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    1281 research outputs found

    Great Games Need Great Leaders: Multiclassing to Lead Game Development Teams

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    Great Games Need Great Leaders brings together the knowledge and perspectives of numerous past and present games industry leaders and practitioners to form a clear picture of how leadership operates in a game development studio. It identifies the ways in which things are changing or can change for the better in the games industry and provides a set of tools for the reader to use in their own professional practice

    ANI219.2 Character and prop concept art Example 1

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    ANI219 Project 2 exemplar

    DDX181.1 Visual Identity Design Example 1

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    DDX181 Project 1 work from 24T2. Student exemplar

    CIM316.2 Antville Example 1

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    Capstone Planning documentation for a video game. The concept of Antville is a cooperative video game dedicated to boosting social skills and teamwork among children. Inspired by the Young Minds Matter survey, which reveals a gap in social skills development for kids aged 4-12 (The Australian Institute of Health and Welfare, 2020), Antville will address these social skill deficits through game mechanics informed by scholarly research

    MUS213.2 Community Music Project Example 1

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    This project focused on the creation of an original song for a community choir, emphasising collaboration and engagement throughout the process. The song was designed to reflect the community\u27s unique ideas, themes, and musical styles. Additionally, the collaborative effort aimed to foster social cohesion, inclusivity, and a sense of wellbeing among community members

    Accessible & Inclusive Music-Making

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    This research project aimed to assist musicians with intellectual disabilities in the collaborative music-making process. By designing and implementing accessible techniques, the study addressed the question: What songwriting and music production techniques can support musicians with intellectual disabilities to create original music? The outcome was a framework of techniques and three original compositions created in collaboration with these musicians. Using qualitative methods such as autoethnography, action research, observations, and music-specific practices, the project involved multiple collaborative sessions where participants actively engaged in music composition and recording. Techniques included pre-production interviews, influence analysis, instrument experimentation, and lyrical exploration. The findings highlight the effectiveness of participatory approaches and iterative testing, contributing valuable insights into inclusive music-making practices and promoting accessibility in creative processes

    The Eternal Flame: Creating Visual Storytelling Through Emotion Design

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    This creative practice research project explores the use of emotion design techniques through visual storytelling in the form of a 68-page graphic novel design and an accompanying exegesis. The research examines emotion theory, exploring how a visual story can comprise of emotion design elements through techniques within shape language, emotive signals, the semiotics of colour, genre, symbolism, and emotive storytelling structures. Via a creative component, the research documents the practical application of the theoretical concepts using the form of a graphic novel, highlighting the importance of the emotional affect on an audience experience

    Saltwater and Dirt: Using magical spaces for queer re-worlding

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    This research project is a work of autotheory situated under the umbrella of Queer Theory. The work encompasses a theoretical component and a short performance art film and the two should be viewed as part of the whole. The creative practice has been used as a device to speak to the theory and bring it to life. The theory has informed, and homogenised with, the making of the art film. Through the course of this creative research project I found my way to a queer becoming through the comingling of magical phenomena, composting (Haraway, 2016, p.97) and hydrofeminism (Neimanis, 2012). The project introduces the concept of inter-gardening as a way to traverse the liminal space of queer becoming and embodiment. Scaffolding this project is a Queer Phenomenological reading of Simone de Beauvoir’s theories of societal gender conditioning and the conceivability of a hermaphrodite society. Judith Butler’s ideas of gender performativity and fragmentation amalgamate in this project with an autotheoretical and arts-based research approach. Through this lens the research uses magical realism as a tool to examine new gender realities and queer becoming. The theory and creative work revolve around the creation of an alternative reality fused with magical possibilities. Bodies in this world are not gendered and evolve in authentic multiplicities. This re-worlding is building on the work of feminist thinker Donna Haraway and her ideas of compostists, sympoiesis and her Camille Stories. I have developed this alternative reality into a filmic world and within it adopted a character, Imra, to embody. The research project culminated in a coalescence of theory and art practice. The boundary between Imra’s journey of becoming and my own became indistinguishable

    DIM111.1 Design History Diagram

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    Example of investigation of 3 historical design movments and a design history argumentative essay

    FLM172.1 Editing Principles and Techniques : Continuity Edit Example 1

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    This project and edited drama scene is the first projects in Trimester 1 at the SAE University College. It introduces students to technology and creativity in cutting drama scenes

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