The kind of Game Developer Roles : virtualinfocom

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Producer
A game producer is essentially the game project’s leader. The producer will draw up and track the schedule, manage the people who do the hands-on development work, and oversee the budget and expenditures. The producer may not know how to make any part of a game at all, but he is the one person on a game project
who knows everything that is happening and why.
It’s the producer who needs to poke the other developers in the ribs when they seem to be lagging. The producer must be aware when different members of the team are in need of some tool, knowledge, or resource and arrange to provide the team members with what they need.

The producer will also be the team’s interface with the rest of the world, handling media queries, negotiating contracts and licenses, and generally keeping the big noisy bothersome world off the backs of the development team.
Designer

As a game designer, you will decide the theme and rules of the game, and you will guide the evolution of the overall feel of the game. And be warned—it had better be fun!
There are several levels of designers: lead designer, level designer, designer-writer,character designer, and so on. Large projects may have more than one person in each design role. Smaller projects may have only one designer or even a designer who also wears a programmer’s or artist’s hat! Or both!
Game designers need to be good communicators, and the best ones are great collaborators and persuaders. They need to get the ideas and concepts out of their heads and into the heads of the rest of the development team. Designers not only create the concept and feel of the game as a whole but also create levels and maps
and help the programmers stitch together different aspects of the game.
The lead designer will put together a design document that lays out all the aspects of the game. The rest of the team will work from this document as a guide for their activities. A design document will include maps, sketches of game objects, descriptions of plot devices, flow charts, and tables of characteristics. The
designer will usually write a narrative text that describes how all of these parts fit together. A well-written and thorough game design completely describes the game from the player’s perspective.
Unlike the producer, a designer needs to understand the technical aspects of the game and how the artists and programmers do what they do.


Programmer
Game programmers write program code that turns game ideas, artwork, sound, and music into a fully functional game. Game programmers control the speed and placement of the game artwork and sound. They control the cause-and-effect relationships of events, translating user inputs through internal calculations into
visual and audio experiences.
There can be many different specializations in programming. In this book you will be doing a large amount of programming of game rules, character control, game event management, and scoring. You will be using TorqueScript to do all of these things.
For online game programming, specialization may also be divided between client code and server code. It is quite common to specify character and player behavior as a particular programmer specialty. Other specialty areas might be vehicle dynamics, environmental or weather control, and item management.

Other programmers on other projects might be creating parts of the 3D game engine, the networking code, the audio code, or tools for use with the engine. In our specific case these specializations aren’t needed because Torque looks after all of these things for us. We are going to focus on making the game itself.


Visual Artist
During the design stages of development, game artists draw sketches and create storyboards to illustrate and flesh out the designers’ concepts.  Artists will later create all the models and texture artwork called for by the design document, including characters, buildings, vehicles, and icons.
The three principal types of 3D art are models, animations, and textures—and the artists who create these types of art are 3D modelers, animators, and texture artists, respectively.
  •  3D modelers design and build player-characters, creatures, vehicles, and other mobile 3D constructs. In order to ensure that the game gets the best performance possible, 3D modelers usually try to make the least complex model that suits the job. A 3D modeler is very much a sculptor working with digital clay.
  • Animators make those models move. The same artist quite often does both modeling and animation.
  •  Texture artists create images that are wrapped around the constructs created by 3D modelers. Texture artists take photographs or paint pictures of various surfaces for use in these texture images. The texture is then wrapped around the objects in question in a process called texture mapping.
  • Texture artists help the 3D modelers reduce the model complexity by using highly detailed and cleverly designed textures. The intent is to fool the eye into seeing more detail than is actually there. If a 3D modeler molds a sculpture in digital clay, the texture artist paints that sculpture with digital paint.
Audio Artist
Audio artists compose the music and sound in a game. Good designers work with creative and inspired audio artists to create musical compositions that intensify the game experience.
Audio artists work closely with the game designers to determine where the sound effects are needed and what the character of the sounds should be. Audio artists often spend quite a bit of time experimenting with sound-effect sources, looking for different ways to generate the precise sound needed. Visit an audio artist at
work and you might catch him slapping rulers and dropping boxes in front of a microphone. After capturing the basic sound, an audio artist will then massage the sound with sound-editing tools to vary the pitch, to speed it up or slow it down, to remove unwanted noise, and so on. It’s often a tightrope walk balancing
realistic sounds with the need to exaggerate certain characteristics in order to make the right point in the game context.

