Tuesday, 7 June 2016

LO3: Task 4 - Evidence of carrying out a specific production role for a chosen media production.

Roles and responsibilities:
I have decided to do this report on Unit 43 ( Production and post production for TV ), for this roles my main responsibility was to sort of the sound and if there was a problem with the quality then I would fix it. Some of the other roles that I had in unit 43 was helping out with the casting and I also looked at some of the legal and ethical issues that may arise and, I also did the budget for the production to see how much it would have cost to complete the episode.


Contribution to media product:
All of my job roles where:
  • Filming
  • Audio
  • Risk Assessment
  • Budgeting
  • Legal and Ethical
  • Lighting 
The make the work easier all of the group members would often do more than one job. One of the more persistent problems that came up when filming was the lighting. A lot of the scenes that we filmed in was next to a window so there lots of natural light in shot. So we had to make it look like the same level of lighting in the who building as the change in lighting made it look unprofessional. Because some of the group where also featuring in Yorkshire Lasses there were some cases where I was also filming.
Below is the treatment for Yorkshire Lasses:




Below is evidence of some of the filming sessions.
This filming session is the scene where Carl discovers that Cheryl has been sleeping his brother.  



 
This is the scene where all of the girls get together in the nail bar for a catch up.



 

My own personal contribution to Unit 43 was editing the sound, when all of the clips were put together some of them was louder than the others and the were a few clips that had very bad noise and hiss in the background. I had used the Adobe program Audition to fix the sound. To fix it need to capture a section of the sound that just had the noise in, once that was done I adjusted that piece of sound until there was not noise and then I applied it to the rest of the audio. 


Sunday, 5 June 2016

LO2 - Task 3: Understanding the skills needed to fulfil the role of a Game Programmer.

Having good communication skills is one of the most important things that you need for becoming a games programmer. Game programmers work on a whole range of tasks and that often includes working with code that other programmers have written. Therefore you must make it clear through the code and any relating paper work how you want the code to be made. When I was working on Unit 46 (Creating a short film trailer), there where a lot of documents that where used in the pre - production stage for example: Storyboards, Treatments and call sheets where I could put down some of my ideas on what to have in the trailer. So whenever the group got together we could work with what we had on these documents.
It is important that there is verbal communication within any group. When it comes to a game programmer they would need to communicate with the designers so that they don't come up with something that would conflict with the what the programmers are doing. Whilst working on Unit 46 having good verbal communication skills was crucial for us to complete the unit, not everything would work well together so it was important to get your point across and offer some new ideas to overcome some of problems whilst we where filming.
Although having good communication skills is crucial for this job role the most important skill is having the knowledge the carry out the tasks that you need to do especially for the role of lead programmer. They translate the design into the technical specification for the game and then they delegate tasks out to the programming team. With regards to Unit 46 I had taught myself how to use Adobe Audition so I could edit all of the sound to remove any background noise and hiss.
Like in most technical jobs there will always be problems that arise in some part of the production process. So it takes a certain level of creativity to find new ways to get around this problem, there is always more than one way to create something it is just up to the individual to find it.
Areas for further development
From looking at the skills that are required to become a games programmer and at my current sill set there are some areas for improvement. One of these things that I could develop are my organisation skills. I tend not to plan or map out any of my ideas on how to approach something, this leads my to struggle later on the task as I don't know what I would need to do next. One of the other aspects that I could improve on is my time management. Sometimes I dwell too long on one thing which often ends up in me not having enough time to complete the rest of my work. This was one of the problems that I had with Unit 46, we spent a lot of time doing all of the practical work and not we spent very little time doing the paper work which meant that we was struggling to complete the work in time when it got to the end of the course. The last thing that I would need to improve on is team work, I am more used to working on my own and I find it more comfortable working this way however, sometimes it is important to work with other people as they help you if you become stuck or the task my just by too big to complete on your own.

