Wednesday, 15 March 2017

Year 1 - Unit 13 - Understanding the games industry - Legal Obligations

Unit 13 - Understanding the games industryLegal Obligations

Intellectual Property Rights and Licences:


A licence is an agreement between the IP right owner and another party which allows them to do something that otherwise would be an infringement of the rights without the license. They can license-out to another company in return for a fee or license-in if they want to use a different company's IP to develop and change their own business and products. The person who allows the licence is often called the licensor and the person on the receiving end of the licence is often called the licensee, there can be more than one of each.

Automatic Protection:


This protects any work created originally from anyone else using it without permission, there is no fee and it doesn't need applying for.

Examples:
  • Original literary, dramatic, musical and artistic work. This includes illustration and photography.
  • Original non-literary written work such as, software, web content and databases.
  • SFX and music recordings.
  • Film and TV recordings.
  • Broadcasts.
  • The layout of any published edition works.

Protection that has to be applied for:

Trademarks: https://www.gov.uk/how-to-register-a-trade-mark

Someone can register their trade mark to protect their brand, this could be the name of their service or product for example. The time to allow for application is 4 months.

Examples of things that someone can do after registering their trade mark:

  • Take legal action against anyone who uses their brand without permission. This includes counterfeiters.
  • Put the correct symbol next to their brand to show its theirs and to warn off people who may want to use it.
  • They can sell and license their brand.

Patents: https://www.gov.uk/patent-your-invention

A patent can be used to protect an invention, it gives the person with the patent the right to take legal action against anyone who makes, sells, imports or uses it without permission. The time to allow for application is around 5 years.

Examples of everything an invention must be to be granted a patent:

  • Something that can be used or made.
  • New.
  • Inventive (not just a modification that is simple to something that already exists)

Consumer Protection (Consumer Protection Act 1987):

https://www.gov.uk/consumer-protection-rights

The law protects anyone's consumer rights if they buy any goods or services, if any of the below happen and they are treated unfairly they can get help:

  • Credit and Store Cards
  • Faulty or Counterfeit Goods
  • Poor Service
  • Problems with Contracts or Builders
  • Rouge Traders

Age Ratings and Classification (PEGI):

https://www.gov.uk/government/news/new-rules-on-video-game-classification

Selling games with a higher age rating than the age of the person buying it is now a criminal offence, it is punishable with a hefty fine or possibly even a prison sentence. Video games are classified by an authority called the Video Standards Council (VSC), under the Pan-European Games Information (PEGI) system.

Marketing and Advertising Laws:

https://www.gov.uk/marketing-advertising-law

For marketing and advertising to be acceptable they must be:


  • An accurate description of the product or service that is being marketed.
  • Legal
  • Decent
  • Truthful
  • Honest
  • Socially Responsible (Not encouraging any unsafe, anti-social or illegal behaviour).

There are advertisement regulations to restrict what advertisers are and aren't allowed to do and use as well as these, there are 2 advertising codes of practice that will need to be followed to advertise legally: https://www.gov.uk/marketing-advertising-law/advertising-codes-of-practice

Data Protection and Privacy:

https://www.gov.uk/data-protection-your-business

If a business uses personal information they must follow rules, this applies to information on staff, account holders and account holders that is kept.

Here are some examples:


  • Recruiting Staff
  • Managing Staff Records
  • Marketing Services or Products
  • Using CCTV

This could include:


  • Keeping customers' addresses on file.
  • Recording staff working hours.
  • Giving delivery information to companies.

When someone collects personal data they must tell who they are collecting it from the following to insure it is kept secure, up to date and accurate:


  • Who the data collector is.
  • How they will use the personal information.
  • They have to see the information and perform corrections if any is wrong.

Gambling Regulation (Gambling Act 2005):

https://www.gov.uk/government/organisations/gambling-commission

Regualtes arcades, bingo, betting, gaming machine providers, gambling software providers, casinos, lottery operators and external lottery managers and remote gambling by phone and online that uses British-based equipment.

Responsibilities concerning staff and employment practices:

?

Health and Safety Policy:

http://www.hse.gov.uk/toolbox/managing/writing.htm

Businesses must have a health and safety policy but if they have fewer than 5 employees nothing has to be written down . Most set out their policy in 3 sections:


  • Statement of general policy on health and safety at work. - This sets out the businesses commitment to managing health and safety effectively and what they want to achieve.
  • Responsibility section. - States who is responsible for certain actions.
  • Arrangements section. - This contains any detail of what the businesses are going to do in practice to achieve the aims stated in their statement of health and safety. This includes information on how they are going to reduce or eliminate the risks of any hazards (something that cause harm to someone. E.g. chemicals, electricity or working at a height) in the workplace. Any additional arrangements that they take to manage health and safety should also be set out in the arrangements section. These may include: staff training, using signs to make risks visible, improved safety equipment, replacing harmful chemicals with alternatives, changes in lighting or changes in flooring.



Sunday, 12 March 2017

Year 1 - Unit 1 – Pre-production Techniques for the creative Media Industries - Finance - Task 2

Unit 1 – Pre-production Techniques for the creative Media Industries - Finance - Task 2

Basic costs for a game production:

Hardware -

 The hardware that you need to buy for a game creations can be the most expensive part towards it., there are many factors that you'd need to consider before buying anything. These includes what specifications the programs you use need.