Quality Assurance Specialist
Quality Assurance (QA) is a somewhat fancy name for testing. The general field of QA is more extensive than that, of course, but in the game business game testers take the brunt of the QA load. The purpose of testing is to ensure that a finished game is really finished, with as few bugs or problems as humanly possible. QA
testing requires the quality assurance specialist, or game tester, to play each part of a game, trying to flush out all glitches and bugs.
Most of the problems QA testing will find are visual or behavioral: text that doesn’t properly wrap on an edge, characters that don’t jump correctly, or a level that has buildings misplaced. Testing can find game play problems; these are usually related more to the design than the programming. An example could be that the running speed of a player might not be fast enough to escape a particular enemy when it should be more than fast enough.
QA specialists need to be able to communicate well in order to write useful and meaningful bug reports.



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how to choose between Films ?

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THE BASIC FILMMAKING SETUP

Camera: - A motion picture camera must have two features before you can animate with it. First, it must have the capability to make single-frame exposures, usually done by means of a cable release, a device those screws into the camera's trigger and allows the operator to release one frame at a time, as opposed to shooting the camera at full, live-action speed. An animation camera must also have a lens that can be focused on a relatively small field; 8 & 1/2 by 10 inches is a working minimum, although some techniques will not require a field this small. Usually all motion picture camera lenses will take an auxiliary close - up lens or a diaper. Zoom lenses are almost standard on today's inexpensive movie cameras. Having one built in or being able to mount a zoom on your camera will be helpful for various techniques in animation, although it's not essential.

Tripods and Animation Standards: - Common to every technique in animation is this inflexible requirement: The camera must be held in exactly the same position throughout the filming of a sequence.
 

FILM FORMATS

A s an independent animator, you have a choice of two production formats: 16mm and super 8mm. The following is a basic analysis of the similarities and differences between them. Incidentally, the word "format" is given a broad meaning here. It includes the film stock, film equipments, and even process of filmmaking. In other words, format is an entire system for filmmaking. Selecting one of these two production systems is one of the most important decisions you will have to make. Film Gauge: - This refers to the actual physical makeup of what goes through the camera - the film stock. Paragraphs of discursive prose won't as clear a definition. Image Area: - The actual projected "image area" on 16mm film has three and a half times as much area within a single frame as that of the super 8mm image. The proportions of the frame's rectangle are the same in both gauges - horizontal to vertical dimensions form a proportion of roughly 4 to3.
 

HOW TO CHOOSE BETWEEN FORMATS

If all beginning animators were forced to select between super 8mm and 16mm production, or between a full-blown Mac and PC workstation, they'd face a confusing barrage of offsetting factors and conflicting recommendations. For digital animators, arriving at the computer store with a fat bankroll wouldn't help either, because that just increases the bewildering array of choices. Fortunately, few neophyte animators ever face such decisions. For most of us, it's not which format to go with but rather how to get going at all. Polemics are replaced with pragmatics. You use what you can afford and what you can get your hands on. If you are faced with the decision of whether to working in film or digital format, trust your own common sense. Ask yourself the following questions:

What is Available? If you already have a computer, check out what it will take to purchase the software and hardware required to start the animation. If you can get your hand on some filmmaking equipment, you should certainly try to build your exploration of animation around that equipment - regardless of it being 16mm or Super 8mm format. Snoop around to see what tools are available. Can you con someone into letting you borrow their gear?

How Much Do You Want to Spend? Money matters. Take a cold, hard look at what you can comfortably invest in your passion to animate. Computer hardware should help you develop a rough working budget for whatever kind of film or computer project you have in mind. What Kind of Animation Will You Be Doing? Sometimes a decision on format can be made by choosing the start of cartoon you want to make. If it's frame-by-frame drawing techniques that hold your fascination, then filmmaking techniques are the way to go. On the other hand, if you want to still photographs to weave a montage with rich effects and dense visuals, then you will want to move directly to the computer.

