Friday, 13 November 2009

Target Audience: Well off, 18+, male and female

Tagline: Travel the world with lastminute.com, find exclusive deals on hotels, flights, holidays, restaurants, theatre, spa breaks and more.

Hardware and Software
Outcome 1 – Written and/or Oral Evidence

The evidence for Outcome 1 will be in the form of written and/or recorded oral evidence which demonstrates that the candidate has identified the main hardware and software needed for the given project and has explained the purpose of each piece of hardware and software identified.



Outcome 2 – Written and/or Oral Evidence

The evidence for Outcome 2 will consist of a folio containing ten items of digital media content across three different types of digital media content drawn from audio, video, graphics, photographs, animations, text. For each item the candidate will evaluate whether it meets the requirements of the project and will identify two possible sources.

Outcome 3 – Written and/or Oral Evidence

The evidence for Outcome 3 will consist of a plan devised by you. The plan must be based on the given project. The plan will include details of:

• the appropriate expected quality of the digital media content

• two items of digital media content to be created by the candidate

• three items of digital media content to be captured from existing sources

• hardware and software required to create and capture the digital media content

• timescales for the creation and capture of the digital media content

• the steps to be taken before using copyright protected digital media content



The digital media content to be created and captured must be across two different types of digital media content drawn from audio, video, graphics, photographs, animations, text.


Outcome 4 – Performance and Product Evidence

The evidence for Outcome 4 will consist of performance and product evidence, which demonstrates that you can:

• select, set up and adjust hardware and software to allow suitable capture and creation of digital media content for the project

• capture existing digital media content for the project and store it appropriately

• create new digital media content for the given project and store it appropriately

• edit the digital media content to meet the needs of the project and store the edited content appropriately

Wednesday, 11 November 2009

phootoshop poster

today we hand to make a poster in photoshop about digital media.
the poster i make was to me just right byt gillwan keep on telling me to change things "the flow is not right"
and that it was hard to see sume of the text,if i can see it, any one can.

sorry for some reason blooger wont let me post pics and such

Skills learned in Photoshop and Flash

PHOTOSHOP

Picture to Drawing
Cleaning up a drawing
Saving authoring file
Saving compressed format file


FLASH

Importing bitmap
Free Transforming
Frame by frame animation
Using the eraser tool
Making layers for actionscript, each component of animation
Making a symbol
Animating a symbol



FILE TYPES

AUTHORING: Photoshop: .psd; Flash .fla

COMPRESSED: Photoshop: .jpg or .gif Flash: .swf or .mov or .gif

Posted by

Monday, 9 November 2009

Friday, 6 November 2009

Wednesday, 7 October 2009

last firday

last firday we used adoble premear for the first time just to see how it works and then we hand to get 6 pic from around the world to make a new video








Im old greg

Monday, 28 September 2009

project proposal

storyboads brif
time resourse
conten.images
.animations
meetings budget
portfolio
scripe
testing
eraluation

Friday, 25 September 2009

job i want to do

i whant to do is animation as im into the japnesse otaku cultul as in anime, manga and video games


Most jobs in animation require a bachelor's degree in fine arts, media or a related field. This can be obtained through a traditional college or a specialized animation school.
Educational programs for animation include classes in studio art, art history and composition techniques, as well as core subjects like English and math, if the program is part of a more traditional university.
Along with a degree, an animator seeking a job will need a strong portfolio of work.

which i NO WERE NEER!!!!!!!!!!!!!!!
ok i do have sume expreances in flash but thay were just stik men done very badly
so i got a long way to go.

Wednesday, 23 September 2009




the above is a video of me useing my poto gallery that i hand to make
in digital media computering about things i liked and jumping at the chances most of the pics are of neko '.'
\_/

Monday, 21 September 2009

who you gonna call?

someting i did in photoshop

Monday, 14 September 2009

audio engineer

JOB TITLE.........................audio engineer ......................


SECTOR ...........radio .......................................
1. Description of what someone with this tob title is generally involved in (where appropriate you should collect a typical job description
Audio engineering is a part of audio science dealing with the recording and reproduction of sound through mechanical and electronic means. The field draws on many disciplines, including electrical engineering, acoustics, psychoacoustics, and music. Unlike acoustical engineering, audio engineering does not deal with noise control or acoustical design. An audio engineer is closer to the creative and technical aspects of audio rather than formal engineering. An audio engineer must be proficient with different types of recording media, such as analog tape, digital multitrack recorders and workstations, and computer knowledge. With the advent of the digital age, it is becoming more and more important for the audio engineer to be versed in the understanding of software and hardware integration from synchronization to analog to digital transfers.

