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Published by Dang Phan, 2019-08-11 23:25:16

Folio single - preview

Folio single - preview

Problem #2: Compression and Performance

It is important to ensure that every game object is visually
aesthetic and has a high level of colour quality and attention
to detail. However, it is also important that the game is not
slowed by the rendering of large textures and objects.

Fortunately, Unity3D provides a very effective workflow
to import textures and ensure that their quality is retained
while having the smallest impact on the game’s speed and
framerate. Most of the compression works is done by Unity3D
automatically on import or on build. However, Unity3D still
provides game developers a few adjustible configurations
to the compression of their textures. These configurations
are integrated into Unity’s Inspector Tab. From this tab,
developers can adjust the type, format, algorithm and
degree of compression on each texture ensure the right
configurations of every game objects.

Through experimentation and experience, I find the
above values to be most effective for 2D game objects.
The Filter Mode is changed to Nearest Neighbor for
Pixel Artworks to retain their hard edges and details by
preventing Anti-Aliasing.

The character with Nearest
Neighbor Filter Mode (left)
and Bilinear Filter Mode (right)

Problem #3: Screen Resolution

When it comes to raster graphics, there’s a general rule that you cannot scale up, but you can
always scale down. Therefore, I used 4K resolution with a 16:9 ratio (3840 x 2160 px) as a
reference resolution. This allowed me to freely convert the resolution of the final game after
exporting into a resolution that fits most player’s screens. Below is a table of common resolutions
in 16:9 ratio.

Size Description Size Description

3840 x 2160 px 4K 1280 x 720 px HD

1920 x 1080 px Full HD 96 x 54 vw Website (large)

720 x 405 px SD 80 x 45 vw Website (small)

(vw = viewport width, a responsive unit used widely in website development)

Multimedia Major Project - HSC The Game - 32509975 51

Problem #4: Website Compatibility

Every screen is different. They differ in width, height, resolution and ratio. Therefore, to produce
a website that is compatible to different types of screens, it is important to use Responsive Web
Design techniques. This is achieved by using a different percentage-based set of unit instead of
pixels to design the website.

Unit Description
Percentage (%) The element’s size in relation to its parent element’s size
Viewport width (vw) The element’s size as a percentage of the browser window’s width
Viewport height (vh) The element’s size as a percentage of the browser window’s height
Pixels (px) A fixed unit (96 px = 1 inch)
Point (pt) A fixed unit (72 pt = 1 inch)
em Font size relative to the current font size of the element
vmin The element’s size as a percentage of the browser window’s smaller
dimention
vmax The element’s size as a percentage of the browser window’s larger
dimention

For instance, the playable screen of the game on my website is defined in HTMl as:
<div id=”unityContainer” style=”width: 80vw; height: 45vw;”></div>

This allowed me to adjust the size of the game screen to each device’s width and height whilst
maintaining the aspect ratio of the screen (16:9).

Problem #5: Post-processing

After completing the level designs, I realised that the game
environment lacks in texture and often feels repetitive.
Moreover, the colours of the environment are a bit too
bright for the mood that I intend to create. Therefore, I
used post-processing effects from the post-processing stack
asset that Unity3D provides.

The post-processing effects are added into the scene using
an empty game object containing a Post Process Volume
component. From this object, I can add and adjust different
types of filters and effects. By applying colour grading,
grain and vignette and adjusting the weight of the Post
Process volumes on events via code, I was able to create a
dynamically changing environment that responds to player
interactions with the game.

A separate post process volume is added to reduce the saturation of the entire game screen.
This post process volume’s weight is increased when the player falls or touches an enemy, and

52

decreased when the player picks up an item. This creates a natural reward system, enhancing the
responsiveness and engagement of the game.

Normal Desaturated (on death) Partially resaturated
(on item pickup)

Problem #6: Parallax Scrolling

In order to achieve the parallax effect to create an illusion of
depth for the flat environment of the game, I used C# coding
inside Unity to automatically move the elements at different
speeds as the camera moves. This resulted in a range of
layers each contained by an empty game managed by a
master object.