Computers - Around £629 for a decent gaming PC to run and create games. This is the tower alone.
Peripherals - £79 (Monitor 21.5" with speakers), £22 (Keyboard and Mouse), £15 (Speakers), £104 (External Hard Drive 3TB), £42 (Headset)
Dev Kits (PS & Xbox)- $2,500 (PS4) and $5,143 (Xbox)

Promotional Website -

When creating a game, audiences generally expect a website on the game created which should include as much information as possible on the game. 

Hosting - $10 per month 
URL - $10 or so a year

Software - 

To create a game of course you will need a way to code and design all parts of the game, these can vary greatly in prices and can be a subscription service.

Unreal Engine - $19 per month
Unity - One time fee of $1,500 or a monthly fee of $75
CRYENGINE - $9.90 per month
Game Maker 1&2 - Free (1) and $99.99 (2)
Construct 2 - $5,000
Maya and 3D Studio Max - £170 per month or £1,370 per year 


Publishing -

Publishing a game is definitely one of the least expensive processes if creating on PC and Mobile Platforms. However, when being published on PSN and Xbox you have to pay for an expensive dev kit but publishing is included in the price.

Steam Greenlight/Direct - $100 (Gain access to Greenlight)
ID@Xbox - Just Dev Kit
PSN - Just Dev Kit
IOS - $99 annually
Android -  $25

IP Property and Copyright Protection -

Copyrighting a game can be the most important part of the process as any work you do could be stolen and used by someone else. This could cause the company to lose profit to other people.

Copyright Law - £49.50 for 5 years or £75 for 10 years. In the UK copyright is automatically free if you originally make it.
Patent Law - $130 (filing), $100 - $125 (small entity and drawings per page) and $2,500 - $3,000 (high quality application for a mechanical or electrical device can be prepared and filed for this).
Trade Mark - $275

Ratings Board - 

Games need to be rated by a board to help the right audience be guided to the game and stop it going to the wrong ones. Things that the ratings boards include are the age that people can play it at and any other traits the game may have.

PEGI - Hundreds if not thousands of dollars

ESRB (US) - $4,000 (if the development cost over $250,000) and $800 (if the development cost under $250,000)

Funding:

Self Funding:

Self funding a game is where a developer finds the money to develop and fund the game themselves. 

Positives of using Self Funding are:


  • Easy and quick as there is no process of things being approved.
  • Takes away the complications of having more shareholders.
  • Only the aspirations of the developer need to be put into consideration, the work put in can be fitted into their lifestyle without anyone being able questioning it.
  • All of the profits go to the creator without a diluted effect.
  • When the game is finished any negotiations are much easier to sort out.
  • The developer does not have to pay any money to anyone else.



Negatives of using Self Funding are:


  • Limited resources including any labour, work space and technology etc.
  • If the game fails the creator has all the consequences to deal with on their own.
  • The creator may not have all the experience, knowledge or skill to go through with the development completely.
Bank Loans:

A Bank Loan is when a developer borrows money from a bank in which they must pay the money back over a fixed period, they also pay interest over this time.

Positives of using Bank Loans are:


  • Access to a lot of money pretty quickly.
  • Banks take no ownership position or take part in any running of the business.
  • After paying back the loan, the business is no longer obligated to be involved with the bank.
Negatives of using Bank Loans are:

  • Can be hard to obtain depending on track record (especially if it's a small company involved).
  • The interest paid back is often a hefty percentage of the amount.
  • If the game being created was a flop and either didn't make any money or was dropped halfway though the project, the developers would owe a lot of money and wouldn't have an easy way of making it back.
Indie Funding:

Indie Funding is pretty much where a company or person take an interest in a developers game and invest their money into it. The developer repays the investor overtime in short amounts and the investor get a percentage of any revenue earned once it's published.

Examples: Indie Fund, GamesLab Development Fund and Sony Pub Fund.

Positives of using Indie Funding:

  • A lot of money quickly.
  • Rather than having to pay back any interest the developer gives a percentage of profit.
  • An investor is willing to take a risk.
  • The odds of creating a successful game will rise due to the investors experience in the industry and knows how it works.
Negatives of using Indie Funding:

  • The developer will not be in full control of the project, the investor will have put a lot of money into the game and wants to see it succeed in the best way possible.
  • There will be strings attached, they will have to give them a potion of their future earnings just by agreeing to take the investors money.
  • They set the bar pretty high for the game and it's earnings involved.
Crowd Funding:

Crowd Funding is where a developer puts it project out in front of a large amount of everyday individuals in hopes that they will donate a small amount of money. This often gives the people who donate a perk for either the game or a physical item as thanks.

Examples: Kickstarter, IndieGoGo etc.

Positives of using Crowd Funding:

  • A lot harder to become in debt.
  • It is a good way to create a bigger audience and a larger hype for the game to be completed, this would also bring in more income from the game.
  • A quick way to gain money and financial support.
  • A good way to test the audiences reaction to the idea and get feedback.
Negatives of using Crowd Funding:

  • If the idea is a flop the developer will most likely have to give the people who donated anything their money back.
  • Like investors, the people who donate can be very picky in what they back. This is made much harder with the amount of options out there for them to choose from which often means projects get lost in the crowds.
  • Failed projects can risk the reputation of the developers company which won't help with future endeavours. 
Grants:

Grants are where companies give developers in the early stages of their career money to create games without giving themselves any profit from the game.