Description of where in the development and production process a person with each of these job tiles is usally most involved
Sound engineering technicians use many types of recording equipment, although computers are now the primary tool. They set up microphones to capture sounds. They use mixing boards to control the amount of input from different performers. For example, while recording a band, they may increase or decrease the volume of the drums, depending on the song. Mixing boards are electronic or computer consoles. They often have hundreds of dials, switches, meters, and lights. Sound engineers watch the lights and meters to "read" the music. The meters and lights indicate which sounds are being recorded and how strong they are. As the music is performed, technicians adjust dials and move switches to change the input. They may adjust the recording level, volume, and tone quality to achieve the desired sound. Technicians are responsible for maintaining all their sound equipment
Description how someone with this job title may have begun working in the industry and what qualifications he/she needed
As Broadcast / Audio / Sound Engineering jobseekers face keen opposition, you can get ahead of the competition by achieving certification for your skills. The Society of Broadcast Engineers (SBE) offers a certification program that is recognized industry wide as a mark of competence and experience. The SBE certification achieved national status in 2003 when it was recognized by the National Skill Standards Board (NSSB). The NSSB accreditation means that along with guaranteeing quality the SBE certification must also keep current with changes in the industry. SBE offers the following certification options.
Description of how someone with this job title can progress within the industry and what qualications may be required
To be successful as a sound engineer, a candidate must be a good listener, paying full attention to what her client is trying to achieve. She must also have excellent hearing. She must be able to precisely adjust the controls of her equipment for desired effect. She should also possess exceptional auditory attention, able to focus on one source of sound, ignoring all others.

Provided your sources of information

www.learn4good.com
http://www.wikipedia.org/

www.ehow.com

game designer

JOB TITLE game designer


SECTOR video game
1. Description of what someone with this tob title is generally involved in (where appropriate you should collect a typical job description
A game designer is a person who designs gameplay, conceiving and designing the rules and structures of a game.[1] The term applies to the designer of any game, whether a video game or tabletop games such as board games or card games.[1] The alternative term "games inventor" is sometimes used, especially in the context of traditional games.
2.Description of where in the development and production process a person with each of these job tiles is usally most involved
Gameplay Mechanics
1. Gameplay mechanics are the main ingredients of game design. Mechanics classify the types of interactions between the game and the player. Examples of common gameplay mechanics are timing, precision and strategy.
The Gameplay Loop
2. Game mechanics are often presented in gameplay loops. A loop consists of an objective, a challenge standing in the way of the objective and a reward for the player once she surmounts the challenge.
Prototyping
3. Game design involves creating rough versions of gameplay, or "prototypes." Designers employ different prototyping methods to test which gameplay mechanics best create the intended experience.
Fundamental Game Design Skills
4. Video-game design requires a broad range of related skills, including analytical and conceptual abilities, technical aptitude to operate development hardware and software, and superior communication skills.
Inspiration
5. Game-design concepts are often inspired by real-life experiences. Renowned Nintendo game creator Shigeru Miyamoto has created so many games based on his hobbies, he's forbidden to speak publicly about his interests.

3. Description how someone with this job title may have begun working in the industry and what qualifications he/she needed
There are some qualities that game companies will be looking for when hiring someone into their fold.

First off, you really should like video games. You should be the kind of person that hears the theme song to a game in your sleep. These companies want to hire someone who knows what makes a game good, and what makes a game bad. They want someone who knows good level design vs poor level design. The only way to do this is by playing, and playing AND playing video games over and over again. There are a load of people who spend all their time playing these games. Why should they hire someone then that hasn't put their time into gaming, and doesn't have the same passion for games as others?

Secondly, they are looking for someone with good problem solving skills. There are so many bugs and potential problems when designing a game. This ranges from collision detection to making things look convincing. You need to be the type who is willing to solve a problem even if it kills you. Hopefully this will not happen. ; )
Finally, they are looking for someone who can do things in a crunch. The gaming industry works at a torrid pace. Yes, you need to be patient, but you need to be awfully efficient in what you do.
4.Description of how someone with this job title can progress within the industry and what qualications may be required
In terms of education, the qualifications required are quite flexible, but to work on the graphical side, you will need to have a technical background such as a good degree in computer science or similar.
Those wishing to work in the creative side do not necessarily need knowledge of any coding, but tend to come from the areas of media or degrees in English literature and other similar areas.
5. Provided your sources of information
http://www.howtoall.com
www.ehow.com
http://www.wikipedia.org/
http://www.adigitaldreamer.com

animator

JOB TITLE animator


SECTOR film
1. Description of what someone with this job title is generally involved in (where appropriate you should collect a typical job description
An animator is an artist who creates multiple images called frames and Key frames that form an illusion of movement called animation when rapidly displayed. Animators can work in a variety of fields including film, television, video games, and the internet. Usually, an animation piece requires the collaboration of several animators. The methods of creating the images or frames for an animation piece depend on the animators' artistic styles and their field.

