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Perfect. What All right. How did you approach the relationship between? What? I'm trying to talk you. We're recording this. This is recorded. All right, you're messing up the script. How do you approach the relationship? Between the Sonic and visual components of your edit. Look at that. This automatically transcribe it.

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Remember making this video or anything then, but I'm gonna say and I approach relationship we looked at oh wait, this is supposed to be about my yeah, creative Vision. I, this is for the video. Yeah. Okay, no, I don't know. Uh, I approached it. Uh well, I made the Sonic part first and then the visual components lined up pretty well Sonic yeah likes increases and I approached it like one after the other.

In the brighter parts of the Don't know the sound. Um, It was brighter individual. Anyway, how did you decide on the footage that you used? Did all my I don't opposite to you. I think I did all my storyboarding first and got all the shots and the angles and the positions and everything drawn up first that I imagined and then I went and shot this within a day.

Okay, yep. Um, I didn't really decide on footage, I just walked around and took caption whatever. I thought would fit once I had a rough play. So yeah. Yeah. What'd you learn about the power of sound to shave emotional experience? How did you apply this knowledge to your project?

Um, I learnt the importance of Um, Diegetic sound to keep your audience engaged. That's something I took away from. That is what did you what did you learn that? What's the UW? What does he do for? Um, web development, I was using it vlog was fine, what did you know about the power of sound?

Um, I learnt how powerful the power of sound is yeah, probably. And um, I applied this knowledge. How does editing relate to the concepts of pacing and Rhythm? How do you use this concept to shape your use of time? I looked up in my mind was in the timeline in Premiere, it's like and visually the rhythm I saw like the links and like the heights and stuff.

We've got audio waves, how did you use Rhythm in your arm? Um, Mine very much related to the Sonic pickles component. I don't think it picked it up. Pickle's component. We got the Sonic pickles. It's gonna be an awful chance. Okay? Um, And yeah, the pace, the Rhythm was quite consistent like uh, and Potential future.

Did you choose to depict in your portrait? Okay. Uh, Creative side of my future hopefully, and I used to be the music. I was playing the guitar in it at one point on piano. Um, I think it was both and I did some drawing and did some drawing in it.

That created aside, I remember that because the camera was nice and the card was like, yeah. You also had a chess co-ordinate. In fact, a cat in it. No, I didn't put it in. That wasn't in the vinyl. I didn't put it in. Oh, no, that's bad. Anyway. Um, egg in a plant was that in the final?

Yeah, of course, it was. Uh, it was mainly about my academic. Uh, past and present. And personally, interests, I just had like I don't know things, I do, yeah, yeah. What was the primary aesthetic choices that you made to express those ideas? An aesthetic Choice colour. I did some colour grading at the end, very little to make it warmer and I did some aesthetic choices in the editing.

Maybe I had some graphic elements there to take out in the end, but I was saying it was something that I was looking at. Yeah, how about you, um, It's just mainly how each cut worked with the next one or the age shot work with the neck. And I was just trying to make it as cohesive as possible and make I think I don't know, just like the aesthetic came from The cuts.

Okay, like yeah. Yeah, yeah. Okay. Graphic. I'm reading these ones to you. Now, how would you summarise your idea behind this Suite of icons? Why did you choose the theme that you did? Uh, my theme was um, Memory memory memory. Yep. Um, and the idea was that it was like a futuristic kind of, um, Memory bank that you can have on your phone hard drive, okay?

So it would just extend your memory so like it had access to your eyeballs and you could like screenshot and like record the last. Yeah, like a New Orleans code thing, but with all your sensors, so like audio in real life, stereo audio and like, and you keep images and you can just save it and play it back.

Um, and why did I choose that theme? Because Same pretty simple. Yeah, I did future. Yep, I chose that because I'd been making a board game with friends and it felt like a really great excuse to make it into a digital game. It was already physical and it was set in the future.

So I picked that. And the idea is the buttons are just sort of the UI for the video game where you can move around and place it players and stuff. Cool, did you either? Oh sorry yes. Yes, did you iterate through a series of approaches before you settle on one what changed across those iterations?