Examples: Unreal Dev Grants, UK Games Fund, Queen of Code and Greenshoots.

Positives of using Grants:


  •  A developer can receive generous amounts of money.
  • Once they have obtained one, it is much easier to get another.
  • It is a good way of building a developers credibility as well as how well they are known to the public.
Negatives of using Grants:

  • There is a lot of competition and the success rate of receiving them is very low and hard to achieve.
  • There a strings attached to the money that tell you what you can and cannot do with the money.
Publisher:

Publisher funding is where a publisher will fund the game a developer creates. This is often used with larger developers and requires a good demo, team and presentation in place.

Examples: Activision, EA, Bethesda etc.

Positives of using a Publisher:

  • A lot of money can be obtained.
  • The publisher is willing to take a risk
  • Often improves the reputation of a developer and can make them more well known.
Negatives of using a Publisher:

  • The publisher will most likely own your game as well as possibly part of the developers company in return for the money.
  • It is extremely likely they will also take the majority of profits from the game developed.
  • The developer may also be asked to pay the money back gradually like a bank loan or invested funding. Failure to do so could lead to their company going bust.
Which is the best option for my current games production?

Out of all the options it would probably be self funding if any. The equipment being used is already paid for and any extras I would pay for myself. All of the other options would involve a lot more funding than I would actually need, even Crowd Funding.


Time Constraints:

Deadlines:

When creating a game you should set yourself separate deadlines that have been broken down to achieve tasks in good time. You must leave enough time for the different jobs that need to be done before the deadline. Try sticking to a plan and once you've done a task move on to the next rapidly to avoid getting behind on work and procrastinating on future tasks. Be sure to always plan all your deadlines either before or as soon as you start, do not leave until half way through when you're rushing everything. Break down all the work into small tasks that are easy enough to manage within the time frame you are given, everyone who is working on the project should have their own things to work on.

Availability of Equipment:

The equipment that you use when creating a game could be rented to use. Not only could this cost more the more time you need it for, it could also only be available to rent for a short amount of time meaning you'd have to finish the game before the time its been rented for is over. This is not the only time constraint as the general availability of an item could be a factor as well.


Availability of Personnel:

The availability of people working on the game will mainly affect how quickly the game get finished. Not only can each person only work a certain amount of hours a week, they can also be entitled to some breaks and some time for illness can also be factored in.

Timescales for Clearances:

You need to consider the time it would take for things like legal, age rating and platform approval to be cleared. Under legal there are many sections which could include: copyright, which is automatic; trademarks, time to allow this for clearance is 4 months; and patents, its clearance can take around 5 years for application etc. The time for a game to be cleared with an age rating is that it generally looked over within 7 to 15 working days, but the final date of clearance differs. Platform approval can take a while to clear depending on the platform as not all standards and ways of testing the game are the same.

How could I manage my time when creating my games?

I have created a timeline which presents what tasks I have to do and when I should have done them by. Doing small bits towards it but as often as I can is the best way for me to complete the game as well as having full days of working on it.

PROJECT DETAILS
DATE MILESTONE POSITION
27/02/2017 Project Start 25
06/03/2017 Character Sprites 10
13/03/2017 Ammunition Sprites -10
18/03/2017 Background 15
20/03/2017 Complete Room -15
20/03/2017 Start coding of the first enemy sprite 10
23/03/2017 Code the rest of the enemy sprites -15
27/03/2017 Code the last enemy sprite 15
01/04/2017 Start coding of the main character sprite -20
01/04/2017 Finish coding the main character sprite 20
03/04/2017 Finish the last room coding -15
10/04/2017 Project End 15


Personnel:

Job Roles

Assistant Producer - Work with the game production staff to make sure the game is delivered on time and at the highest quality possible.

Audio Engineer - Create all parts of the soundtrack, music, voices, sound effect, ambient effects and spoken instructions are included in that.

Technical Artist - Problem solvers with creative backgrounds like art, maths, science, engineering and design.

QA Tester - Test, tune debug and suggest any refinements that could ensure its playablity and standard. They must iron out any flaws before the product goes public.

Lead Artist - Responsible for the overall look of the game, they come up with many things including
the games style and they direct the production of all visual materials during it's development. They manage the animation and art team.

Product Manager - Help create and execute campaigns for marketing to help boost sales. They support senior managers of marketing who organise the wider areas of campaigns, they may also work with a Brand Manager.

Game Programmer - Design and write the code that will control and run a game, they should iron out any bugs and create custom code if it's required.

Animator -  Responsible for how the movement within the game is shown, they must make best use of the game engine within its limitations of the platform.

Game Designer - Devise what a game is made up of and how it plays while defining all the core parts. They then communicate this to the rest of the development team who come up with the art assets and computer code.

Creative Director - Responsible for the overall look, mood and feel of a game. They oversee any high-level choices that affect how the game may look sound or play. They also ensure the quality and style of the gameplay is high as well as the music, audio assets and artwork.

Games Artist - Create any visual components of a game including anything from characters and weapons to vehicles and scenery. Also produce concept art and storyboards which assist showing the proposed visual elements during preproduction.

DevOps Engineer - Produce and maintain a games network systems with online parts. Solve issues for design and development teams by using web services.

