This document lists 4 game design companies: Treyarch, Notch / Mojang, 505 Games, and 4A Games. It provides contact information for these game design companies.
Pixels are the tiny dots that make up images on computer displays. They are arranged in a grid and the number of pixels determines the image resolution. Vector graphics use mathematical formulas to define paths, lines and shapes rather than a pixel grid. Common file formats for raster images include BMP, PNG, GIF and JPEG, while vector formats include EPS and AI. File compression reduces file sizes by removing unnecessary image data. Digital asset management systems help organize large libraries of digital files and images.
Pixel art uses precise manual arrangement of pixels rather than automated filters or anti-aliasing. Common techniques include dithering using 2x2 pixel patterns, stylized dithering with random squares, and hand anti-aliasing of curves. Minecraft successfully uses many pixel art techniques. Concept art generates visual designs for nonexistent items, characters, or areas for film, animation, or video games. Concept artists must work to deadlines while expressing individual creativity within subject matter constraints. Texture in art describes how a 3D work feels to touch or the visual feel of a 2D work created through techniques like color, line and shape. Media art incorporates emerging technologies like video, sound, and the internet into artistic works to constantly
Photorealism is an artistic style that aims to create paintings that are indistinguishable from photographs. Cel shading, also known as toon shading, is a rendering technique used to make 3D graphics appear hand drawn like a comic or cartoon. Abstraction is the process of deriving general concepts from specific examples by reducing details and focusing on relevant information. In video games, abstraction refers to how visible or hidden the underlying game system is, with early arcade games like Pac-Man having very abstract, simple designs.
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the player assumes the role of an extra-terrestrial who has come to Earth seeking a new home after being forced to leave his home planet, which was destroyed by warfare. As an undercover cop, the player will complete missions to remove criminals from Earth and prevent the forces of Earth from descending into war. The game draws inspiration from Crysis for its graphics and gameplay styles, allowing for stealth, combat, and other approaches. The target audience is those aged 16+ due to the mature content. Research has focused on character designs inspired by Hellboy and anime in order to create unique characters for the main story and mini-games.
The document discusses Cartesian coordinates and coordinate systems. It explains that Cartesian coordinates provide a method for graphing points in two-dimensional and three-dimensional spaces using perpendicular x and y axes, with the origin at their intersection. It further describes how three-dimensional Cartesian coordinates add a z-axis perpendicular to the x and y axes. Points are specified with ordered triples of x, y, and z values. The system is used in fields like mathematics, physics, engineering and computer graphics.
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the world is at peace until an alien shuttle crashes in New York. The protagonist is an alien humanoid who is the last survivor of his home planet, which was destroyed by warfare. He pledges to serve humanity by going undercover as a cop to complete missions and remove criminals. You can customize your character, weapons, and vehicles. The game is inspired by Crysis and includes multiplayer, co-op, and mini-games. The target audience is ages 16+ to allow for desired content without criticism of exposing minors. Research includes character design inspiration from Hellboy and anime as well as concept art of a polluted
Character design ideas provides suggestions for creating characters. Some ideas include giving characters unique physical traits, personalities, backstories and goals to make them feel more real. Character designs should be visually interesting but also support the story and world being created.
This document lists 4 game design companies: Treyarch, Notch / Mojang, 505 Games, and 4A Games. It provides contact information for these game design companies.
Pixels are the tiny dots that make up images on computer displays. They are arranged in a grid and the number of pixels determines the image resolution. Vector graphics use mathematical formulas to define paths, lines and shapes rather than a pixel grid. Common file formats for raster images include BMP, PNG, GIF and JPEG, while vector formats include EPS and AI. File compression reduces file sizes by removing unnecessary image data. Digital asset management systems help organize large libraries of digital files and images.