And why did you choose the one that you ended up with? Um, Uh, it wasn't really a series of approaches, um, but I iterate it on the colour especially like I just wanted to find something that worked nicely. And also just the the shapes. They were, they weren't cohesive like to start with but then I, Adjusted them, and Made it the way it ended up, because It looked nice and it was soothing and that's what I wanted it to be like a reflective kind of App.

Okay. Yeah. I didn't really make either. I did make iterations on my icons, but it started with like a really large pool of ideas. I just kept making it smaller and smaller. That was more the way I iterated things. Yeah. And the questions across the literations. I yeah, same thing sort of the form of it and the colour was a big thing that I changed a lot and keeping a coherent theme like the thickness of the lines or the same colour yeah shadows and stuff like that.

How did you translate your thumbnail sketches into final flat designs in illustrator was anything lost in the translational game? Um, I had in my sketches, I've trashed one of the ideas just because it was just so boring. Just a settings icon and I'm like, I can do better. Yeah, yeah.

So, And some things that were lost in Translation. I don't know, just the art style. I was going for the one, I liked the most, it didn't really work in a flat design. Um, was that lost? Because you weren't familiar with illustrator because you uh debris. Yeah requirement. Um, and What was gained was?

Just um, better designs because I wasn't spending 30 seconds on each one, I was spending a long time and adjusting it, very good. I for my thumbnail sketches flat designs, I lost a lot. Same with the brief, they're all really too minimal. Like just they're just lines and dots and stuff.

I needed it to be like, full flat designs and I gained, uh, probably more Realistic representations of stuff. How did you use colour to create a sense of unity and visual interest in your icons? Why did you choose the palette that you did well really easy way to create?

Unity is monochromatic. Yeah because it's just it was just sweet and Um, It was interesting, I guess I had the shadow halfway across which was nice. And um it was mainly just about how different colours pop. So I had in the centre always a um darker colour that would like shine like that would be the focus.

Yeah. Um and I chose that palette because again, it was nice and soothing and reflective blah blah. It was blue with a pink, a shell pink, a background, that's nice. I'm happy to use a public case I used also, I used a complimentary colour, so they paired together. Well, I used blue and orange.

That's sort of like they're clashed and the orange created, the visual interest in the icons so you can see where I was trying to point you to and the orange parts are the things that usually changed during that. Yeah. And I chose blue because something the teal blue they used sort of felt futuristic which is okay.

How did the elements and principles of sound that you used in your audio design? Correspond to the elements and principles of design that you used in your visual room? I guess I was just bracing. A lot of the sounds on. And designs on what already existed like for the designs I was combining like say like a download and a I guess.

Isn't there? Like, Sound recorder. Like this one right here. Um, and for the sound I like searched up. I first felt like, Noises for downloads and just like, try to recreate that myself and they corresponded just because But I already corresponding. Yeah, there are any things. I did the same sort of thing, I Yeah, I recorded audios from like almost the objects themselves.

I just recorded already videos from that and they sort of related to it. How did you translate the prompt that you chose from an abstract idea to a set of concrete visual designs? Um, Yeah, the idea wasn't too abstract. So yeah, I guess. Um, I had the idea and obviously if I was going to do the census then it would be your vision.

You're hearing but I I didn't go with any of the other sentences. Really, it was just mainly Vision in hearing and I just thought oh what other buttons would I want? Like I'd want to screenshot like picture. I want video. I'd want sound and then like a gallery icon, just anything a normal like photo gallery app would have yeah.

I same. Uh, The Prompted future to make it into Concrete visual designs. I I kept it like a motif between all of them so that I could they're all the same sort of theme planets were in all other icons so that the prompt made sense amongst all of them.

Virtual environments. I haven't finished this one yet, but I'm sure I'll be able to answer the question. That's right. How important was a working prototype to your design process? What did it offer that process? Um, working prototype was really helpful in unity like the play mode and I could keep testing things.

I, It meant, I could check visual bugs. That weren't there in the editor version. I think that was the last one. Yeah, yeah, that's true. The working prototype was good because I'd have a good sense of space that I was using. And Like why didn't you change it? Yeah, that's mainly it.

Yeah and also I got feedback on that out here. Okay, how'd you experience? How did your experience of Designing and producing a 3D environment differ from your experience? After designing and producing a project in 2D media. Okay.