Who Will Be Seeing Your Work? The advent of home video and computer technology has provided exciting new distribution potential. Now almost anyone can produce cartoons and share them with others, either on videotape or as digital files sent between computers. The future seems to hold great possibilities for compressing cartoons and sending them over the internet. CD-ROMs - and their next DVD generation - will help expand your audience. Unless you are satisfied screening your work for a limited number of people (fellow students, for example), film technology can no longer be looked to as a good distribution medium. The 16mm film distributors who flourished when this note was first written have mostly gone out of business and few institutions or individuals own and operate Super 8mm or 16mm projectors. Certainly the most universal way to circulate your work is by transferring it from either film or computer to VHS video.
 
virtualinfocom +919830082617

how do I animate a character ?

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Animate the Characters

Step By Step Animation (A Classical Way)
 
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virtualinfocom
 
Illustrated Example in details how to do a side walk
 
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virtualinfocom
Following are the example of how an animator can create a walk cycle of a character:
virtualinfocom
The above sequence is done mainly by 8 frames; one can easily animate the sequence by Animation software like Virtual Information & Communications (VIC) Pixion System which could run any sequence in a 2D or 3D Mode. For details please log on to www.virtualinfocom.com For 2D animations general animation production house use some software.These software can produce Lip-Syn, Walk , Action or any animatic. I am showing an example of how classical animation can be done in a 2D software(Drawing is made in a 2D software by mouse and then step by step animated)
for more do call +91 9830082617

Learn Mobile Game Programming: virtualinfocom

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Do you want to learn game development?

Then virtualinfocom is the right place for you. With more than 12 years experience of teaching game development to young Indians gamers, virtualinfocom provides the right knowledge and platform for those who aspiring to make career in video game development. Its been a tremendous experience for virtualinfocom of creating talented pool of game developers for the Indian gaming industry virtualinfocom new batches starting from April 2011. Join early to avail discounts.
Course Content for Mobile Game Development for more details go to www.virtualinfocom.org
Gaming Application Basics
Game Graphics and Events with MIDP Classes
Scripting
Environment design
ecurity and Selling Game on App World
Using Scalable Vector Graphics
GPS Gaming
Game Engine

PC Game Programming : virtualinfocom +91 9830082617

0

Category:

Do you want to learn game development?

Then virtualinfocom is the right place for you. With more than 12 years experience of teaching game development to young Indians gamers, virtualinfocom provides the right knowledge and platform for those who aspiring to make career in video game development. Its been a tremendous experience for virtualinfocom of creating talented pool of game developers for the Indian gaming industry virtualinfocom new batches starting from April 2011. Join early to avail discounts.

Course content for PC Game Development:

C++ Programming for Game Developers
Open GL Programming
Graphics Programming with DirectX 9
3D Mathematics
The Transformation and Lighting Pipeline
Initializing Direct3D
Vertex and Index Buffers
Single and MultiTexture Effects
Camera Management Systems
Compressed Textures
Texturing & the Texture Blending Cascade
Alpha Blending
Detailed of the Blinn - Phong illumination model
Geometry Tessellation
Texture Coordinate Generation
Image Filtering and Sampling
Lightmapping
Texture Consolidation
Efficient Line of Sight Testing
The Radiosity Method -
World Space Filtering
Barycentric Coordinates
Local and Global Illumination
Detailed Analysis of the Form Factor Equation
Handling Transparent Polygons within a Lightmap Compiler
Surface Caster Light Sources
AI for Game Developers

Series of factorial

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Series of factorial
#include
#include
void main()
{
float x,Sum,t;
int i;
clrscr();
printf("Value of X in degrees=");
scanf("%f",&x);
x=x*3.14/180;
Sum=x;
t=x;
i=1;
label:i=i+2;
t=(-t)*x*x/(i*(i-1));
if (fabs(t)>0.00001)
{
Sum=Sum+t;
goto label;
}
else
printf("sinx=%f\n",Sum);
getch();
}

