CREO SAE University College
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Music portfolio: an exploration of independent music making.
This portfolio showcases a practice based exploration of independent music production, encompassing the full creative and technical processes from songwriting and recording through to mixing, mastering, and digital distribution.
Developed as both a professional undertaking and a pedagogical tool, the project aims to model current industry practice for students in music and audio education. With support from Dr. Clare Duffin (University of the West of Scotland), a tiered online marketing campaign accompanied the release, resulting in over 12,000 streams for the first single and 3,000 for the second.
The creative outcomes served multiple purposes: to maintain currency in digital music distribution and marketing; to critically engage with objective, craft-oriented lyric writing; and to provide contemporary, experience-based learning resources for classroom discussion.
By reflecting on the challenges and strategies of DIY music release in a global context, the project contributes to discourse in both artistic research and music industry education
Razorblade Swing: Sympathy for the Dead Game Design Document
Sydney of the late 20s was a world of dark, crisp shadows and flashing blades. The war has recently ended, and there is a hunger, a mania, to forget and bury the ghosts and spirits. But the dead, and things inhuman, do not like to be forgotten.
Razorblade Swing is a tabletop roleplaying game that seeks to explore this world through the eyes of street-level, everyday, vulnerable people, particularly women. The main conceit is that the Razor Wars were the product of the ghosts and spirits of war. Those who come back often deal with this through addiction, vice and sex work. It is stylized off Underbelly Razor meeting a Noir Victorian-era Ghost story
Poco Film Festival Talks: The Impact of AI: A Humanist Perspective
As regards the onset of AI technology use and influence in the film and screen industries, we need to be able to take account of the agency and the engagement of our creative minds and whether or not they are being invited in to realistic, tangible jobs and careers, or alternatively what the impacts of changing technological paradigms might have on their futures. In what ways does AI impact the screen industry?
This generation of young people, film and screen production students, want to have an in-person, socialised peer experience - they want to be together. They want to have a lived, embodied cultural experience. This presentation is my personal view on how we as educators should be preparing our students for their futures
DDX323.2 Placemaking Example 1
A placemaking project for an area in Dubai. Includes wayfinding, and an AR mural tour concept, as well as a research document and report
AUD175 Project 3: Acoustics
Acoustics Analysis:
1: RT60 Calculations: Use an RT60 calculator to predict the reverb time of a real room. Measure the actual time and compare the results.
2. Acoustic Treatment. Take RT60 measurements in a space before and after basic acoustic treatment and explain how the treatment is affecting the acoustics.
3. Room Modes Predict the positions of standing waves and room modes in a room and test your predictions with measurements
DDX323.1 Speculative design poster Example 1
The future is often seen as a time far away from reality and time, however we can all envision what that future might look like in this present time. Braidotti points out that once we are freed from seeing humans in the limited ways, we can then re-imagine almost anything, and that this task of reimagining is critical (2013). The aim for this project is to explore the ideas surrounding speculative design to create a visual representation of an imagined more-than-human future. This will be done by creating a manipulated image using relevant imagery to present relationships with nature, humans and technology to create harmonious and sustainable futures
DM111.2 Design Analysis Essay Example 1
This essay takes a design piece and analysises it in terms of semiotics, aesthetics and socio-cultural history