This document provides summaries of several branded iPhone applications for companies like Lufthansa, British Airways, Volkswagen, Ferrari, Audi, BMW, Nike, Adidas, Oasis, Dolce & Gabbana, Ralph Lauren, Uniqlo and others. The summaries assess each app's brand value, functionality and longevity from a marketing perspective.
This document outlines the steps and timeline for developing an app concept, including writing a project charter, conducting research, distributing two questionnaires to gather feedback, analyzing findings to brainstorm concepts, creating the app, and uploading it by June 25th, with the presentation delayed due to software issues. It presents a to-do list and schedule that breaks the project into milestones to help track progress.
This document provides information about a pilot opportunity between RepairPal and Filene i3 to help credit unions assist their members with auto maintenance and repair needs. It outlines problems members face such as high labor costs, being overcharged, or receiving poor service. RepairPal's tools like RepairPrice Estimate and shop recommendations could help members find fair prices and reputable shops. Research shows members want help from their credit union with car purchases, financing, and maintenance. The partnership aims to provide these services while delighting members and credit unions.
The document describes several app concepts, including Pizza Ninja which is a game where the player delivers pizzas without being detected, Brew Database which keeps track of drink preferences, Steam Legion where players build robots to battle other players, Technobug where the player takes over machines to solve puzzles, Urban Thasaurs which converts words into slang, and Timed Crisis and Bulletcam which are camera apps with simulated weapon effects and time-based pranks.
The document describes several app concepts, including Pizza Ninja which is a game where the player delivers pizzas without being detected, Brew Database which keeps track of drink preferences, Steam Legion where players build robots to battle other players, Technobug where the player takes over machines to solve puzzles, Urban Thasaurs which converts words into slang, and Timed Crisis and Bulletcam which are camera apps with simulated weapon effects and time-based pranks.
David Roberts has created a professional development plan to become a games designer. The plan outlines his educational path from 2012-2016, including completing a BTEC in Creative Media Production and applying to university to study Games Design. It then charts seeking employment as a QA Tester in 2016 while continuing to work towards becoming a games designer.
This document provides summaries of several branded iPhone applications for companies like Lufthansa, British Airways, Volkswagen, Ferrari, Audi, BMW, Nike, Adidas, Oasis, Dolce & Gabbana, Ralph Lauren, Uniqlo and others. The summaries assess each app's brand value, functionality and longevity from a marketing perspective.
This document outlines the steps and timeline for developing an app concept, including writing a project charter, conducting research, distributing two questionnaires to gather feedback, analyzing findings to brainstorm concepts, creating the app, and uploading it by June 25th, with the presentation delayed due to software issues. It presents a to-do list and schedule that breaks the project into milestones to help track progress.
This document provides information about a pilot opportunity between RepairPal and Filene i3 to help credit unions assist their members with auto maintenance and repair needs. It outlines problems members face such as high labor costs, being overcharged, or receiving poor service. RepairPal's tools like RepairPrice Estimate and shop recommendations could help members find fair prices and reputable shops. Research shows members want help from their credit union with car purchases, financing, and maintenance. The partnership aims to provide these services while delighting members and credit unions.
The document describes several app concepts, including Pizza Ninja which is a game where the player delivers pizzas without being detected, Brew Database which keeps track of drink preferences, Steam Legion where players build robots to battle other players, Technobug where the player takes over machines to solve puzzles, Urban Thasaurs which converts words into slang, and Timed Crisis and Bulletcam which are camera apps with simulated weapon effects and time-based pranks.
The document describes several app concepts, including Pizza Ninja which is a game where the player delivers pizzas without being detected, Brew Database which keeps track of drink preferences, Steam Legion where players build robots to battle other players, Technobug where the player takes over machines to solve puzzles, Urban Thasaurs which converts words into slang, and Timed Crisis and Bulletcam which are camera apps with simulated weapon effects and time-based pranks.
David Roberts has created a professional development plan to become a games designer. The plan outlines his educational path from 2012-2016, including completing a BTEC in Creative Media Production and applying to university to study Games Design. It then charts seeking employment as a QA Tester in 2016 while continuing to work towards becoming a games designer.
Intellectual property refers to creations of the mind like works, inventions, words and designs. IP laws grant owners exclusive rights over their creations and protect companies and individuals from exploitation. However, some take advantage by using creations without proving ownership. Different types of IP include copyright, trademarks, patents, and registered designs.
Arcade games in the 70s and 80s were the first major milestone in the computer games industry. Games were developed by publishers and distributed in arcades around the world, where financial returns came from coins inserted into the machines. In the 1980-2010 period, games were mostly played on home consoles, making console makers powerful forces as games had to be approved to be made for their platforms. Now in the 2010+ era, physical game sales are declining and digital distribution is rising, lowering barriers for indie developers while allowing user monitoring and customization through mods.