Level Editor - Create and illustrate architecture that is interactive for a part of a game. This includes any buildings, objects or landscapes.

Lead Programmer - Lead the programming team which are responsible for making all the computer code. Produce the technical specification of the game and manages all of the overall code process for development.

Narrative Copywriter - Design the narrative structure of the game. They must write the dialogue, story and incidental copy item descriptions and tutorials.

External Producer - Ensure a successful delivery of a game while working from the external game development team. They make sure the publisher has all the key and important information required to make the game as successful as it can be commercially

Project Manager/Producer - Ensure a safe delivery of a game making sure it is within the given budget and time limit. They oversee all aspects of a game’s delivery and development.

Which roles will I be using?

I am only a team of one so I will have to take on every role needed to create the game, this means I will have to have the skills that all the roles have to create a successful game. The roles I will be using are Project Manager/Producer to ensure that my game will be finished and submitted within the time frame I have been given, Narrative Copywriter to create some basic dialogue to the ending of the game, Lead Programmer to control how I program the game, Level Editor as I create the background for the game as well as any objects, Games Artist to create all visual parts of the game, Creative Director as I decide everything to do with the mood and theme of the game, Animator to make all of the sprites actually move, Game Programmer to create any coding needed to make the game work and decide on any mistakes that need fixing, Lead Artist to finally decide on the way it looks, QA Tester so I can make sure the game is of a high enough quality to be submitted and last of all, Audio Engineer as I create the majority of the soundtrack to the game.

Materials:

What sort of materials will I need and where will I get them from?

Internet - I would use the internet I have access to at home and inside of college to use for research and anything else I need.

Audio - I will create the audio myself using a chiptune track creator called famitracker for the soundtrack itself and either Audacity or Audition for any SFX I need. The SFX may also need extra royalty-free sounds in the background that I haven't created in with them, I can use websites like SoundCloud and Freesound to obtain these. These sounds often need you to give the original creator credit for you to be able to use them.

Graphics/Sprites - l'll create the sprites myself using GameMakers sprite creation function and the backgrounds of the game will be from an image that I found online and have edited too match the look of my game.

Contributors: 

When creating a game you not only need a team but you may also choose to get other people involved in the project to contribute to it. Actors, presenters or voice-over artists (known as talent) can be acquired to make the game you are creating look and sound much more impressive and professional. You can also include experts for many other areas of a game.

Specialist Contributor - They are people who specialise in a specific area of contributors and therefore are typically very good at what they do and how they appear to do it.

Known Talent Contributor - They are people that are well known around pop-culture that could make your game reach new audiences as long as been publicised around the media,

Codes of Practice and Regulation:

Intellectual Property Rights and Licences:



A licence is an agreement between the IP right owner and another party which allows them to do something that otherwise would be an infringement of the rights without the license. They can license-out to another company in return for a fee or license-in if they want to use a different company's IP to develop and change their own business and products. The person who allows the licence is often called the licensor and the person on the receiving end of the licence is often called the licensee, there can be more than one of each.

Automatic Protection:


This protects any work created originally from anyone else using it without permission, there is no fee and it doesn't need applying for.

Examples:
  • Original literary, dramatic, musical and artistic work. This includes illustration and photography.
  • Original non-literary written work such as, software, web content and databases.
  • SFX and music recordings.
  • Film and TV recordings.
  • Broadcasts.
  • The layout of any published edition works.

Protection that has to be applied for:

Trademarks: https://www.gov.uk/how-to-register-a-trade-mark

Someone can register their trade mark to protect their brand, this could be the name of their service or product for example. The time to allow for application is 4 months.

Examples of things that someone can do after registering their trade mark:

  • Take legal action against anyone who uses their brand without permission. This includes counterfeiters.
  • Put the correct symbol next to their brand to show its theirs and to warn off people who may want to use it.
  • They can sell and license their brand.

Patents: https://www.gov.uk/patent-your-invention

A patent can be used to protect an invention, it gives the person with the patent the right to take legal action against anyone who makes, sells, imports or uses it without permission. The time to allow for application is around 5 years.

Examples of everything an invention must be to be granted a patent:

  • Something that can be used or made.
  • New.
  • Inventive (not just a modification that is simple to something that already exists)


Consumer Protection (Consumer Protection Act 1987):

https://www.gov.uk/consumer-protection-rights

The law protects anyone's consumer rights if they buy any goods or services, if any of the below happen and they are treated unfairly they can get help:

  • Credit and Store Cards
  • Faulty or Counterfeit Goods
  • Poor Service
  • Problems with Contracts or Builders
  • Rouge Traders

Age Ratings and Classification (PEGI):

https://www.gov.uk/government/news/new-rules-on-video-game-classification


Selling games with a higher age rating than the age of the person buying it is now a criminal offence, it is punishable with a hefty fine or possibly even a prison sentence. Video games are classified by an authority called the Video Standards Council (VSC), under the Pan-European Games Information (PEGI) system.

Marketing and Advertising Laws:

https://www.gov.uk/marketing-advertising-law

For marketing and advertising to be acceptable they must be:


  • An accurate description of the product or service that is being marketed.
  • Legal
  • Decent
  • Truthful
  • Honest
  • Socially Responsible (Not encouraging any unsafe, anti-social or illegal behaviour).