Pixel art uses precise manual arrangement of pixels rather than automated filters or anti-aliasing. Common techniques include dithering using 2x2 pixel patterns, stylized dithering with random squares, and hand anti-aliasing of curves. Minecraft successfully uses many pixel art techniques. Concept art generates visual designs for nonexistent items, characters, or areas for film, animation, or video games. Concept artists must work to deadlines while expressing individual creativity within subject matter constraints. Texture in art describes how a 3D work feels to touch or the visual feel of a 2D work created through techniques like color, line and shape. Media art incorporates emerging technologies like video, sound, and the internet into artistic works to constantly
Photorealism is an artistic style that aims to create paintings that are indistinguishable from photographs. Cel shading, also known as toon shading, is a rendering technique used to make 3D graphics appear hand drawn like a comic or cartoon. Abstraction is the process of deriving general concepts from specific examples by reducing details and focusing on relevant information. In video games, abstraction refers to how visible or hidden the underlying game system is, with early arcade games like Pac-Man having very abstract, simple designs.
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the player assumes the role of an extra-terrestrial who has come to Earth seeking a new home after being forced to leave his home planet, which was destroyed by warfare. As an undercover cop, the player will complete missions to remove criminals from Earth and prevent the forces of Earth from descending into war. The game draws inspiration from Crysis for its graphics and gameplay styles, allowing for stealth, combat, and other approaches. The target audience is those aged 16+ due to the mature content. Research has focused on character designs inspired by Hellboy and anime in order to create unique characters for the main story and mini-games.
The document discusses Cartesian coordinates and coordinate systems. It explains that Cartesian coordinates provide a method for graphing points in two-dimensional and three-dimensional spaces using perpendicular x and y axes, with the origin at their intersection. It further describes how three-dimensional Cartesian coordinates add a z-axis perpendicular to the x and y axes. Points are specified with ordered triples of x, y, and z values. The system is used in fields like mathematics, physics, engineering and computer graphics.
Blockbuster Mayhem 2k14 is a futuristic game set in the year 2205 where the world is at peace until an alien shuttle crashes in New York. The protagonist is an alien humanoid who is the last survivor of his home planet, which was destroyed by warfare. He pledges to serve humanity by going undercover as a cop to complete missions and remove criminals. You can customize your character, weapons, and vehicles. The game is inspired by Crysis and includes multiplayer, co-op, and mini-games. The target audience is ages 16+ to allow for desired content without criticism of exposing minors. Research includes character design inspiration from Hellboy and anime as well as concept art of a polluted
Character design ideas provides suggestions for creating characters. Some ideas include giving characters unique physical traits, personalities, backstories and goals to make them feel more real. Character designs should be visually interesting but also support the story and world being created.
Jordan Smith developed the concept for an educational simulation game called Teaching Simulator. The game would have players take on the role of a teacher, requiring them to teach classes in subjects like math, science, and English, and deal with challenges like bullying students or ensuring classes have good grades. Inspired by the popularity of farming simulation games, Teaching Simulator would be released on consoles and PC to target audiences ages 8+ who want to experience what it's like to be a teacher or develop their learning skills.
The document discusses the use of Adobe Premiere Pro to edit an animation sequence and add audio. It describes the animation bar used to edit video footage and control animation speed. The audio bar is used to edit and synchronize audio to match the animation duration. The on-screen information displays the animation playback and helps identify any errors as the animation is played.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2JordanSmith96
This document provides an assignment brief for a unit on sound design for computer games. Students will complete a series of tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to complete a 2-minute audio project for a Grand Theft Auto expansion. The goals are to learn portable recording, editing, sound effects creation, and apply these skills to produce a polished audio work following industry standards.
Unit 73 ig2 assignment creating a sample library 2013_y2JordanSmith96
This assignment brief requires students to create sound assets for a computer games sample library. Students must produce sound samples and musical compositions for various game genres, and save them to a shared sample library. They must also complete a glossary defining key terms related to sound design methodology, file formats, recording systems, and audio sampling. The glossary must include examples from the student's own audio production work. Upon completion, students will have gained experience producing sound assets following industry practices, and understanding of fundamental sound design principles and terminology.