In order to gain a greater understanding in programming I plan to:

  • Do the Lloyds Banking Group Intern-ship which specialise in IT, Retail Banking and Business Management.
  • Study a Bsc degree in computer science at Leicester University, I feel as if this is the best option as I would learn a range of programming types and it might give me an insight as to what it might be like working in the industry.
  • After my course has ended I plan to go on a software development course with Sky to gain some experience with working in the industry.

Friday, 20 May 2016

LO1 Task 2 Preferred job roles.

Job choice 1
One of the job roles that I am interested in is a Game Programmer. Game programmers work at the heart of the development stage as they are the ones that design and write the computer code that runs and controls that game. They test the code and fix any bugs that the code may have and they also make customised tools for use by other members of the development team. Game development programs are generated from source code to the actual program and the source code can be developed with almost any text editor. You would also need to select the development language that you want to use, this depends on many factors such as the target platform and what programming language that you are familiar with.
Some of the programming languages are:
  • Assembly
  • C
  • C++
  • Java
  • C#
  • Objective C
  • Python
  • Lua 
You would also need a computer with high enough specifications to be able to run the programme. For game developers, the bigger the RAM the better. One of the most demanding engines is the Unreal 4 engine, it says there is a requirement of at least 8GB of RAM however, you will actually need around 16GB.
There are many skills that are needed to become a Game programmer and one of them is a wide knowledge of computer games. By having a wide understanding of computer you will be able exploit some of the current trends within he game industry. You will also need good teamwork and communication skills. Programmers tend to work in conjunction with other people when they are working on the same project so it is important to work with each other so you don't make any mistakes. Other skills include:
A logical approach to problem solving.
Whichever way you want to approach the development of the code, the final program must comply to some of the fundamental properties. One of them is reliability, this is how often the results of the programme are correct.
Portability, this is the range of computer hardware and operating system platforms that the source code of the programme can run on.
Maintainability, this is how easy the programme can be edited by anyone now or in the future in order to make improvements on it.
Efficiency, this is the amount of system resources that the program consumes. In any case the less it uses the better the code is.
Usability, this is how easy a person can use the program for its intended purpose.  

Experience in C++ or other programming software
To be able to efficiently do your job you will need some experience in some sort of of programming software. If you have to be taught on how to code and the principles behind it then it could result in you not getting to your deadlines in time. Ideally it would be better to have experience in C++ as that ois the most common programming type.

The ability to work independently and as part of a team.
The coding aspect of a game is crucial to how the game product will turn out so it is important to work with other members so that you know you are all following the same vision. Other people may be able to see mistakes in your work that you couldn't find before. However it is also important that you are able to work independently, especially if you are in a busy work environment everyone else is getting on where their projects.

Have a good understanding of gameplay.
By looking at other games on the market you should be able to understand the physics of the game and be able to incorporate that into the code of your program. Also by using your own experience in video games you will know what would and wouldn't work in a game. 

Job choice 2

 The other preferred job role that I have chosen is the DevOps Engineer. They create and maintain network systems for games that have online components and they also solve problems for the design and the development teams by using web services. The role of a DevOps engineer usually lies in between the main production and the post production stage. During the main production stage when the game is nearing completion the DevOps would be creating servers that would allow the people to go online to play the game. At the post production stage the DevOps main role would be the maintenance of the game, so as soon as the servers are made available for the public they make sure that everything is running smoothly and that it can handle a good number of people using it at once.
There are a range of software programs that are needed for them to carry out their job and each of the programs have a different purpose to it. These are some of the programs that are used:

Chef
This is a configuration management tool. The user writes 'recipes' that describe how the program manages server applications and utilites and how they are to be configured. All of the recipes that they write can be grouped together as a 'cookbook' so that the management of the files is easier. These various resources can be configured to specific versions of software to run tand can ensure that the software is installed in the correct order based on dependencies.
Docker
This is an open source project that automates the deployment of applications inside software containers. These containers take a piece of software in a complete file system that contains everything that it needs to run which includes: code, runtime, system tools and system libraries. This system guarantees that it will always run the same and it doesn't matter which enviroment it is running in.
Saltstack
This is a Python based open source configuration management software. this software competes primarily with Puppet and Chef. This program working by using modules and the modules are spilit into six groups:
Execution module -  These modules represent the functions that are available for direct exection from the remote execution engine.
Statue module -  These are the components that make up the back end for the Salt configuration management system. This module execute the code needed to enforce, set up or change the configuration of a target system.
Grains -  These constitute a system for detecting static information about a system and storing it in RAM for a rapid gathering. 
Renderer modules -  These are used to render the information passed to the Salt state system.
Returners - The remote execution calls made by Salt are detached from the calling system, this allows the return information generated by the remote execution to be returned to arbitrary location.
Runners -  These are master side convenience applications executed by the Salt-run command.
Puppet
This is another open source configuration management tool. This runs on Microsoft Windows and many Unix like systems. Puppet was designed to manage the configuration of Unix like and Microsoft systems declaratively. The would describe the system resource and their state by using Puppet's on language.
This role can be very difficult so there are certain skills that you need for this job which are to:
Be able to programme in C++, C and other key programming languages.
To be able to efficiently do your job you will need some experience in some sort of of programming software. If you have to be taught on how to code and the principles behind it then it could result in you not getting to your deadlines in time. Ideally it would be better to have experience in C++ as that ois the most common programming type.
Understand server hardware and modern server technologies.
Most of the work that you will be doing is in this field so it is important that you have a great understanding of server hardware as well as all any new information with regards to them.
Be highly skilled in network development.
Have good communication skills.
Understand current network limitations and how to work around them.
Be able to work to a professional level within a deadline.
Be able to come up with creative solutions to problems.

Comparison 
A game programmer and a DevOps engineer share the same principles however a DevOps engineer work behind the scenes. DevOps is a response to the growing awareness that there is a disconnect between what is traditionally considered development activity and what is traditionally considered operations activity. This disconnect often manifests itself as conflict and inefficiency and therefore the DevOps engineer role was born. However, game programmers are usually focused creating the code for the game and tend not to get caught up in what problems may arise when the game gets to the servers. I would consider a DevOps engineer to be a class above a game programmer since their work can affect the overall experience of the game.

Monday, 16 May 2016

LO1 Task 1: Understand what production job roles are available within a chosen part of the media sector.

Game Production:
Narrative copyrighter:
A Narrative Copyrighter's work is usually done at the pre-production stage. They are writers for videogames, their main job is to make sure that the story elements work within the design choices. They are also responsible for helping for helping to shape the overall story and write character dialogue. It is because of this why it is important for the Narrative Copyrighter to understand the tone and the world of the game as they will be writing a lot of the small touches than could make or break the experience. All of the written content that is in the game which includes the item descriptions and menus will be written by the Narrative Copyrighter. 

Games designer: 
A Game Designer's work is also done in the pre production stage, they devise what a game consists of and how it plays. They plan and define all of the elements of a game which includes the setting, structure, rules, story flow, characters, the objects, props and vehicles. Once the game has ben devised the Game Designer would then share this with the rest of the development team who would create the art and the code that allow the game to be played. Game Designers are employed by employed by development studios, both independent and publisher owned  . The game designer process is usually shared between a number of different people which is overseen by a Lead Designer. 