I utilised Unity3D scripting system’s power to edit the editor
itself to enhance my parallax scrolling workflow. The image
on the right is the interface of my own scripting component
controlling the parallax system.

This feature of Unity3D and my script has been crucial in
the management and implementation of parallax scrolling,
especially in the opening and closing sequences. This might
not be the most efficient and seemless implementation of the technique, but it satisfatorily served
its purpose of improving the aesthetics of the game.

Evaluation of Production - Problem Solving Evaluation

The documented problems are only a selected few of the problems that I encounter during my

production. While these problems affects the production speed of the project, they have been

very educational and constructive because by solving these problems, I was given the chance

to obtain and demonstrate a wide range of skills in a variety of areas. Overall, I believe that

I have successfully demonstrated my ability to solve realistic problems that emerges during the

production of a multimedia product.

Multimedia Major Project - HSC The Game - 32509975 53

WORK HEALTH
& SAFETY

Ps Ai Work Health and Safety

26.12.18

54

Work Health and Safety is a very important part of any industrial activities or production. It
ensures the health and safety of the industry workers and prevents any damages to their physical
and mental wellbeing. It is very important to comply to safe work practices, as regulated in the
Work Health and Safety Act (2015) and Work Health and Safety Regulation (2017).

In the specific context of my project, Work Health and Safety practices revolves around working
with computers and other electrical devices. There are many risks and hazards assocciated
with working in the Multimedia industry that can lead to undesirable consequences due to non-
compliance of WHS measures.

Risk Identification and Minimisation

Risks/Hazards Degree Safety measures

Eye strain, leading to eye problems. Medium Have a safe and healthy work schedule.
Often caused by working in front of Take periodical breaks and avoid
screens for long hours. working for long periods of time.
Have sufficient lighting.

Incorrect posture leading to injuries High Ensure the ergonomics of work station.
Avoid working long hours.
Maintain correct posture while working.

Neck, shoulder and back strain High Adjusting the screen to match eye-level.
Avoid working long hours.
Work with correct posture.

Tripping on wires Low Cable management

Fire hazards High Fire extinguisher and fire escape plan
(at school)
Management of electrical components.

Electrocution Medium Management of cables and electrical
components.

Multimedia Major Project - HSC The Game - 32509975 55

Fatigue Medium Healthy work-life balance
Liquid spill into devices Safe and comfortable work schedule

High Avoid consuming drinks around
electrical devices.
Use enclosed containers.

Workstation Setup

With the identified risks and hazards in mind, I set up my work station to comply with the WHS
practices and minimise the risks.

Clean work surface

Sufficient Lighting

Enclosed water
container

Necessary tools only

Cable Management
(clean, highly visible and
tucked into a safe space)

56

Some considerations and modifications applied to my
workstation set up to comply with WHS safe working
practices:
- The screen of the latop is adjusted to eye level.
- The chair is adjustible in height, therefore it is
adjusted to ensure that a comfortable and correct
posture is easily maintained.
- Forearms and upper arms, as well as knee joints are
kept at a 90 degrees angle by adjusting the chair
height.

Evaluatation of WHS Evaluation

Overall, I believe that I have satisfactorily complied to Work Health and Safety practices during

the production of my project. The compliance to safe working practice has positively affected my

ability to work more efficiently and safely, and thus resulting in a production of higher quality.

Risks and Hazards of my work environment are identified and the listed safety measures are taken

very seriously. The risks are evaluated and categoried into different degree of danger, which

helps me prioritise the management of specific hazards and ensure the safety of my workplace.

Multimedia Major Project - HSC The Game - 32509975 57

EVALUATION

I believe that I have successfully achieved my goal of producing a Major Project that delivers a
sincere message through an enjoyable Multimedia experience that consists of multiple sophisticated
and interconnected elements. This project has been a challenging but rewarding experience that
truly enhances my personal understanding of the industry and expands my areas of knowledge
about Multimedia production and management.

Through the project, I believe that I was able to demonstrate a wide range of skills in multiple
areas of the industry. The production of each component required and encouraged me to obtain
a different set of skills and knowledge related and relevant to each process, technology, material
and resource involved.