C programmes for Physics Practical Exam Nuton Rapson Method

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Nuton Rapson Method Programme 


#include
#include
void main()
{
int count=0;
float x0,xn,fx,dfx;
clrscr();
printf("Intial guess Value x0:\n");
scanf("%f",&x0);
label:
fx=pow(x0,5)+3*x0*x0-10;
dfx=5*pow(x0,4)+6*x0;
xn=x0-fx/dfx;
if (fabs(xn-x0)<0.0001)
printf("\n The final root is%f\n",xn);
else
{
x0=xn;
count=count+1;
if(count>100)
printf("\n solution does not converge\n");
else
goto label;
}
getch();
}

Qt : the next gen Mobile Tech for NOKIA Mobiles

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Software developers and people who’d like to learn have a lot of choice when it comes to which languages and tools to use. Maybe we’re biased but we’d suggest you give Qt a try. Nowadays, it’s a complete framework that handles every aspect of application creation. 



1. Funding and support;
Qt is an Open-Source development framework, with fantastic community contributions, but it moves faster than many such projects because it is funded and supported by Nokia. Nokia pledges to continue development work on Qt, add new features and to support it going forward. It’s an invaluable source of creativity, high quality apps and great solutions and is integral to our strategy today, and for future innovation.
2. Use a visual editor;
Visual development tools allow designers to make beautiful, flowing interfaces and work alongside developers for more of the application creation process. It also automates a lot of the tedious legwork involved in specifying the dimensions and characteristics of UI elements.
3. Use a complete and powerful IDE;
Qt Creator combines editing, design, debugging, project management, localisation and compilation tools. It’s everything you need to create great programs for desktop computers and smartphones. And everything is made to work together, rather than moving between different environments to do different things with an application. Packages like this often cost hundreds of pounds, or don’t exist at all for many programming languages.
4.  It’s free;
All of the Qt tools are free to download and use, and you are allowed to use them to create commercial projects or for use with clients. The only exception to this is if you want to make changes to the Qt tools and not share them with the community. And, of course, even if you decide Qt isn’t for you, then it hasn’t cost you anything.
5. Nothing does cross-platform like Qt;
Developing apps that work on Mac and Windows PCs from the same source is a fairly tricky procedure without Qt. That’s one reason why some of the major cross-platform apps like Google Earth and Skype use it. We’d also like to point out that its target list also includes Symbian smartphones, Maemo and soon MeeGo devices.
6.  Stable and high quality;Qt has been around since 1992 – and the latest release (4.7.2) came out last week. Everything has been tested, used professionally, tweaked, rereleased and improved many times, resulting in an extremely high reliability rate and great ease of use.
7. Outstanding online community;If you’re having problems or just need to chat about what you’re doing, you’ll find a helpful and knowledgeable community. There’s a blog, of course, but also message boards, nntp groupsand mailing lists.
8. Experienced programmers can use C++ to write code;
Here’s a common misconception: Qt is not a new programming language. If you’re a trained programmer, then there’s every likelihood that C++ (and/or Java) is what you use for most projects. Most Qt projects are written in C++ (enhanced with extras to make the work faster – that’s the only learning bit). And, of course, the resulting projects can be deployed to different clients easily. Qt lets you use your existing language skills rather than make you learn a new one.
9. Use QML to write quicker code;
If you’re just getting started or want to create something more quickly, then you’ll probably be more attracted to Qt Quick. Here, you use the visual interface builder and the JavaScript-style QML code to put applications together. Note that it’s perfectly possible to combine C++ and QML sections together in a single app, too. [Bonus tip: Qt Quick stands for “Qt User Interface Creation Kit].
10. [New] Use Python to write reusable code;
The Qt community has just announced the release of PySide, allowing Python developers to use Qt interface ingredients to create cross-platform applications through language bindings. There’s also PyQt, of course. (NB: both of these are routes for people very familiar with terminal mode and compiling from source code).
11.  [Upcoming] Target Android devices;
Many add-ons and extras come from members of Qt’s massive online community. Recently, the possibility of porting Qt apps to Android smartphones has been explored with positive results. If developed further, this opens up a massive window of opportunity for Qt smartphone developers.
12. Open Source opens opportunities;
The Android example at (10) is just one way in which Qt demonstrates the power of being part of the Open Source community. New tools and add-ons appear on a regular basis. And if there isn’t one already, there’s nothing to stop you creating one (or helping with an existing project) and donating it back to the community.

