Saturday, April 16, 2011

DMF 3 Project 3 Reflective Essay

Matthew Cleveland

DMF 203

Tester! No, Designer.

Tell you the truth. I can’t decide between being a video game tester or a video game designer. It was easy to throw out all the other video game development roles, because I am not very artsy, level design seems to focused, not much for distinguishing sounds and programming can be a pain sometimes. They are both what I have always wanted to do, ever since I knew what video game were. One of my favorite things to do with music, movies, and video games, is to critique, but that is mostly designing, because you critique it your idea that will make the video game good enough. But I guess I will probably enjoy video game designer more than a tester, since video game testers only play the game and look for glitches.

I play tons of video games, from almost all genres and will know what they did wrong to give them a worse rating than what they could have had. That is why I would enjoy the opportunity to be a video game designer, because I could design a game how I want. I could be some of the brains in what made the game, the game. If there is not a good selection of characters, I would design more! If there is a short campaign, I would make it longer! If there is no offline multiplayer, I would design it! There is no reason why a game should be 4 out of 5 stars. It is the designer’s fault if so.

I would love to be the guy that makes sure that the potential clients don’t have the dilemma of wanting to play a game, but hears of it getting bad rating and they don’t know if they should spend the money. I want to be the guy that designs a game that everyone talks about and gives every gamer that need for playing the game.

Wednesday, April 13, 2011

Project 3: ProgramCollage

package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;

public class Collage extends MovieClip
{
var b1:MovieClip;
var s1:MovieClip;
var l1:MovieClip;
var l2:MovieClip;
var l3:MovieClip;
var s3:MovieClip;
var s4:MovieClip;
var s5:MovieClip;
var s6:MovieClip;
var s7:MovieClip;
var s8:MovieClip;
var s9:MovieClip;
var s10:MovieClip;
var s11:MovieClip;
var s12:MovieClip;
var s13:MovieClip;
var s14:MovieClip;
var s15:MovieClip;
var s16:MovieClip;
var s17:MovieClip;

public function Collage()
{
// constructor code
trace("Hello Face!");
trace("Go Away Face!");

b1 = new Building;
s1 = new SpaceShipcopy;
l1 = new LaserBlast;
l2 = new LaserBlast1;
l3 = new LaserBlast2;
s3 = new Rogercopy;
s4 = new Rogercopy;
s5 = new Rogercopy;
s6 = new Rogercopy;
s7 = new Rogercopy;
s8 = new Rogercopy;
s9 = new Rogercopy;
s10 = new Rogercopy;
s11 = new Rogercopy;
s12 = new Rogercopy;
s13 = new Rogercopy;
s14 = new Rogercopy;
s15 = new Rogercopy;
s16 = new Rogercopy;
s17 = new Rogercopy;


addChild(b1);
addChild(s1);
addChild(l3);
addChild(s3);
addChild(s4);
addChild(s5);
addChild(s6);
addChild(s7);
addChild(s8);
addChild(s9);
addChild(s10);
addChild(s11);
addChild(s12);
addChild(s13);
addChild(s14);
addChild(s15);
addChild(s16);
addChild(s17);


s1.x = 70;
s1.y = 50;
s1.scaleX = .5;
s1.scaleY = .5;

l1.x = 130;
l1.y = 50;
l1.rotation = 30;

l2.x = 130;
l2.y = 50;
l2.rotation = 30;

l3.x = 130;
l3.y = 50;
l3.rotation = 30;

s3.x = 70;
s3.y = 100;
s3.scaleX = .2;
s3.scaleY = .2;

s4.x = 50;
s4.y = 160;
s4.scaleX = .2;
s4.scaleY = .2;

s5.x = 80;
s5.y = 160;
s5.scaleX = .2;
s5.scaleY = .2;

s6.x = 40;
s6.y = 220;
s6.scaleX = .2;
s6.scaleY = .2;

s7.x = 70;
s7.y = 220;
s7.scaleX = .2;
s7.scaleY = .2;

s8.x = 100;
s8.y = 220;
s8.scaleX = .2;
s8.scaleY = .2;

s9.x = 30;
s9.y = 290;
s9.scaleX = .2;
s9.scaleY = .2;

s10.x = 60;
s10.y = 290;
s10.scaleX = .2;
s10.scaleY = .2;

s11.x = 90;
s11.y = 290;
s11.scaleX = .2;
s11.scaleY = .2;

s12.x = 120;
s12.y = 290;
s12.scaleX = .2;
s12.scaleY = .2;

s13.x = 20;
s13.y = 350;
s13.scaleX = .2;
s13.scaleY = .2;

s14.x = 50;
s14.y = 350;
s14.scaleX = .2;
s14.scaleY = .2;

s15.x = 80;
s15.y = 350;
s15.scaleX = .2;
s15.scaleY = .2;

s16.x = 110;
s16.y = 350;
s16.scaleX = .2;
s16.scaleY = .2;

s17.x = 140;
s17.y = 350;
s17.scaleX = .2;
s17.scaleY = .2;

b1.x = 300;
b1.y = 80;
b1.scaleX = 1;
b1.scaleY = 1;