There are advertisement regulations to restrict what advertisers are and aren't allowed to do and use as well as these, there are 2 advertising codes of practice that will need to be followed to advertise legally: https://www.gov.uk/marketing-advertising-law/advertising-codes-of-practice

Data Protection and Privacy:

https://www.gov.uk/data-protection-your-business

If a business uses personal information they must follow rules, this applies to information on staff, account holders and account holders that is kept.

Here are some examples:


  • Recruiting Staff
  • Managing Staff Records
  • Marketing Services or Products
  • Using CCTV

This could include:


  • Keeping customers' addresses on file.
  • Recording staff working hours.
  • Giving delivery information to companies.

When someone collects personal data they must tell who they are collecting it from the following to insure it is kept secure, up to date and accurate:


  • Who the data collector is.
  • How they will use the personal information.
  • They have to see the information and perform corrections if any is wrong.

Gambling Regulation (Gambling Act 2005):

https://www.gov.uk/government/organisations/gambling-commission

Regualtes arcades, bingo, betting, gaming machine providers, gambling software providers, casinos, lottery operators and external lottery managers and remote gambling by phone and online that uses British-based equipment.

Responsibilities concerning staff and employment practices:

?

Health and Safety Policy:

http://www.hse.gov.uk/toolbox/managing/writing.htm

Businesses must have a health and safety policy but if they have fewer than 5 employees nothing has to be written down . Most set out their policy in 3 sections:


  • Statement of general policy on health and safety at work. - This sets out the businesses commitment to managing health and safety effectively and what they want to achieve.
  • Responsibility section. - States who is responsible for certain actions.
  • Arrangements section. - This contains any detail of what the businesses are going to do in practice to achieve the aims stated in their statement of health and safety. This includes information on how they are going to reduce or eliminate the risks of any hazards (something that cause harm to someone. E.g. chemicals, electricity or working at a height) in the workplace. Any additional arrangements that they take to manage health and safety should also be set out in the arrangements section. These may include: staff training, using signs to make risks visible, improved safety equipment, replacing harmful chemicals with alternatives, changes in lighting or changes in flooring.



References:










Year 1 - Unit 73 - Sound P3 - Be able to plan, record and edit Sounds for a specific game

Unit 73 - Sound

P3 - Be able to plan, record and edit Sounds for a specific game

Tracks:

Genre - 

  • Electronic

File Names - 

Simply:
  • Track 1
  • Track 2
  • Track 3 etc.
  • This prevents confusion as to what each track contains, if my tracks were different genres or moods then they would be more specific.

Mood/Atmosphere -

  • Upbeat
  • Fast pace
  • Urgent
  • Energetic
  • Happy
  • Irritated
  • Surprised
  • Tension building

File Extension -

  • 1 file .mp3
  • The other 2 files .wav

Mono/Stereo -

  • The majority of the tracks are stereo sound.

Screenshots of Tools and Software -

  • The software I used for creating the tracks is called Soundation.
  • Here are some annotated pictures of the tools and features available that I used: (Track Annotated: Track 2)




SFX:

Genre - 

  • 8-bit

File Names - 

  • sfx_LastEnemyDeath - This represents the last enemy on a level dying.
  • sfx_Explosion - This represents the player dying.
  • sfx_Shot -  This represents the player making a shot at the enemies.
  • This prevents confusion as to what each SFX is. These, compared to the tracks with simpler names, are named like this to be more definitive about the meanings of the SFX and what they represent as they are very different. 

Mood/Atmosphere -

  • Fast pace
  • Urgent
  • Happy
  • Irritated
  • Surprised
(Same as the tracks to fit with the mood)

File Extension -

  • .wav when exported. .aup (audacity file) when saved as a project.

Mono/Stereo -

  • Mono sound is used all of the time with these SFX

Screenshots of Tools and Software -

  • The software I used for creating the SFX was Audacity. I also used a royalty free website to get the sounds, this included:
  • Here are some annotated pictures of the tools and features available that I used: (SFX annotated: sfx_Explosion)

Sunday, 5 March 2017

Year 1 - Unit 13 - Understanding the games industry Assignment 3 Task 1 - Contracts of Employment

Unit 13 - Understanding the games industry Assignment 3 Task 1 - Contracts of Employment