Polygon count, file size, and rendering times can constrain 3D graphics. A high polygon count means more complex models but larger file sizes that require more processing power. If the polygon count or file size is too high for the available memory and processing, it can cause issues rendering animations or walkthroughs in real-time. While polygons make up 3D objects, triangles are how they are rendered by graphics hardware. Polygon count refers to the number of triangles, and a high triangle or vertex count can impact performance. Rendering is the process of generating 2D images from 3D scene data and requires solving lighting and other effects, which may exceed real-time capabilities without rendering to temporary files.
API provides building blocks and routines for developing software applications consistently across operating systems. Direct3D and OpenGL are 3D graphics APIs that make it easier for developers to create 3D graphics. The graphics pipeline is the stages required to transform 3D images into 2D for display, processing vertex properties like position and color through stages like assembly, lighting and rendering for output.
This schedule outlines Jordan Smith's weekly plans for 7 weeks. It lists the weeks numbered 1 through 7 with no other details provided about the planned activities.
The document is a legal agreement between Salford City College Corporation (E6 Radio) and Jordan Smith, dated December 10, 2013, to produce a motion graphic for E6 Radio. It states that both parties have checked the work and agreed it meets standards of decency and appropriately represents race, gender, religion, and sexuality. Both Damen Bramwell and Jordan Smith signed to agree to the terms.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms like Foley Artistry, Sound Libraries, audio file formats like .wav and .mp3, limitations like RAM and mono audio, recording systems such as CDs and MIDI, sampling constraints like bit depth and sample rate, and tools like plug-ins and MIDI keyboards. Jordan provides context for each term and how it relates to his own production work where possible.
The document analyzes the soundtrack of the video game Elder Scrolls 5: Skyrim. It describes the setting as outdoors in the wilderness based on ambient sounds of footsteps and trees. It states the mood is exciting based on sounds of combat and running. It identifies the game genre as an action adventure open world role playing game based on the audio. It notes the narrative voiceover describes the player's goals and main threats. The techniques used to create the soundtrack included hiring an orchestra, sound editing software, and recording the voiceover in a soundproof room.
The document analyzes the soundtrack of the video game Elder Scrolls 5: Skyrim. It describes the setting as outdoors in the wilderness based on ambient sounds of footsteps and trees. It states the mood is exciting based on sounds of combat and running. It identifies the game genre as an action adventure open world role playing game based on the audio. It notes the narrative voiceover describes the player's goals and main threats. The techniques used to create the soundtrack included hiring an orchestra, sound editing software, and recording the voiceover in a soundproof room.
The document analyzes the sound design of the Call of Duty: Ghosts trailer. It discusses the production techniques used to create different soundtrack elements for setting, mood, and game genre. Microphones were used for voiceovers and soundproof rooms were used for voice recordings. Instruments and sound editing software were used to add mysterious music and create sequences with the right tones and pitches. The narrative of the game and scenarios are clearly described through the sounds used.
This document analyzes the sound design of a scene from the video game Star Wars: The Force Unleashed 2. It describes the setting as a futuristic space station based on the door sounds. It states the mood at the beginning is somewhat depressing, conveyed through betrayal-themed music. The genre is identified as an action RPG due to the action-packed nature. It also notes the narrative of Darth Vader explaining the main character's betrayal by his former master, and that a directional recording system was likely used to capture clear character voices.
The document provides analysis of the audio techniques used in the game trailer for Forza 5. It examines the setting, mood, genre, and lack of narrative through detailed sound descriptions. Specifically, it notes that soundproof rooms were likely used to record engine sounds, advanced audio editing software blended ambient noises and music, and directional sounds were focused on to sell the racing simulation. While there is no narrative, the audio alone conveys the racing game experience through distinct engine and environmental sounds.