Animator: 
An Animator's work is done in the main production stage of creative a game. Animators in the game industry are responsible for the portrayal of movement and behaviour in a game. This is applied to give life the game characters and creatures but, in some cases animations are also applied to other element such as objects and scenery. It is important for them to portray movement and behaviour in an efficient way which makes best use of the game engine's technology however it has to be within the platforms limitations. They are also responsible for the technical processes of rigging and skinning of the characters, which involves creating an underlying structure rather like the bones of a skeleton and attaching appropriate body parts to each bone. This makes the animation process itself a lot more efficient

Audio Engineer:
Audio Engineer's work within the main production stage and they are responsible for creating the soundtrack for the game. This will include the music, sound effects to support the game action (explosions and gunshots), characters voices and other expressions. Audio Engineers work for development studios, the size of the department depends on the company but, it can consist of just one or two people. They will sometimes audition and record any actors that are needed sometimes in different languages if the game is being re-versioned. This will mainly happen if they are creating a game based of a film and they need some of main stars the voice the characters that they play in the film.  

Game Programmer: 
Game Programmers work at the heart of the main development process. They design and write the computer code that runs and controls the game, they would incorporate adapt any ready made code libraries and writing custom code as required. They also test the code and fix bugs, sometimes they would develop customised tools for other members of the development team to use. Different platforms for example game consoles, PCs and mobiles have particular programming types and there are also various specialisms within programming, such as physics programming, 3D engine development and control systems.  Programmers are employed by development studios, publisher own and independent. On top of that they also work for middleware producers which is an important sector providing cross platform graphics rendering, game physics and other specialist tools. 

DevOps Engineer: 
DevOps Engineers work in the post production stage, their main roles create and maintain the games infrastructure. Due to the way the games are run each user of a multiplayer or any other online game will have an instance of of instance of the game running locally that interacts with web services in the background. This can be something as simple as the price of an item on their online store or as complex as combat systems that combine inputs from multiple players to determine who is the winner. They main responsibility is making sure that all of this works at the same time for all of the players. Sometimes the DevOps Engineers would design and build the entire system themselves or the can do it as a team.  

Product manager:
A Product Manager usally work in the post production stage of create a game and their role is to help create marketing campaigns to maximise the sales of the games that they are working on. When working in a marketing team, they support the senior marketing mangers who organise international or global campaigns. They will also work with a Band Manager and they are responsible for developing long term plans for games franchies and porivding an overview of how a game brand should change over time. One key task for thr Product Manager is defining the market positioning of their games, especially in terms of showing how they are different to computing products. The most important part of this role occurs just prior to the game release when the game launch plan in put into action.

QA Tester:
QA Testers work in the post produciton stage of creating a game and their roles is to test, tune, debug and suggest refinements that ensure the qauilty and playability of the finished game. They play-test the game in a systematic way, analysing the game's performace against the designers intentions and also indentify any problems or suggest any imporvements. QA Testers must know which issuses are the must inportant and be ableto prioritise them for fixing, depending on the game they sometimes work in teams when working on a multiplayer game. The testing involves playing the game over and over again, testing different levels and builds. Sometimes they are incomplete versions of the game and would have a number features missing from it.


Film Production:
Storyboard artist:
Storyboard Artist work in the pre production stage of film making and their main role is to take a screen play and turn it into a series of illustrations like a comic book. This helps the Director get a clear idea of exactly what they want to achieve and shows what's needed. Storyboards are mostly needed on films with large amounts of action or CGI, where there may be a complex chase or fight scene. After reading the screen play, they meet with the Director to discuss the mood and the atmosphere of any of the scenes to be storyboarded.

Production designer:
A Production Designers work is usually done in the pre production stage of creating a film and they are responsible for the entire art department. They may be asked to look ay scripts so that they can create spending estimates before the Director is approached. When first reading the screenplay, the Production Designer will assess the visual qualities that will help to create an atmosphere and bring the story to life. After breaking down the script they meet with the Director to discuss how best to shoot the film and from there they can work out whether to use sets or film at a specific location. One of their other responsibilities is to calculate the budget and decide how much money needs to be spent in different areas. After all of the planning is done they then oversee all of the construction and dressing of the sets and also sign off on sets and locations so that people can film for the next day.