A contract is a legally binding agreement between two or more parties, this could be a developing or publishing company to it's employees if it's an employment contract. They are usually written but could be simply spoken or implied. They generally have something to do with employment, tenancy and sales or a lease.
An employment contract is a purpose to set forth any terms of the employment. In an employment contract things that could be included are the amount of hours you are asked to work, how much of a holiday time period you are given to use, whether any sick leave would be paid, would you get paid time off if a family member is ill and you have to look after them, could your boss demand you to work overtime, if you would be able to make games outside of working hours for yourself. However, the main clauses that are most likely to be included are any benefits that come with the role you take on. These include things that work well in your favour like health insurance, pension, holiday, bonuses, the amount you are paid, sometimes this could include stock options and royalties are very rarely covered. Confidentiality is another one which states what information can and cannot be disclosed, this is very much like patient confidentiality in the NHS. This could concern plans for future game releases, as well as, any techniques the company use etc. They also state what could happen if you do share any secrets or information you shouldn't to the press or other competitors. There are commonly clauses about inventions which generally states that anything you design or create is then owned by the company you work for. In the gaming industry you are most likely going to have any games or technology you produce outside possessed by them. They may or may not even release the game or create the idea but it's still classed as their property. Lastly, there will probably be another clause stating what would happen if you left the company but looked for another job in the same industry. This is called the non-competing clause but is most likely used for higher level employees stopping them from going to a competing company for quite some time to avoid trade secrets being shared. Here is a link to things that must be included in an employment contract: http://www.compactlaw.co.uk/employment-contracts.html
A development agreement is a contract that states all terms of a development deal, if you're the boss
of a development company, it's your job to care about this. After the first paragraph, which spells out the names of the contracting companies and their addresses, there is then an introduction paragraph. The Terms is the part of the agreement that says what amount the publisher will pay the developer, the time-frame the developer is given to start and finish the development of the game and if they will be given any royalties from the game and what the royalty rate may be. The obligations that each party in the relationship have are spelled out here. The Ownership part states whether the developer or publisher own the IP (Intellectual Property) of the game or if neither do in the case of a game based on a licensed IP, for instance. It all could also be split between the roles like the publisher could own the game, the developer could own the source code and a licensor could own the IP. The Warranties is where the developing company must swear not to use anyone else source code and the publisher must swear it has the right to ask the developer to create this particular game. This is so each company doesn't get in trouble for something the other one did. If a lawsuit was to happen, the actions that will be taken are stated. The Termination part of the contract is where various things are stated that might happen to cause the deal to terminate before the project is fully developed and published. It also so states what might happen if such an early ending occurs. The Legal Details are often at the end of a contract and involve a lot of technical stuff about determining what happens about disagreements and other things. Appendices are a lot of the important details of the contract that are added on at the end. The most important of these are the milestones and payment schedule, the game design document itself is attached as a appendix, how the royalties are going to be calculated, the confidentiality agreements which are signed by each member of the development company and ownership of the IP is signed over to whoever its applied to.
A License Agreement is what would happen if a publisher wants to make a game out of a movie or something. The owner of the movie IP and the publisher would execute a contract that states the
terms of the license out. Unless you're either a producer or a biz dev guy, you probably won't see many license agreements. If you are working on a licensed game then any work you do is guided by the terms of the license. What's being licensed is how the contract spells out exactly what the publisher is getting the rights to use. This could be the characters, story elements, names, visuals, sound effects and music from the film. What the license can be used for usually specifies that the publisher only has the rights to create it for PlayStation 4 and Xbox One, if the publisher want to expand the platform to Vita and 3DS they would have to pay more. The Territory in the contract specifies what part of the world the game can be published in depending on what rights the publisher has. They will often want worldwide rights of course but, the licensors will charge more for that. The usual territories that are given publishing rights are North America, Japan, Europe, Australia/Southeast Asia and South America. The Term is how long the contract will run for as it probably won't run forever. Most publishers lose their interest in a game product after 3 - 5 years so most license agreements only run for no more than 5 years. The Finance states how much the publisher must pay for the license. There is usually an up-front payment, called a guarantee, and royalties based on sales. This is sometimes either a per-unit amount or a percent-of-sales amount. There may be other terms to the agreement including what would happen if the publisher didn't finish the game or if the licensed property fails at the box office.
NDA (Non-Disclosure Agreements), Disclosure Agreements and Confidentiality Agreements let one party, in order to do business with another, must let a secret known to the other party. This would most likely be some sort of plan to create a new particular game, or a new technology or process/step for creating games or a business that has not yet been announced to the public or press. The other party agrees to not disclose the information entrusted in their party otherwise damage will be done to the original party.  If such an event as the information is shared, the second party will be taken to court by the first party. Some NDAs are scarier to sign and agree to than others because of how much detail can be put into one. Some will fully specify that the party that breached the agreement must pay for any legal fees as well as the addition of any damage done in case someone from one party betrayed the other party completely.  The reason that any actions taken against the second party are so dire is because of the amount of things left at stake to go wrong. Either company could lose a lot of money if they aren't careful enough and their reputation could go majorly down (not only to the public but to any other parties looking for someone else to create a NDA with).
A Collaboration Agreement is used within indie or hobby projects. It sets forth how a project is managed and controlled, who owns the IP, how the game is intended to be used, how any possible income will be handled and the termination of the project is to be governed. A lot of people are creating these games and it's pretty crucial to have an agreement that covers all issues of ownership and compensation that are important in the creation of games that exist outside of the mainstream industry. These games may or may not ever create any income. With the majority of hobby and indie project being a flop, the blame can only be put onto the huge factors of failure led by who owns what, who's supposed to do what and who's going to get what out of the project along the way and at the end. Many things should be included like Distribution of Rights, Identification of the Parties and Jurisdiction, Venue, and Choice of Law etc. Here is an article by game attorney Mona Ibrahim including everything you should and would want to include in a Collaboration Agreement: http://www.sloperama.com/advice/article58.htm

References:
https://arstechnica.com/civis/viewtopic.php?f=25&t=357571
http://hsunit13.blogspot.co.uk/2012/05/contractual-legal-ethical-and.html
http://www.compactlaw.co.uk/employment-contracts.html
http://abunit13.blogspot.co.uk/2013/09/task-6-contractual-legal-ethical-and.html