The document is a feedback sheet for a game presentation. It provides space to comment on different aspects of the presentation such as the quality of the gameplay demonstration, effectiveness of the visuals and audio, clarity of the presentation, and engagement of the audience. Feedback is also solicited on the presenter's ability to effectively communicate information about the game and keep within the allotted time limits.
The document analyzes the soundtrack and sound design of the video game Batman: Arkham City. It describes the dark and sinister mood set by the low-pitched music and voices. Production techniques used include a voice actor recording in a soundproof room with a high-quality microphone, and audio editing software to generate environmental sounds, adjust pitch and tone, and create a dark feel for the trailer. The open world, action-adventure, stealth game has a narrative conveyed through Hugo Strange's dark and mysterious voiceover, recorded with a microphone in a soundproof studio.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms such as Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations including sound processor units and random access memory, audio recording systems like analog and digital, MIDI, software sequencers, and audio sampling concepts like bit depth and sample rate. For each term, Jordan has provided a researched definition from an online source as well as his own comments on the relevance of the term to his production practice where possible.
The document discusses teaching simulator images. Teaching simulators use images to simulate classroom environments for teacher training. The images likely provide virtual settings to allow teachers to practice their skills in a safe, simulated classroom without live students.
The document discusses editing audio in a game maker demo game. It has simple mechanics where the goal is to destroy blocks by bouncing a ball. The audio can be edited by double clicking sounds to open a menu, then browsing files to replace the current sound with a new one recorded or edited by the user. For example, the breaking block sound was replaced with a metallic sound. Repeating this allows all sounds to be swapped for custom audio.
Unit 73 ig2 assignment creating a sample library 2013_y2JordanSmith96
This assignment brief asks the student to complete two main tasks: 1) Create a glossary of terms related to sound design and production, providing definitions and relating them to their own work. 2) Produce original sound samples and musical compositions in various genres to add to a sample library, creating the audio using both virtual and recorded sources. The student is expected to label and upload all audio works following industry standards. The goal of the assignment is for the student to demonstrate their understanding of sound design methods and principles while gaining experience creating professional quality assets for use in games.
The document provides evaluations of 6 tasks for an assignment. Task 1 involved market research to find the target audience. Task 2 focused on idea generation and inspiration. Task 3 was the most challenging as it required assembling all work to date. Task 4 involved planning timelines. Task 5 was a production log describing work. Task 6's charcoal character design did not turn out as expected. Overall, the assignment was challenging but engaging and provided new skills. An extension allowed completion of additional tasks like character designs and research.
Jordan Smith developed the concept for an educational simulation game called Teaching Simulator. The game would have players take on the role of a teacher, requiring them to teach classes in subjects like math, science, and English, and deal with challenges like bullying students or ensuring classes have good grades. Inspired by the popularity of farming simulation games, Teaching Simulator would be released on consoles and PC to target audiences ages 8+ who want to experience what it's like to be a teacher or develop their learning skills.
The document discusses the use of Adobe Premiere Pro to edit an animation sequence and add audio. It describes the animation bar used to edit video footage and control animation speed. The audio bar is used to edit and synchronize audio to match the animation duration. The on-screen information displays the animation playback and helps identify any errors as the animation is played.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2JordanSmith96
This document provides an assignment brief for a unit on sound design for computer games. Students will complete a series of tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to complete a 2-minute audio project for a Grand Theft Auto expansion. The goals are to learn portable recording, editing, sound effects creation, and apply these skills to produce a polished audio work following industry standards.
Unit 73 ig2 assignment creating a sample library 2013_y2JordanSmith96
This assignment brief requires students to create sound assets for a computer games sample library. Students must produce sound samples and musical compositions for various game genres, and save them to a shared sample library. They must also complete a glossary defining key terms related to sound design methodology, file formats, recording systems, and audio sampling. The glossary must include examples from the student's own audio production work. Upon completion, students will have gained experience producing sound assets following industry practices, and understanding of fundamental sound design principles and terminology.
