Generate outline ideas for an interactive media product working within appropriate conventions and with some assistance.
Cambridge Technicals CAB 2013/15
Tuesday, 15 July 2014
Tuesday, 8 July 2014
Unit 17 Multimedia P2 - Design
Generate outline ideas for an interactive media product working
within appropriate conventions and with some assistance.
Planning and Design
• navigation map
• storyboarding (e.g. layout, colours, fonts)
• other (e.g. brainstorming, mood boards, script designs)
• source, create and optimise components (e.g. images,
animation, sound, video, scripts).
Tuesday, 20 May 2014
P4 Connect Console to Console
Describe how to connect two consoles together for gameplay.
You will need to provide images and a guide of the equipment needed, create the guide as if you are actually connecting the consoles as in the other tasks.
Choose from:
PlayStation 3 to PlayStation 3
Xbox 360 to Xbox 360
Nintendo DS to Nintendo DS
PSP Vita to PSP Vita
You will need to provide images and a guide of the equipment needed, create the guide as if you are actually connecting the consoles as in the other tasks.
Choose from:
PlayStation 3 to PlayStation 3
Xbox 360 to Xbox 360
Nintendo DS to Nintendo DS
PSP Vita to PSP Vita
Tuesday, 13 May 2014
M2 & D2
Lesson Objectives
Describe mobile technologies (M2) & evaluate their suitability for game play (D2)
Lesson Outcomes
Merit - Describe 3 mobile technologies for game platforms
Distinction - Evaluate the suitability of 5 mobile technologies for game play.
Create a report on the different mobile technologies for game platforms and how suitable they are for game play. Look at the mobile technologies used in different game platforms (specificity & handheld mobile). The technologies can be ones identified in the learning outcome of new technologies.
It is important for all technologies you comment on how they affect GAME PLAY and PLAYABILITY.
Add this to the report on hardware technologies for game play.
Playability
FROG page http://frogserver/?d=207615
Describe mobile technologies (M2) & evaluate their suitability for game play (D2)
Lesson Outcomes
Merit - Describe 3 mobile technologies for game platforms
Distinction - Evaluate the suitability of 5 mobile technologies for game play.
Create a report on the different mobile technologies for game platforms and how suitable they are for game play. Look at the mobile technologies used in different game platforms (specificity & handheld mobile). The technologies can be ones identified in the learning outcome of new technologies.
It is important for all technologies you comment on how they affect GAME PLAY and PLAYABILITY.
Mobile Platforms
• iPhones
• Blackberry
• Android phones
• Hybrid machines
• Cellular phones
• iPads
• Other
Add this to the report on hardware technologies for game play.
Playability
Playability is a term in video gaming jargon that is used to describe the ease by which the game can be played.http://playability.askdefine.com/
FROG page http://frogserver/?d=207615
Mobile Technology
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Interface
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Graphics processor
|
Memory
|
Display
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Sound
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Game Storage
|
Connectivity
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Power
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Ipad
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Iphone
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PS Vita
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3DS
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Samsung Galaxy S4
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Galaxy Note
|
Tuesday, 6 May 2014
LO4 Connect & Configure Platforms (2)
LO4 Be able to connect and configure platforms and devices to enable gameplay
In groups of 2 or 3 connect the following:
Wireless Keyboard & Mouse
Wired Keyboard & Mouse
Install Mobile Game
Configure Mobile Game
Connect to Wifi
Tuesday, 29 April 2014
LO4 Connect & Configure Platforms (1)
LO4 Be able to connect and configure platforms and
devices to enable gameplay
In groups of 2 or 3 connect the following:
Wireless Keyboard & Mouse
Wired Keyboard & Mouse
Install Mobile Game
Configure Mobile Game
Connect to Wifi
Tuesday, 22 April 2014
Unit 15 - P2 Hardware Technologies
Learners will need to describe at least six of the hardware technologies identified in the teaching content for learning outcome 2 describing their features.
http://frogserver/?d=207615
Example
A learner might note, ‘The joystick is a widely recognised game peripheral. Joysticks give analogue output by rotating potentiometers. Analogue signals must be converted to digital for use by the game platform.’
http://frogserver/?d=207615
• human-computer interface e.g. devices; button configurations; user-centred, interactivity;
• processor (e.g. types; speed;)
• graphic processor (e.g. types; speed; pixels, polygons, nurbs)
• memory (e.g. capacity, RAM type, unified)
• display (e.g. built-in/external; colour/monochrome)
• sound (e.g. hardware (Cards and processors), mono/ stereo/3D/surround, memory)
• game storage e.g. medium (DVD, UMD), standard, size
• interfaces (e.g. paddle, wheel, joystick, 360 kinect, voice)
• mobile technologies (e.g. phones/smartphones, PSP, DS, iPad)
• connectivity (e.g. stand alone; controller ports; network, internet, wireless, Bluetooth)
• power supply (e.g. internal and external) Example
A learner might note, ‘The joystick is a widely recognised game peripheral. Joysticks give analogue output by rotating potentiometers. Analogue signals must be converted to digital for use by the game platform.’
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