Friday, 17 February 2017

Year 1 - Unit 13 - Understanding the games industry Assignment 2 Task 2 - Industry and Marketing Trends

Unit 13 - Understanding the games industry Assignment 2 Task 2 - Industry and Marketing Trends


      This report is about the trends in the current industry and marketing, it covers who plays these games and what they want. Industry trends are the large companies and the technology they produce and develop and Marketing trends are the type of people that play the games and what they like.
      Market Trends - In Britain 7 out 10 people have played some sort of video game within the last six months. People that are 45+ are playing more than that of kids/teens. The most used format are apps with smartphones being the most popular device. Trivia/word/puzzle games are the most popular genre led by older women. However, consoles are used for the most amount of time. Due to the older women playing puzzle games, there are now more women playing video games in the UK than men according to a report. The gaming audience had reached 69% of the UK population, that's 33.5 million people, by 2014 (all stats are from 2014). There are now less children and teenagers playing games than people over 44 years old. 61% of games in 6 months of 2014 acquired were free to purchase. Gamers aged 16+ spend an average of 11 hours gaming whereas 8 - 15 year olds spend around 20 hours. Apps are the most popular format with 55% of the British playing them, this is then followed by online games at 48% and last but not least, disc-based games at 40% of the population. The things that actually drive the UK market are cheaper and more intelligent smartphones in the market, growth and variety of social networks, easier access to internet of a higher speed, tablet PC market growth and the amount of leisure time that customers enjoy. The UK has over 30,000,000 smartphones with the majority being higher end.
     Industry Trends - The idea of VR with friends is an interesting one. When VR was first developed it felt like it would be a long wait before we got multiplayer (or even if we ever would). VR is such an amazing concept alone that it developing any further was asking too much of the product. The only visible downside of this platform is the sale price, but the industry aren't concerned about the amount of sales going lower than expected because of the pure demand it has. VR stands for Virtual Reality and, as the name suggests, it creates a virtual world that the user can interact with and be immersed into. AR (Augmented Reality) has a big future in the gaming industry, specifically the mobile gaming industry, and its current reputation which is staggeringly positive. The most well-known app that uses AR was Pokemon Go that came out back in last years summer period, but there are many other apps out there creating more immersive gameplay at our fingertips. AR generates a users view of the real world and should make them find it hard to distinguish between what is reality and what isn't. Incremental Console Upgrades are quickly becoming a major part of the gaming industries future. Soon console models will be upgrading as quickly as phones with small changes added to a console and then sold as a new console. An example was the Xbox One S making it slimmer and slightly better. Because of this, consoles will be coming out much faster making companies gain more of a profit. Freemium (Free + Premium) is used in free apps to generate revenue for its company. However, many people believe that this is ruining the mobile gaming industry because of how it is aimed at people who are competitive with friends and will spend a lot of money, without realising the cost, just to get ahead at something. This way of gaining profit can be very effective when done correctly (whether ethical or not). Freemium creates a state of urgency to upgrade, it leads its free users towards paid for updates and often offer promotions. All of these definitely have more positive effects and results towards the industry rather than its customers, however, the customers can gain more entertainment so who can really blame them?
      In conclusion, I'd say that I was really surprised by the statistics about women playing more video games than men but I definitely feel like it would be the other way around by a mile, if it was just console and PC platforms. I found the fact that the market and industry trends are very different very surprising as they don't often go hand in hand or join up. The market is about catering to what the people want and the industry is about developing new products and gaining more money in new ways. If I was a games developer the only Industry Trends I'd take advantage of would be the AR and VR as they are both more focused on developing whereas, the Incremental Console Upgrades and Freemium feel too much like taking advantage of people. I would however, take advantage of all of the marketing trends but only to try and please the audience I'd have.

References:
http://www.thecreativeindustries.co.uk/industries/games/games-facts-and-figures/market-strengths-and-trends
https://www.theguardian.com/technology/2016/jul/21/11-video-game-trends-that-will-change-the-future-of-the-industry
http://augray.com/blog/emerging-trends-in-gaming-industry/
https://medium.com/@LatePanda/how-freemium-is-destroying-the-games-industry-5d255bb39a98#.ah4yy2hgo
https://theappsolutions.com/blog/marketing/freemium-gaming/

Year 1 - Unit 73 - Assignment 1: Sound for Computer Games

Level 3 Games Design
Unit 73: Sound for Computer Games
Assignment 1 - Understanding the use of music in games and the methodology of recording and production.


Task 1 - Compare and contrast game music:






==

      The game music for Little Big Planet 3 is very dramatic and unsettling but still a very good background sound that you don't completely focus on. This is one of the many reasons why the developers used it, along with how it gives a feel of feeling of stealth and there is as much to come as has just gone. Not only this but the track doesn't change dramatically all that much throughout its length. The Last of Us is a lot calmer and less dramatic but still as unsettling as Little Big Planet 3 and helps create a calmer take on an apocalyptic world. Both of these work extremely well and create the prefect mood for the game, therefore, I personally would not change either of the tracks. The music is very important to the game, it creates an environment for you and can change an impression of a game whether it be first or midway through.
The psychology of these are used to convey information to the player through thing like iconography, metaphors and symbolism. Sound symbolism is the idea that certain sounds represent a certain place or feeling etc. which help then set the scene for, in this case, a game. The slow and repetitive beat and long symphonic notes create a feeling of doing something in a slow and sneaky way in Little Big Planet 3, this adds to the intensity. The acoustic notes in The Last of Us show an idea that we're witnessing the aftermath of something, creating a calm and relaxed mood while still being on edge. Therefore submerging the player deep into the game. This is a good example of how audio manipulates how you play a game, this can be in a good or bad way, but the majority of the time it is very beneficial and crucial to the gameplay.
The audio environment can be created using mono, stereo and surround sound. Both of these tracks would create the best using surround sound as the the player would literally be surrounded by all the sounds at different angles. Luckily all are very common with at least mono sound (uses a single a channel from one position) and surround sound (using two channels to create sound from two channels from the left right and middle) being widely available to all/most audiences. Both games can be played with any of the three method above. Here is a Dolby Digital test of Surround Sound HD: https://youtu.be/PvnlpPWAcZc  Here is a test of Stereo Sound HD https://youtu.be/TAOQWSmkofA
The theory of sound is the wavelength (one wave to the next), amplitude (maximum interference from its undisturbed position), frequency (number of waves per second), pitch (whether a note has a high or low tone), hertz (unit of frequency, one cycle per second), sound generator (vibrating object that generates a sound), foley (use of reproduced sounds) and timbre (describes characteristics which allow the ear to differentiate sounds that have the same pitch and volume). These songs all have different pitches and loudness which change with Little Big Planet feeling generally lower in pitch than The Last of Us and louder in volume as well.
The gaming format that you would be playing on creates the sound for the speakers to output using a sound generator that is internal. Any sound for a game (or anything else like a video or general sound) is run by a sound generator, this is a vibrating object that produces a sound which is then generated by a speaker. This device is located inside the console or PC itself.
Legal issues can come from the sound sources, if you were to download and upload (or just download) the soundtrack without meeting the proper copyright terms it would class as an infringement. Copyright means that the owner has paid for the rights to the sounds of the game, The Last of Us music is owned by Sony rather than the creator, Gustavo Santaolalla, because they enlisted him. Little Big Planet 3's, I can only guess, has it's ownership by Sony and the partly the developer, as they are the only people with such rights.



Task 2 - Methods that could've been used to record and produce this music and why:

      The file formats used in audio can be lossy compressed (loses quality as it discards info. Eg. MP3, RA and VOX) this is best used on ipods and phones so its very unlikely that these high quality tracks are stored like this. They can also be uncompressed (almost perfect version of the original recording but uses up more space than lossy compressed files. Eg. WAV, AIFF, AU, SMP and VOC) which gives us better quality and uses more space but is best stored on game discs or PCs because they have more disk space. The likelihood of these tracks being uncompressed is very high. Below are some compressed and uncompressed examples of sound files and how their file extensions could look.

The audio sample rate is measured in Hz or kHz and is how many samples of audio carried per second. The bit-depth is the number of bits of information in each sample and the resolution is how values the sample can take on, the higher the bit-depth and resolution the higher the quality and file size. Therefore this music must have higher bit-depth and resolution because of its high quality and large file size. To the left are digital audio sample rates showing how much clearer and accurate you hear the sound as the sample rate gets higher.
 Audio does has its limitations, these include, DSP (Digital Signal Processor), can process data in real time making it ideal for applications that can't tolerate delays by taking a digital file and handling it to improve it to a clearer sound; RAM (Random Access Memory); PCM (Pulse Code Modulation), its the form of sound that digital sound is decoded into to be outputted to the speakers; File Format, can change the readability of a file, it's quality and the amount memory used; and Audio Output, mono, stereo and surround with surround sound being the best. To record a good quality audio file you need a good amount of RAM , these tracks must have been recorded with a good amount of RAM in the recording device.
There are also many types of audio recording systems, the most common are Multi-track Recording, allows separate recordings to be put together into one track; MIDI (Multi Instrument Digital 
Interface), allows a single person to have access to multiple instruments at the same time, its enables electronic instruments, computers and other electronic equipment to communicate and sync up together; DAT (Digital Audio Tape), a single recording and playback medium on tape; Analogue, used to record analog signals which allow playback later (to the right is a vinyl as an example of an analogue sound. These are personally my favourite way of hearing a sound as they are much more pure and gritty to the original sound.); Software Plug-ins, adds a specific feature to an existing program, they can be used to generate, process or analyse sound; and Software Sequencer, it's a class of application software giving functionality of music sequencer, it can be controlled by either the GUI or a specialised input device. From the list of recording systems above its safe to say that Little Big Planet 3 and The Last of Us' tracks used multi-track recording to fit all the different parts together and probably Software Plug-ins to capture the different parts.

In conclusion, there are many factors that benefit, neglect, underestimate and purify the use of sound in any game. Any sound used in a game should be true to the games meaning and how the developers wish the game to be felt, connected with and most importantly, how it submerges the player into the game itself and how the feeling surrounding them should match this. Sometimes stereo and mono sound create the same, amazing atmosphere as that of surround sound if placed in the right circumstances. I feel, like many others, that both of these amazing pieces of music but I still must feel like The Last of Us' general soundtrack does a much better job at creating the perfect mood than Little Big Planet 3 because of how much of a simplistic feel it has to it.

References:
All taken from P1 and P2 - http://sarahsgamesdesign.blogspot.co.uk/