Polygon count, file size, and rendering times can constrain 3D graphics. A high polygon count means more complex models but larger file sizes that require more processing power. If the polygon count or file size is too high for the available memory and processing, it can cause issues rendering animations or walkthroughs in real-time. While polygons make up 3D objects, triangles are how they are rendered by graphics hardware. Polygon count refers to the number of triangles, and a high triangle or vertex count can impact performance. Rendering is the process of generating 2D images from 3D scene data and requires solving lighting and other effects, which may exceed real-time capabilities without rendering to temporary files.
API provides building blocks and routines for developing software applications consistently across operating systems. Direct3D and OpenGL are 3D graphics APIs that make it easier for developers to create 3D graphics. The graphics pipeline is the stages required to transform 3D images into 2D for display, processing vertex properties like position and color through stages like assembly, lighting and rendering for output.
This schedule outlines Jordan Smith's weekly plans for 7 weeks. It lists the weeks numbered 1 through 7 with no other details provided about the planned activities.
The document is a legal agreement between Salford City College Corporation (E6 Radio) and Jordan Smith, dated December 10, 2013, to produce a motion graphic for E6 Radio. It states that both parties have checked the work and agreed it meets standards of decency and appropriately represents race, gender, religion, and sexuality. Both Damen Bramwell and Jordan Smith signed to agree to the terms.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms like Foley Artistry, Sound Libraries, audio file formats like .wav and .mp3, limitations like RAM and mono audio, recording systems such as CDs and MIDI, sampling constraints like bit depth and sample rate, and tools like plug-ins and MIDI keyboards. Jordan provides context for each term and how it relates to his own production work where possible.
The document analyzes the soundtrack of the video game Elder Scrolls 5: Skyrim. It describes the setting as outdoors in the wilderness based on ambient sounds of footsteps and trees. It states the mood is exciting based on sounds of combat and running. It identifies the game genre as an action adventure open world role playing game based on the audio. It notes the narrative voiceover describes the player's goals and main threats. The techniques used to create the soundtrack included hiring an orchestra, sound editing software, and recording the voiceover in a soundproof room.
The document analyzes the soundtrack of the video game Elder Scrolls 5: Skyrim. It describes the setting as outdoors in the wilderness based on ambient sounds of footsteps and trees. It states the mood is exciting based on sounds of combat and running. It identifies the game genre as an action adventure open world role playing game based on the audio. It notes the narrative voiceover describes the player's goals and main threats. The techniques used to create the soundtrack included hiring an orchestra, sound editing software, and recording the voiceover in a soundproof room.
The document analyzes the sound design of the Call of Duty: Ghosts trailer. It discusses the production techniques used to create different soundtrack elements for setting, mood, and game genre. Microphones were used for voiceovers and soundproof rooms were used for voice recordings. Instruments and sound editing software were used to add mysterious music and create sequences with the right tones and pitches. The narrative of the game and scenarios are clearly described through the sounds used.
This document analyzes the sound design of a scene from the video game Star Wars: The Force Unleashed 2. It describes the setting as a futuristic space station based on the door sounds. It states the mood at the beginning is somewhat depressing, conveyed through betrayal-themed music. The genre is identified as an action RPG due to the action-packed nature. It also notes the narrative of Darth Vader explaining the main character's betrayal by his former master, and that a directional recording system was likely used to capture clear character voices.
The document provides analysis of the audio techniques used in the game trailer for Forza 5. It examines the setting, mood, genre, and lack of narrative through detailed sound descriptions. Specifically, it notes that soundproof rooms were likely used to record engine sounds, advanced audio editing software blended ambient noises and music, and directional sounds were focused on to sell the racing simulation. While there is no narrative, the audio alone conveys the racing game experience through distinct engine and environmental sounds.
