This year has been pretty okay. Not only is it my last year in high school, but it's also my last year of Game Design. In the beginning, I had a pretty basic grasp of the industry and the things that went into it, but I didn't really know much about the various careers associated with it, or the legal aspects tied to said careers. This all changed over the first quarter because of the units associated with both topics, and through those I learned a lot. The lesson that had the biggest impact on me as a game design student was the personal project unit. This is because it was entirely unstructured and left it up to you to utilize your skills and bring them together to create your own game. I liked this unit a lot because I feel it's indicative of working in not only the games industry, but industries such as graphic design and video editing. As much as I learned from the career practices unit, if I had to pick one to be removed from the course as a whole, that's the one I would choose. I feel like getting right into coding, modeling, and Unity would be extremely beneficial, especially for students (like me) who hadn't actually done any over the summer so they could get their muscle memory back on those programs, instead of letting their knowledge of them deteriorate with time. In order to better prepare students for a future in the game industry, the course can be improved in stressing the independent project more, and maybe even making it something that's started much earlier in the year. Having something big like that to work towards does something to a student's motivation, and as mentioned earlier it gives them experience with working with deadlines in the industry. Since I'm not going to be here for Advanced Studies, this year has helped me prepare mostly for college. From my "reliable" sources, I've been told that college is similar to how things work in here, more or less. You're given an assignment, as well as a deadline, and you're basically told to go wild. There's none of the hand-holding that's been so prevalent throughout high school. Instead, everything is left up to you. If you get something done great, and if you don't, oh well. Also, the fact that there's no powerlunch associated with this class helps to drive this point further. You don't really have anyone else to blame but yourself (and Unity) for the grade that you get in the class, which I think goes a long way in preparing students for the real world. Course Map for the Year
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I'm honestly pretty glad to be doing audio assignments again. Audio is something that I think I'm really good at, and I relish any excuse to open Adobe Audition. I'm able to fly through the assignments because of all of the past experience I have, and because I have Audition at home. I'm really looking forward to the next unit where we get to work with video and audio, and the assignment where we make a trailer is something that's right up my alley. The audio book assignment is something that I'm having fun with to. I've been planning to make an audio book for my short story since the beginning, and the assignment gives me an excuse to test it out with one page. Making sound effects for it is a lot of fun as well, even though I had to download a screaming cat sound in the end. I've done so much audio work that it's become connected with my video and writing work as well. I'm always considering audio timing and music when I'm doing any kind of artistic thing, mostly because I listen to a lot of music, and have been inspired by movies and TV shows that use music and sound extremely effectively.
Summary: Audio is really easy for me because I've been doing it for so long, and it's become very interconnected with everything I do. Things helped me out early on: https://www.youtube.com/watch?v=_sjZJ9i_mH0 https://www.youtube.com/watch?v=Eq6EYcpWB_c (This is the series that got me interested in audio and how to use music in a scene) |
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