}


}

}

Sunday, April 10, 2011

Project 2: Reflective Essay

Matthew Sean Cleveland

Project 2: Reflective Essay

Master of Play

I am kind of selling myself short, but I wouldn’t consider myself as much of a mastermind as Shigeru Miyamoto is. Mostly because of why he is famous (a.k.a. Mario). He had his adventurous upbringing, but up until I was introduced to games (around five years old) was adventurous, but after that, not so much. I remember riding bikes along our neighborhood’s dirt road looking for unexplored locations. Having that imagination that turned everything into anything I wanted. Next to the dirt road is four really old trees that are clustered together that were used as my brother, friends, and I’s clubhouse, but now it doesn’t seem like it could fit me now. Even after being introduced to the Super Nintendo and Shigeru’s best, Super Mario World, I still did a little adventuring. Even now, I try to, but have broadened my places of wonder with the entire city of Ashland. But I don’t know if I would want to create games that are kind of autobiographical, like loving dogs and Nintendogs, gardens and Pikmin, or house arrangement and The Sims. Even though the most loved games are simple, I don’t know if I can think that way.

Ever since starting my junior year of college, I have had mini panic attacks (not serious) about what will happen to me after college? Will I get employed? Will I make enough? So on and so forth. But just reading about Shigeru’s exploits and he was in almost worst case as I am, but I don’t know because then was a different time. Knowing Shigeru turned from an art major with no idea where to go into the “God of Video Games”, shows no bounds to what you can accomplish.

Shigeru has created those games that anybody can enjoy. And enjoy is an understatement. There are few games that are within that range of not being a puzzle (Tetris) or not being bloody gory violently (Resident Evil), which have not been made by Nintendo or developed by Shigeru. Shigeru can either be said as having the weirdest mind or being a mastermind. What does plumbers, mushrooms, turtles, princesses and flowers have in common? Well before Mario, they didn’t have anything in common. Shigeru made them one and made that plumber popular and the most memorable video game character ever.

When the author of the article describes his experience at Nintendo headquarters, I wonder how he got so lucky (well I know why). To be in a great country like Japan, to be at one of the most prestigious video game companies, and especially to be in front of the “God” of video games, is just unimaginable at the least.

Shigeru Miyamoto is known as the “God” of video games for more reasons than just putting Nintendo on the map, but more of his character, his efforts, and his respect for everyone. You don’t see him in the media much for a reason, because he is out there developing new games and inspiring new games for families to enjoy for a lifetime.

Sunday, April 3, 2011

DMF 203 Project 1: Reflective Essay

Tennis

Since I was young lad (8 years old to be exact), I always was intrigue by tennis. Tennis was the sport to change my life for the better. It gave me the opportunity to grab something and make it my own, to distinguish myself from every other kid. The game itself is entertaining because to thrill and the constant movement, and imagining intense music playing in the background and being the center of attention (yes, selfish). One of my biggest reasons for playing tennis is being solo. There is doubles, but it isn’t as bad as soccer, baseball, basketball, or football. I like determining my own results in a tennis match. That is why I prefer singles than doubles, because I don’t want my hard work to be cut short by my doubles partner or me to ruin the match for my partner. The game has improved my physical capabilities because of the constant exercise. It has enhanced my mentality because itself is a mental game and proves hard work pays off.

Every time the ball hits your racquet and lands in, you feel a huge sigh of relief, but when your opponent returns the ball, the rush comes back until you are positive you make that ball back in. It is a constant game that tennis plays with your heart. More relief happens when you when a point, but the pressure continues when you realize you have much more to go. The sweat adds coolness and an annoyance as if trying to distract you from your objective. You can’t smell because your nose is either too dry or too moist because it is runny. You taste nothing but saliva until you run out of water and have to dare the dryness of throat. All you can hear is your heart beating and the faint crowd’s noises in between points. The only thing that keeps you going is the words of encouragement and knowing how much effort you gave to get that far. Knowing that you have to test your ability so much mentality and physical, makes the game entirely more exciting and fun.

Before each point, you always comprehend if you have enough skill to win the next point. But once the point starts, you don’t even notice making any movement. Every step seems effortless. You barely feel your arm moving the tennis racquet to smash the ball. It feels so easy besides the waiting to do it.

I really don’t know how this experience will contribute to my design. I am assuming the design is of a video game. I guess tennis will help me find the competition in a game and help me identify certain traits that will add to the entertainment value of the game.

Wednesday, March 30, 2011

Monday, March 28, 2011

Project 1: Symbols- 10 Related Images- Cartoons!

Tom and Jerry - Tom and Jerry
Stan Smith - American Dad

Scooby Doo - Scooby Doo, Where are you!


Optimus Prime - Transformers

Marvin The Martian - Looney Toons
Brian Griffin - Family Guy

Bobby Hill - King of the Hill
Bender - Futurama
Bart Simpson - The Simpsons

Aang - Avatar: The Last Airbender