Arcade games in the 70s and 80s were the first major milestone in the computer games industry. Games were developed by publishers and distributed in arcades around the world, where financial returns came from coins inserted into the machines. In the 1980-2010 period, games were mostly played on home consoles, making console makers powerful forces as games had to be approved to be made for their platforms. Now in the 2010+ era, physical game sales are declining and digital distribution is rising, lowering barriers for indie developers while allowing user monitoring and customization through mods.
The document discusses the results of a study on the effects of a new drug on memory and cognitive function in older adults. The double-blind study involved 100 participants aged 65-80 who were given either the drug or a placebo daily for 6 months. Researchers found that those who received the drug performed significantly better on memory and problem-solving tests at the end of the study compared to those who received the placebo.
The document outlines the key stakeholders in the video game industry including developers, press and media, distributors and retailers, outsourcing companies, console manufacturers, and publishers. Each group plays an important role in bringing video games to market from creation to sale.
The project aims to design an innovative app concept drawing from top sellers by researching current market trends for 1 week. The document expects the final design to be completed by the 4th day with the remaining time for any unfinished work, and outlines a work plan with weekends marked as unavailable and the final days focused on completing the design and any remaining tasks.
This document describes several potential app concepts:
1. A poker app that allows users to host and play in online poker tournaments from anywhere in the world using maps and GPS. It includes "cheat cards" that can be used in games.
2. An app for designing and sharing alcoholic drinking games that can be played socially online.
3. A voice coaching app with exercises, examples, and recording/feedback tools for actors and voice coaches to practice accents, pitch, tone, volume and pace.
Publishers are companies that promote, market, distribute and finance video game titles. They are mostly large international companies based in the UK, though some notable domestic publishers also exist. Publishers play a key role in deciding which games get developed by influencing funding decisions.
This document discusses the press and media sector. It notes that this is a large sector that provides journalistic output, reviews, and analysis for both trade and consumer audiences. The press and media sector includes magazines, websites, and television.
Distributors deliver games from their warehouses directly to retailers, where the public buys games. Retailers allocate shelf space for titles through negotiations with publishers and distributors, and organize point-of-sale promotions. The distribution and retail companies have significant influence over the types of games that are produced.
Developers are the production studios that create and develop game titles. They range in size from over 100 employees to under 5. Developers can be independent or owned by publishers. Projects are either commissioned by a publisher or initiated by developers and then pitched to publishers for funding.
The document provides a bibliography of websites related to different sectors of the video game industry, including developers, publishers, console manufacturers, distributors, retailers, outsourcing companies, and press/media. Links to websites are provided for images related to each sector.
Outsourcing companies provide a variety of services to developers and publishers including art, animation and design, rendering, graphics and physics engines, programming, audio and sound design, and localisation in 3 sentences or less.
This assignment brief outlines tasks for students to complete 2D and 3D visual artworks, as well as sound recordings, based on Manchester's urban architecture. Students will research buildings, draw and photograph locations, and record ambient sounds. They will then create 2D illustrations and 3D sculptures representing the architecture. Finally, students will edit sound recordings with their visuals into a video to present on their blogs. The assignment aims to develop students' 2D and 3D art skills, as well as field recording techniques for sounds. It is assessed based on criteria for the relevant level 2 and 3 units in creative media production.
This schedule outlines the tasks and timeline for a group project to model two areas in the SIMS game engine. Key activities include:
- Choosing areas and producing a schedule in Week 1
- Measuring, photographing, and diagramming the areas in Week 2
- Building basic shells of the areas in Week 3
- Adding details, rendering, and evaluating the models in Weeks 4-5
The schedule allocates time for tasks, tutorials, and reviews to help the group stay on track to complete the project.
This assignment brief tasks the student with analyzing sound design in computer games, creating individual sound samples and short musical compositions for different game genres, and uploading their work to a central sample library. The student must analyze examples of sound design, describing production techniques, post-production effects, and how the sound enhances the gaming experience. They are to create sound assets using a combination of virtual studio technology plugins, audio effects, and field recordings. The assets must be uploaded to the student's blog and tagged according to the criteria and game genre. The brief aims to develop the student's ability to analyze and discuss sound and music in games while having them apply sound design skills.
Intellectual property refers to creations of the mind like works, inventions, words and designs. IP laws grant owners exclusive rights over their creations and protect companies and individuals from exploitation. However, some take advantage by using creations without proving ownership. Different types of IP include copyright, trademarks, patents, and registered designs.