What Is The Xbox 360?

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The Xbox 360 is a powerful next-gen videogame system from Microsoft that was released on November 22nd, 2005. Currently, the Xbox 360 comes in several different configurations and prices ranging from $280 to $450.
The Xbox 360 can play both Xbox 360 games as well as DVD movies right out of the box. The system can also play certain titles that were released on the original Xbox. For a complete list of backward compatable titles, please check the official list at Xbox.com.
A major feature of the Xbox 360 is that it is the first true high definition videogame system. An HDTV is not required to enjoy everything that the Xbox 360 has to offer, but if you do have an HDTV the graphics are greatly enhanced over what we saw in the PS3/Xbox/GameCube era.

Another major feature is the Xbox Live online services. There are two different versions of Live - Gold which lets you play games online against other people, and Silver which lets you download demos, trailers, Xbox Live Arcade games, and chat with friends. A key feature of Xbox Live is that it is a central service that lets you use just one nickname (called a Gamertag) across each and every game and it also lets you keep a list of friends and preferred people you like to play with. Xbox Live isn't required to enjoy what the Xbox 360 has to offer, but the experience is greatly enhanced when you take the system online.
Here is the Xbox 360 in all of its glory. The rumored design details that the system would use wireless controllers as well as the concave design are present. There is also an extra button beside the memory card slots as well as a covered port on the right side of the system whose functions are not yet known at this time. 

Hardware Specs:
Custom IBM Power-PC Based CPU
Three symmetrical cores running at 3.2 GHz each
Two hardware threads per core; six hardware threads total
VMX-128 vector unit per core; three total
128 VMX-128 registers per hardware thread
1 MB L2 cache
CPU Game Math Performance
9 billion dot product operations per second
Custom ATI Graphics Processor
500MHz processor
10 MB of embedded DRAM
48-way parallel floating-point dynamically scheduled shader pipelines
Unified shader architecture
Polygon Performance
500 million triangles per second
Pixel Fill Rate
16 gigasamples per second fill rate using 4x MSAA
Shader Performance
48 billion shader operations per second
Memory
512 MB of GDDR3 RAM
700 MHz of DDR
Unified memory architecture
Memory Bandwidth
22.4 GB/s memory interface bus bandwidth
256 GB/s memory bandwidth to EDRAM
21.6 GB/s front-side bus
Overall System Floating Point Performance
1 teraflop
Storage
Detachable and upgradeable 20GB hard drive
12x dual-layer DVD-ROM
Memory Unit support starting at 64 MB
I/O
Support for up to four wireless game controllers
Three USB 2.0 ports
Two memory unit slots
Optimized for Online
Instant, out-of-the-box access to Xbox Live features with broadband service, including Xbox Live Marketplace for downloadable content, gamer profile for digital identity, and voice chat to talk to friends while playing games, watching movies, or listening to music
Built-in Ethernet port
Wi-Fi ready: 802.11a, 802.11b, and 802.11g
Video camera ready
Digital Media Support
Support for DVD-Video, DVD-ROM, DVD-R/RW, DVD+R/RW, CD-DA, CD-ROM, CD-R, CD-RW, WMA CD, MP3 CD, JPEG Photo CD
Ability to stream media from portable music devices, digital cameras and Windows XP-based PCs
Ability to rip music to the Xbox 360 hard drive
Custom playlists in every game
Built-in Media Center Extender for Windows XP Media Center Edition 2005
Interactive, full-screen 3-D visualizers
High-Definition Game Support
All games supported at 16:9, 720p, and 1080i, anti-aliasing
Standard-definition and high-definition video output supported
Audio
Multi-channel surround sound output
Supports 48KHz 16-bit audio
320 independent decompression channels
32-bit audio processing
Over 256 audio channels
System Orientation
Stands vertically or horizontally
Customizable Face Plates
Interchangeable to personalize the console

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