2. Description of where in the development and production process a person with each of these job tiles is usually most involved

In a typical day, animators may draw storyboards and create models of their characters, backgrounds (sets) and objects that belong in the set. Animators create each frame of an ad, show or movie in which their animation appears, and they may even help write the story copy. They double check that their animation meets the script and soundtrack requirements. Animators also polish and prepare their animations for camera if the animations are for television or movies, or for the press if the animations are for print media.
3. Description how someone with this job title may have begun working in the industry and what qualifications he/she needed
Animators must have artistic ability. This includes both excellent drawing skills and a thorough understanding of composition. Animators must also have a flare for storytelling. They need a great sense of timing and pacing in order to make the characters they create believable and life-like.
Animators need extensive, up-to-date knowledge of animation software such as Flash, Maya and Lightware.
Animators, for the most part, do not work alone. They must be good at working with a team as well as with their clients. Because they work with people, animators must also have good listening, time management and reading comprehension skills.

4. Description of how someone with this job title can progress within the industry and what qualications may be required
Most jobs in animation require a bachelor's degree in fine arts, media or a related field. This can be obtained through a traditional college or a specialized animation school.
Educational programs for animation include classes in studio art, art history and composition techniques, as well as core subjects like English and math, if the program is part of a more traditional university.
Along with a degree, an animator seeking a job will need a strong portfolio of work.

5. Provided your sources of information

www.ehow.com

http://www.wikipedia.org/

Friday, 11 September 2009

pixar

Introduction
Pixar Animation Studios is an Academy Award ®-winning computer animation studio with the technical, creative and production capabilities to create a new generation of animated feature films, merchandise and other related products. Pixar's objective is to combine proprietary technology and world-class creative talent to develop computer-animated feature films with memorable characters and heartwarming stories that appeal to audiences of all ages.

Feature Films
In partnership with Walt Disney Pictures, Pixar created and produced Toy Story (1995), A Bug's Life (1998), Toy Story 2 (1999), Monsters, Inc. (2001), Finding Nemo (2003), The Incredibles (2004) and Cars (releasing June 9, 2006).

Toy Story, released November 22, 1995, reflects more than nine years of creative and technical achievements. The film received tremendous critical acclaim and became the highest grossing film of 1995, generating $362 million in worldwide box office receipts. Toy Story's director and Disney • Pixar's chief creative officer, John Lasseter, received a Special Achievement Academy Award® for his "inspired leadership of the Pixar Toy Story team resulting in the first feature-length computer animated film."

Pixar has since released A Bug's Life, Toy Story 2, Monsters, Inc., Finding Nemo, and The Incredibles. The six films combined have grossed more than $3.2 billion at the worldwide box office, and Pixar now has six of the top grossing animated films of all time. Toy Story 2, at the time of release, broke numerous opening weekend records all over the world and won a Golden Globe award for Best Picture, Musical or Comedy in 1999.

In 2001, Pixar released the Academy Award®-winning Monsters, Inc., which reached over $100 million at the domestic box office in just 9 days, faster than any animated film in history at the time of its release. Monsters, Inc.'s opening-weekend gross of $62.6 million marked the largest 3-day opening ever for an animated film, the largest 3-day opening in the history of The Walt Disney Studios, the largest 3-day opening in the history of Pixar Animation Studios, and the sixth-largest opening in industry history - records that Monsters, Inc. held until the release of Finding Nemo.

On May 30, 2003, Pixar released Finding Nemo which broke every one of Monsters, Inc.'s opening weekend box office records that had been set only 18-months earlier. Finding Nemo generated $865 million at the global box office and received the Academy Award® for Best Animated Feature Film.

The Incredibles, released in 2004, continued Pixar's success both critically and at the box-office. The film grossed $70.2 million in its first weekend of release in the United States and performed similarly throughout the rest of the world. The film earned more than $620 million worldwide, elevating it to the second highest grossing Pixar film and amongst the 25 highest grossing film of all time. In addition to a multitude of prestigious accolades, praise for The Incredibles has culiminated in a Pixar-record: four Academy Award® nominations.

