The final year students will be presenting their examples of realistic renders and transmedia storytelling on Friday 16th December 2011 in TC007 at 11:15. This will be followed by a post presentation discussion in the SU, everyone is welcome.
CS5.5 available on pcs in the Park Library
CS5.5 has now been uploaded onto 8 pcs in the Park Library – in LC040, the extended hours room. The bank of 8 pcs are situated directly opposite the MACS and numbered 007 to 014.
The only 2 software components not currently available are Adobe Premiere and After Effects.
Iray tutorial
Want to know more about Iray? have a look at this video tutorial here.
Transmedia: Entertainment reimagined
Large studios and broadcasters, as well as independent filmmakers are building fictional worlds that smash through their frames on to multiple platforms. Want to know more?
Ethical Choices in Videogames
How do we create engaging ethical scenarios in games? This question has been taken up with seriousness by many designers, wanting to see their work grow beyond pure action and address deeper aspects of our lives. Want to know more?
Blitz Games Studios Open Days
Blitz student open days are intended for anyone who wants to work in game development; that doesn’t mean only people who are on actual games courses, it could also include those studying courses like Computer Science, Animation, Mathematics, Physics, Audio Technology or Illustration – any one of a number of courses where the core skills are related to games development. Want to know more?
Microsoft Research shows off next-generation gesture interfaces & Kinect integration
Director of Microsoft Applied Sciences Steven “Stevie B” Bathiche showing off a variety of interesting interfaces in this video. It all starts with gesture controls that take you well beyond the touchscreen, relying on a retro-reflective sash and a camera to detect hand position. But, things quickly progress to a flat lens called a wedge that can enable holographic-like imagery. Pair that with a Kinect and perspective shifts come into play, tracking your face to enable you to peer around like looking out a window.
Ethics 101: Designing Morality in Games
To a certain degree, all games are about choice. The player chooses how and when to react to a given situation, whether that situation is as simple as fight or flight or as complex as determining the future of an entire species. Given the role that choice holds in gameplay, it’s no surprise that morality systems have become more and more common as games have increased in complexity. Want to know more?