Location manager:
A Location Manager's work is usually done in the pre production stage of film making and their main role is find the ideal locations for a film shoot. They report to the Producer, Director and the Production Designer with there findings. When looking for locations they take into account accessibility, the shooting schedule and budget. They will also need the negotiate the cost and what are the terms to hire the location, if the team will be staying there for a while there would need to be power sources and catering requirements Once the filming has started the Location Managers are in charge of managing all aspects of filming in each of the locations. This includes making sure that everyone in the cast can crew knows how to get to the filming location.

Boom operator:
Boom Operators assist the Production Sound Mixer and operates the Boom mic, their work is done in the main production stage as it is done alongside filming. The Boom mics are either hand held which is on a long arm or it can be dolly mounted. If the filming needs a radio or clip microphones then the Boom Operators position them them correctly around the set or on the actors clothing. If their work is done well then a great deal of money can be saved as they would not have to re-record the dialogue at a later stage. Some of their work lies in the pre production stage, they have to read all of the scripts and familiarise themselves with the characters and all of their lines of dialogue, this allows them to anticipate when to move the boom mic during filming. Durning rehearsals Boom Operators note down all planned camera movements and lighting requirements and this is to make sure that the microphone does not fall into the shot or cast any shadows that are visible on camera.

Camera operator: 
A Camera Operators carry out the Directors instructions for shot composition and development. They are usually the first people to use the camera's eyepiece so that they can asses how all of the elements of performance, lighting, composition and camera movement come together to complete the film. Camera Operators start in the main production stage for filming however sometimes their work may start at the end of the pre production stage. They work closely with the Director of Photography and the Director in which they are responsible for the assistant cameras and the camera trainee. After the Director has rehearsed the shots that is when the Camera Operators would decide on where to position the camera and what lenses need to be used. During filming they are responsible for all aspects of the camera operation, this allows other members of the production team to concentrate on their main responsibilities.

Crane operator:
A Crane Operator's work is done in the main production stage of filming and it is done alongside with the filming. They are responsible for setting up and operating all of the cranes on film productions. Because the equipment is very heavy and potentially dangerous, Crane Operator carry a great deal of responsibility for health and safety as it is one of the few jobs on productions that involves real life risks for all cast and crew. Depending on the size of the crane, Crane Operators may work alone or with another Crane operator but, there are always at least two grips for one crane. On shooting days they drive the vehicle carrying the crane to the location, they stand by waiting for any shots that require the camera to be raised.


Dressing props: 
Dressing Props work usually lies inbetween the pre production and the main production stage. They are brought in two to three weeks before the actual filming begins and are briefed by the Production Manager. Their work involves a range of tasks from the hanging curtains to laying floors. Sometimes if it is on a out location they may deal with foliage and greenery. The Dressing Props will normally move from location to location to complete the design of the sets and they will often stand by to fix any issues with the set that my occur during filming.
Distributor:
A Distributor's work usually lies in the post production stage and they are responsible for selling and publicising the film to the media in order for them to make a profit. Distributors acquire films from studios, production companies and through film sales agents who represent filmmakers. There are two types of Distributors with are majors and independents. Majors are affiliated to Hollywood studios and handle their films, independents handle films that are made outside the Hollywood studio system. Any Distributor can compete for the rights to release a film, whether it be for a cinema or the DVD/Blu-ray market. The distribution deals cover the overall rights to a film for a set period of time and this usually includes the release plan, media promotion and what edits and changes are allowed for the film to get a particular classification.

DCP Author:
A DCP Author's work is in the post production stage of film making and they are technicians who make sure a film can be played perfectly on the screen. To do this they create packages which can be for a film, trailer or ad. Due to the complexities of some cinema grade projectors, the product needs to be presented in a very specific way. They are also responsible for making slight colour changes to account for the different projectors, and encrypting sensitive projects.