Arcade games in the 70s and 80s were the first major milestone in the computer games industry. Games were developed by publishers and distributed in arcades around the world, where financial returns came from coins inserted into the machines. In the 1980-2010 period, games were mostly played on home consoles, making console makers powerful forces as games had to be approved to be made for their platforms. Now in the 2010+ era, physical game sales are declining and digital distribution is rising, lowering barriers for indie developers while allowing user monitoring and customization through mods.
Arcade games in the 70s and 80s were the first major milestone in the computer games industry. Games were developed by publishers and distributed in arcades around the world, where financial returns came from coins inserted into the machines. In the 1980-2010 period, games were mostly played on home consoles, making console makers powerful forces as games had to be approved to be made for their platforms. Now in the 2010+ era, physical game sales are declining and digital distribution is rising, lowering barriers for indie developers while allowing user monitoring and customization through mods.
The document discusses the results of a study on the effects of a new drug on memory and cognitive function in older adults. The double-blind study involved 100 participants aged 65-80 who were given either the drug or a placebo daily for 6 months. Researchers found that those who received the drug performed significantly better on memory and problem-solving tests at the end of the study compared to those who received the placebo.
The document outlines the key stakeholders in the video game industry including developers, press and media, distributors and retailers, outsourcing companies, console manufacturers, and publishers. Each group plays an important role in bringing video games to market from creation to sale.
The project aims to design an innovative app concept drawing from top sellers by researching current market trends for 1 week. The document expects the final design to be completed by the 4th day with the remaining time for any unfinished work, and outlines a work plan with weekends marked as unavailable and the final days focused on completing the design and any remaining tasks.
This document describes several potential app concepts:
1. A poker app that allows users to host and play in online poker tournaments from anywhere in the world using maps and GPS. It includes "cheat cards" that can be used in games.
2. An app for designing and sharing alcoholic drinking games that can be played socially online.
3. A voice coaching app with exercises, examples, and recording/feedback tools for actors and voice coaches to practice accents, pitch, tone, volume and pace.
Publishers are companies that promote, market, distribute and finance video game titles. They are mostly large international companies based in the UK, though some notable domestic publishers also exist. Publishers play a key role in deciding which games get developed by influencing funding decisions.
This document discusses the press and media sector. It notes that this is a large sector that provides journalistic output, reviews, and analysis for both trade and consumer audiences. The press and media sector includes magazines, websites, and television.
Distributors deliver games from their warehouses directly to retailers, where the public buys games. Retailers allocate shelf space for titles through negotiations with publishers and distributors, and organize point-of-sale promotions. The distribution and retail companies have significant influence over the types of games that are produced.
Developers are the production studios that create and develop game titles. They range in size from over 100 employees to under 5. Developers can be independent or owned by publishers. Projects are either commissioned by a publisher or initiated by developers and then pitched to publishers for funding.
The document provides a bibliography of websites related to different sectors of the video game industry, including developers, publishers, console manufacturers, distributors, retailers, outsourcing companies, and press/media. Links to websites are provided for images related to each sector.
Outsourcing companies provide a variety of services to developers and publishers including art, animation and design, rendering, graphics and physics engines, programming, audio and sound design, and localisation in 3 sentences or less.
This assignment brief outlines tasks for students to complete 2D and 3D visual artworks, as well as sound recordings, based on Manchester's urban architecture. Students will research buildings, draw and photograph locations, and record ambient sounds. They will then create 2D illustrations and 3D sculptures representing the architecture. Finally, students will edit sound recordings with their visuals into a video to present on their blogs. The assignment aims to develop students' 2D and 3D art skills, as well as field recording techniques for sounds. It is assessed based on criteria for the relevant level 2 and 3 units in creative media production.
This schedule outlines the tasks and timeline for a group project to model two areas in the SIMS game engine. Key activities include:
- Choosing areas and producing a schedule in Week 1
- Measuring, photographing, and diagramming the areas in Week 2
- Building basic shells of the areas in Week 3
- Adding details, rendering, and evaluating the models in Weeks 4-5
The schedule allocates time for tasks, tutorials, and reviews to help the group stay on track to complete the project.
This assignment brief tasks the student with analyzing sound design in computer games, creating individual sound samples and short musical compositions for different game genres, and uploading their work to a central sample library. The student must analyze examples of sound design, describing production techniques, post-production effects, and how the sound enhances the gaming experience. They are to create sound assets using a combination of virtual studio technology plugins, audio effects, and field recordings. The assets must be uploaded to the student's blog and tagged according to the criteria and game genre. The brief aims to develop the student's ability to analyze and discuss sound and music in games while having them apply sound design skills.