Short Films
For more than fifteen years, Pixar's creative and technical teams have worked closely to produce short films and television commercials using three-dimensional computer animation while continually developing their creative expertise and proprietary technology. In 1986, Pixar's first short film, Luxo Jr., received an Academy Award® nomination for Best Animated Short Film. In 1988, Pixar's short film Tin Toy received an Academy Award® for Best Animated Short Film, and in 1997, Geri's Game received the Academy Award® for Best Animated Short Film. Geri's Game was the first film to incorporate the studio's technology for creating more realistic-looking skin and cloth. In 2002, Pixar's For the Birds received the Academy Award® for Best Animated Short Film; in 2003 Mike's New Car was nominated for the same distinction; and, most recently in 2006, One Man Band became the latest Pixar Short to be nominated for the award.

Technology
Since its incorporation, Pixar has been responsible for many important breakthroughs in the application of computer graphics (CG) for filmmaking. Consequently, the company has attracted some of the world's finest talent in this area. Pixar's technical and creative teams have collaborated since 1986 to develop a wealth of production software used in-house to create its movies and further the state of the art in CG movie making. This proprietary technology allows the production of animated images of a quality, richness and vibrancy that are unique in the industry, and above all, allows the director to precisely control the end results in a way that is exactly right for the story. Pixar continues to invest heavily in its software systems and believes that further advancements will lead to additional productivity and quality improvements in the making of its computer animated films.

Pixar also has a long standing tradition of sharing its advances within the broader CG community, through technical papers, technology partnerships, and most notably through its publicly available RenderMan product for the highest-quality, photo-realistic images currently available. RenderMan remains the standard in CG film visual effects and feature animation and has been honored with an Academy Award for technical achievement.

In 2001, the Academy of Motion Picture Arts & Sciences' Board of Governors® honored Ed Catmull, president of Pixar and Disney Animation Studios, Loren Carpenter, senior scientist, and Rob Cook, vice president of software engineering, with an Academy Award of Merit (Oscar®) "for significant advancements to the field of motion picture rendering as exemplified in Pixar's RenderMan." In 2002, the Producer's Guild of America honored Pixar with the Guild's inaugural Vanguard Award, which recognizes outstanding achievement in new media and technology.

Creative Team
Pixar's creative department is led by John Lasseter, an Academy Award®-winning director and animator and the director of Toy Story, A Bug's Life, Toy Story 2, and Cars (releasing June 9, 2006), as well as executive producer of Monsters, Inc. (2001), Finding Nemo (2003) and The Incredibles (2004). Under the guidance of Mr. Lasseter, Pixar has built a creative team that includes a department of highly skilled animators, a story department and an art department. This team was responsible for creating, writing and animating all of Pixar's films. Pixar strives to hire animators who have superior acting ability-those able to bring characters and inanimate objects to life, as though they have their own thought processes. In order to attract and retain quality animators, the company founded Pixar University, which conducts three-month long courses for new and existing animators. Pixar also has a complete production team that gives the company the capability to control all elements of production of its films. Pixar has successfully expanded the production team so projects may be worked on simultaneously.

Disney Relationship
Since the release of Snow White and the Seven Dwarfs by Disney in 1937, animated films have become one of the most universally enjoyed forms of entertainment. Disney has a long history of developing, producing, and distributing films such as Beauty and the Beast, Aladdin and The Lion King. The stories and characters of these popular animated feature films have become part of our modern mythology, enjoyed generation after generation. Traditionally, these popular animated feature films have been created using the time-consuming and labor-intensive process of two-dimensional, hand-drawn cel animation.

In May 1991, Pixar entered into the Feature Film Agreement with Walt Disney Pictures for the development and production of up to three computer animated feature films to be marketed and distributed by Disney. It was pursuant to the Feature Film Agreement that Toy Story was developed, produced, and distributed. In February 1997, Pixar entered into the Co-Production Agreement (which superseded the Feature Film Agreement) with Disney pursuant to which Pixar, on an exclusive basis, agreed to produce five original computer-animated feature-length theatrical motion pictures for distribution by Disney. The five original Pictures under the Co-Production Agreement were A Bug's Life, Monsters, Inc., Finding Nemo, The Incredibles, and Cars. Toy Story 2, the theatrical sequel to Toy Story, was released in November 1999, and is also governed by the Co-Production Agreement. We are currently in various stages of production on our next feature, Ratatouille, which was subsequently added to the terms of the Co-Production Agreement, subject to certain exceptions, in January 2006.

On January 24, 2006, Pixar entered into an agreement with The Walt Disney Company to merge the two companies. The deal was approved by shareholders of both companies and the merger became effective on May 5, 2006. Pixar is now a wholly-owned subsidiary of The Walt Disney Company.