Editor:
An editors work is usually done in the post production stage of film making and they work closely with the Director to craft the finished film. To ensure that the story flows effortlessly from the beginning to the end, each shot is carefully chosen and edited into a series of scenes which are in turn assembled to create the finished film. Editors are usually employed on a freelance basis by the producer and this is based on their reputation and experience. In most cases the editor would work closely with the Director before the filming begins so they can check the technical standards, as well as the emerging sense of story and the actors performances. Because the scenes are shot out of sequence, Editors may work on scenes from the end of the film before those at the beginning, so they must be able to maintain a good sense of how the story is unfolding.



Animation:




Storyboard Artist: 
A Storyboard's work is done in the pre production stage of animation and they illustrate the narrative and draw panels to demonstrate action.  They work closely with the Director, Scriptwriter and Producer to visualise and tell the story. They also do storyboards for production, including indications of dialogue, character performance and camera moves. Clean panels are less likely to be required for a computer generated film, where tight drawings of a character is not relevant. However, on a project where all of the animation is being produced overseas, it may be necessary to present the characters very accurately.

Producer: 
A Producers work can sometimes overseas the main three stages of the production stage as they are the boss in the animators studio. They are responsible for the budget and scheduling, making sure the project develops creatively while running efficiently. A Producer has the overall control and responsibility over an animation project. They are also in charge of sourcing all the assets needed for an animation project whether this is software or any art marteials 

Production designer:
Production Designers create the look of an animation and their is usally done in the pre production stage of animation. They visually interpret the script, develop the characters and the environments that will both illustrate the narrative and enable directors to realise their vision. Production Designers start with the script or treatment which helps them create their original deigns. For most types of animation, they develop designs in a 2D format and then present as drawings or paintings regardless of the final technique. Either alone or in a team they will create all of the environments, characters, props, colour schemes and any other design elements that are required for the production. On some of the smaller productions, the Production Designer's role may be combined with the Art Director's which means that they would have an on going involvement with the project instead of having a section in the pre production.
Animator:
For a 3D animation an Animator produce 3D images which create the illusion of movement and their work is done in the main production stage of animation. In character animation they are selected for their particular technical skills and ability. In principle, the role of animator is the same for all techniques of animation. The differences are in the tools that are used, and in some of the skills required. Depending on the project, Computer animators follow a brief from a Director and they refer to established designs, layouts, models and existing characteristics when creating the movement which will appear on screen.

Model Makers:
Model Makers produce the working models, props and puppets for stop motion animation and their work is done in the main production stage of animation. Model Makers usally work on several cradft areas and these include Sculpting, mould making, casting, foaming and metal working. On larger productions they are uaslly required to work with other members of the department such as the Art director. On smaller projects they usually handle the entire process from start to finish.


Post production:
Compositor: 
Compositors usually work in the post production stage and their main role is to construct the final image by combining layers of previously created material, this includes computer animation, special effects, graphics, live action and static background plates. They ensure that the established style of the project is respected and continuity is maintained. To achieve this they enhance the lighting with other colour levels and add grain and motion blur where needed. They work closely with the Lighters so that they can have the technical knowledge of how 3D lighting works. 

CG Modeller: 
CG Modellers usually work in the post production stage and their main role is to build dimensional computer models of everything that is needed for a CGI project. They work to established designs and need to produce an accurate translation of the designs they receive. The models that they produce need to meet the creative requirements of the Production Designer. Further on in the process, Riggers will rig the models to enable them to be animated and the Texture Artist will apply texture which will be further enhanced at the lighting stage when tone and depth are added. On smaller productions the Modellers would also rig, build textures and create lighting however, on the larger productions they have to work with Riggers, Texture Artists and the Lighters.  

Render Wrangler: 
Render Wranglers work in the post production stage and their role is to supervise the rendering process. They monitor and control this process and manage the render farm. They work on the project from the start of the production until the final material is delivered for composing. Rendering can be required at the planning stage and throughout the entire production which includes the development and tests for models, animation, effects and lighting. Render Wranglers receive work from many other departments that need to be rendered and they continuously check the computers to make sure that there are no technical problems that would effect the output.