The document is a feedback sheet for a game presentation. It provides space to comment on different aspects of the presentation such as the quality of the gameplay demonstration, effectiveness of the visuals and audio, clarity of the presentation, and engagement of the audience. Feedback is also solicited on the presenter's ability to effectively communicate information about the game and keep within the allotted time limits.
The document analyzes the soundtrack and sound design of the video game Batman: Arkham City. It describes the dark and sinister mood set by the low-pitched music and voices. Production techniques used include a voice actor recording in a soundproof room with a high-quality microphone, and audio editing software to generate environmental sounds, adjust pitch and tone, and create a dark feel for the trailer. The open world, action-adventure, stealth game has a narrative conveyed through Hugo Strange's dark and mysterious voiceover, recorded with a microphone in a soundproof studio.
Jordan Smith has produced a glossary of terms related to sound design and production for computer games. The glossary contains definitions for terms such as Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations including sound processor units and random access memory, audio recording systems like analog and digital, MIDI, software sequencers, and audio sampling concepts like bit depth and sample rate. For each term, Jordan has provided a researched definition from an online source as well as his own comments on the relevance of the term to his production practice where possible.
The document discusses teaching simulator images. Teaching simulators use images to simulate classroom environments for teacher training. The images likely provide virtual settings to allow teachers to practice their skills in a safe, simulated classroom without live students.
The document discusses editing audio in a game maker demo game. It has simple mechanics where the goal is to destroy blocks by bouncing a ball. The audio can be edited by double clicking sounds to open a menu, then browsing files to replace the current sound with a new one recorded or edited by the user. For example, the breaking block sound was replaced with a metallic sound. Repeating this allows all sounds to be swapped for custom audio.
Unit 73 ig2 assignment creating a sample library 2013_y2JordanSmith96
This assignment brief asks the student to complete two main tasks: 1) Create a glossary of terms related to sound design and production, providing definitions and relating them to their own work. 2) Produce original sound samples and musical compositions in various genres to add to a sample library, creating the audio using both virtual and recorded sources. The student is expected to label and upload all audio works following industry standards. The goal of the assignment is for the student to demonstrate their understanding of sound design methods and principles while gaining experience creating professional quality assets for use in games.
The document provides evaluations of 6 tasks for an assignment. Task 1 involved market research to find the target audience. Task 2 focused on idea generation and inspiration. Task 3 was the most challenging as it required assembling all work to date. Task 4 involved planning timelines. Task 5 was a production log describing work. Task 6's charcoal character design did not turn out as expected. Overall, the assignment was challenging but engaging and provided new skills. An extension allowed completion of additional tasks like character designs and research.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
The document is a production log for a student named Jordan Smith completing an extended diploma in creative media production with a focus on games design. It documents Jordan's progress over several dates from February to March as they completed tasks for their final major project. These tasks included character design research and inspiration, developing initial ideas and a pitch presentation, creating character artwork and planning out the remaining production schedule. Jordan provided additional details and evidence for each task during a time extension to more fully document the work completed.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
The document provides evaluations of 6 tasks for an assignment. Task 1 involved market research to find the target audience. Task 2 focused on idea generation and inspiration. Task 3 was the most challenging as it required assembling all work to date. Task 4 involved planning timelines. Task 5 was a production log describing work completed. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and provided new skills. An extension allowed completion of Tasks 1-7, with descriptions of additional character designs and research done.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.
The document provides evaluations of 6 tasks for an assignment. For Task 1, the most challenging part was finding the right target audience to ask about the game. Task 2 involved idea generation and inspiration. Task 3 required assembling all work to date and presenting it. Task 4 involved planning the schedule. Task 5 described work completed on dates. Task 6's character design in charcoal did not turn out as expected. Overall, the assignment was challenging but engaging and taught new skills. The extension involved completing Tasks 1-7 over 5 weeks, with descriptions of work done, such as character designs and research.