is a huge part of any user experience for example movies need sound not only to set the moodier scene but also to be used for characters and objects. Some games rely heavily on sound like the very popular game “Limbo”,  which had no dialog.



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