In 3D. Uh, there was three dimensions, it was an extra Dimension. There was only two, I think when I was writing a lot of the scripts and code and stuff of the things I'd use a lot more maths and like, like the vectors is an X Y and Z axis, which made all that stuff, and also with like visual stuff, fog and like, um, Depth of field and things like that.

The camera you can play with that sort of extra Dimension. Let's just go to it. How about yours for me, it was a pain in the eye because I had put something down and it looked like and then I just changed my Perspective a bit and it would be in the next spot.

Yes. Because the third dimension, it just added a sense of depth but you're looking at it on a 2d screen so it was difficult. So it differed in that way. Because two-dimensional looks a lot easier. Yeah. Okay. What was the role of the virtual camera in your project and how will it simulate to and different from the role of the camera in assignment one?

Okay. Um, the virtual camera was the point of view in this one and it made that the player, the viewer could interact with the world and they can change what the camera is viewing as an assignment one, it was more what I chose the outfit it was shown. Um, It differs in.

Um, Yeah, the camera was constantly there. Like you were moving with the camera. So Like, it's not like a cut randomly. It was constant and moved around. Yeah. Okay, how did you use sound in your project? And how is it similar to and different from your use of sounds in someone's one and two?

Um, in assignment. One and two, I made my own sound for both of them. Like I tried to play it in the first one and just record sound effects and audio clips in the second one. Whereas in the third, I just used all assets that I found on Lowe's.

They were also They also had to be looped, which was slightly different because it meant I had to just like make it end and start in the same position, so things like rain and like bells and things. Just they weren't as they didn't have a crescendo or anything, it was just the same thing.

I thought it was Um, this was the only one where I sourced some Audio for one and two, I made it. Yes, I like Just made this song and added some sounds. It was more. Musical and I could make it a bit more melodic, but with three, it was like just like uh, environmental sounds like the harm.

Um, Light saw like bird noises and stuff like that, but I also it was similar in the way that I did some melodic like Yeah, yeah, yeah, yeah. Okay. How did you unify the different elements of your virtual environment under a certain theme or concept? How did your female concept evolve around the Project's development?

Um, I don't know what that means. Uh, I unified it through the concept because I had a concept, so I was working on that concept and the concept went from here to there, like it was meant to. So that's how I did that uh, with the theme I guess.

I was trying to invoke a mood in each environment like depressing or like kind of eerie in some way, but also More. I don't know, just really kind of off kill time and My favourite concept it evolved because I couldn't do what I wanted to in unity so the theme and the the mood kind of changed and I tried to make that work with what I was trying to do.

I have the same experience of some of the things that I wanted to get done. I didn't know how to organised the software. I couldn't do it so just switched the theme. It's slightly more annoying like things like going under the water wasn't possible or entering. Water deformers and stuff when possible.

Um, The concept didn't really change. I kept the same thing because the concept was really Broad in mind. Just going through a hardship is essentially. And it's I kept an aesthetic, it was all sort of blue and the sound was similar, actually the sound changed for quite a bit of it but the low poly aesthetic stayed for the long thing.

I really wanted to do that. Yeah, I know I was going to make all my own assets. Yes. But there was no time. I mean, the water's another one. Yeah. But the objects were. Yeah, that's cool. Um, It was kind of a good thing that it evolved like that, because Made you more creative and work with limitations but it's kind of lame.

It's kind of frustrating. Really annoying. Okay. What did you discover through the process of play testing that you wouldn't have discovered otherwise? That my computer crashed. Yeah. Every time you need a computer money. Yeah. I need a bit of power supply. That's what I need. Yes, no. Maybe possibly.

That's a baby baby. Um, want something I discovered to play today. I discovered. Change and end go work, clear enough. Yeah. And I needed to change them to make. I needed to step back and get advice from other people because I thought it was obvious but it wasn't. Yeah.

I think mine's really bad. I think this is the worst time in this class. I guess it's just Rich. It's really, that's a great. I think. I'm really gonna have to bullshit my way through it, but it's okay. What did you discover through? Uh, just like a few like graphical glitches and and uh, Things that weren't sitting right.

Just just in the scale. Making everything. I don't know. Just yeah, good, good awesome. Is that? It Oh, I thought that was the time up.

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