THE GAME

The game turned out to be similar to what I have planned before commencing production. I believe
that my game has the ability to let the player vicariously experiences the thoughts, feelings and
emotions that I experienced during my HSC year through a relatively light-weight platformer
and puzzle gaming experience. To me, the game is more of a story than it is a game, because it
contains a variety of storytelling elements and it carries a personal importance to my own journey
of overcoming adversities.

I incorporated numerous elements and components into the game that requires a thorough
understanding of the processes and technologies involved. Through my production, I discovered
that contrary to popular belief, coding is not the hardest aspect of game making. I personally find
the art directing process to be a much more complex and demanding process that truly asked
for a deep understanding of a variety of topics, including but not limited to designs, colours,
technological capabilities; and human factors such as feelings and emotions.

58 Evaluation

THE WEBSITE

I tried my best to keep the design, purpose and scope of the website simple and manageable,
because the task of producing a website can easily escalate into a larger and unnecessarily
complex component. However, despite its simplicity and minimal designs, the resulting website
served its purpose of being a medium through which I can host and launch my game.

The interactive text adventure, while being a late addition to my project, has become an integral
part of the project, because it effectively connects the three seemingly separate components
(Game, Website and Folio) and weaves them into a single cohesive multimedia experience. The
text adventure is a personal effort to bring new technology into the fields of multimedia and
the HSC multimedia course. In my opinion, the text adventure experiment has been a successful
one because it allows me to show you, the marker, the components that I cannot showcase in
the folio (for instance, animation) and to demonstrate my ability of adapting to newly emerged
technologies.

THE FOLIO

The documentation of the project has been the most difficult process in my opinion. The process of
documenting and condensing the large amount of preparation and production of components of
different category and compiling them into a logical order is a complex and sophisticated process.
However, despite encountering various set-backs and challenges in documenting the production, I
was able to effectively manage my contents and produced an effective piece of traditional printed
product that acts as a base on which I can tell the story of producing my project.

OVERALL, I learned a lot about the industry and multimedia production through my Major

Project. The project is nowhere near as flawless as I would like it to be, but it is truly everything
that I can offer. In the future, I hope to learn from my mistakes in the process of producing this
project, and further advance my management and production skills.

15.06.19

Ai

Multimedia Major Project - HSC The Game - 32509975 59

post production Addendum
An Explanation to The Game

The game follows a cube of earth as he ventures through a series of linearly progressing areas.
This journey represents my personal journey of overcoming adversities and self-doubt to complete
Year 12 and graduate from high school. At the beginning of the game, the character finds himself
falling into an area between Area 11 and Area 12, representing my transitioning period between
Year 11 and Year 12. From the opening scene’s area, players cannot climb back the vertical
edge they fell from, indicating the restless flow of time and lack of choice I experienced during
the period. The only way to progress is to jump off a cliff into Area 12, just like how we all went
into Year 12 not knowing what to expect. The player is then introduced to a range of obstacles
that require puzzle solving and platforming skills. This area is filled with hopeful, constructive
and inspirational thoughts as well as damaging thoughts that provoke a sense of self-doubt and
anxiety. These thoughts are drawn from my own mindspace and experience during the HSC
year, which, I hope, is relatable to most of my peers. After passing the obstacles, players once
again find themselves falling into a transition area, which provides only one option to progress by
jumping off another cliff into an unknown area. The player by now should be less intimidated by
the idea of entering the unknown and getting out of their comfort zone, which allows them to be
more decisive in their decision of moving forward into the next chapter of their lives.

“A journey of a thousand miles begins with a single step” - Lao Tzu

Through the game, I aim to capture and convey my own experience of high school and transitioning
into adulthood. I also hope to deliver a relatable message to my peers and players that they are
the masters of their own lives, and that they should never stop seeking discomfort, because to do
so is to stop progressing and growing, and to give up on their chances of fulfilling their hopes and
dreams.

60 Post Production Addendum



Project “HSC” - Game and Website
Higher Sc hool Cer tif icate 2019
Student 32509975

w w w. h s c t h e g a m e . c o m


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